Crossover Chaos V2: Slate 44 - Halloween

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Pokémon: **Delirium**
Type: Ghost/Psychic
Ability: Delirious Memory (When struck by an attack untransformed, it transforms into a random mon from that franchise at the end of the turn (If a realmon did it, Delirium transforms into a randomly chosen realmon), with four randbats moves for three more turns. This Pokemon is still able to transform into another mon if hit whilst transformed, resetting the timer. It transforms into that mon if it's the sole rep. V2 mons are prioritized, but in cases where V2 mons are the only reps in V2 but their franchises have reps in V1 too, those V1 mons are copied.)
Moves: Transform, Shuffle! (From Soul Elizabeth Ravenous), Role Play, Sludge Bomb, Teleport, Psyshock, Stomp, Any moves Mom's Heart would have, Any moves that the Chest boss would share with Satan and/or The Lamb
Stats: 216/72/52/106/72/52 [BST 570]
Delirium is the boss of the Void, the area after the Chest/Dark Room unlocked after you beat Hush for the first time. (Hush for reference can be fought after Mom's Heart/It Lives! if less than thirty minutes have elapsed since the start of the playthrough, but it's quite a formidable opponent whose first few fights will likely beat you easy) This thing is basically Isaac's life flashing before his eyes taken form. Also it's prone to staticking up the screen a lot.

Reasoning: Transform, Shuffle!, Role Play, and Delirious Memory because its main gimmick in the fight is that though it has default attack patterns (including sending rings of white danmaku (psyshock) and occasionally exploding mint green danmaku (sludge bomb)), it'll more often than not copy the bosses you fought earlier in the run, changing its appearance to match. Stomp because the chances of Mom being unavailable as a transformation are negligible and as her, Delirium will only use the Stomp attack.. Psychic Type because of stuff in bio. Huge HP because it takes lots of punishment before finally going down, appropriate for a final boss, and to make it even more dangerous whilst transformed.

And, well... A monster that crafts disguises around your loved ones and uses said disguises to lure in prey and feast upon them, in a dark area that Hallownest failed to spread past, none less, might count.

In the deepest darkness, there are beasts who wear faces stolen from your memories and pluck at the strings in your heart. Know yourself, and stay strong.
Pokémon: **Nosk**
Type: Poison/Bug
Ability: Disguise / Illusion
Moves: Take Down, Lunge, Gunk Shot, Sludge Bomb, Sludge Wave, Sludge, Bounce, Gastro Acid, Acid, Acid Spray, Screech, Roar, Double-Edge, Copycat, Role Play, Struggle Bug, Cross Poison, Poison Jab, Toxic, Belch, Bug Bite, Fury Cutter, Mind Reader, Assurance, Fake Tears, Flatter, Snarl, Throat Chop, Block, Me First, Play Nice, Stomp, Sucker Punch, Venoshock, Infestation, Dream Eater, Psych Up
Stats: 100/112/90/90/80/90 [BST 552]
Reasoning: Nosk is a terror that lurks deep within Deepnest, mimicking the loved ones of any poor souls who draw too close to its nest. Stats aren't too high, but that's to balance out both its abilities being good and the paranoia that would ensue involving its abilities, essentially causing a guessing game of sorts. Poison/Bug because it's an arthropod that attacks with infection. Either it has a sturdy disguise up that blocks the first hit in battle, or a weaker disguise of one of its teammates. Pair it with, say, an unhooded Hyness and what the foe thought was super effective turns out to be resisted. (unless you're galeem using a stab move but that's beside the point) Anyways, its moves are based off of things it does in-game (those being: Charging and hopping across the map, attacking with acid all over the place, and jumping above you with acid leaking out of the ceiling, presumably from itself), Cross-Poison being a reasonable use of its front appendages, and other moves from its shrieks and copycat nature.
Witches are halloweeny enough, right? ...Even so, second phase cements this.

This powerful sorceress once turned Kirby into a rolling pink ball and Dream Land into a world made of paint. Her name is awfully similar to that of Claycia's, but no one knows for sure if the two are related.
Pokémon: **Drawcia**
(Note: Has a Soul forme accessed by giving her the Soul Orb to hold, even outside of battle; Base is Sorceress and will forget the Soul-exclusive moves if it's removed, getting Inky Terrain as a moveslot if all of her moves were only accessible as Drawcia Soul.)
Type (Sorceress): Poison/Psychic
Type (Soul): Poison/Ghost
Ability (Sorceress): Levitate
Ability (Soul): Paint Soul (Ghost -ate + Sets up Inky Terrain upon switch-in (Grounded: x1.5 BP on moves if Poison-type, x0.667 Speed otherwise.) (In other words, Ghost -ate + Inkling's signature ability Inky Surge))
Moves: Toxic, Psyshock, Sludge Bomb, Sludge Wave, Venoshock, Light Screen, Reflect, Barrier, Inky Terrain, Shadow Ball, Psychic, Ice Beam, Icicle Crash, Flamethrower, Thunderbolt, Gunk Shot, Toxic Spikes, Spikes, Venom Drench
Soul Exclusive: Shooter Cutter (See Marx), Heavy Slam, Flare Blitz, Fireball (See Bowser), Screech, Charge Beam, Body Slam, Acid Armor
Stats (Sorceress): 90/80/70/130/120/110 [BST 600]
Stats (Soul): 90/150/80/150/160/70 [BST 700]
Reasoning: First up, Inky Terrain. Drawcia more or less did this on a galactic scale before the events of the game, turning all affected into painting and kickstarting the plot by doing so. This includes turning Kirby into a limbless ball. Poison/Psychic because paint stuffs and Sorceress. Poison/Ghost as Soul because gigantic undead glob of paint. She gets moves that match her types naturally (Psyshock possibly for the projectiles you can send back at her), alongside Fire/Ice/Electric coverage (Para Sorceresses freeze on contact, whereas for Soul, Para Matters are summoned that either burn or freeze up and charge into you or attack with an electrified laser), Shooter Cutter (Does this in her fight), (T-)Spikes (Spikes can erupt from the ground in her fight and she can likely paint up caltrops anyway), Heavy Slam, Body Slam (Also does this in her fight), Acid Armor (Is paint), Barrier, Screens (Needs one of her projectiles reflected at her in order to be damageable), and Venom Drench (Paint Drench more like). Screech because... she lets out some bloodcurdling screams in her Soul form. Stats because base is a sorceress, but Soul uses Para Matters, paint rain, and most frequently, attempted contact damage and the occasional Shooter Cutter.

And... Yeah, this one's background is disturbing as all hell.

Pokémon: **Blue Baby**
Type: Ghost/Fairy
Ability: Still Heart (All healing is nullified. For each 33.3% of Max HP that would've been restored, +1 Def/SpD. This ability cannot be copied nor nullified.)
New Move: Isaac’s Bible (Renamed Magnet Rise but listed as Fairy type. If used while Devil (From CCEX) is on the field, faints user.)
New Move: Experimental Treatment (Poison-type Status Move; 10PP. Shell Smash but which of the five stats are +'d and -'d are randomized and all the boosts have magnitudes of 2.)
Other Moves: Brine, Water Pulse, Endure, Protect, Telekinesis, Psyshock, Attack Order, Defend Order, Feather Dance, Pay Day, Sludge Bomb, Shadow Ball
Stats: 10/78/161/105/161/105 [BST 620] (Can use Eviolite)
Reasoning: Water moves because tears. Stats because ??? cannot heal whatsoever and has blue "armor" hearts to start off in lieu, hence the ability. Qualified for this slate because ???'s an asphyxiated corpse. Huge BST, but the colossal defenses don't quite offset the abysmal HP to the point at which it's bulkier than Corsola.
Experimental Treatment is obtained eventually after beating Mom's Heart enough times. Same goes for Ipepac, which turns tears into exploding, toxic orbs, hence Sludge Bomb. (It's part this and part The Poop, where ??? defecates and fills up a tile, where the poop can then be broken down by attacks. Grounded objects can't move past it, so Protect) Pay Day because Quarter. All this is relevant because ??? is eventually unlocked via being found in the same chest. Additionally, bias towards special offense because slightly-above-average Speed and firepower compared to Isaac.
Attack/Defend Order and Psychic moves because flies and purple danmaku respectively are used in his fight, purple danmaku more common among the psionic mooks. He also grows wings and starts flying, hence Feather Dance and the Bible (Which has effects literally the exact same as in the source material; Using it against Satan instakills YOU.) Also angelic stuffs add to Fairy typing.

