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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, meaning Bloat takes more damage. 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 an unlockable character is 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.
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, meaning Bloat takes more damage. 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 an unlockable character is 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: Cragalanche
Type: Rock
Ability: Rock Head
Moves: Stone Edge, Head Smash, Earthquake, Bulldoze, Precipice Blades, Flare Blitz, Mega Punch, Rock Slide, Smack Down, Dynamic Punch, Mega Punch, Double-Edge, Earth Power, Superpower, Hammer Arm, Giga Impact, Heat Crash
Stats: 120/135/135/55/55/70 [BST 570]
Reasoning: Gigantic rock monster, Rock-type. Stats because Cragalanche is a very bulky and formidable opponent, but physical strength is what lies in the rock, not magical. (also striking him from the back will deal loads of damage and meleeing him there is way too risky for comfort due to his physical prowess) Thus, with his attacks also leaning physical, he's a physical brute that is designed to relentlessly sponge hits and return blows, and though his physical offense hurts like a freight train, incoming physical attacks aren't gonna do much. Unfortunately, you'll need to swap out the choice item for lefties if you get some health back, but he's strongg af regardless. Just note that a strong, Super-Effective Special move will cut this beast's rampage short.
Type: Rock
Ability: Rock Head
Moves: Stone Edge, Head Smash, Earthquake, Bulldoze, Precipice Blades, Flare Blitz, Mega Punch, Rock Slide, Smack Down, Dynamic Punch, Mega Punch, Double-Edge, Earth Power, Superpower, Hammer Arm, Giga Impact, Heat Crash
Stats: 120/135/135/55/55/70 [BST 570]
Reasoning: Gigantic rock monster, Rock-type. Stats because Cragalanche is a very bulky and formidable opponent, but physical strength is what lies in the rock, not magical. (also striking him from the back will deal loads of damage and meleeing him there is way too risky for comfort due to his physical prowess) Thus, with his attacks also leaning physical, he's a physical brute that is designed to relentlessly sponge hits and return blows, and though his physical offense hurts like a freight train, incoming physical attacks aren't gonna do much. Unfortunately, you'll need to swap out the choice item for lefties if you get some health back, but he's strongg af regardless. Just note that a strong, Super-Effective Special move will cut this beast's rampage short.
Pokémon: Enderman
Typing: Psychic
Ability: Hydrophobia (Adds a weakness to Water moves. 12.5% of HP is lost after each turn in Rain.)
Moves: Psychic, Fling, Teleport, Ally Switch, Psyshock, Thrash, Outrage, Grass Knot, Mud Bomb, Mud-Slap, Sand Attack, Sand Tomb, Earth Power Detect, Rototiller, Astonish, Pursuit, Zen Headbutt, Miracle Eye, Mean Look
Stats: 113/127/71/61/71/127 [BST 570]
Reasoning: Ah, the Enderman. Though normally passive, staring into its eyes for too long causes it to move after you swiftly, with plenty of damage, and it's got quite the HP too. Grass Knot, Rototiller, and Ground-type attacks because of its ability to pick up some certain, yet specific things (Including flowers, soil, and sand and clay), Psychic, Zen Headbutt, and Psyshock are mandatory STABs, and Fling because 1. Ender Pearls, and 2. Can carry things. Other things are from when you anger it... It relentless chases after you in order to beat you down, with Detect being from how projectiles are useless against it because it just simply teleports out of the way. And Miracle Eye and Mean Look both relate to how staring into an Enderman's eyes are a bad idea, plus it's got you in its sights... (Miracle Eye is just there to hit Dark-types; Last I checked, these guys can hit Illagers)
Typing: Psychic
Ability: Hydrophobia (Adds a weakness to Water moves. 12.5% of HP is lost after each turn in Rain.)
