Crossover Chaos V2: Slate 44 - Halloween

“I'm going to change the future with my own hands!”
179438

Pokémon: **Silver the Hedgehog**
Type: Psychic
Ability: Levitate / Sheer Force (HA)
Type (Super): Psychic / Flying
Ability: Sheer Force
Stats: 80/90/90/120/80/140 (600)
Stats (Super): 80/100/110/150/100/160 (700)
(Super Silver functions like a Mega Evolution, down to the usage of a Mega slot, using the Chaos Emeralds as a Mega Stone.)
Notable Moves: Spin Dash*, Sacred Sword, Meteor Mash, U-turn, Psycho Cut, Psycho Boost, Psychic, Psyshock, Focus Blast, Secret Sword, Draco Meteor, Swords Dance, Thunder Wave, Teleport, Work Up, Reflect, Light Screen
*Spin Dash: Thousand Arrows Clone, but makes contact and does not ground the target (but still damages Flying-types and levitators)
Silver @ Chaos Emeralds / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Secret Sword / Focus Blast
- Thunder Wave
- U-turn

Reasoning: Silver the Hedgehog makes his debut in Sonic 06 and trappers in multiple games such as Generations and Forces. His main power of psychokinesis, which explains why most of his moves are psychic-type. Draco Meteor and Meteor Mash come from arguably his most powerful feat, Meteor Smash, where he gathers a giant ball of solid debris and hurls it straight at you like a Meteor. The Swords moves are references to Sonic and The Black Knight, where he appears as a Knight of the Round Table (while it is still a minor appearance as he plays virtually no role outside of a post game playable, I really struggled to find moves so there it is). Thunder Wave, Reflect and Light Screen reflect (no pun intended) how Silver can also use his powers outside of attacking, such as stunning foes or using force fields.
WIP
 
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Cookie Butter

formerly the someone

Pokémon: Furion (from Monster Racers)
Type: Fire
Ability: Levitate | Fire Terrain Star (Doubles Speed when Sea of Fire is on either side of the field)
Stats: 80/125/85/95/85/130 (600)
Moves:
Viable: Turbo Charge, Sacred Fire, Extreme Speed, Wild Charge, Outrage, U-Turn, Burn Up, Earthquake, Flare Blitz, Roost
Flavor: Flame Charge, Fury Attack, Fury Cutter, Fury Swipes, Final Gambit, Agility
Signature Move: Turbo Charge - (60 BP | Fire | Physical | +2 priority | sets Sea of Fire effect on opponent's side of the field)
Reasoning: The "legendary" and mascot of another monster catching game, Monster Racers. It's the fastest of all monsters in that game, therefore it gets great speed. In Monster Racers, it has a skill (ability) that increases speed on lava, but since Pokemon doesn't have lava, I decided to go with Sea of Fire instead (the effect of Grass+Fire Pledge). Levitate and Roost come from it being able to grow fire wings whenever it wants. The typing should be pretty self-explanatory, and the move choices as well. It's a "legendary" so giving it Sacred Fire makes sense imo.
Monster Racers is like Pokémon, where the game takes place in a parallel world similar to ours, but where futuristic technology related to monsters exists, so I think it qualifies for this slate.

Sample Set:
Passive Damage abuser
Furion @ Leftovers / Firium-Z / Electrium-Z
Ability: Fire Terrain Star
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Turbo Charge
- Sacred Fire
- Wild Charge / Earthquake
- Roost
Burn passive damage + Sea of Fire passive damage stacks up pretty quick, and Furion's 125 base Attack can take care of the rest.

Pokémon: Archer from Fate/Stay Night
Type: Steel
Ability: Justified / Protean / Trace
Moves: Projection, Swords Dance, Sacred Sword, Secret Sword, Leaf Blade, Solar Blade, Precipite Blades, Cross Chop, Cross Poison, X-Scissor, Spirit Shackle, Thousand Arrows, Slash, Fury Cutter, Night Slash, X-Scissor, Aerial Ace, Acrobatics, Psycho Cut, Mirror Move, Mimic, Protect, Wide Guard, Quick Guard, Gladiusanus Blauserium (See Red Saber), Rosa Ichthys (See Red Saber), Invisible Air (See Saber), Scythe Slash (See Specter Knight), Mach Tornado (See Meta Knight), Dig Slash (See Shovel Knight), other Slash moves
Signature Move: Projection - (-- BP | Steel | Special | +1 priority | The user uses the last move used by the target | Z-Power Effect: Sets Unlimited Blade Works, and the copied move becomes a Z-Move.)
Z-Move: Unlimited Blade Works - Sets an unremovable terrain for 8 turns or until Archer is KO'ed. Unlimited Blade Works increases the power of Slashing moves by 50%, and any condition that prevents Archer from choosing or using Slashing moves is ignored (Confusion, Paralysis, Attract, Torment, Truant, Charging, Disobedience, etc).
Stats: 80/100/80/50/80/90 (BST 480)

Reasoning:
  • Archer is a future, alternate version of a certain another Fate character, so he qualifies for the slate.
  • Typing: Steel is my body and fire is my blood. (this is actually a half mistranslation, the original Japanese says he has heart of glass, but the steel part remains)
  • Moves: Archer gets a lot of weapon-based signature moves, but that's kind of the point. He copies other Servants' Noble Phantasms, their signature weapons AKA things that should be unique to them but aren't.
  • Stats: Archer is a very weak Servant, since they get boosts from being well known and he's some unknown guy from the future. He makes up for it with his amazing weapons and versatility.
 
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179486

Pokemon: Magus
Type: Psychic/Dark
Ability: Dark Aura/Barrier Change (Magus is immune to all but one of the following at any given time: Special Fire moves, Special Electric moves, Special Ice moves & Special Water moves, and Special Dark moves. When he enters battle, it will announce which one he is vulnerable to, and if he is hit by it, the one he is vulnerable to will change randomly. Additionally, if he uses a move of the type Fire, Electric, Ice, Water, or Dark, the one he is vulnerable to will change to the type of attack he is using (if he uses Ice or Water, he will be vulnerable to both Ice and Water attacks). This cannot be ignored by abilities such as Mold Breaker.
Signature Move: Dark Matter
- Type: Dark
- Classification: Special
- Power: 130
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Hits the entire foe's side of the field.
Stats: 110/96/90/140/120/110 (Total: 666)
Notable Learnset: Flamethrower, Fire Blast, Heat Wave, Lava Plume, Fire Punch, Thunderbolt, Thunder, Discharge, Electro Ball, Thunder Punch, Water Pledge, Hydro Pump, Surf, Muddy Water, Waterfall, Ice Beam, Blizzard, Glaciate, Icicle Crash, Ice Punch, Psychic, Psyshock, Zen Headbutt, Barrier, Calm Mind, Amnesia, Reflect, Light Screen, Dark Pulse, Knock Off, Night Slash, Parting Shot, Taunt, Torment, Punishment, Switcheroo, Will-o-Wisp, Thunder Wave, Aqua Ring, Haze, Ominous Wind
Overview: Magus is a powerful mage from a time long forgotten that was flung into the Middle Ages by a time portal. He has built his power by taking on the kingdom of Guardia (together with the Mystics). His status as a dark magician gives him the Psychic/Dark typing, and his signature move just so happens to be his ultimate attack, Dark Matter, which targets the entire party. His signature ability, Barrier Change, references his powers in battle, which makes him immune to all magic except for the type his barrier is. His moves are based on the various types of magic he can perform, as well as his mannerisms.
 
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T.I.A.

formerly Ticktock
Entered since if you know the games, its a future thing.


Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Signature Z-Move: X-Laser
Type: Fire
Power: 190
Classification: Special
Effect: Requires Focus Energy and Justiceium Z. Always results in a critical hit.
Stats: 100/135/100/135/85/90 (Total: 645)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter, Shift Gear
Overview: Well, she was the big baddie in the first game, so we got a powerful Steel type here. She got Levitate for...floating, I guess, Long Reach for her long fingers and tail, and her signature ability, Gear Diffusion, referencing her Fire and Electric manipulation. Her movepool also refers several attacks she had in the Guilty Gear XX AC#PR game, in which is the reason she's slower than usual, but somewhat faster than other Steel types. She also has her signature moves for her 3 original overdrives and Instant Kill move (which here is basically a very powerful Z-Move with the chance of the opponent to survive at least. Shift Gear represents Omega Shift here. She counts since she's the mother of Dizzy....



Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back non-contact moves for 1 turn.

Gamma Ray-Abridged
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: 180
Classification: Special
Effect: Requires Focus Energy and Dizzium Z. Causes the opponent to flinch for the next turn.
Stats: 90/105/60/155/65/120 (Total: 595)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: ...And she's the mother of Sin Kaske, her and Ky's son. Basically a far less bulky, more Specially powerful version of Justice, with different enough differences to not make her a clone. Her typing is for her wings, though she also has Fire-type moves for Necro. She also has Magic Bounce and her signature move, Glass Reflector, referencing her projectile-reflecting move (here being non-contact moves). Also, Natural Care for her supposed ability to revive Gears.
 
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Seated atop the Lead Throne, the Bullet King rules over the Leadfort's Gundead. He will hold court with any brave enough to reach his sanctum.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 75% Accuracy. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 110/115/90/115/90/60 [BST 580]
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!

Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns. Finally Rapid Spin because some of his attacks involve spinning around a lot.
 
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i technically could have done any kirby character but. cmon. that would be cheating.

"Zaubers? You think you know zaubers? Heh, I'll show you zaubers..."
Pokémon: Balthios James
Type: Psychic/Fighting
Ability: Overcoat
Stats: 80/60/70/135/130/105 (580)
Notable Moves: Secret Sword, Psychic, Psyshock, Flamethrower, Fire Blast, Will-O-Wisp, Surf, Sludge Wave, Thunderbolt, Thunder, Ice Beam, Blizzard, Air Slash, Hurricane
Balthios @ Life Orb
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Thunderbolt
- Ice Beam
- Psychic / Psyshock / Will-O-Wisp

Reasoning: The Ultimate Hellbane, a zaubermancer descended from Lebron James. He uses his swords (called "Zaubers") to cast spells (which are apparently also called Zaubers). Also, he's labeled a terrorist by the media. Psychic is decent enough as a wizard type, Fighting because not letting him have STAB on Secret Sword would be heretical. Overcoat because his armor type is coats. His stats reflect his in the game - below-average VP as well as far and away the worst Power and tied for the worst Guard in the game (though he has the Snail Zauber to patch up Guard), but good Speed and by fair the highest Brain of the party. Secret Sword because magic swords that go off the magic stat, Psychic and Psyshock because STAB, Fire moves because Flame Zauber, Surf and Sludge Wave because Water Zauber, Electric moves because Thunder Zauber, Ice moves because Ice Zauber, and Air Slash and Hurricane because Wind Zauber.



One of the two final bosses of Shiver Star, HR-H is armed with rockets and a laser beam. He can also swing his arms at Kirby with devastating effect. - Kirby 64: The Crystal Shards Official Strategy Guide
Pokémon: HR-H
Type: Steel
Ability: Slush Rush
Stats: 110/125/105/115/80/65 (600)
Notable Moves: Meteor Mash, Deploy Missiles (see Galleom), Hammer Arm, Ice Punch, Flash Cannon, Ice Beam, Blizzard, Fire Punch, Flamethrower, Overheat, Thunder Punch, Thunderbolt, Cross Chop, X-Scissor, Dragon Claw, Shadow Claw, Crabhammer, Earthquake, Pin Missile, Bullet Seed, Seed Bomb, Rock Blast, Recover
HR-H @ Life Orb
Ability: Slush Rush
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Blizzard
- Thunderbolt
- Overheat

Reasoning: HR-H, a mech fought as the boss of the level Shiver Star in Kirby 64, which is pretty blatantly a post-apocalyptic Earth. Steel because he's a mech. Slush Rush because he's from an ice level and his second form resembles a snowmobile. He gets a good amount of punching moves and Cross Chop because his first form likes to swing his arms around a lot to attack. He gets Flash Cannon, Ice Beam, and Fire moves from his burning laser attack in his first form. He gets Pin Missile and various ballistic (blocked by Bulletproof) moves because of his missiles. Blizzard because ice world. Electric moves because those are common on machines. X-Scissor and Claw moves because of how he snips at you with his claws as HR-E, and Crabhammer because hid claws are loosely crablike. Finally, it gets Recover due to how its health bar fills back up when changing forms (which is exclusive to Kirby 64 bosses and HR-D3, which is a call-back to this boss).
 
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Voting begins now, get your votes in by next weekend.
Pokémon: **Silver the Hedgehog**
Type: Psychic
Ability: Levitate / Sheer Force (HA)
Type (Super): Psychic / Flying
Ability: Sheer Force
Stats: 80/90/90/120/80/140 (600)
Stats (Super): 80/100/110/150/100/160 (700)
(Super Silver functions like a Mega Evolution, down to the usage of a Mega slot, using the Chaos Emeralds as a Mega Stone.)
Notable Moves: Spin Dash*, Sacred Sword, Meteor Mash, U-turn, Psycho Cut, Psycho Boost, Psychic, Psyshock, Focus Blast, Secret Sword, Draco Meteor, Swords Dance, Thunder Wave, Teleport, Work Up, Reflect, Light Screen
*Spin Dash: Thousand Arrows Clone, but makes contact and does not ground the target (but still damages Flying-types and levitators)
Sample Sets
Silver @ Chaos Emeralds / Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Secret Sword / Focus Blast
- Thunder Wave
- U-turn

Reasoning: Silver the Hedgehog makes his debut in Sonic 06 and trappers in multiple games such as Generations and Forces. His main power of psychokinesis, which explains why most of his moves are psychic-type. Draco Meteor and Meteor Mash come from arguably his most powerful feat, Meteor Smash, where he gathers a giant ball of solid debris and hurls it straight at you like a Meteor. The Swords moves are references to Sonic and The Black Knight, where he appears as a Knight of the Round Table (while it is still a minor appearance as he plays virtually no role outside of a post game playable, I really struggled to find moves so there it is). Thunder Wave, Reflect and Light Screen reflect (no pun intended) how Silver can also use his powers outside of attacking, such as stunning foes or using force fields.
Pokémon: Furion (from Monster Racers)
Type: Fire
Ability: Levitate | Fire Terrain Star (Doubles Speed when Sea of Fire is on either side of the field)
Stats: 80/125/85/95/85/130 (600)
Moves:
Viable: Turbo Charge, Sacred Fire, Extreme Speed, Wild Charge, Outrage, U-Turn, Burn Up, Earthquake, Flare Blitz, Roost
Flavor: Flame Charge, Fury Attack, Fury Cutter, Fury Swipes, Final Gambit, Agility
Signature Move: Turbo Charge - (60 BP | Fire | Physical | +2 priority | sets Sea of Fire effect on opponent's side of the field)
Reasoning: The "legendary" and mascot of another monster catching game, Monster Racers. It's the fastest of all monsters in that game, therefore it gets great speed. In Monster Racers, it has a skill (ability) that increases speed on lava, but since Pokemon doesn't have lava, I decided to go with Sea of Fire instead (the effect of Grass+Fire Pledge). Levitate and Roost come from it being able to grow fire wings whenever it wants. The typing should be pretty self-explanatory, and the move choices as well. It's a "legendary" so giving it Sacred Fire makes sense imo.
Monster Racers is like Pokémon, where the game takes place in a parallel world similar to ours, but where futuristic technology related to monsters exists, so I think it qualifies for this slate.