Pokémon: **Hush** (Evolution method: Same as Dusclops -> Dusknoir lol) (Note: Immune to Telekinesis, just like Mega Gengar, Dugtrio, and Palossand.)
Stats: 144/78/144/105/144/5 [BST 620]
Type: Ghost/Ground
Ability: Tearworker (Water-type Steelworker) / Continuum Tears (Renamed Compound Eyes)
Moves: Same as ??? (Isaac’s Bible, Experimental Treatment, Pay Day, and Sludge Bomb all need to be on ??? at time of evolving in order for Hush to learn them) + Water Spout, Red Tears (See 0), Dig, Earth Power, Mud Shot
Reasoning: Hush's 144/144/144 bulk comes from it having the second-highest HP stat of ANYTHING in the game and due to armorscaling, taking even more punishment than first place before finally going down. Water Spout because once it gets low enough on health, it'll start raining down two beams of tears from the sky, which is especially dangerous against slower characters. Red Tears because before that, it has an attack where it attacks with, well, red tears that split into many smaller ones. Dig because it can hide in the ground and resurface. It being Ground also owes itself to it being more or less stuck within the floor.

Also funny how this thing goes from mediocre at best to UBERS after evolving, basically Scyther -> Scizor but crazier.
 
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This manta-ray–like monster is a flying creature that spawns at high altitudes. It is attracted to insomnia, and will find players who haven't slept for many days. It will swoop down in groups and bite your flesh.
Pokémon: **Phantom**
Type: Ghost/Flying
Ability: Undead [loses 1/8 health/turn in sunlight; indirect damage and healing are swapped (except for this ability's sunlight damage effect, Struggle, and Z-Power effects)] (HA: Water Absorb)
New Move(s): Insomnimaniac (Ghost, Physical, 110 BP, 100% accuracy, 10 PP, does not make contact; This move only works if the target is not asleep. This move is more powerful if the target is prevented from sleeping in any way. [1.5x if a field effect (e.g. Electric Terrain, Uproar) or Ability (e.g. Insomnia) preventing sleep is active on the target.])
Moves: Brave Bird, U-turn, Focus Blast, Pursuit, Ice Fang, Ice Beam, Cosmic Power, Detect, Moonblast, Hurricane, Shadow Ball, Wake-Up Slap, Icy Wind, Glare, Will-O-Wisp, Defog, Phantom Force, Worry Seed, Liquidation, Calm Mind, Swords Dance, Thunder Fang, Thunderbolt, Thunder
Stats: 86/113/89/83/93/116 (BST: 580)
Reasoning: The Ghost/Flying typing is self-explanatory. In Minecraft, undead burn in sunlight and are healed/harmed by harming/healing potions respectively. Insomnimaniac, Wake-Up Slap, and Worry Seed come from the fact that this mob likes to keep its victims awake. Ice/Thunder Fang comes from the fact that it is described as "biting one's flesh." Liquidation and Water Absorb come from the fact that in the Java Edition, the Phantom passes right through water without being slowed or drowning.
Phantom @ Life Orb
Jolly Nature
Ability: Undead
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Brave Bird
- Insomnimaniac
- Glare/Wake-Up Slap

Standard sweeper set. Due to Undead, Life Orb and Brave Bird actually heal instead of hurt Phantom; in addition, Phantom actually gains 25% HP when switching into Stealth Rock. Glare cripples faster Pokémon as well as switch-ins. Wake-Up Slap is for Tyranitar.

Phantom @ Toxic Orb
Jolly Nature
Ability: Undead
EVs: 196 HP / 80 Atk / 232 Spe
- Glare/Toxic
- Will-O-Wisp/Toxic
- Protect
- Brave Bird

Defensive set used to cripple the opponent. Toxic Orb racks up massive amounts of healing due to Undead. The EVs outspeed Serperior and survive Sheer Force + Life Orb Camilla's Dragon Rush.

Pokémon: **Spider**
Type: Bug/Dark
Ability: Wall Tracker [clone of No Guard + the ability-holder's attacks only can break through Protect/Detect/etc., disabling that protection (similar to Hyperspace Fury)] (HA: Moody)
New Move(s):
  • Tracker (Psychic, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user grants an ally the ability to break through moves like Protect and Detect this turn. The ally's moves cannot miss this turn. [Priority +5. Grants the effect of Wall Tracker onto the ally, except that moves against the ally are still able to miss.] [Z-Power: +1 to all stats (excluding Accuracy and Evasion)])
  • Scaling Strike (Rock, Physical, 120 BP, 50% Accuracy, 5 PP, makes contact; The user launches a surprise attack on the target. The target always becomes paralyzed.)
Moves: Sticky Web, U-turn, Knock Off, Sucker Punch, Foul Play, Bounce, Gunk Shot, First Impression, Lunge, Leech Life, Rock Tomb, Fire Fang, Thunder Fang, Ice Fang, Psychic Fangs, Bite, Bug Bite, Crunch, Taunt, Electroweb, Iron Head, Baton Pass, Stealth Rock, Infestation, Detect
Stats: 71/99/61/59/103/131 (BST: 524)
Reasoning: The Dark-typing comes from the Spider's affinity with darkness, as it only attacks during nighttime in Minecraft. Wall Tracker/Tracker, Stealth Rock, and Scaling Strike come from the fact that the Spider can see players through walls and climb said walls, surprising them. Moody comes from the fact that the Spider gains a random buff in Hard difficulty.

Spider @ Life Orb / Focus Sash
Jolly Nature
Ability: Wall Tracker
EVs: 4 HP/252 Atk/252 Spd
- Sticky Web/Taunt
- Stealth Rock/Taunt
- Scaling Strike/Taunt
- U-turn/Taunt

Lead set used to set up Sticky Web and/or Stealth Rock against the opponent. Use Scaling Strike to paralyze switch-ins and deal chip damage at the same time, since it has perfect accuracy due to Wall Tracker. U-turn gains momentum, while Taunt is mainly used against opposing leads.
 
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Pokemon: Regenerator (Resident Evil 4)
Type: Ghost
Ability: Regenerator / Aftermath / Strong Jaw
Notable Moves: Phantom Force, Shadow Claw, Shadow Sneak, Explosion, Fake Out, Leech Life, Lunge, U-Turn, Hammer Arm, Ice Hammer, Ice Fang, Fire Fang, Thunder Fang, Crunch, Pursuit, Poison Fang, Recover, Swords Dance, Destiny Bond, Curse
Stats: 95 / 95 / 30 / 25 / 55 / 65 (365 BST)
Reasoning: Unlike most zombies in the RE series, Regenerators are long-dead, many found frozen in the morgue of the laboratory they were created in; the parasites that control these freaky fuckers grant huge health pools and extreme regenerative powers to the point of near-invulnerability, but their weakness is that they explode when the parasites are hit directly (rendered here as massive special bulk - at least after evolution - but iffy physical bulk). They're surprisingly agile in short bursts and attack by slashing, punching, grabbing - and with those teeth, biting. Lots and lots of biting.



Pokemon: Iron Maiden
Evolution Method: Trade while holding a Metal Coat
Type: Ghost/Steel
Ability: Regenerator / Aftermath / Iron Barbs
Notable Moves: Pre-evo's + Stinger Pull, Meteor Mash, Bullet Punch, Spikes, Toxic Spikes
Custom Move: Physical Steel-type Magma Storm clone
Stats: 150 / 125 / 60 / 50 / 95 / 95 (575 BST)
Reasoning: Because twitching, wheezing corpses with more teeth than a dentist's office aren't creepy enough already, Iron Maidens trade jaw strength for extendable iron spikes. Their signature attack is to pull you into a bear hug and fire said spikes, impaling you through like their medieval namesake.

Iron Maiden @ Choice Scarf / Choice Band
Abililty: Regenerator
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Shadow Claw
- Hammer Arm
- Stinger Pull / Meteor Mash
- U-Turn

A no-frills Choice set that takes full advantage of Iron Maiden's flawless two-move coverage, pivoting move and access to Regenerator. Stinger Pull vs Meteor Mash is the classic decision between power and accuracy.

Iron Maiden @ Ghostium Z
Ability: Regenerator
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Phantom Force
- Hammer Arm
- Shadow Sneak / Bullet Punch
- Swords Dance

Fightinium Z + Shadow Claw can be run over Ghostium Z + Phantom Force to avoid the Speed drop from Hammer Arm, but I wouldn't recommend it. Z-Phantom Force is a nuke.