Moves: Psychic, Fling, Teleport, Ally Switch, Psyshock, Thrash, Outrage, Grass Knot, Mud Bomb, Mud-Slap, Sand Attack, Sand Tomb, Earth Power Detect, Rototiller, Astonish, Pursuit, Zen Headbutt, Miracle Eye, Mean Look
Stats: 113/127/71/61/71/127 [BST 570]
Reasoning: Ah, the Enderman. Though normally passive, staring into its eyes for too long causes it to move after you swiftly, with plenty of damage, and it's got quite the HP too. Grass Knot, Rototiller, and Ground-type attacks because of its ability to pick up some certain, yet specific things (Including flowers, soil, and sand and clay), Psychic, Zen Headbutt, and Psyshock are mandatory STABs, and Fling because 1. Ender Pearls, and 2. Can carry things. Other things are from when you anger it... It relentless chases after you in order to beat you down, with Detect being from how projectiles are useless against it because it just simply teleports out of the way. And Miracle Eye and Mean Look both relate to how staring into an Enderman's eyes are a bad idea, plus it's got you in its sights... (Miracle Eye is just there to hit Dark-types; Last I checked, these guys can hit Illagers)
Pokémon: Sophia
Franchise: Fire Emblem
Type:
Ability: Druid (Dark-type moves have 1.5x power.) | Forewarn
Moves: Nosferatu, Apocalypse, Trick Room, Future Sight, Psychic, Psyshock, Calm Mind, Light Screen, Reflect, Dark Pulse, Dragon Pulse, Draco Meteor, Nasty Plot, Shadow Ball, Dazzling Gleam
Stats: 80 HP/10 Atk/45 Def/150 SpA/160 SpD/45 Spe (490 BST)
Nosferatu |
|
| 75 BP | 24 PP | 100% | Heals the user of health equal to the damage dealt.
Apocalypse |
|
| 110 BP | 24 PP | 85% | Super effective on Dragon-types.
Sample Sets
Sophia @ Dragonium Z
Ability: Druid
EVs: 4 HP / 252 SpA / 252 SpD
IVs: 0 Spe
Sassy Nature
- Trick Room
- Nosferatu / Apocalypse
- Psychic / Psyshock
- Draco Meteor
Sophia @ Assault Vest
Ability: Druid
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Dazzling Gleam
- Apocalypse / Nosferatu
- Psychic / Psyshock
Sophia @ Leftovers
Ability: Druid
EVs: 252 HP / 180 SpA / 76 SpD
Calm Nature
- Calm Mind
- Future Sight
- Nosferatu
- Draco Meteor
Reasoning: She has the mysterious ability to see the future, and she happens to be half-dragon. Druid is the class she promotes to, which specializes in dark magic. Nosferatu is a tome that drains health, and Apocalypse is one that does more damage to dragon units. Her stats somewhat reference her stats in FE, having high Special stats and low Physical stats.
Franchise: Fire Emblem
Type:
Ability: Druid (Dark-type moves have 1.5x power.) | Forewarn
Moves: Nosferatu, Apocalypse, Trick Room, Future Sight, Psychic, Psyshock, Calm Mind, Light Screen, Reflect, Dark Pulse, Dragon Pulse, Draco Meteor, Nasty Plot, Shadow Ball, Dazzling Gleam
Stats: 80 HP/10 Atk/45 Def/150 SpA/160 SpD/45 Spe (490 BST)
Nosferatu |
|
| 75 BP | 24 PP | 100% | Heals the user of health equal to the damage dealt.
Apocalypse |
|
| 110 BP | 24 PP | 85% | Super effective on Dragon-types.
Sample Sets
Sophia @ Dragonium Z
Ability: Druid
EVs: 4 HP / 252 SpA / 252 SpD
IVs: 0 Spe
Sassy Nature
- Trick Room
- Nosferatu / Apocalypse
- Psychic / Psyshock
- Draco Meteor
Sophia @ Assault Vest
Ability: Druid
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Draco Meteor
- Dazzling Gleam
- Apocalypse / Nosferatu
- Psychic / Psyshock
Sophia @ Leftovers
Ability: Druid
EVs: 252 HP / 180 SpA / 76 SpD
Calm Nature
- Calm Mind
- Future Sight
- Nosferatu
- Draco Meteor
Reasoning: She has the mysterious ability to see the future, and she happens to be half-dragon. Druid is the class she promotes to, which specializes in dark magic. Nosferatu is a tome that drains health, and Apocalypse is one that does more damage to dragon units. Her stats somewhat reference her stats in FE, having high Special stats and low Physical stats.