Sample Set:
Passive Damage abuser
Furion @ Leftovers / Firium-Z / Electrium-Z
Ability: Fire Terrain Star
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Turbo Charge
- Sacred Fire
- Wild Charge / Earthquake
- Roost
Burn passive damage + Sea of Fire passive damage stacks up pretty quick, and Furion's 125 base Attack can take care of the rest.
Pokémon: Archer from Fate/Stay Night
Type: Steel
Ability: Justified / Protean / Trace
Moves: Projection, Swords Dance, Sacred Sword, Secret Sword, Leaf Blade, Solar Blade, Precipite Blades, Cross Chop, Cross Poison, X-Scissor, Spirit Shackle, Thousand Arrows, Slash, Fury Cutter, Night Slash, X-Scissor, Aerial Ace, Acrobatics, Psycho Cut, Mirror Move, Mimic, Protect, Wide Guard, Quick Guard, Gladiusanus Blauserium (See Red Saber), Rosa Ichthys (See Red Saber), Invisible Air (See Saber), Scythe Slash (See Specter Knight), Mach Tornado (See Meta Knight), Dig Slash (See Shovel Knight), other Slash moves
Signature Move: Projection - (-- BP | Steel | Special | +1 priority | The user uses the last move used by the target | Z-Power Effect: Sets Unlimited Blade Works, and the copied move becomes a Z-Move.)
Z-Move: Unlimited Blade Works - Sets an unremovable terrain for 8 turns or until Archer is KO'ed. Unlimited Blade Works increases the power of Slashing moves by 50%, and any condition that prevents Archer from choosing or using Slashing moves is ignored (Confusion, Paralysis, Attract, Torment, Truant, Charging, Disobedience, etc).
Stats: 80/100/80/50/80/90 (BST 480)

Reasoning:
  • Archer is a future, alternate version of a certain another Fate character, so he qualifies for the slate.
  • Typing: Steel is my body and fire is my blood. (this is actually a half mistranslation, the original Japanese says he has heart of glass, but the steel part remains)
  • Moves: Archer gets a lot of weapon-based signature moves, but that's kind of the point. He copies other Servants' Noble Phantasms, their signature weapons AKA things that should be unique to them but aren't.
  • Stats: Archer is a very weak Servant, since they get boosts from being well known and he's some unknown guy from the future. He makes up for it with his amazing weapons and versatility.
Pokemon: Magus
Type: Psychic/Dark
Ability: Dark Aura/Barrier Change (Magus is immune to all but one of the following at any given time: Special Fire moves, Special Electric moves, Special Ice moves & Special Water moves, and Special Dark moves. When he enters battle, it will announce which one he is vulnerable to, and if he is hit by it, the one he is vulnerable to will change randomly. Additionally, if he uses a move of the type Fire, Electric, Ice, Water, or Dark, the one he is vulnerable to will change to the type of attack he is using (if he uses Ice or Water, he will be vulnerable to both Ice and Water attacks). This cannot be ignored by abilities such as Mold Breaker.
Signature Move: Dark Matter
- Type: Dark
- Classification: Special
- Power: 130
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Hits the entire foe's side of the field.
Stats: 110/96/90/140/120/110 (Total: 666)
Notable Learnset: Flamethrower, Fire Blast, Heat Wave, Lava Plume, Fire Punch, Thunderbolt, Thunder, Discharge, Electro Ball, Thunder Punch, Water Pledge, Hydro Pump, Surf, Muddy Water, Waterfall, Ice Beam, Blizzard, Glaciate, Icicle Crash, Ice Punch, Psychic, Psyshock, Zen Headbutt, Barrier, Calm Mind, Amnesia, Reflect, Light Screen, Dark Pulse, Knock Off, Night Slash, Parting Shot, Taunt, Torment, Punishment, Switcheroo, Will-o-Wisp, Thunder Wave, Aqua Ring, Haze, Ominous Wind
Overview: Magus is a powerful mage from a time long forgotten that was flung into the Middle Ages by a time portal. He has built his power by taking on the kingdom of Guardia (together with the Mystics). His status as an dark magician gives him the Psychic/Dark typing, and his signature move just so happens to be his ultimate attack, Dark Matter, which targets the entire party. His signature ability, Barrier Change, references his powers in battle, which makes him immune to all magic except for the type his barrier is. His moves are based on the various types of magic he can perform, as well as his mannerisms.
Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Signature Z-Move: X-Laser
Type: Fire
Power: 190
Classification: Special
Effect: Requires Focus Energy and Justiceium Z. Always results in a critical hit.
Stats: 100/135/100/135/85/90 (Total: 645)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter, Shift Gear
Overview: Well, she was the big baddie in the first game, so we got a powerful Steel type here. She got Levitate for...floating, I guess, Long Reach for her long fingers and tail, and her signature ability, Gear Diffusion, referencing her Fire and Electric manipulation. Her movepool also refers several attacks she had in the Guilty Gear XX AC#PR game, in which is the reason she's slower than usual, but somewhat faster than other Steel types. She also has her signature moves for her 3 original overdrives and Instant Kill move (which here is basically a very powerful Z-Move with the chance of the opponent to survive at least. Shift Gear represents Omega Shift here. She counts since she's the mother of Dizzy....
Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back non-contact moves for 1 turn.

Gamma Ray-Abridged
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: 180
Classification: Special
Effect: Requires Focus Energy and Dizzium Z. Causes the opponent to flinch for the next turn.
Stats: 90/105/60/155/65/120 (Total: 595)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: ...And she's the mother of Sin Kaske, her and Ky's son. Basically a far less bulky, more Specially powerful version of Justice, with different enough differences to not make her a clone. Her typing is for her wings, though she also has Fire-type moves for Necro. She also has Magic Bounce and her signature move, Glass Reflector, referencing her projectile-reflecting move (here being non-contact moves). Also, Natural Care for her supposed ability to revive Gears.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 75% Accuracy. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 110/115/90/115/90/60 [BST 580]
Bio
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!

Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns. Finally Rapid Spin because some of his attacks involve spinning around a lot.
Pokémon: Balthios James
Type: Psychic/Fighting
Ability: Overcoat
Stats: 80/60/70/135/130/105 (580)
Notable Moves: Secret Sword, Psychic, Psyshock, Flamethrower, Fire Blast, Will-O-Wisp, Surf, Sludge Wave, Thunderbolt, Thunder, Ice Beam, Blizzard, Air Slash, Hurricane
Sample Sets
Balthios @ Life Orb
Ability: Overcoat
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Thunderbolt
- Ice Beam
- Psychic / Psyshock / Will-O-Wisp

Reasoning: The Ultimate Hellbane, a zaubermancer descended from Lebron James. He uses his swords (called "Zaubers") to cast spells (which are apparently also called Zaubers). Also, he's labeled a terrorist by the media. Psychic is decent enough as a wizard type, Fighting because not letting him have STAB on Secret Sword would be heretical. Overcoat because his armor type is coats. His stats reflect his in the game - below-average VP as well as far and away the worst Power and tied for the worst Guard in the game (though he has the Snail Zauber to patch up Guard), but good Speed and by fair the highest Brain of the party. Secret Sword because magic swords that go off the magic stat, Psychic and Psyshock because STAB, Fire moves because Flame Zauber, Surf and Sludge Wave because Water Zauber, Electric moves because Thunder Zauber, Ice moves because Ice Zauber, and Air Slash and Hurricane because Wind Zauber.
Pokémon: HR-H
Type: Steel
Ability: Slush Rush
Stats: 110/125/105/115/80/65 (600)
Notable Moves: Meteor Mash, Deploy Missiles (see Galleom), Hammer Arm, Ice Punch, Flash Cannon, Ice Beam, Blizzard, Fire Punch, Flamethrower, Overheat, Thunder Punch, Thunderbolt, Cross Chop, X-Scissor, Dragon Claw, Shadow Claw, Crabhammer, Earthquake, Pin Missile, Bullet Seed, Seed Bomb, Rock Blast, Recover
Sample Sets
HR-H @ Life Orb
Ability: Slush Rush
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Blizzard
- Thunderbolt
- Overheat

Reasoning: HR-H, a mech fought as the boss of the level Shiver Star in Kirby 64, which is pretty blatantly a post-apocalyptic Earth. Steel because he's a mech. Slush Rush because he's from an ice level and his second form resembles a snowmobile. He gets a good amount of punching moves and Cross Chop because his first form likes to swing his arms around a lot to attack. He gets Flash Cannon, Ice Beam, and Fire moves from his burning laser attack in his first form. He gets Pin Missile and various ballistic (blocked by Bulletproof) moves because of his missiles. Blizzard because ice world. Electric moves because those are common on machines. X-Scissor and Claw moves because of how he snips at you with his claws as HR-E, and Crabhammer because hid claws are loosely crablike. Finally, it gets Recover due to how its health bar fills back up when changing forms (which is exclusive to Kirby 64 bosses and HR-D3, which is a call-back to this boss).
 