Iron Maiden @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpDef
Impish Nature
- Stinger Pull
- Curse
- Recover
- Protect / Spikes / Toxic Spikes

Taking a very different approach, this set abuses Iron Maiden's amazing typing, trapping STAB and endless recovery to lure in and remove checks to its offensive sets, in a similar fashion to Perish Trap Azumarill. Running hazards over Protect is something of a risk, but it can really pay off if you trap the opponent's Defogger.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Pokémon:
Hypno-Shroom (Plants v. Zombies)
Type: Poison / Psychic
Ability: Contrary / Telepathy
Stats: 110 / 60 / 70 / 120 / 130 / 70 | BST: 560
Moves: Hypnosis, Spore, Calm Mind, Psychic, Sludge Bomb, Sludge Wave, Psyshock, Acid Spray, Toxic Spikes, Skill Swap, Psycho Shift, Topsy-Turvy, Earth Power, Recover, Stun Spore
Sample Sets:
Hypono-Shroom @ Black Sludge
EVs: 252 HP / 4 Def / 252 SpD
Ability: Contrary
Calm Nature
- Toxic Spikes / Spore
- Sludge Bomb
- Recover
- Psychic
Justification: Hypno-Shroom is a mushroom in PvZ, which forces the zombies to fight for the plants. This hypnotic powers, which can most likely be attributed to a toxin, led me to the Psychic/Poison typing. It uses Spore to cripple threats, or it can set up Toxic Spikes quite easily, racking up damage over time.


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Pokémon: **Ghost Pepper** (Plants v. Zombies)
Type: Grass / Ghost
Ability: Cursed Body / Intimidate
Stats: 95 / 110 / 70 / 65 / 65 / 85 | BST: 490
Moves: Shadow Ball, Phantom Force, Seed Bomb, Bullet Seed, Will o Wisp, Scary Face, Mean Look, Curse, Synthesis, Leech Seed, Spectral Force*, Giga Drain
Spectral Force - 450 BP Ghost type Explosion. Does not effect Grass types.
Sample Sets:
Ghost Pepper @ Ghostium X
EVs: 252 Atk / 252 Spe
Ability: Intimidate
Adamant Nature
- Seed Bomb
- Leech Seed
- Spectral Force
- Will O Wisp / Phantom Force / Synthesis
Justification: Ghost Pepper is a plant in PvZ that haunts and deals damage to foes over time, then finishes them off with a massive Explosion, which deals 450 damage to zombies. With that kind of potential damage output behind it I gimped its stats to be similar to around Breloom, though with Intimidate, decent defensive typing and the ability to kill anything that isnt Normal or Grass type, I am sure it can get by.



Pokémon: **Jack O Lantern** (Plants v. Zombies)
Type: Ghost / Fire
Ability: Flash Fire
Stats: 75 / 70 / 110 / 125 / 80 / 65 | BST: 525
Moves: Shadow Ball, Phantom Force, Seed Bomb, Will o Wisp, Fire Blast, Flamethrower, Flame Burst, Overheat, Leech Seed, Giga Drain, Solar Beam, Toxic, Sunny Day, Growth, Inferno, Incinerate, Lava Plume
Sample Sets:
Jack O Lantern @ Life Orb / Colbur Berry
EVs: 252 SpA / 252 Spe
Ability: Flash Fire
Modest Nature
- Fire Blast
- Shadow Ball
- Giga Drain
- Will O Wisp / Leech Seed / Synthesis
Justification: Jack O Lantern is a plant in PvZ that specialises in burning and killing zombies with huge columns of Fire. Being a primarily special attacker, it uses its great dual STAB combo to bust up walls.



Pokémon: **Witch Hazel** (Plants v. Zombies)
Type: Grass / Fairy
Ability: Trace
Stats: 85 / 50 / 80 / 125 / 100 / 95 | BST: 535
Moves: Moonblast, Moonlight, Giga Drain, Magical Leaf, Power Whip, Taunt, Forest's Curse, Solar Beam, Energy Ball, Focus Blast, Grassy Terrain, Misty Terrain, Synthesis, Recover, Dazzling Gleam, Leaf Storm, Psychic, Toxic, Nasty Plot
Sample Sets:
Witch Hazel @ Life Orb / Fairium Z
EVs: 252 SpA / 252 Spe
Ability: Trace
Timid Nature
- Focus Blast
- Moonblast
- Energy Ball / Leaf Storm
- Nasty Plot
Justification: Witch Hazel is a PvZ plant that's special ability is turning zombies into mushrooms (Forest's Curse). Witch Hazel is a powerful special attacker that can bust up walls with a set up sweeping set. It can also do stallbreaking with Taunt Toxic and be a general pain in the ass to face (also beats certain variants of Heatran!)
 
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Cookie Butter

formerly the someone

Pokémon: Promestein
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Mad Scientist Angel
- Increases the power of Special moves by x1.3, can always select and use Special attacks or moves that recover HP.
Moves: Damaging - Psychic, Future Sight, Zen Headbutt, Power Whip, Frenzy Plant, Grass Knot, Petal Dance, Petal Blizzard, Energy Ball, Giga Drain, Leaf Blade, Bind, Wrap, Ancient Power, Earth Power, Blizzard, Fire Blast, Thunder, Surf, Tri Attack, Poison Jab, Poison Gas, Dark Pulse, Vacuum Wave, Fly, Explosion, Lick, Draining Kiss, Smart Strike, Dark Matter (see Magus)
Status - Attract, Captivate, Softboiled, Roost, Heal Pulse, Instruct, Nasty Plot, Barrier, Lovely Kiss, Sweet Kiss, Cosmic Power, Stored Power, Healing Wish, Reflect, Light Screen, Leech Seed, Strength Sap, Synthesis, Ingrain, Recycle, Will-o-Wisp, Stockpile, Swallow, Spit Up, Acupressure, Swords Dance
Signature Move: Summon Wind Spirit (-- BP | Flying | Status | 20 PP | -- Accuracy | Increases accuracy by 1 and Speed by 2.)
Stats: 130/95/90/100/95/90 (600)

Changes form by using the White Rabbit item (out-of-battle) (meant for Ubers).
Pokémon: Promestein-Ultimate
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Moves: All of the above + new Signature Move below
Signature Move: Summon Earth Spirit (-- BP | Rock | Status | 20 PP | -- Accuracy | Increases Attack, Defense and Special Defense by 1.)
Stats: 180/105/90/110/95/100 (680)
Reasoning:
  • Typing: She's a genius and an angel with magical and light powers (Psychic) who gave herself ancient, extremely powerful seaweed monster DNA (Grass).
  • Abilities: Regenerator and Chlorophyll come from the seaweed monster. Mad Scientist Angel comes from her signature skill in Monster Girl Quest Paradox, it's a turn-based RPG so I made it work pretty much the same as it works there.
  • Move: They pretty much all come from her learnsets in the original MGQ and MGQ Paradox, so it was pretty easy for me to do. The moves could be split into a few categories, healing and poison moves from being a doctor/scientist, grass moves from seaweed, temptation moves (kiss and attract) from having monster girl DNA, elemental moves from being a scientist (she learns thing such as "Plasma", "Freezing Reaction", etc), Fire moves for giving Fire to manking (Yes Promestein is based on Prometheus she she does the same fire thing as he does). She literally learns "Dark Matter" in MGQ:P thus getting custom move (Malus's) that already existed.
  • Signature Move: In Monster Girl Quest, summoning the four elemental spirits gives a wide range of buffs to the user. Promestein mass-produced elemental spirit clones, allowing her and her allies to use them. She is only shown to use Wind and Earth however.
  • Stats: Again, stats directly taken from the RPG MGQ Paradox. Some have different names (SpA <-> Magic) but it's pretty obvious what each represents. The numbers were similar enough that I only had to nerf HP by 20. As for the reason she's so strong, her final form is the 3rd strongest enemy in the original MGQ (the strongest is a goddess who throws out Big Bangs as regular attacks and who Promestein was going to rebel against).
Pokémon: Kogasa Tatara
Typing: Ghost/Water
Ability: Intimidate / Unnerve / Levitate
Moves: Damaging - Shadow Ball, Hydro Pump, Water Pledge, Hurricane, Weather Ball, Liquidation, Dazzling Gleam, Flash Cannon, Aurora Beam, Signal Beam, Lick, Astonish, Hex, Night Shade, First Impression, Fake Out
Status - Rain Dance, Scary Face, Mean Look, Spotlight, Light Screen, Reflect, Flash, Roost
Signature Moves: Over the Rainbow (80 BP | Water | Special | 10 PP | 100 Accuracy | A rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Serene Grace Ability.)
Scare Attempt (70 BP | Ghost | Special | 10 PP | 100 Accuracy | If successful, the user switches out and is replaced immediately by a selected party member.) Flavor: The user attempts to scare the opponent. After an unsuccessful attempt, the user walks away in shame.
Stats: 100/40/95/85/100/70 (490)
Reasoning: WIP
Roost because basically most flying things in Pokemon get it, and the umbrella deserves some rest.