Pokémon: Dark Mind
Type: Rock/Fire
Ability: Levitate / Emergency Exit (HA)
Stats: 60/60/110/130/110/110 (580)
Stats (True Form): 120/60/100/140/100/80 (600)
Notable Moves: Crash*, Power Gem, Flamethrower, Fire Blast, Fire Blast, Thunderbolt, Ice Beam, Flash Cannon, Dark Pulse, Solar Beam, Magic Coat, Mirror Coat, Reflect, Nasty Plot, Recover, Shooter Cutter (see Marx)
*Crash: Special Fire-type, 140 BP, 100 Acc, 5/8 PP. Hits 2 turns after being used. Bomb/Ball move. 200 BP Inferno Overdrive
Sample Sets
Dark Mind @ Life Orb
Ability: Levitate / Emergency Exit
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Fire Blast
- Ice Beam
- Thunderbolt / Nasty Plot
Dark Mind-True @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Crash
- Power Gem
- Recover
- Ice Beam / Nasty Plot
Reasoning: The final boss of Kirby and the Amazing Mirror, a being with control over mirrors that seeks to control the Mirror World. Rock/Fire because he's made of glass and fire. Levitate because he floats without ever touching the ground, and Emergency Exit because he flees when he takes enough damage. Crash is a move he uses in the game, while he can also use Shooter Cutter if one of his mirrors is broken. Various laser moves because his true form is extremely fond of lasers. Fire, Ice, and Electric moves because of his star shots that give Fire, Ice, and Spark. Magic Coat, Mirror Coat, and Reflect because duh. Recover because he can recover from being shattered between phases (pretty easily at that), Nasty Plot because Evil Plan.
Type: Rock/Fire
Ability: Levitate / Emergency Exit (HA)
Stats: 60/60/110/130/110/110 (580)
Stats (True Form): 120/60/100/140/100/80 (600)
Notable Moves: Crash*, Power Gem, Flamethrower, Fire Blast, Fire Blast, Thunderbolt, Ice Beam, Flash Cannon, Dark Pulse, Solar Beam, Magic Coat, Mirror Coat, Reflect, Nasty Plot, Recover, Shooter Cutter (see Marx)
*Crash: Special Fire-type, 140 BP, 100 Acc, 5/8 PP. Hits 2 turns after being used. Bomb/Ball move. 200 BP Inferno Overdrive
Sample Sets
Dark Mind @ Life Orb
Ability: Levitate / Emergency Exit
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Fire Blast
- Ice Beam
- Thunderbolt / Nasty Plot
Dark Mind-True @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Crash
- Power Gem
- Recover
- Ice Beam / Nasty Plot
Reasoning: The final boss of Kirby and the Amazing Mirror, a being with control over mirrors that seeks to control the Mirror World. Rock/Fire because he's made of glass and fire. Levitate because he floats without ever touching the ground, and Emergency Exit because he flees when he takes enough damage. Crash is a move he uses in the game, while he can also use Shooter Cutter if one of his mirrors is broken. Various laser moves because his true form is extremely fond of lasers. Fire, Ice, and Electric moves because of his star shots that give Fire, Ice, and Spark. Magic Coat, Mirror Coat, and Reflect because duh. Recover because he can recover from being shattered between phases (pretty easily at that), Nasty Plot because Evil Plan.
Pokémon: Sphere Doomer
Type (Purple): Normal/Flying
Type (Red): Fire/Flying
Type (Green): Electric/Flying
Type (Silver): Ice/Flying
Type (Grand): Rock/Flying
Ability: Beast Boost
Ability (as Grand Doomer): Doomworker*
*Doomworker: STAB on Fire, Electric, and Ice.