THE BLOAT IS DEAD! and you guys unlocked the void! #fuckthebloat
Pokémon: The Bloat
Type: Poison/Ghost
Ability: Detached Eyes (Compound Eyes clone) / Thick Fat
New Move: Brimstone Laser (Dark-type | 130BP | Special | 70% Accuracy | 5-8PP | Just does damage, nothing else.)
Moves: Red Tears (See 0), Gunk Shot, Shadow Ball, Sludge Bomb, Bounce, Sludge Wave, Hyper Beam, Flail, Toxic Spikes, Body Slam, Infestation, Block
Stats: 105/115/75/125/90/40 [BST 580]

Reasoning: Poison/Ghost because The Bloat is a dead Peep, and none of the danmaku and creep left behind by Peep is red, which is the color other bosses tend to use for theirs. Bloat has good all-around stats, reflecting the use of those infamous brimstone lasers, the danmaku and creep left behind after landing, and of course, jumping about. (Shadow Ball's mandatory STAB btw) Bulk leans towards Special because Isaac's physical weaponry tends to be a straight upgrade to his tears, and Bloat's no exception to that. Speed isn't Bloat's strong suit due to not moving outside of jumping. Moves are also based on the Bloat's own moves in combat, with Toxic Spikes and Infestation also originating from the creep left behind after landing from a jump. Block because Boss Arenas can't be left through exiting the door you just entered through. And in case you're wondering about Brimstone Laser's weird typing...
Demons such as playable character Azazel and bosses Satan, The Fallen, and The Dark One/Adversary use them too, not to mention clearly-alive mooks such as the Vis. With all but two demon bosses using this move, plus Isaac's ability to get it for himself being from making a deal with the devil, might as well give Brimstone Laser the type associated with demons in general: Dark.

Oh yeah this character struck me for the last slate, but only during voting phase... ;3;
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"With you gone, I am their Ultimate Weapon now."
Pokémon: Nath
Type: Steel/Flying
Ability: Minus / Plus / Sheer Force
New Move: Active Extension (Only Nath can use this move. Applies an Active Extension, which changes her forme. Fails if Nath has already reached three Active Extensions.)
Moves: Flash Cannon, Brave Bird, Deploy Missiles (From Galleom), Charge Beam, Thunderbolt, Thunder, Thunder Wave, Wild Charge, Magic Coat, Mirror Coat, U-Turn, Thunder Punch, Solar Beam, Signal Beam, Shock Wave, Hyper Beam, Giga Impact, Frustration, Meteor Mash, Magnet Bomb, Air Slash, Iron Defense, Magnet Rise, Zap Cannon, Steel Wing, Electroweb, Charge, Lock-On
Stats: 90/55/70/70/55/115 [BST 455]
Extension 1: 90/80/95/95/80/95 [BST 535]
Extension 2: 90/100/120/120/100/70 [BST 600]
Extension 3: 90/125/140/140/125/50 [BST 670]
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Reasoning: Nath pilots a flying mech, and this of course factors into her Steel/Flying typing. Her starting stat spread is 5HP/-1ATK/-1DEF/+1EVA in 100% Orange Juice, which gets +1ATK/+1DEF/-1EVA for each Active Extension for a Max of Three, culminating into 5HP/+2ATK/+2DEF/-2EVA, with 5HP as the average in that game and 0 in a given stat as neutral, +2 in a given stat generally being considered excellent, since of the playable cast that's the second-highest Attack and Defense in the game on Nath, each only surpassed by one character. Her bulk leans physically oriented and her offenses specially oriented due to, again, her mech, and all the beam spam she uses in her fight. Active Extension is its own move from Acceleration of SUGURI 2, and Response Extension is from her 100% OJ Passive: If she or the enemy plays a Battle Card, she'll gain an active extension that battle. Meteor Mash because she's named after a star (Beta Tauri/Elnath, specifically) and is able to punch through her mech. Frustration because of her backstory (Sora defecting against their army caused them to replace her with Nath and stripped her of her arms AND free will, though Nath deep down wants the war to stop just as much as Sora does), which also ties into Sheer Force. U-Turn because obligatory Bug move for a mech that resembles a wasp. Lock-On because your ability to lock on to targets defines the SUGURI games, and you're presumably locked on to your opponent in AoS2. Other moves are based off of her attacks in the later SUGURI titles, with her typically attacking with lasers, beams, etc. (This being a futuristic game and all, Solar Beam works too, even though the sky's pretty much ruined and all; Also her charging attack with Max Extensions is her Accel Hyper, known as Bird Mode, in Acceleration of SUGURI 2)

Counterplay here is to NOT LET HER SET UP. Though she sets up more slowly than others, Max Extensions will be a nightmare to deal with, as she can easily sponge hits and dish them back in return. Thankfully, albeit fast, she's still somewhat weak in Base, and even then that will still have the same EVs/Nature/etc. as Max Extensions, and can be very easily dealt with if she has one extension due to her rather mediocre stat spread. Even Scarfed Max Extensions will fail to outspeed Max EVs/IVs +Speed Base 100s, though you'll need a Max EVs/IVs +Speed Base 130 in order to outspeed Scarfed Two Extensions...

Pokémon: Lucca
Type: Fire
Ability: Steelworker
New Move: Graedus (Steel-type Physical Nature's Madness)
Moves: Flash Cannon, Flamethrower, Flame Burst, Fire Blast, Metal Burst, Incinerate, Fire Punch, Thunder Wave, Hypnosis, Protect, Blast Burn, Inferno, Mirror Shot, Power Gem, Solar Beam, Gust, Defog
Stats: 80/90/70/160/100/70 [BST 570]

Reasoning: Fire-type because Lucca resists Fire and can attack with it through both her weaponry and her magic. Steelworker because she's an inventor. Stat Spread because she's more of an offensive character and prefers magic (and inventions) over physical attacks, packing one of the highest Magic stats among your team. Others are based off of her Techs and Weapons.
 
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Pokémon: Maxwell
Franchise: Scribblenauts
Type:


Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (600 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
|
| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
|
| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
|
| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
 

One of the two final bosses of Shiver Star, HR-H is armed with rockets and a laser beam. He can also swing his arms at Kirby with devastating effect. - Kirby 64: The Crystal Shards Official Strategy Guide
Pokémon: HR-H
Type: Steel
Ability: Slush Rush
Stats: 110/125/105/115/80/65 (600)
Notable Moves: Meteor Mash, Deploy Missiles (see Galleom), Hammer Arm, Ice Punch, Flash Cannon, Ice Beam, Blizzard, Fire Punch, Flamethrower, Overheat, Thunder Punch, Thunderbolt, Cross Chop, X-Scissor, Dragon Claw, Shadow Claw, Crabhammer, Earthquake, Pin Missile, Bullet Seed, Seed Bomb, Rock Blast, Recover
HR-H @ Life Orb
Ability: Slush Rush
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Blizzard
- Thunderbolt
- Overheat

Reasoning: HR-H, a mech fought as the boss of the level Shiver Star in Kirby 64, which is pretty blatantly a post-apocalyptic Earth. Steel because he's a mech. Slush Rush because he's from an ice level and his second form resembles a snowmobile. He gets a good amount of punching moves and Cross Chop because his first form likes to swing his arms around a lot to attack. He gets Flash Cannon, Ice Beam, and Fire moves from his burning laser attack in his first form. He gets Pin Missile and various ballistic (blocked by Bulletproof) moves because of his missiles. Blizzard because ice world. Electric moves because those are common on machines. X-Scissor and Claw moves because of how he snips at you with his claws as HR-E, and Crabhammer because hid claws are loosely crablike. Finally, it gets Recover due to how its health bar fills back up when changing forms (which is exclusive to Kirby 64 bosses and HR-D3, which is a call-back to this boss).