"The others are like animals... but I am very aware."
Pokémon: The Puppet
The Puppet has different forms. Similar to Basculin, the forms share everything except Ability.
Typing: Ghost
Abilities:
Fragile Circuitry - Gives Steel-type to this Pokemon if it doesn't have it, but also gives a weakness to Water-type and if the weather is Rain, and loses 1/8 of its maximum HP, rounded down.
Bad Dreams (Nightmarionette)
Illusion (Phantom Puppet)
Moves: Damaging - Present, Secret Power, Pursuit, Foul Play, Hex, Beat Up, Night Shade, Knock Off, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Flamethrower, Fire Blast
Status - Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat
Signature Moves:
Jumpscare - Ghost-type Glare clone. Z-Power Effect: Curses target.
Give Gifts Give Life -
|
| 0 BP | 10 PP | 100% | At the end of the next turn, the Pokemon at the user's position has 1/2 of its maximum HP restored to it. Never-Ending Nightmare BP: 200.
Shove Into Suit -
|
| 90 BP | 10 PP | 100% | Causes the target to become a Steel type.
Stats: 70/90/60/80/90/130 (520)

"Shhhhhh, there is room for one more."
Changes into the Lefty form when holding the L.E.F.T.E. (Lure Encapsulate Fuse Transport and Extract)
Form: Lefty
Typing: Ghost/Steel
Abilities: Disguise
Stats: 70/130/120/80/110/110 (620)

Reasoning: The Puppet does things.
 
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Pokemon: **Broken Vessel** (Hollow Knight)
Type: Ghost/Poison
Ability: Innards Out
Moves: Gunk Shot, Shadow Sneak, Swords Dance, Sludge Wave, Flail, Shadow Claw, Sacred Sword, Toxic, Lunge, X-Scissor, Infected Balloon (Summon a substitute and poison the enemy.)
Stats: 70 / 105 / 100 / 75 / 95 / 105 | 550 BST
Reasoning: The Broken Vessel is a vessel like The Knight, but one who died and is being controlled by Lightseeds. Ghost is because it is a vessel like The Knight, and Poison because it is infected and being controlled by single infection cells. Innards Out is based on it's attack where it goes to the centre of the arena and sprays Infection from it's body in all directions. It's moves are attacks it can do in game and some bug moves to show that it used to be like The Knight. Fairly balanced stats with a higher attack and speed show it's rapid-fire melee approach to fighting, with decent special attack and bulk for its headbanging attack and pretty good health, respectively. The Infected Balloon move is based on the Broken Vessel summoning them throughout the battle to chase The Knight and deal damage.


Pokemon: **The Hollow Knight** (Hollow Knight)
Type: Ghost/Poison
Ability: Defeatist
Moves: Body Slam, Gunk Shot, Shadow Claw, Shadow Bone, Self-destruct, Sludge Bomb, Sacred Sword, Shadow Sneak, Lunge, Counter, Flamethrower, Magnet Rise, Body Slam, Rest, Shadow Sneak
Stats: 80 / 100 / 75 / 100 / 75 / 90 | 510 BST
Reasoning: Ghost/Poison is because the Hollow Knight is a vessel that has been infected by the Radiance. Defeatist comes from the Hollow Knight violently stabbing itself once it has taken enough damage in battle. The moves are all attacks it does in game, with many of them based on it's slashing and dashing attacks. Gunk Shot and Sludge Bomb come from it spraying infection from its body. Counter is from the move where the Hollow Knight waits for an attack and then counter-attacks. Magnet Rise and Body Slam are from it floating in the air and slamming the ground as an attack. Flamethrower is from it making fire erupt from the ground in spikes. Rest comes from it regaining some health if it reaches a certain point in the battle. The Pure Vessel is pure Ghost type because it is a vessel that has not been corrupted by the Radiance. The ability Untarnished comes from it being designed to repel the Infection, which comes in the form of kind-of mind control from the Radiance. It's moves are similar to the Hollow Knight, but it doesn't have any poison moves to show it isn't Infected. It has Focus because it uses it as an attack in the battle against it. It has Spikes instead of Flamethrower to show that it creates metal blades from the ground instead of fire. Void Tendrils is based on the attack the Pure Vessel uses at low health, a long-reaching attack that isn't super hard to dodge. The stats show how the Pure Vessel is the Hollow Knight at peak condition, hitting for double damage, having much more health, and attacking almost constantly.


Pokemon: Pure Vessel
Type: Ghost
Ability: Untarnished (Immunity to Psychic moves. When hit by a Psychic move, restore 25% of health.)
Moves: Shadow Claw, Shadow Bone, Sacred Sword, Shadow Sneak, Lunge, Counter, Spikes, Magnet Rise, Body Slam, Rest, Shadow Sneak, Swords Dance, Focus (see The Knight), Void Tendrils (Ghost | Physical | Non-contact | 85% Accuracy | 120 BP | 10-16 PP | No secondary effect.)
Stats: 80 / 125 / 95 / 125 / 95 / 110 | 610 BST


Pokemon: **The Radiance** (Hollow Knight)
Type: Psychic/Fire
Ability: Dazzling / Drought
Moves: Flamethrower, Fire Blast, Psychic, Psyshock, Sacred Sword, Spikes, Aura Sphere, Fly, Flash Cannon, Roar, Rest, Defog, Dream Eater, Inferno, Solar Blade, Psycho Cut, Solar Beam, Hypnosis, Morning Sun
Stats: 110 / 120 / 80 / 140 / 120 / 100 | 670 BST
Reasoning: The Radiance is the true final boss of Hollow Knight, only accessible after killing all the dreamers as usual but also acquiring the Void Heart and entering the mind of the Hollow Knight using the Ascended Dream Nail. Psychic comes from the Radiance only existing in the dream realm, and Fire comes from the fact that the The Radiance uses mainly Fire attacks and being heavily related to the Sun in the game. This also explains Drought. Dazzling comes from The Radiance being very bright, as well as the Dream Nail dialogue of many infected enemies mentioning viewing blinding brightness, The Radiance. The moves all come from things The Radiance does in-game, such as using fireballs, lasers, making Spikes appear from the ground, shooting swords in all directions, and other things. Absolute Radiance can be fought at the end of the Pantheon of Hallownest or in the Hall of Gods after reaching her once. It is the perfect version of the Radiance, with faster attacks, more health, and the looming fact that if you lose, you have to fight every boss in the game in a row again to fight her. Radiant Dreams is based on this perfect state strengthening Absrad and her effects on Hallownest through the infection.


Transforms when The Radiance holds the Godtuner item.
Pokemon: Absolute Radiance
Ability: Radiant Dreams: Active as long as Absolute Radiance is on the field, can be replaced by other Primal Weathers. Fire moves gain 1.5x power and all non-psychic or ghost types lose 1/16 of their health every turn. Water moves have 1/2 power, and sun-related abilities and moves like Chlorophyll, Solar Power, Morning Sun, Solar Beam/Blade, are activated by this.
Stats: 110 / 130 / 100 / 170 / 140 / 110 | 770 BST
 
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earl

(EVIOLITE COMPATIBLE)
is a Community Contributor

Pokemon: Beady (LISA: The Painful)
Type: Normal
Ability: Overjoyed (Each move has a 12.5% chance to fail, instead resulting in 1/16 max HP of damage dealt to the user. Flavor texted as coughing up blood)
Moves: Fatal Chomp, Crunch, Double Edge, Flail, Glare, Crush Grip, Lick, Lovely Kiss, Fake Tears, Body Slam, Superpower, Scary Face, Frustration, Fury Swipes, Stockpile, Spit Up, Swallow
Signature Move: Fatal Chomp | 150 BP | Normal | Physical | 5 PP | 90 Acc | Opponents hit by this move cannot move during the next turn. Regardess of whether this move is successful or not, the user must recharge the next turn.
Stats: 220 / 160 / 55 / 25 / 75 / 5 (540 BST)
Reasoning: Hey look, it's the thing in my signature. Anyways, Beady is one of the handful of Joy Mutants you fight throughout the game, which are normal people transformed into twisted mutants by overdosing on the drug Joy. They are notorious for basically being Russian Roulette (note there is an actual Russian Roulette segment in this game) bossfights, with each one having a decent chance to fire off a instant perma-kill attack, but just as likely of a chance to spend the whole battle crying, tasting you, and coughing up blood. Beady is one of the hardest Joy Mutants in the game, and a poster child of sorts for them as a whole, so I decided to go with him to represent them. His creepiness should be self evident. Overjoyed mirrors their actual in-game performance of hurting themselves instead of attacking sometimes, while the rest of his moves are derived from his in-game movepool. Fatal Chomp mirrors its in-game strength, while an OHKO move would be optimal nobody likes those, so I instead chose to make it a super powerful move with a severe downside if the move doesn't connect.
 