(Purple, Red, Green, and Silver are available outside of battle and can Ultra Burst into Grand Doomer with the Grandoomium Z.)
Stats: 71/113/71/113/71/131 (570)
Stats (as Grand Doomer): 71/137/103/137/103/103 (654)
Notable Moves: Sphere Barrage*, Ice Burst**, Brave Bird, Air Slash, Hurricane, Flamethrower, Fire Blast, Flare Blitz, Thunderbolt, Thunder, Wild Charge, Ice Beam, Blizzard, Icicle Crash, Crunch, Psychic Fangs, Rapid Spin, Drill Run, Aura Sphere, Energy Ball, Shadow Ball, Sludge Bomb
*Sphere Barrage: Special Normal-Type, 25 BP, 100% Acc, 30/48 PP. Type matches user's primary, runs off user's higher attacking stat, hits 2-5 times. 140 Z-BP.
**Ice Burst: Physical Ice-Type, 120 BP, 90% Acc. 5/8 PP. 10% chance to freeze. 190 Z-BP.
Signature Z-Move: Grand Barrage, Normal-Type, 15 BP. Matches user's primarty type and runs off user's higher attacking stat, hits 13 times. Can only be used by Grand Doomer, upgraded from Sphere Barrage with the Grandoomium Z.
Sample Sets
Sphere Doomer-Purple @ Grandoomium Z
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sphere Barrage
- Ice Burst
- Wild Charge
- Drill Run
Reasoning: The extradimensional Energy Sphere-eating monsters from Kirby's Return To Dream Land. Flying because they're winged monsters that can fly. Because of their extradimensional origins (and because I felt like it), I gave them the Beast Boost ability and prime number stats of the Ultra Beasts. Red, Green and Silver all get types based on the abilities they give, while Purple gets the basic Normal and the Grand Doomer gets Rock due to its bouncing rock form. Sphere Barrage and Ice Burst are based off attacks they have in Kirby's Return to Dream Land.. In addition to their STABs, they also have biting, spinning, and ball moves from their attacks in canon.
Type (Purple): Normal/Flying
Type (Red): Fire/Flying
Type (Green): Electric/Flying
Type (Silver): Ice/Flying
Type (Grand): Rock/Flying
Ability: Beast Boost
Ability (as Grand Doomer): Doomworker*
*Doomworker: STAB on Fire, Electric, and Ice.
(Purple, Red, Green, and Silver are available outside of battle and can Ultra Burst into Grand Doomer with the Grandoomium Z.)
Stats: 71/113/71/113/71/131 (570)
Stats (as Grand Doomer): 71/137/103/137/103/103 (654)
Notable Moves: Sphere Barrage*, Ice Burst**, Brave Bird, Air Slash, Hurricane, Flamethrower, Fire Blast, Flare Blitz, Thunderbolt, Thunder, Wild Charge, Ice Beam, Blizzard, Icicle Crash, Crunch, Psychic Fangs, Rapid Spin, Drill Run, Aura Sphere, Energy Ball, Shadow Ball, Sludge Bomb
*Sphere Barrage: Special Normal-Type, 25 BP, 100% Acc, 30/48 PP. Type matches user's primary, runs off user's higher attacking stat, hits 2-5 times. 140 Z-BP.
**Ice Burst: Physical Ice-Type, 120 BP, 90% Acc. 5/8 PP. 10% chance to freeze. 190 Z-BP.
Signature Z-Move: Grand Barrage, Normal-Type, 15 BP. Matches user's primarty type and runs off user's higher attacking stat, hits 13 times. Can only be used by Grand Doomer, upgraded from Sphere Barrage with the Grandoomium Z.