Pokémon: N-Z
Type: Dark
Ability: Oblivious
Stats: 50/50/50/50/50/50 (300)
Moves: Take Down, Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop
N-Z @ Eviolite
Ability: Oblivious
Level: 5
EVs: 196 HP / 196 Atk / 116 Def
Nature
- Knock Off
- Sucker Punch
- Foul Play
- Take Down

Reasoning: The weakest form of Dark Matter, which is being done as a psuedo-legendary evolution line. Dark-type to match the rest of its evolution line, which I'll get into later. It's only able to bump into you, so I did the Beldum thing and gave it Take Down and a few STAB tutors. Oblivious because it's a reasonable common ability and I can't think of anything better.

Pokémon: Dark Matter
Type: Dark
Ability: Levitate
Stats: 50/80/50/80/50/110 (420)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Shadow Ball, Double-Edge, Zen Headbutt, Psychic, Psyshock, Energy Ball, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Focus Blast, Aura Sphere, Haze, Extreme Speed
Dark Matter @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Wild Charge
- Zen Headbutt
- Double-Edge

Reasoning: The standard form of Dark Matter, and second stage of the evolutionary line. Dark-type because they're evil beings made of darkness and such. Levitate because they can fly. The focus on Speed and ESpeed access is due to them being able to fly through space. As well as moves from its pre-evo and some shared with 0, it gets Zen Headbutt and various recoil moves due to that one time one smashed straight through an asteroid.

Pokémon: Real Dark Matter
Type: Dark
Ability: Levitate
Stats: 80/110/80/130/90/110 (600)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Shadow Ball, Double-Edge, Zen Headbutt, Psycho Cut, Psychic, Psyshock, Petal Blizzard, Energy Ball, Petal Dance, Sacred Sword, Focus Blast, Aura Sphere, Haze, Extreme Speed, Flare Blitz, Flamethrower, Fire Blast
Real Dark Matter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Aura Sphere
- Psychic / Fire Blast
- Fire Blast / Foul Play / Haze

Reasoning: The final boss of Kirby's Dream Land 2 and penultimate boss of Kirby's Dream Land 3. It leans in favor of special attacks due focusing more on laser spam than the swordsmanship of Dark Matter Blade. It gets Petal Blizzard because it can fire off its petal-like appendages. It also shares moves with its pre-evolution, and its alternate form.

Since several the moves its pre-evolution shares with 0 technically are based on this form, I might as well finally give the reasoning for them here. The Electric moves (and Focus Blast sorta) come from its ability to shoot lightning, Shadow Ball because it's literally a ball of shadow, Energy Ball and Aura Sphere because its aforementioned petals are round.

Pokémon: Dark Matter Blade
Type: Dark
Ability: Levitate
Stats: 80/130/90/110/80/110 (600)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Shadow Ball, Double-Edge, Zen Headbutt, Psycho Cut, Psychic, Psyshock, Energy Ball, Sacred Sword, Focus Blast, Aura Sphere, Haze, Extreme Speed, Petal Blizzard, Petal Dance, Flare Blitz, Flamethrower, Fire Blast
Dark Matter Blade @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Throat Chop / Knock Off
- Sacred Sword
- Zen Headbutt
- Sucker Punch

Reasoning: The first form of the final boss of Kirby's Dream Land 2. He leans in favor of physical attacks due to focusing more on swordsmanship than the laser spam of Real Dark Matter. He gets slashing moves due to being a swordsman. He also gets fire moves due to being shown wreathed in flames in the "Bad Boss Brothers" celebration picture from Star Allies, and the fact that his clone's orbs give the Fire ability.


Ssssssssssssssssssssssss...
Pokémon: Creeper
Type: Grass
Ability: Supercharge*
*Supercharge: When hit by an Electric move, turns into Creeper-Charged. (Does not grant Electric immunity.)
Stats: 95/120/50/55/50/50 (420)
Stats (-Charged): 95/180/50/55/50/50 (480)
Move: Creeper Blast: Physical Grass-type, 500 BP, 100 Acc, 5/8 PP. User faints. Hits everything in double battles. 200 BP Bloom Doom.
Creeper @ Focus Sash / Choice Band
Ability: Supercharge
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Creeper Blast

Reasoning: Creeper?! Aw, man! Pure Grass because it's a plant. Supercharge comes from how Creepers that are struck by lightning turn into the even deadlier Charged Creepers, but still take normal lightning damage. Its only move is also its signature move, Creeper Blast, based on its deadly explosion. I made it as powerful as Gen 4 Explosion and gave it STAB because, well, exploding is the only thing it's good for, so I had to make sure it was REALLY good at it.
 
183120

Pokemon: Knuckles
Type: Ground/Fighting
Ability: Iron Fist/Scrappy
Signature Move: Glide Strike
- Type: Fighting
- Classification: Physical
- Power: 70
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Switches out the user after attacking.
Stats: 85/135/105/70/85/110 (Total: 590)
Notable Moveset: Dust Knuckle (Shovel Knight move), Close Combat, Rock Slide, Stone Edge, Brick Break, Knock Off, Fire Punch, Thunder Punch, Power-Up-Punch, Bullet Punch, Mach Punch, Meteor Mash, U-Turn, Sky Uppercut, Quick Attack, Dig, Earthquake, Smack Down, Hone Claws, Taunt, Rock Climb, Rock Smash, Dive, Bounce, Focus Punch
Overview: Knuckles is the echidna from Angel Island that protects the legendary Master Emerald. He is known for punching things, gliding, and digging with his powerful claws. This is where his typing and high attack stat come into play. His signature move and Bounce come from gliding, while his decent speed in the Sonic games translates here too. Iron Fist and Scrappy relate to Knuckles being really good at punching things. His moves are also mostly punching moves.
 

Cookie Butter

formerly the someone
Pokémon: Tamamo no Mae (Fate/Extra series)
Type:
/

Ability: Fluffy | Boundless Sunlight
Signature Ability:
Boundless Sunlight: Summons harsh sunlight for 5 turns. Doubles the duration of the user's field effects, including this Ability. In 9 Tails form, summons extremely harsh sunlight instead.
Stats: 108 HP/27 Atk/63 Def/99 SpA/99 SpD/99 Spe (BST: 495)

By using Magical Parason on Tamamo outside of battle, she will change into her Summer form. (out-of-battle form)
Stats (Summer): 108 HP/99 Atk/81 Def/45 SpA/81 SpD/108 Spe (BST: 522)