Pokémon: Morrigan Aensland
Franchise: Darkstalkers

Type:

Ability: Levitate | Cute Charm | [HA] Steelworker
Moves: Cryptic Needle, Astral Vision, Giga Drain, Leech Life, Drain Punch, Fly, Shadow Punch, Aerial Ace, Bullet Punch, Air Slash, Psyshock, Extrasensory, Drill Run, Dazzling Gleam, Play Rough, Dark Pulse, Moonblast, Draining Kiss, Shadow Ball, U-turn, Fireball (see Bowser), Steel Wing, Night Slash, Shadow Claw, Roost, Nasty Plot, Will-o-Wisp, Iron Defense, Hone Claws
Stats: 80 HP/110 Atk/80 Def/110 SpA/80 SpD/140 Spe (600 BST)

Cryptic Needle |
|
| 75 BP | 32 PP | 100%
Astral Vision |
|
| 8 PP | For three turns, a copy of the user is created. Attacks used by the user are also used by the copy afterwards. However, the attacks used by either the real Morrigan or her copy only have 60% of their BP. This can't be stacked.
Finishing Shower |
|
| 15 BP | Z-Move. Requires Dark Pulse and Morriganium-Z. Hits 9-12 times.

Morrigan Aensland @ Choice Band
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Cryptic Needle
- Play Rough
- Drill Run
- Night Slash

Morrigan Aensland @ Morriganium Z
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Draining Kiss / Moonblast
- Psyshock
- Fireball

Morrigan Aensland @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Draining Kiss
- Astral Vision
- Roost
- Will-o-Wisp
Reasoning: Morrigan's typing comes from being a succubus, as she's a dark creature who takes advantage of her attractiveness, also giving her Cute Charm. She's able to fly, giving her Levitate and Flying-type moves. Steelworker because she can turn parts of her body into metal and attack with them. Drill Run resembles one example of her doing this. Draining Kiss, Drain Punch, Leech Life and Giga Drain because she drains energy from her victims. Soul Fist is her signature move, which is basically a firey soul Hadouken, and represented by Dark Pulse, Shadow Ball, Fireball, and Moonblast. Shadow Blade is a rising slash using her wing, represented by Night Slash. Cryptic Needle is a metallic claw attack. Astral Vision creates a copy of her behind her opponent, who will copy all her attacks. Finishing Shower is one of her strongest attacks, which fires off a barrage of missiles.

Pokémon: Octo Zombie
Franchise: Plants vs. Zombies
Type:


Ability: Swift Swim
Moves: Octopus, Aqua Jet, Liquidation, Waterfall, Shadow Punch, Shadow Claw, Shadow Sneak, Disable
Stats: 91 HP/99 Atk/80 Def/50 SpA/80 SpD/50 Spe (450 BST)

Octopus |
|
| 32 PP | 100% | Throws an octopus on the target, disabling all their moves and giving them Struggle. However, status moves fail on the target, and attacks hit the octopus instead of the target. The octopus has 40 HP/40 Def/40 SpD, and will be removed from the target after losing its health. The target can switch out, but the octopus stays on them.
Octo Zombie @ Focus Sash
Ability: Swift Swim
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Octopus
- Liquidation
- Shadow Punch
- Shadow Sneak / Aqua Jet
Reasoning: The Octo Zombie is encountered in the beach levels of Plants vs. Zombies 2. It walks in the water before coming onshore. Instead of biting like other zombies, it throws octopi on the plants, which disable them.
 
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Pokemon: *Transient* (Slay the Spire)
Type: Ghost
Ability: Fading- This pokemon dies after 5 turns of being on the field, this is not reset after switching out. Hard Coded to Transient
Moves: Shifting Strike*, Shadow Claw, Shadow Ball, all natural TMs and HMs
Shifting Strike- Ghost, Physical, 100% Acc, 8 Max PP, Base Power= 150 - HP this pokemon loses this turn. Fails if this pokemon loses 150+ HP before using the attack (around 21% if the Transient has 252 HP EVs)
Stats: 255/100/120/5/120/5 (BST: 605)
Reasoning: The Transient is a strange enemy in StS. When you fight it, there is a 99% chance that you will not be able to kill it before it kills itself, due to it having the maximum hp possible in the game. The Transient has two abilities in StS, being Fading and Shifting. Fading is carried over exactly from StS, while Shifting is incorporated into the move Shifting Strike. Shifting basically means that the more damage you do to the Transient, the less damage it does to you. If you have a strong enough offense, the Transient will likely do very little damage, but if you are caught off guard, it can do a whole lot of damage. The other moves are just basic Ghost attacks and moves to give the Transient a slightly larger movepool.
Competitively, Transient is very bulky and very strong, but is balanced out by a short staying time. It could be broken, or it could be unviable like Slaking or Regigigas.
 
"I have to say, I'm an instant fan. Looks like you've got a date with an angel! "
View attachment 152879
Pokémon: Alice Angel
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. Poison moves are because ink in that period was toxic. TM Moves are for coverage.
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast

"I ALWAYS COME BACK."

Pokémon: Springtrap
Type: Dark/Steel
Ability: Magnet Pull/Child Killer - NFE Pokemon takes double damage.
H. Ability: Undead - Sturdy + STAB on ghost moves
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Knock Off, Night Slash, Shadow Claw, Recover, Nasty Plot, Will-o-Wisp, Pursuit, Iron Defense, Hone Claws, Smart Strike, Drain Punch.
Signature move: Jump Scare | Dark | Physical | 90 Power | 85% Accuracy | 15PP | Deals double damage to opponents switching out.
Stats: 145/105/90/45/90/110
Reasoning: Springtrap's typing is reminiscent of his child murderer persona and his cyborg body. His abilities are also reminiscent of this. Magnet Pull allows Springtrap to lure and trap steel types, his modus operandi for killing kids in the games. Child Killer is the obvious one. Undead is because he got crushed by the suit, yet still kept on with his murderous scumbag ways. Jump Scare is another obvious one. The FNAF games live and die on their Jump Scares. His stats reflect his strength as an animatronic and abnormal speed. He's also fairly bulky and has a large HP count to reflect his toughness. He gets crushed in his own suit Iron Maiden style and shut behind a door for 30 years and starts killing the instant he gets out. Fazbear Fright burns to the ground and he survived. It took getting stuck inside a burning building for a second time to finally kill him, and FNAF VR implied even that didn't stick entirely.

"Kill them... kill them all!"

Pokémon: Alma Wade
Type: Psychic/Ghost
Ability: Unstable/Sturdy
H. Ability: Shadow Tag
Moves: Phantom Force, Shadow Claw, Shadow Sneak, Shadow Ball, Psychic, Psyshock, Skill Swap, Psycho Shift, Topsy-Turvy, Recover, Will o Wisp, Scary Face, Mean Look, Curse, Moonblast, Moonlight, Giga Drain, Fiery Dance, Eruption, Heat Wave, Fire Blast, Inferno, Dark Pulse, Focus Blast, Sludge Bomb.
Signature move: Almaverse: Sets up the Almaverse for 5 turns. In the Alamverse:
  • At the end of each turn, each adjacent sleeping opponent takes damage equal to ⅛ of its maximum HP.
  • Boosts the power of Psychic type moves by 50%.
  • Immunities are canceled.
  • Burn damage is doubled.
  • Prevents healing moves.
Stats: 150/25/50/165/135/105
Reasoning: Ghost/Psychic as Alma is a super powerful Psychic that died and became a mental projection into the real world. Technically speaking, Alma is not a ghost - she is a mental projection of her own mind that exists on the physical and spiritual planes, but she was based on Sadako and acts like a ghost, so close enough. Unstable comes from the complete insanity given by her tragic backstory of experiments and forced pregnancies. Sturdy comes from her determination which is also the reason the reason for her large HP. She literally refused to die for six days without life support, and when she finally did, it didn't stop her from trying to get revenge. Shadow Tag comes from her constant attempts to trap and… force herself on you in the second game. Movepool is mostly Ghost and Psychic attacks. Scary Face is for obvious reasons, Fire moves are from her pyromania. Stats are heavily skewed toward the Special side. She can cause untold amounts of damage with her mind, but her physical body is incredibly weak, being dead and rotting and all. The Almaverse is an entirely separate reality that formed in Alma's mind during her incarceration. Here, it is designed to do what it did in the game. Make everything hurt more.
 
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Is there a list of the boss names for Luigi’s Mansion 3?
Since I want to use the Farmer boss, but I’m 90% his name isn’t Sneed or Chuck (have no idea which one is Sneed and which one is Chuck tbh).
 