Sample Sets
Sphere Doomer-Purple @ Grandoomium Z
Ability: Beast Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sphere Barrage
- Ice Burst
- Wild Charge
- Drill Run
Reasoning: The extradimensional Energy Sphere-eating monsters from Kirby's Return To Dream Land. Flying because they're winged monsters that can fly. Because of their extradimensional origins (and because I felt like it), I gave them the Beast Boost ability and prime number stats of the Ultra Beasts. Red, Green and Silver all get types based on the abilities they give, while Purple gets the basic Normal and the Grand Doomer gets Rock due to its bouncing rock form. Sphere Barrage and Ice Burst are based off attacks they have in Kirby's Return to Dream Land.. In addition to their STABs, they also have biting, spinning, and ball moves from their attacks in canon.
Pokémon: Whispy Woods
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Sample Sets
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat
Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Sample Sets
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat
Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
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.
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: Queen Sectonia
Type: Bug/Fairy
Abilities: Queenly Majesty | Pressure | Levitate
Stats: 80/125/75/115/85/120 (600)
Form: Queen Sectonia-Dreamstalk
Type: Bug/Grass
Ability: Moonstruck Blossom - Increases the effectiveness of this Pokemon's Moon-based moves by 50%, and removes its Grass-type weaknesses.
-Moon based moves: Moonblast, Moonlight, Moongeist Beam, Lunar Dance (does nothing and Sectonia can't learn it)
Stats: 120/125/115/140/120/60 (680)
Can be chosen on teambuilder
Form: Soul of Sectonia
Type: Bug/Ghost
Ability: Eternal Beauty - Increases the power of this Pokémon's Fairy-type and Grass-type moves by 50%. If this Pokemon is Queen Sectonia in its Soul form, it changes to Soul of Sectonia-Unrooted when it has 1/2 or less of its maximum HP. Doesn't revert back when healing.
Stats: 130/140/130/170/150/60 (780)
Stats (Unrooted): 75/160/115/170/120/140 (780)
Works like other Kirby bosses' Soul forms, a transformation similar to Primal Reversion that happens when giving Queen Sectonia-Dreamstalk the Miracle Fruit
New Moves:
Thrust Barrage - Bug | Physical | 25 BP | 15 PP | 100% Acc | Hits 4 times. Type changes based on user's secondary type if any.
Final Death Bloom - Grass-type Light of Ruin clone.
Moves:
Physical: X-Scissor, Attack Order, Lunge, U-Turn, Fury Cutter, Sacred Sword, Stone Edge, Smart Strike, Leaf Blade, Night Slash, Psycho Cut, Rapid Spin, Phantom Force
Special: Moonblast, Moongeist Beam, Signal Beam, Bug Buzz, Power Gem, Shadow Ball, Mirror Shot, Air Cutter, Air Slash, Mirror Coat, Night Shade, Thunder, Thunderbolt, Charge Beam, Tri Attack, Swift
Status: Swords Dance, Nasty Plot, Defend Order, Reflect, Light Screen, Barrier, Amnesia, Roost, Moonlight, Mirror Move, Teleport, Stealth Rock
Exclusive to Dreamstalk: Ingrain, Solar Beam, Seed Bomb, Spiky Shield, Needle Arm, Petal Blizzard, Power Whip, Petal Dance, Bullet Seed, Spike Cannon, Wrap, Bind, Whirlwind, Tailwind, Defog
Exclusive to Soul: Heat Crash, Sludge Bomb, Sludge Wave, Shooter Cutter (see Marx)
Reasoning: Sectonia... does things! (WIP)
Type: Bug/Fairy
Abilities: Queenly Majesty | Pressure | Levitate
Stats: 80/125/75/115/85/120 (600)
Form: Queen Sectonia-Dreamstalk
Type: Bug/Grass
Ability: Moonstruck Blossom - Increases the effectiveness of this Pokemon's Moon-based moves by 50%, and removes its Grass-type weaknesses.