After doing 1000 battles with Tamamo, she will change into 9 Tails Tamamo. (out-of-battle form, meant for Ubers)
Stats (9 Tails): 180 HP/99 Atk/63 Def/153 SpA/126 SpD/108 Spe (BST: 729)
Moves:
Flamethrower, Fire Blast, Overheat, Solar Beam, Shadow Ball, Ice Beam, Blizzard, Aeroblast, Hurricane, Thunderbolt, Thunder, Ancient Power, Hidden Power
Fire Punch, Shadow Punch, Flare Blitz, Tail Slap, Iron Tail, Poison Tail Exclusive to the Summer Form: Blaze Kick, High Jump Kick, Low Kick, Trop Kick, Aqua Tail
Fox's Wedding, Yata no Kagami, Will-o-Wisp, Calm Mind, Nasty Plot, Stealth Rock
Signature Moves:
Fox's Wedding:
-type,
, --- BP, --- Accuracy, 5 PP. Heals 50% of max HP at the end of the next turn to the Pokemon at the user's position. The Pokémon that was healed has its Special Attack increased by 1 stage.
Z-Move effect: Increases own Speed by 2 stages.
Yata no Kagami:
-type,
, --- BP, --- Accuracy, 10 PP. Sets Yata no Kagami screen on the user's side of the field. For 5 turns, the user and its party members take 0.5x damage from physical and special attacks, and recover 2 PP per turn. Doesn't stack with other screens.
Z-Move effect: Sets Eightfold Blessing of Amaterasu, a field effect which lets Tamamo use Z-Moves for 5 turns even if they have been used before, and heals the user's side of the field by 1/16 max HP. Doesn't stack.
Reasoning:
  • Typing: Fire/Ghost because evil Japanese fox ghost that's the incarnation of the Japanese Sun goddess and uses fire magic (among other elements) to attack.
  • Abilities:
    • Fluffy because she has fluffy tails. In Fate/Grand Order, she has a Shapeshift skill that increases her Defense by 60%, pretty similar effect to Fluffy.
    • Boundless Sunlight is an upgrade to her Witchcraft skill in FGO. It increases the whole party's Noble Phantasm damage and makes opponent take longer to use their Noble Phantasm for a turn. Since it has a name related to Sun, Sun increases party's Fire damage and makes opponent's Water moves weaker, I thought it fit well. Also, it doubles turn effects because Tamamo has the Territory Creation skill, making her able to set "special terrain that is advantageous to oneself" in a short amount of time easily.
  • Moves: Based on her multiple spells. Things like Ice, Flying and Electric come from her "Bestial Sky" and "Merciful Sky" skills and her nameless move animations showing thunders and stuff.
    • Fox's Wedding: another one of Tamamo's skills. In lore it is a "a sun shower of blessings is shed and souvenirs are pushed on ally-like individual in congratulations." In-game it heals an ally and increases the power of their Arts attacks (which are like the equivalent of Special attacks in Pokemon, as opposed to Buster attacks that are more like Physical attacks)
    • Yata no Kagami: the mirror that Tamamo uses as her main weapon. It has a special Z-Move effect because it is the mirror Tamamo uses to activate her Noble Phantasm (see Z-Move for info).
    • Stealth Rock because Tamamo turned into the Sessho-seki when she died.
  • Z-Move: Basically taken directly from lore. "The energy drawn in allows her to use her curses without the need to expend any magical energy for a limited time, comparable to performing as if she has an infinite magical energy supply."
  • Stats: Tamamo's stats are all multiples of 9. Her 9 tails form has 9*9*9 BST. Because her stats in lore are all related to 9 since she is a nine-tailed fox. To quote our friend Neosonic, "Tamamo's stats are reflective of how she is in Fate/Extra- Magical juggernaut, and she's kinda fast, but her physical stats are awful, and she'll crumple to even a weak physical attack."
  • Summer Form: During Summer, Tamamo changes class, her Sun powers become stronger, increasing her physical ability and making her closer to her true Goddess form.
  • 9 Tails Form: Tamamo cut her own tails to just one, and her stats along with it, but after 1000 years of training, she can regain her nine tails. This form of her is stated to be a threat to the universe, so her stats are very high.
Wallbreaker
Tamamo no Mae @ Choice Specs
Ability: Boundless Sunlight
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Solar Beam
- Blizzard
- Weather Ball

Support
Tamamo no Mae @ Ghostium-Z / Heat Rock / Light Clay
Ability: Boundless Sunlight
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Fox's Wedding
- Yata no Kagami
- Will-o-Wisp
- Stealth Rock / Protect

(Summer) Bulky physical attacker
Tamamo no Mae-Summer @ Ghostium-Z
Ability: Boundless Sunlight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Yata no Kagami
- Flare Blitz
- Trop Kick
- Shadow Punch
Pokémon: Seija Kijin
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's lowest Defense stat) Must be holding Reverse Sign.
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
 
Voting begins now. Get your votes in by next weekend.
Pokémon: The Bloat
Type: Poison/Ghost
Ability: Detached Eyes (Compound Eyes clone) / Thick Fat
New Move: Brimstone Laser (Dark-type | 130BP | Special | 70% Accuracy | 5-8PP | Just does damage, nothing else.)
Moves: Red Tears (See 0), Gunk Shot, Shadow Ball, Sludge Bomb, Bounce, Sludge Wave, Hyper Beam, Flail, Toxic Spikes, Body Slam, Infestation, Block
Stats: 105/115/75/125/90/40 [BST 580]

Reasoning: Poison/Ghost because The Bloat is a dead Peep, and none of the danmaku and creep left behind by Peep is red, which is the color other bosses tend to use for theirs. Bloat has good all-around stats, reflecting the use of those infamous brimstone lasers, the danmaku and creep left behind after landing, and of course, jumping about. (Shadow Ball's mandatory STAB btw) Bulk leans towards Special because Isaac's physical weaponry tends to be a straight upgrade to his tears, and Bloat's no exception to that. Speed isn't Bloat's strong suit due to not moving outside of jumping. Moves are also based on the Bloat's own moves in combat, with Toxic Spikes and Infestation also originating from the creep left behind after landing from a jump. Block because Boss Arenas can't be left through exiting the door you just entered through. And in case you're wondering about Brimstone Laser's weird typing...
Spoilers for a post-post-Mom boss, though one of the unlocks is also described here too
Demons such as playable character Azazel and bosses Satan, The Fallen, and The Dark One/Adversary use them too, not to mention clearly-alive mooks such as the Vis. With all but two demon bosses using this move, plus Isaac's ability to get it for himself being from making a deal with the devil, might as well give Brimstone Laser the type associated with demons in general: Dark.
Pokémon: Nath
Type: Steel/Flying
Ability: Minus / Plus / Sheer Force
New Move: Active Extension (Only Nath can use this move. Applies an Active Extension, which changes her forme. Fails if Nath has already reached three Active Extensions.)
Moves: Flash Cannon, Brave Bird, Deploy Missiles (From Galleom), Charge Beam, Thunderbolt, Thunder, Thunder Wave, Wild Charge, Magic Coat, Mirror Coat, U-Turn, Thunder Punch, Solar Beam, Signal Beam, Shock Wave, Hyper Beam, Giga Impact, Frustration, Meteor Mash, Magnet Bomb, Air Slash, Iron Defense, Magnet Rise, Zap Cannon, Steel Wing, Electroweb, Charge, Lock-On
Stats: 90/55/70/70/55/115 [BST 455]
Extension 1: 90/80/95/95/80/95 [BST 535]
Extension 2: 90/100/120/120/100/70 [BST 600]
Extension 3: 90/125/140/140/125/50 [BST 670]
What these formes look like


Reasoning: Nath pilots a flying mech, and this of course factors into her Steel/Flying typing. Her starting stat spread is 5HP/-1ATK/-1DEF/+1EVA in 100% Orange Juice, which gets +1ATK/+1DEF/-1EVA for each Active Extension for a Max of Three, culminating into 5HP/+2ATK/+2DEF/-2EVA, with 5HP as the average in that game and 0 in a given stat as neutral, +2 in a given stat generally being considered excellent, since of the playable cast that's the second-highest Attack and Defense in the game on Nath, each only surpassed by one character. Her bulk leans physically oriented and her offenses specially oriented due to, again, her mech, and all the beam spam she uses in her fight. Active Extension is its own move from Acceleration of SUGURI 2, and Response Extension is from her 100% OJ Passive: If she or the enemy plays a Battle Card, she'll gain an active extension that battle. Meteor Mash because she's named after a star (Beta Tauri/Elnath, specifically) and is able to punch through her mech. Frustration because of her backstory (Sora defecting against their army caused them to replace her with Nath and stripped her of her arms AND free will, though Nath deep down wants the war to stop just as much as Sora does), which also ties into Sheer Force. U-Turn because obligatory Bug move for a mech that resembles a wasp. Lock-On because your ability to lock on to targets defines the SUGURI games, and you're presumably locked on to your opponent in AoS2. Other moves are based off of her attacks in the later SUGURI titles, with her typically attacking with lasers, beams, etc. (This being a futuristic game and all, Solar Beam works too, even though the sky's pretty much ruined and all; Also her charging attack with Max Extensions is her Accel Hyper, known as Bird Mode, in Acceleration of SUGURI 2)