Since it's Halloween today and I haven't gotten a response, I guess I'll have to just do this.

Pokémon: Sneed Ghost
Type: Ghost/Water
Ability: Technician
Moves: Aqua Jet, Surf, Shadow Sneak, Shadow Ball, Nasty Plot, Double Slap, Astonish
Stats: 120/90/95/90/80/50

Reasoning: The Sneed Ghost from Luigi's Mansion 3 is a boss found half way through the story and is in charge of the Hotel's water system. Being a ghost that is in charge of plumping would naturally be Ghost/Water and have technician. The moves reflect some of the moves this boss uses, like slapping Luigi with a fan or swimming in the pool. Lastly, he has 120 HP since in the fight, he has 350 HP, and with no investment or IVs, 120 HP is 350. His other stats are well balanced aside from Speed, since he moves slowly in his pool.
 

New Boss: Wither! Better craft a diaper, pal.
Pokémon: Wither
Type: Ghost/Ground
Ability: Levitate / Magic Guard / Withering*
*Withering: User's "bone" moves (Shadow Bone, Bone Rush, Bone Club, Bonermerang) inflict Leech Seed.
Stats: 190/130/80/90/80/110 (680)
Notable Moves: Shadow Bone, Bone Rush, Seed Bomb, Brave Bird, Spikes, Recover, Leech Seed, Explosion, First Impression
Wither @ Leftovers
Ability: Magic Guard / Withering
EVs: 252 HP / 252 Atk / 4 Spe
Nature
- Recover
- Spikes
- Shadow Bone
- Brave Bird

Reasoning: The flying, three-skulled terror that can be summoned into the world of Minecraft, assuming you like dying. Ghost-type due to its undead nature. Ground it's summoned with Soul Sand, and several bone-related moves are Ground-type. Levitate because it flies, Magic Guard because it's immune to being set on fire and most potion effects. Withering is due to three properties of its skull shots - they heal the Wither when they hit something, they inflict the damage over time wither effect, and they plant a Wither Rose when they kill something. I rolled all of those into one and got Leech Seed. Shadow Bone and Bone Rush because it likes to shoot lots of skulls at everything that lives. Seed Bomb, Spikes and Leech Seed because of the Wither Rose thing. Brave Bird because it has a charging attack in Pocket Edition. Recover because it heals off damage. Explosion and First Impression because it kicks off the battle with a bang... literally. Its stats reflect how it is in game - slower and not much stronger than an Endeman, but also with an insane amount of HP.
 
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Get your votes in. I think this is one of the biggest slates we've had in this Pet Mod.
Pokémon: **Delirium**
Type: Ghost/Psychic
Ability: Delirious Memory (When struck by an attack untransformed, it transforms into a random mon from that franchise at the end of the turn (If a realmon did it, Delirium transforms into a randomly chosen realmon), with four randbats moves for three more turns. This Pokemon is still able to transform into another mon if hit whilst transformed, resetting the timer. It transforms into that mon if it's the sole rep. V2 mons are prioritized, but in cases where V2 mons are the only reps in V2 but their franchises have reps in V1 too, those V1 mons are copied.)
Moves: Transform, Shuffle! (From Soul Elizabeth Ravenous), Role Play, Sludge Bomb, Teleport, Psyshock, Stomp, Any moves Mom's Heart would have, Any moves that the Chest boss would share with Satan and/or The Lamb
Stats: 216/72/52/106/72/52 [BST 570]
Bio (SPOILERS)
Delirium is the boss of the Void, the area after the Chest/Dark Room unlocked after you beat Hush for the first time. (Hush for reference can be fought after Mom's Heart/It Lives! if less than thirty minutes have elapsed since the start of the playthrough, but it's quite a formidable opponent whose first few fights will likely beat you easy) This thing is basically Isaac's life flashing before his eyes taken form. Also it's prone to staticking up the screen a lot.

Reasoning: Transform, Shuffle!, Role Play, and Delirious Memory because its main gimmick in the fight is that though it has default attack patterns (including sending rings of white danmaku (psyshock) and occasionally exploding mint green danmaku (sludge bomb)), it'll more often than not copy the bosses you fought earlier in the run, changing its appearance to match. Stomp because the chances of Mom being unavailable as a transformation are negligible and as her, Delirium will only use the Stomp attack.. Psychic Type because of stuff in bio. Huge HP because it takes lots of punishment before finally going down, appropriate for a final boss, and to make it even more dangerous whilst transformed.
Pokémon: **Nosk**
Type: Poison/Bug
Ability: Disguise / Illusion
Moves: Take Down, Lunge, Gunk Shot, Sludge Bomb, Sludge Wave, Sludge, Bounce, Gastro Acid, Acid, Acid Spray, Screech, Roar, Double-Edge, Copycat, Role Play, Struggle Bug, Cross Poison, Poison Jab, Toxic, Belch, Bug Bite, Fury Cutter, Mind Reader, Assurance, Fake Tears, Flatter, Snarl, Throat Chop, Block, Me First, Play Nice, Stomp, Sucker Punch, Venoshock, Infestation, Dream Eater, Psych Up
Stats: 100/112/90/90/80/90 [BST 552]
Reasoning: Nosk is a terror that lurks deep within Deepnest, mimicking the loved ones of any poor souls who draw too close to its nest. Stats aren't too high, but that's to balance out both its abilities being good and the paranoia that would ensue involving its abilities, essentially causing a guessing game of sorts. Poison/Bug because it's an arthropod that attacks with infection. Either it has a sturdy disguise up that blocks the first hit in battle, or a weaker disguise of one of its teammates. Pair it with, say, an unhooded Hyness and what the foe thought was super effective turns out to be resisted. (unless you're galeem using a stab move but that's beside the point) Anyways, its moves are based off of things it does in-game (those being: Charging and hopping across the map, attacking with acid all over the place, and jumping above you with acid leaking out of the ceiling, presumably from itself), Cross-Poison being a reasonable use of its front appendages, and other moves from its shrieks and copycat nature.
Pokémon: **Drawcia**
(Note: Has a Soul forme accessed by giving her the Soul Orb to hold, even outside of battle; Base is Sorceress and will forget the Soul-exclusive moves if it's removed, getting Inky Terrain as a moveslot if all of her moves were only accessible as Drawcia Soul.)
Type (Sorceress): Poison/Psychic
Type (Soul): Poison/Ghost
Ability (Sorceress): Levitate
Ability (Soul): Paint Soul (Ghost -ate + Sets up Inky Terrain upon switch-in (Grounded: x1.5 BP on moves if Poison-type, x0.667 Speed otherwise.) (In other words, Ghost -ate + Inkling's signature ability Inky Surge))
Moves: Toxic, Psyshock, Sludge Bomb, Sludge Wave, Venoshock, Light Screen, Reflect, Barrier, Inky Terrain, Shadow Ball, Psychic, Ice Beam, Icicle Crash, Flamethrower, Thunderbolt, Gunk Shot, Toxic Spikes, Spikes, Venom Drench
Soul Exclusive: Shooter Cutter (See Marx), Heavy Slam, Flare Blitz, Fireball (See Bowser), Screech, Charge Beam, Body Slam, Acid Armor
Stats (Sorceress): 90/80/70/130/120/110 [BST 600]
Stats (Soul): 90/150/80/150/160/70 [BST 700]
Reasoning: First up, Inky Terrain. Drawcia more or less did this on a galactic scale before the events of the game, turning all affected into painting and kickstarting the plot by doing so. This includes turning Kirby into a limbless ball. Poison/Psychic because paint stuffs and Sorceress. Poison/Ghost as Soul because gigantic undead glob of paint. She gets moves that match her types naturally (Psyshock possibly for the projectiles you can send back at her), alongside Fire/Ice/Electric coverage (Para Sorceresses freeze on contact, whereas for Soul, Para Matters are summoned that either burn or freeze up and charge into you or attack with an electrified laser), Shooter Cutter (Does this in her fight), (T-)Spikes (Spikes can erupt from the ground in her fight and she can likely paint up caltrops anyway), Heavy Slam, Body Slam (Also does this in her fight), Acid Armor (Is paint), Barrier, Screens (Needs one of her projectiles reflected at her in order to be damageable), and Venom Drench (Paint Drench more like). Screech because... she lets out some bloodcurdling screams in her Soul form. Stats because base is a sorceress, but Soul uses Para Matters, paint rain, and most frequently, attempted contact damage and the occasional Shooter Cutter.
Pokémon: **Blue Baby**
Type: Ghost/Fairy
Ability: Still Heart (All healing is nullified. For each 33.3% of Max HP that would've been restored, +1 Def/SpD. This ability cannot be copied nor nullified.)
New Move: Isaac’s Bible (Renamed Magnet Rise but listed as Fairy type. If used while Devil (From CCEX) is on the field, faints user.)
New Move: Experimental Treatment (Poison-type Status Move; 10PP. Shell Smash but which of the five stats are +'d and -'d are randomized and all the boosts have magnitudes of 2.)
Other Moves: Brine, Water Pulse, Endure, Protect, Telekinesis, Psyshock, Attack Order, Defend Order, Feather Dance, Pay Day, Sludge Bomb, Shadow Ball
Stats: 10/78/161/105/161/105 [BST 620] (Can use Eviolite)
Reasoning: Water moves because tears. Stats because ??? cannot heal whatsoever and has blue "armor" hearts to start off in lieu, hence the ability. Qualified for this slate because ???'s an asphyxiated corpse. Huge BST, but the colossal defenses don't quite offset the abysmal HP to the point at which it's bulkier than Corsola.
Post-Mom Boss loot spoilers
Experimental Treatment is obtained eventually after beating Mom's Heart enough times. Same goes for Ipepac, which turns tears into exploding, toxic orbs, hence Sludge Bomb. (It's part this and part The Poop, where ??? defecates and fills up a tile, where the poop can then be broken down by attacks. Grounded objects can't move past it, so Protect) Pay Day because Quarter. All this is relevant because ??? is eventually unlocked via being found in the same chest. Additionally, bias towards special offense because slightly-above-average Speed and firepower compared to Isaac.
More spoilers...
Attack/Defend Order and Psychic moves because flies and purple danmaku respectively are used in his fight, purple danmaku more common among the psionic mooks. He also grows wings and starts flying, hence Feather Dance and the Bible (Which has effects literally the exact same as in the source material; Using it against Satan instakills YOU.) Also angelic stuffs add to Fairy typing.
Evo (Still spoilery...)