-Moon based moves: Moonblast, Moonlight, Moongeist Beam, Lunar Dance (does nothing and Sectonia can't learn it)
Stats: 120/125/115/140/120/60 (680)
Can be chosen on teambuilder
Form: Soul of Sectonia
Type: Bug/Ghost
Ability: Eternal Beauty - Increases the power of this Pokémon's Fairy-type and Grass-type moves by 50%. If this Pokemon is Queen Sectonia in its Soul form, it changes to Soul of Sectonia-Unrooted when it has 1/2 or less of its maximum HP. Doesn't revert back when healing.
Stats: 130/140/130/170/150/60 (780)
Stats (Unrooted): 75/160/115/170/120/140 (780)
Works like other Kirby bosses' Soul forms, a transformation similar to Primal Reversion that happens when giving Queen Sectonia-Dreamstalk the Miracle Fruit
New Moves:
Thrust Barrage - Bug | Physical | 25 BP | 15 PP | 100% Acc | Hits 4 times. Type changes based on user's secondary type if any.
Final Death Bloom - Grass-type Light of Ruin clone.
Moves:
Physical: X-Scissor, Attack Order, Lunge, U-Turn, Fury Cutter, Sacred Sword, Stone Edge, Smart Strike, Leaf Blade, Night Slash, Psycho Cut, Rapid Spin, Phantom Force
Special: Moonblast, Moongeist Beam, Signal Beam, Bug Buzz, Power Gem, Shadow Ball, Mirror Shot, Air Cutter, Air Slash, Mirror Coat, Night Shade, Thunder, Thunderbolt, Charge Beam, Tri Attack, Swift
Status: Swords Dance, Nasty Plot, Defend Order, Reflect, Light Screen, Barrier, Amnesia, Roost, Moonlight, Mirror Move, Teleport, Stealth Rock
Exclusive to Dreamstalk: Ingrain, Solar Beam, Seed Bomb, Spiky Shield, Needle Arm, Petal Blizzard, Power Whip, Petal Dance, Bullet Seed, Spike Cannon, Wrap, Bind, Whirlwind, Tailwind, Defog
Exclusive to Soul: Heat Crash, Sludge Bomb, Sludge Wave, Shooter Cutter (see Marx)
Reasoning: Sectonia... does things! (WIP)
Pokemon: Maws
Type: Poison/Water
Ability: Strong Jaws | Infiltrator | Lurker
Lurker- When this Pokemon uses a move with a charge turn, the attack is performed with x1.5 power, -3 priority and in the turn it is used, but the user will take half damage instead of having invulnerability in case the move grants invulnerability.
New Move: Ink Swallow - 80 BP | Poison | Physical | 10 PP | 100% Acc. | Bite-based. User is made invulnerable for one turn, then hits the next turn. When a foe attemps to switch out while the move is being executed, the move lands before switching out. Ball or Bomb moves deal double damage to the user while it is executing this move.
Moves: Dive, Dig, Skull Bash, Liquidation, Bite, Crunch, Poison Fang, Ice Fang, Super Fang, Hyper Fang, Screech, Roar, Supersonic, Hyper Voice, Lock-On
Stats: 100/130/70/30/110/106 (546)
Reasoning: Maws is a type of boss enemy from Splatoon. Poison because it can ink stuff. Unlike Inklings they live underwater, so they gets Water type. Maws's only actions ever are diving in ink (at which point it is invulnerable), locking onto a target, swimming until it reaches that target (goes through land, steel, etc to reach a target), then jumping up headfirst and jaws wide open to get the target in a single bite. Sound moves because Maws uses sonar to detect targets.
Type: Poison/Water
Ability: Strong Jaws | Infiltrator | Lurker
Lurker- When this Pokemon uses a move with a charge turn, the attack is performed with x1.5 power, -3 priority and in the turn it is used, but the user will take half damage instead of having invulnerability in case the move grants invulnerability.
New Move: Ink Swallow - 80 BP | Poison | Physical | 10 PP | 100% Acc. | Bite-based. User is made invulnerable for one turn, then hits the next turn. When a foe attemps to switch out while the move is being executed, the move lands before switching out. Ball or Bomb moves deal double damage to the user while it is executing this move.