Counterplay here is to NOT LET HER SET UP. Though she sets up more slowly than others, Max Extensions will be a nightmare to deal with, as she can easily sponge hits and dish them back in return. Thankfully, albeit fast, she's still somewhat weak in Base, and even then that will still have the same EVs/Nature/etc. as Max Extensions, and can be very easily dealt with if she has one extension due to her rather mediocre stat spread. Even Scarfed Max Extensions will fail to outspeed Max EVs/IVs +Speed Base 100s, though you'll need a Max EVs/IVs +Speed Base 130 in order to outspeed Scarfed Two Extensions...
Pokémon: Lucca
Type: Fire
Ability: Steelworker
New Move: Graedus (Steel-type Physical Nature's Madness)
Moves: Flash Cannon, Flamethrower, Flame Burst, Fire Blast, Metal Burst, Incinerate, Fire Punch, Thunder Wave, Hypnosis, Protect, Blast Burn, Inferno, Mirror Shot, Power Gem, Solar Beam, Gust, Defog
Stats: 80/90/70/160/100/70 [BST 570]

Reasoning: Fire-type because Lucca resists Fire and can attack with it through both her weaponry and her magic. Steelworker because she's an inventor. Stat Spread because she's more of an offensive character and prefers magic (and inventions) over physical attacks, packing one of the highest Magic stats among your team. Others are based off of her Techs and Weapons.
Pokémon: Maxwell
Franchise: Scribblenauts
Type:

Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (600 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
|
| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
|
| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
|
| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
Pokémon: HR-H
Type: Steel
Ability: Slush Rush
Stats: 110/125/105/115/80/65 (600)
Notable Moves: Meteor Mash, Deploy Missiles (see Galleom), Hammer Arm, Ice Punch, Flash Cannon, Ice Beam, Blizzard, Fire Punch, Flamethrower, Overheat, Thunder Punch, Thunderbolt, Cross Chop, X-Scissor, Dragon Claw, Shadow Claw, Crabhammer, Earthquake, Pin Missile, Bullet Seed, Seed Bomb, Rock Blast, Recover
Sample Sets
HR-H @ Life Orb
Ability: Slush Rush
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Blizzard
- Thunderbolt
- Overheat

Reasoning: HR-H, a mech fought as the boss of the level Shiver Star in Kirby 64, which is pretty blatantly a post-apocalyptic Earth. Steel because he's a mech. Slush Rush because he's from an ice level and his second form resembles a snowmobile. He gets a good amount of punching moves and Cross Chop because his first form likes to swing his arms around a lot to attack. He gets Flash Cannon, Ice Beam, and Fire moves from his burning laser attack in his first form. He gets Pin Missile and various ballistic (blocked by Bulletproof) moves because of his missiles. Blizzard because ice world. Electric moves because those are common on machines. X-Scissor and Claw moves because of how he snips at you with his claws as HR-E, and Crabhammer because hid claws are loosely crablike. Finally, it gets Recover due to how its health bar fills back up when changing forms (which is exclusive to Kirby 64 bosses and HR-D3, which is a call-back to this boss).
Pokémon: N-Z
Type: Dark
Ability: Oblivious
Stats: 50/50/50/50/50/50 (300)
Moves: Take Down, Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop
Sample Sets
N-Z @ Eviolite
Ability: Oblivious
Level: 5
EVs: 196 HP / 196 Atk / 116 Def
Nature
- Knock Off
- Sucker Punch
- Foul Play
- Take Down

Reasoning: The weakest form of Dark Matter, which is being done as a psuedo-legendary evolution line. Dark-type to match the rest of its evolution line, which I'll get into later. It's only able to bump into you, so I did the Beldum thing and gave it Take Down and a few STAB tutors. Oblivious because it's a reasonable common ability and I can't think of anything better.

Pokémon: Dark Matter
Type: Dark
Ability: Levitate
Stats: 50/80/50/80/50/110 (420)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Shadow Ball, Double-Edge, Zen Headbutt, Psychic, Psyshock, Energy Ball, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Focus Blast, Aura Sphere, Haze, Extreme Speed
Sample Sets
Dark Matter @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Wild Charge
- Zen Headbutt
- Double-Edge

Reasoning: The standard form of Dark Matter, and second stage of the evolutionary line. Dark-type because they're evil beings made of darkness and such. Levitate because they can fly. The focus on Speed and ESpeed access is due to them being able to fly through space. As well as moves from its pre-evo and some shared with 0, it gets Zen Headbutt and various recoil moves due to that one time one smashed straight through an asteroid.

Pokémon: Real Dark Matter
Type: Dark
Ability: Levitate
Stats: 80/110/80/130/90/110 (600)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Shadow Ball, Double-Edge, Zen Headbutt, Psycho Cut, Psychic, Psyshock, Petal Blizzard, Energy Ball, Petal Dance, Sacred Sword, Focus Blast, Aura Sphere, Haze, Extreme Speed, Flare Blitz, Flamethrower, Fire Blast
Sample Sets
Real Dark Matter @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Aura Sphere
- Psychic / Fire Blast
- Fire Blast / Foul Play / Haze

Reasoning: The final boss of Kirby's Dream Land 2 and penultimate boss of Kirby's Dream Land 3. It leans in favor of special attacks due focusing more on laser spam than the swordsmanship of Dark Matter Blade. It gets Petal Blizzard because it can fire off its petal-like appendages. It also shares moves with its pre-evolution, and its alternate form.

Since several the moves its pre-evolution shares with 0 technically are based on this form, I might as well finally give the reasoning for them here. The Electric moves (and Focus Blast sorta) come from its ability to shoot lightning, Shadow Ball because it's literally a ball of shadow, Energy Ball and Aura Sphere because its aforementioned petals are round.

Pokémon: Dark Matter Blade
Type: Dark
Ability: Levitate
Stats: 80/130/90/110/80/110 (600)
Notable Moves: Knock Off, Sucker Punch, Foul Play, Dark Pulse, Throat Chop, Wild Charge, Thunderbolt, Thunder, Thunder Wave, Shadow Ball, Double-Edge, Zen Headbutt, Psycho Cut, Psychic, Psyshock, Energy Ball, Sacred Sword, Focus Blast, Aura Sphere, Haze, Extreme Speed, Petal Blizzard, Petal Dance, Flare Blitz, Flamethrower, Fire Blast
Sample Sets
Dark Matter Blade @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Throat Chop / Knock Off
- Sacred Sword
- Zen Headbutt
- Sucker Punch

Reasoning: The first form of the final boss of Kirby's Dream Land 2. He leans in favor of physical attacks due to focusing more on swordsmanship than the laser spam of Real Dark Matter. He gets slashing moves due to being a swordsman. He also gets fire moves due to being shown wreathed in flames in the "Bad Boss Brothers" celebration picture from Star Allies, and the fact that his clone's orbs give the Fire ability.
Pokémon: Creeper
Type: Grass
Ability: Supercharge*
*Supercharge: When hit by an Electric move, turns into Creeper-Charged. (Does not grant Electric immunity.)
Stats: 95/120/50/55/50/50 (420)
Stats (-Charged): 95/180/50/55/50/50 (480)
Move: Creeper Blast: Physical Grass-type, 500 BP, 100 Acc, 5/8 PP. User faints. Hits everything in double battles. 200 BP Bloom Doom.
Sample Sets
Creeper @ Focus Sash / Choice Band
Ability: Supercharge
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Creeper Blast

Reasoning: Creeper?! Aw, man! Pure Grass because it's a plant. Supercharge comes from how Creepers that are struck by lightning turn into the even deadlier Charged Creepers, but still take normal lightning damage. Its only move is also its signature move, Creeper Blast, based on its deadly explosion. I made it as powerful as Gen 4 Explosion and gave it STAB because, well, exploding is the only thing it's good for, so I had to make sure it was REALLY good at it.
Pokemon: Knuckles
Type: Ground/Fighting
Ability: Iron Fist/Scrappy
Signature Move: Glide Strike
- Type: Fighting
- Classification: Physical
- Power: 70
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Switches out the user after attacking.
Stats: 85/135/105/70/85/110 (Total: 590)
Notable Moveset: Dust Knuckle (Shovel Knight move), Close Combat, Rock Slide, Stone Edge, Brick Break, Knock Off, Fire Punch, Thunder Punch, Power-Up-Punch, Bullet Punch, Mach Punch, Meteor Mash, U-Turn, Sky Uppercut, Quick Attack, Dig, Earthquake, Smack Down, Hone Claws, Taunt, Rock Climb, Rock Smash, Dive, Bounce, Focus Punch
Overview: Knuckles is the echidna from Angel Island that protects the legendary Master Emerald. He is known for punching things, gliding, and digging with his powerful claws. This is where his typing and high attack stat come into play. His signature move and Bounce come from gliding, while his decent speed in the Sonic games translates here too. Iron Fist and Scrappy relate to Knuckles being really good at punching things. His moves are also mostly punching moves.
Pokémon: Tamamo no Mae (Fate/Extra series)
Type:
/