Pokémon: **Hush** (Evolution method: Same as Dusclops -> Dusknoir lol) (Note: Immune to Telekinesis, just like Mega Gengar, Dugtrio, and Palossand.)
Stats: 144/78/144/105/144/5 [BST 620]
Type: Ghost/Ground
Ability: Tearworker (Water-type Steelworker) / Continuum Tears (Renamed Compound Eyes)
Moves: Same as ??? (Isaac’s Bible, Experimental Treatment, Pay Day, and Sludge Bomb all need to be on ??? at time of evolving in order for Hush to learn them) + Water Spout, Red Tears (See 0), Dig, Earth Power, Mud Shot
Reasoning: Hush's 144/144/144 bulk comes from it having the second-highest HP stat of ANYTHING in the game and due to armorscaling, taking even more punishment than first place before finally going down. Water Spout because once it gets low enough on health, it'll start raining down two beams of tears from the sky, which is especially dangerous against slower characters. Red Tears because before that, it has an attack where it attacks with, well, red tears that split into many smaller ones. Dig because it can hide in the ground and resurface. It being Ground also owes itself to it being more or less stuck within the floor.

Also funny how this thing goes from mediocre at best to UBERS after evolving, basically Scyther -> Scizor but crazier.
Pokémon: **Phantom**
Type: Ghost/Flying
Ability: Undead [loses 1/8 health/turn in sunlight; indirect damage and healing are swapped (except for this ability's sunlight damage effect, Struggle, and Z-Power effects)] (HA: Water Absorb)
New Move(s): Insomnimaniac (Ghost, Physical, 110 BP, 100% accuracy, 10 PP, does not make contact; This move only works if the target is not asleep. This move is more powerful if the target is prevented from sleeping in any way. [1.5x if a field effect (e.g. Electric Terrain, Uproar) or Ability (e.g. Insomnia) preventing sleep is active on the target.])
Moves: Brave Bird, U-turn, Focus Blast, Pursuit, Ice Fang, Ice Beam, Cosmic Power, Detect, Moonblast, Hurricane, Shadow Ball, Wake-Up Slap, Icy Wind, Glare, Will-O-Wisp, Defog, Phantom Force, Worry Seed, Liquidation, Calm Mind, Swords Dance, Thunder Fang, Thunderbolt, Thunder
Stats: 86/113/89/83/93/116 (BST: 580)
Reasoning: The Ghost/Flying typing is self-explanatory. In Minecraft, undead burn in sunlight and are healed/harmed by harming/healing potions respectively. Insomnimaniac, Wake-Up Slap, and Worry Seed come from the fact that this mob likes to keep its victims awake. Ice/Thunder Fang comes from the fact that it is described as "biting one's flesh." Liquidation and Water Absorb come from the fact that in the Java Edition, the Phantom passes right through water without being slowed or drowning.
Sample Set(s)
Phantom @ Life Orb
Jolly Nature
Ability: Undead
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Brave Bird
- Insomnimaniac
- Glare/Wake-Up Slap

Standard sweeper set. Due to Undead, Life Orb and Brave Bird actually heal instead of hurt Phantom; in addition, Phantom actually gains 25% HP when switching into Stealth Rock. Glare cripples faster Pokémon as well as switch-ins. Wake-Up Slap is for Tyranitar.

Phantom @ Toxic Orb
Jolly Nature
Ability: Undead
EVs: 196 HP / 80 Atk / 232 Spe
- Glare/Toxic
- Will-O-Wisp/Toxic
- Protect
- Brave Bird

Defensive set used to cripple the opponent. Toxic Orb racks up massive amounts of healing due to Undead. The EVs outspeed Serperior and survive Sheer Force + Life Orb Camilla's Dragon Rush.
Pokémon: **Spider**
Type: Bug/Dark
Ability: Wall Tracker [clone of No Guard + the ability-holder's attacks only can break through Protect/Detect/etc., disabling that protection (similar to Hyperspace Fury)] (HA: Moody)
New Move(s):
  • Tracker (Psychic, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user grants an ally the ability to break through moves like Protect and Detect this turn. The ally's moves cannot miss this turn. [Priority +5. Grants the effect of Wall Tracker onto the ally, except that moves against the ally are still able to miss.] [Z-Power: +1 to all stats (excluding Accuracy and Evasion)])
  • Scaling Strike (Rock, Physical, 120 BP, 50% Accuracy, 5 PP, makes contact; The user launches a surprise attack on the target. The target always becomes paralyzed.)
Moves: Sticky Web, U-turn, Knock Off, Sucker Punch, Foul Play, Bounce, Gunk Shot, First Impression, Lunge, Leech Life, Rock Tomb, Fire Fang, Thunder Fang, Ice Fang, Psychic Fangs, Bite, Bug Bite, Crunch, Taunt, Electroweb, Iron Head, Baton Pass, Stealth Rock, Infestation, Detect
Stats: 71/99/61/59/103/131 (BST: 524)
Reasoning: The Dark-typing comes from the Spider's affinity with darkness, as it only attacks during nighttime in Minecraft. Wall Tracker/Tracker, Stealth Rock, and Scaling Strike come from the fact that the Spider can see players through walls and climb said walls, surprising them. Moody comes from the fact that the Spider gains a random buff in Hard difficulty.

Sample Set(s)
Spider @ Life Orb / Focus Sash
Jolly Nature
Ability: Wall Tracker
EVs: 4 HP/252 Atk/252 Spd
- Sticky Web/Taunt
- Stealth Rock/Taunt
- Scaling Strike/Taunt
- U-turn/Taunt

Lead set used to set up Sticky Web and/or Stealth Rock against the opponent. Use Scaling Strike to paralyze switch-ins and deal chip damage at the same time, since it has perfect accuracy due to Wall Tracker. U-turn gains momentum, while Taunt is mainly used against opposing leads.
Pokemon: Regenerator (Resident Evil 4)
Type: Ghost
Ability: Regenerator / Aftermath / Strong Jaw
Notable Moves: Phantom Force, Shadow Claw, Shadow Sneak, Explosion, Fake Out, Leech Life, Lunge, U-Turn, Hammer Arm, Ice Hammer, Ice Fang, Fire Fang, Thunder Fang, Crunch, Pursuit, Poison Fang, Recover, Swords Dance, Destiny Bond, Curse
Stats: 95 / 95 / 30 / 25 / 55 / 65 (365 BST)
Reasoning: Unlike most zombies in the RE series, Regenerators are long-dead, many found frozen in the morgue of the laboratory they were created in; the parasites that control these freaky fuckers grant huge health pools and extreme regenerative powers to the point of near-invulnerability, but their weakness is that they explode when the parasites are hit directly (rendered here as massive special bulk - at least after evolution - but iffy physical bulk). They're surprisingly agile in short bursts and attack by slashing, punching, grabbing - and with those teeth, biting. Lots and lots of biting.