Moves: Dive, Dig, Skull Bash, Liquidation, Bite, Crunch, Poison Fang, Ice Fang, Super Fang, Hyper Fang, Screech, Roar, Supersonic, Hyper Voice, Lock-On
Stats: 100/130/70/30/110/106 (546)
Reasoning: Maws is a type of boss enemy from Splatoon. Poison because it can ink stuff. Unlike Inklings they live underwater, so they gets Water type. Maws's only actions ever are diving in ink (at which point it is invulnerable), locking onto a target, swimming until it reaches that target (goes through land, steel, etc to reach a target), then jumping up headfirst and jaws wide open to get the target in a single bite. Sound moves because Maws uses sonar to detect targets.
Pokémon: DJ Octavio
Type: Poison/Grass
Abilities: Soundproof | Slip Out | Octarian Arsenal
Slip Out: Allows this Pokémon to always switch out, regardless of the foe's Ability, binding moves or its own Ingrain.
Octarian Arsenal: Poison-type moves are calculated from DJ Octavio's higher attack stat.
Stats: 110/100/90/80/70/100 (550)
Pokémon: DJ Octavio-Octobot King
Type: Poison/Steel
Abilities: Levitate | Octarian Arsenal | Iron Fist
Stats: 120/130/90/110/80/100 (610)
Spoiler form from Splatoon 2 (meant for Ubers)
Out of battle alternate form. Use the Hypnoshades on Callie and DJ Octavio, like the DNA Splicers on Kyurem and Reshiram/Zekrom.
Form: DJ Octavio-Octobot King II
Typing: Poison/Steel
Ability: Levitate | Octarian Arsenal | Inky Voice
Moves: DJ Octavio's and Callie's movepools combined. Can use both of their Z-Moves.
Stats: 120/140/90/140/90/100 (680)
Signature Z-Move: Massive Octobomb (200 BP | Poison | Special | Upgrades from Sludge Bomb with Wasabium-Z | The terrain becomes Inky Terrain.)
Moves:
Physical: Poison Jab, Gunk Shot, Leaf Blade, Double Iron Bash, Bullet Punch, Hammer Arm, Focus Punch, Thunder Punch, Wild Charge, Drain Punch, Sucker Punch, Thief, Pursuit
Special: Sludge Bomb, Octazooka, Boomburst, Thunderbolt
Status: Acid Armor, Baneful Bunker, Nasty Plot, Toxic
Reasoning:
Type: Poison/Grass
Abilities: Soundproof | Slip Out | Octarian Arsenal
Slip Out: Allows this Pokémon to always switch out, regardless of the foe's Ability, binding moves or its own Ingrain.
Octarian Arsenal: Poison-type moves are calculated from DJ Octavio's higher attack stat.
Stats: 110/100/90/80/70/100 (550)
Pokémon: DJ Octavio-Octobot King
Type: Poison/Steel
Abilities: Levitate | Octarian Arsenal | Iron Fist
Stats: 120/130/90/110/80/100 (610)
Spoiler form from Splatoon 2 (meant for Ubers)
Out of battle alternate form. Use the Hypnoshades on Callie and DJ Octavio, like the DNA Splicers on Kyurem and Reshiram/Zekrom.
Form: DJ Octavio-Octobot King II
Typing: Poison/Steel
Ability: Levitate | Octarian Arsenal | Inky Voice
Moves: DJ Octavio's and Callie's movepools combined. Can use both of their Z-Moves.
Stats: 120/140/90/140/90/100 (680)
Signature Z-Move: Massive Octobomb (200 BP | Poison | Special | Upgrades from Sludge Bomb with Wasabium-Z | The terrain becomes Inky Terrain.)