Ability: Fluffy | Boundless Sunlight
Signature Ability:
Boundless Sunlight: Summons harsh sunlight for 5 turns. Doubles the duration of the user's field effects, including this Ability. In 9 Tails form, summons extremely harsh sunlight instead.
Stats: 108 HP/27 Atk/63 Def/99 SpA/99 SpD/99 Spe (BST: 495)

By using Magical Parason on Tamamo outside of battle, she will change into her Summer form. (out-of-battle form)
Stats (Summer): 108 HP/99 Atk/81 Def/45 SpA/81 SpD/108 Spe (BST: 522)

After doing 1000 battles with Tamamo, she will change into 9 Tails Tamamo. (out-of-battle form, meant for Ubers)
Stats (9 Tails): 180 HP/99 Atk/63 Def/153 SpA/126 SpD/108 Spe (BST: 729)
Moves:
Flamethrower, Fire Blast, Overheat, Solar Beam, Shadow Ball, Ice Beam, Blizzard, Aeroblast, Hurricane, Thunderbolt, Thunder, Ancient Power, Hidden Power
Fire Punch, Shadow Punch, Flare Blitz, Tail Slap, Iron Tail, Poison Tail Exclusive to the Summer Form: Blaze Kick, High Jump Kick, Low Kick, Trop Kick, Aqua Tail
Fox's Wedding, Yata no Kagami, Will-o-Wisp, Calm Mind, Nasty Plot, Stealth Rock
Signature Moves:
Fox's Wedding:
-type,
, --- BP, --- Accuracy, 5 PP. Heals 50% of max HP at the end of the next turn to the Pokemon at the user's position. The Pokémon that was healed has its Special Attack increased by 1 stage.
Z-Move effect: Increases own Speed by 2 stages.
Yata no Kagami:
-type,
, --- BP, --- Accuracy, 10 PP. Sets Yata no Kagami screen on the user's side of the field. For 5 turns, the user and its party members take 0.5x damage from physical and special attacks, and recover 2 PP per turn. Doesn't stack with other screens.
Z-Move effect: Sets Eightfold Blessing of Amaterasu, a field effect which lets Tamamo use Z-Moves for 5 turns even if they have been used before, and heals the user's side of the field by 1/16 max HP. Doesn't stack.
Reasoning:
  • Typing: Fire/Ghost because evil Japanese fox ghost that's the incarnation of the Japanese Sun goddess and uses fire magic (among other elements) to attack.
  • Abilities:
    • Fluffy because she has fluffy tails. In Fate/Grand Order, she has a Shapeshift skill that increases her Defense by 60%, pretty similar effect to Fluffy.
    • Boundless Sunlight is an upgrade to her Witchcraft skill in FGO. It increases the whole party's Noble Phantasm damage and makes opponent take longer to use their Noble Phantasm for a turn. Since it has a name related to Sun, Sun increases party's Fire damage and makes opponent's Water moves weaker, I thought it fit well. Also, it doubles turn effects because Tamamo has the Territory Creation skill, making her able to set "special terrain that is advantageous to oneself" in a short amount of time easily.
  • Moves: Based on her multiple spells. Things like Ice, Flying and Electric come from her "Bestial Sky" and "Merciful Sky" skills and her nameless move animations showing thunders and stuff.
    • Fox's Wedding: another one of Tamamo's skills. In lore it is a "a sun shower of blessings is shed and souvenirs are pushed on ally-like individual in congratulations." In-game it heals an ally and increases the power of their Arts attacks (which are like the equivalent of Special attacks in Pokemon, as opposed to Buster attacks that are more like Physical attacks)
    • Yata no Kagami: the mirror that Tamamo uses as her main weapon. It has a special Z-Move effect because it is the mirror Tamamo uses to activate her Noble Phantasm (see Z-Move for info).
    • Stealth Rock because Tamamo turned into the Sessho-seki when she died.
  • Z-Move: Basically taken directly from lore. "The energy drawn in allows her to use her curses without the need to expend any magical energy for a limited time, comparable to performing as if she has an infinite magical energy supply."
  • Stats: Tamamo's stats are all multiples of 9. Her 9 tails form has 9*9*9 BST. Because her stats in lore are all related to 9 since she is a nine-tailed fox. To quote our friend Neosonic, "Tamamo's stats are reflective of how she is in Fate/Extra- Magical juggernaut, and she's kinda fast, but her physical stats are awful, and she'll crumple to even a weak physical attack."
  • Summer Form: During Summer, Tamamo changes class, her Sun powers become stronger, increasing her physical ability and making her closer to her true Goddess form.
  • 9 Tails Form: Tamamo cut her own tails to just one, and her stats along with it, but after 1000 years of training, she can regain her nine tails. This form of her is stated to be a threat to the universe, so her stats are very high.
Sample Sets
Wallbreaker
Tamamo no Mae @ Choice Specs
Ability: Boundless Sunlight
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Solar Beam
- Blizzard
- Weather Ball

Support
Tamamo no Mae @ Ghostium-Z / Heat Rock / Light Clay
Ability: Boundless Sunlight
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Fox's Wedding
- Yata no Kagami
- Will-o-Wisp
- Stealth Rock / Protect

(Summer) Bulky physical attacker
Tamamo no Mae-Summer @ Ghostium-Z
Ability: Boundless Sunlight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Yata no Kagami
- Flare Blitz
- Trop Kick
- Shadow Punch
Pokémon: Seija Kijin
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's lowest Defense stat) Must be holding Reverse Sign.
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
 
Slate #36
Back To Trainers' School



Congratulations to Cookie Butter, KeeganSkymin4444, Pika Xreme for winning with Tamamo no Mae, Knuckles the Echidna and HR-H. Cookie Butter has earned the title, Mario + Rabbids Kingdom Battle.

Pretty sure it's school holidays almost everywhere right now. Characters for this bonus theme can either be students, teachers, mentors, professors or any other school/academic related character.

Submissions for the current slate close in one week.
Have fun!​
 

sun_dew

formerly JAGFL
is a Pre-Contributor
184805

Pokémon: Navi (Legend Of Zelda series)
Type:
184807
/
184808

Abilities: Informative/Illuminate/Fairy Aura
Signature Ability: Informative: The opponent’s item and moveset are revealed.
Stats
: 70/40/80/115/90/130 (BST: 525)
Notable Moves:
184810
: Brave Bird, Aerial Ace, Zen Headbutt, Play Rough, Flame Charge, U-turn, Fly.
184812
: Psychic, Chatter, Tri-Attack, Aurora Beam, Future Sight, Hyper Voice, Dazzling Gleam, Moonblast, Echoed Voice, Hurricane, Oblivion Wing, Glitzy Glow, Sparkly Swirl.
184813
: Quiver Dance, Hypnosis, Psych Up, Feather Dance, Moonlight, Wish, Forest’s Curse, Light Screen, Lock On, Misty Terrain.

Navi @ Choice Scarf
Ability: Informative
EVs: 4 SpD/252 SpA/252 Spe
Modest Nature
-Moonblast
-Glitzy Glow
-Chatter
-U-Turn

Reasoning:
Navi is a fairy who assists Link by giving him information and targeting enemies. (Informative, Lock on, Sound moves)
They have wings and can fly. (Flying typing and moves)
In their debut game (Ocarina Of Time), they travel to the future with Link. (Future Sight)
They dance around link often. (Dancing moves)
They were assigned to Link by the Great Deku Tree. (Forest’s Curse)
Navi gives off light. (Illuminate, Moonlight, Glitzy Glow, Sparkly Swirl, Dazzling Gleam)
Navi is (obviously) a fairy. (Fairy typing and moves)
 

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