Moves:
Physical: Poison Jab, Gunk Shot, Leaf Blade, Double Iron Bash, Bullet Punch, Hammer Arm, Focus Punch, Thunder Punch, Wild Charge, Drain Punch, Sucker Punch, Thief, Pursuit
Special: Sludge Bomb, Octazooka, Boomburst, Thunderbolt
Status: Acid Armor, Baneful Bunker, Nasty Plot, Toxic
Reasoning:
Pokémon: Callie
Typing: Poison / Fairy
Ability: Dancer / Inky Voice (This Pokemon's sound-based moves become Poison-type moves.)
Moves:
Physical: Steamroller, Splat Roller
Special: Dazzling Gleam, Sludge Bomb, Boomburst, Fiery Dance
Status: Parting Shot, Sing, Perish Song, Teeter Dance, Toxic Spikes, Spikes, Stealth Rock
Signature Move: Splat Roller (80 BP | Poison | Physical | Lowers opponent's Speed by 1.)
Signature Z-Move: Bomb Rush (40 BP | Poison | Special | Upgrades from Sludge Bomb with Calamarium-Z | Hits five times. The terrain becomes Inky Terrain.)
Stats: 70/110/65/130/65/110 (550)
Reasoning: Poison type because she inks stuff, Fairy type because she's a pretty pop idoland also because she's pink/purple. Stats are a slightly altered versions of normal Inkling, because she's, well... an Inkling. Callie's more frail but hits harder because she prefers to go all out, based on her personality and Splatfest themes. Marie on the other hand would more defensive if she were to be submitted. (https://splatoonwiki.org/wiki/Go_all_out!_vs._Focus_on_healing). Callie is also physical unlike Inkling because she prefers the Roller weapons. Also why she gets it as a move. Splat Roller lowers speed because it inks the ground, and ink lowers speed.
She gets sound and dance moves because, unlike most other Inklings, she's an idol that... sings and dances. However, she hasn't been shown using many of the weapons that Inklings use, so she doesn't get moves such as Hydro Pump or Flamethrower. Bomb Rush is a Special in Splatoon, also the only Special that Callie was shown using, thus the Z-Move. Callie's theme song is also called "Bomb Rush Blush" so she is closely related to the move.
Splatoon 2 Spoilers
Callie gets Perish Song and Parting Shot as references to her being kidnapped and brainwashed during the Splatoon 2 story mode. It is also revealed that the brainwashed Callie is the one responsible for "renovations" in Octo Canyon, adding many traps and dangers to it, that is why I gave her entry hazards.
Typing: Poison / Fairy
Ability: Dancer / Inky Voice (This Pokemon's sound-based moves become Poison-type moves.)
Moves:
Physical: Steamroller, Splat Roller
Special: Dazzling Gleam, Sludge Bomb, Boomburst, Fiery Dance
Status: Parting Shot, Sing, Perish Song, Teeter Dance, Toxic Spikes, Spikes, Stealth Rock
Signature Move: Splat Roller (80 BP | Poison | Physical | Lowers opponent's Speed by 1.)
Signature Z-Move: Bomb Rush (40 BP | Poison | Special | Upgrades from Sludge Bomb with Calamarium-Z | Hits five times. The terrain becomes Inky Terrain.)
Stats: 70/110/65/130/65/110 (550)
Reasoning: Poison type because she inks stuff, Fairy type because she's a pretty pop idol
She gets sound and dance moves because, unlike most other Inklings, she's an idol that... sings and dances. However, she hasn't been shown using many of the weapons that Inklings use, so she doesn't get moves such as Hydro Pump or Flamethrower. Bomb Rush is a Special in Splatoon, also the only Special that Callie was shown using, thus the Z-Move. Callie's theme song is also called "Bomb Rush Blush" so she is closely related to the move.
Splatoon 2 Spoilers
Callie gets Perish Song and Parting Shot as references to her being kidnapped and brainwashed during the Splatoon 2 story mode. It is also revealed that the brainwashed Callie is the one responsible for "renovations" in Octo Canyon, adding many traps and dangers to it, that is why I gave her entry hazards.