Pokemon: Iron Maiden
Evolution Method: Trade while holding a Metal Coat
Type: Ghost/Steel
Ability: Regenerator / Aftermath / Iron Barbs
Notable Moves: Pre-evo's + Stinger Pull, Meteor Mash, Bullet Punch, Spikes, Toxic Spikes
Custom Move: Physical Steel-type Magma Storm clone
Stats: 150 / 125 / 60 / 50 / 95 / 95 (575 BST)
Reasoning: Because twitching, wheezing corpses with more teeth than a dentist's office aren't creepy enough already, Iron Maidens trade jaw strength for extendable iron spikes. Their signature attack is to pull you into a bear hug and fire said spikes, impaling you through like their medieval namesake.

Choice
Iron Maiden @ Choice Scarf / Choice Band
Abililty: Regenerator
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Shadow Claw
- Hammer Arm
- Stinger Pull / Meteor Mash
- U-Turn

A no-frills Choice set that takes full advantage of Iron Maiden's flawless two-move coverage, pivoting move and access to Regenerator. Stinger Pull vs Meteor Mash is the classic decision between power and accuracy.

Swords Dance
Iron Maiden @ Ghostium Z
Ability: Regenerator
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Phantom Force
- Hammer Arm
- Shadow Sneak / Bullet Punch
- Swords Dance

Fightinium Z + Shadow Claw can be run over Ghostium Z + Phantom Force to avoid the Speed drop from Hammer Arm, but I wouldn't recommend it. Z-Phantom Force is a nuke.

Curse Trap
Iron Maiden @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpDef
Impish Nature
- Stinger Pull
- Curse
- Recover
- Protect / Spikes / Toxic Spikes

Taking a very different approach, this set abuses Iron Maiden's amazing typing, trapping STAB and endless recovery to lure in and remove checks to its offensive sets, in a similar fashion to Perish Trap Azumarill. Running hazards over Protect is something of a risk, but it can really pay off if you trap the opponent's Defogger.
Hypno-Shroom (Plants v. Zombies)
Type: Poison / Psychic
Ability: Contrary / Telepathy
Stats: 110 / 60 / 70 / 120 / 130 / 70 | BST: 560
Moves: Hypnosis, Spore, Calm Mind, Psychic, Sludge Bomb, Sludge Wave, Psyshock, Acid Spray, Toxic Spikes, Skill Swap, Psycho Shift, Topsy-Turvy, Earth Power, Recover, Stun Spore
Sample Sets:
Hypono-Shroom @ Black Sludge
EVs: 252 HP / 4 Def / 252 SpD
Ability: Contrary
Calm Nature
- Toxic Spikes / Spore
- Sludge Bomb
- Recover
- Psychic
Justification: Hypno-Shroom is a mushroom in PvZ, which forces the zombies to fight for the plants. This hypnotic powers, which can most likely be attributed to a toxin, led me to the Psychic/Poison typing. It uses Spore to cripple threats, or it can set up Toxic Spikes quite easily, racking up damage over time.
Pokémon: **Ghost Pepper** (Plants v. Zombies)
Type: Grass / Ghost
Ability: Cursed Body / Intimidate
Stats: 95 / 110 / 70 / 65 / 65 / 85 | BST: 490
Moves: Shadow Ball, Phantom Force, Seed Bomb, Bullet Seed, Will o Wisp, Scary Face, Mean Look, Curse, Synthesis, Leech Seed, Spectral Force*, Giga Drain
Spectral Force - 450 BP Ghost type Explosion. Does not effect Grass types.
Sample Sets:
Ghost Pepper @ Ghostium X
EVs: 252 Atk / 252 Spe
Ability: Intimidate
Adamant Nature
- Seed Bomb
- Leech Seed
- Spectral Force
- Will O Wisp / Phantom Force / Synthesis
Justification: Ghost Pepper is a plant in PvZ that haunts and deals damage to foes over time, then finishes them off with a massive Explosion, which deals 450 damage to zombies. With that kind of potential damage output behind it I gimped its stats to be similar to around Breloom, though with Intimidate, decent defensive typing and the ability to kill anything that isnt Normal or Grass type, I am sure it can get by.
Pokémon: **Jack O Lantern** (Plants v. Zombies)
Type: Ghost / Fire
Ability: Flash Fire
Stats: 75 / 70 / 110 / 125 / 80 / 65 | BST: 525
Moves: Shadow Ball, Phantom Force, Seed Bomb, Will o Wisp, Fire Blast, Flamethrower, Flame Burst, Overheat, Leech Seed, Giga Drain, Solar Beam, Toxic, Sunny Day, Growth, Inferno, Incinerate, Lava Plume
Sample Sets:
Jack O Lantern @ Life Orb / Colbur Berry
EVs: 252 SpA / 252 Spe
Ability: Flash Fire
Modest Nature
- Fire Blast
- Shadow Ball
- Giga Drain
- Will O Wisp / Leech Seed / Synthesis
Justification: Jack O Lantern is a plant in PvZ that specialises in burning and killing zombies with huge columns of Fire. Being a primarily special attacker, it uses its great dual STAB combo to bust up walls.
Pokémon: **Witch Hazel** (Plants v. Zombies)
Type: Grass / Fairy
Ability: Trace
Stats: 85 / 50 / 80 / 125 / 100 / 95 | BST: 535
Moves: Moonblast, Moonlight, Giga Drain, Magical Leaf, Power Whip, Taunt, Forest's Curse, Solar Beam, Energy Ball, Focus Blast, Grassy Terrain, Misty Terrain, Synthesis, Recover, Dazzling Gleam, Leaf Storm, Psychic, Toxic, Nasty Plot
Sample Sets:
Witch Hazel @ Life Orb / Fairium Z
EVs: 252 SpA / 252 Spe
Ability: Trace
Timid Nature
- Focus Blast
- Moonblast
- Energy Ball / Leaf Storm
- Nasty Plot
Justification: Witch Hazel is a PvZ plant that's special ability is turning zombies into mushrooms (Forest's Curse). Witch Hazel is a powerful special attacker that can bust up walls with a set up sweeping set. It can also do stallbreaking with Taunt Toxic and be a general pain in the ass to face (also beats certain variants of Heatran!)
Pokémon: Promestein
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Mad Scientist Angel
- Increases the power of Special moves by x1.3, can always select and use Special attacks or moves that recover HP.
Moves: Damaging - Psychic, Future Sight, Zen Headbutt, Power Whip, Frenzy Plant, Grass Knot, Petal Dance, Petal Blizzard, Energy Ball, Giga Drain, Leaf Blade, Bind, Wrap, Ancient Power, Earth Power, Blizzard, Fire Blast, Thunder, Surf, Tri Attack, Poison Jab, Poison Gas, Dark Pulse, Vacuum Wave, Fly, Explosion, Lick, Draining Kiss, Smart Strike, Dark Matter (see Magus)
Status - Attract, Captivate, Softboiled, Roost, Heal Pulse, Instruct, Nasty Plot, Barrier, Lovely Kiss, Sweet Kiss, Cosmic Power, Stored Power, Healing Wish, Reflect, Light Screen, Leech Seed, Strength Sap, Synthesis, Ingrain, Recycle, Will-o-Wisp, Stockpile, Swallow, Spit Up, Acupressure, Swords Dance
Signature Move: Summon Wind Spirit (-- BP | Flying | Status | 20 PP | -- Accuracy | Increases accuracy by 1 and Speed by 2.)
Stats: 130/95/90/100/95/90 (600)

Changes form by using the White Rabbit item (out-of-battle) (meant for Ubers).
Pokémon: Promestein-Ultimate
Typing: Psychic/Grass
Ability: Regenerator / Chlorophyll / Mad Scientist Angel
Moves: All of the above + new Signature Move below
Signature Move: Summon Earth Spirit (-- BP | Rock | Status | 20 PP | -- Accuracy | Increases Attack, Defense and Special Defense by 1.)
Stats: 180/105/90/110/95/100 (680)
Reasoning:
  • Typing: She's a genius and an angel with magical and light powers (Psychic) who gave herself ancient, extremely powerful seaweed monster DNA (Grass).
  • Abilities: Regenerator and Chlorophyll come from the seaweed monster. Mad Scientist Angel comes from her signature skill in Monster Girl Quest Paradox, it's a turn-based RPG so I made it work pretty much the same as it works there.
  • Move: They pretty much all come from her learnsets in the original MGQ and MGQ Paradox, so it was pretty easy for me to do. The moves could be split into a few categories, healing and poison moves from being a doctor/scientist, grass moves from seaweed, temptation moves (kiss and attract) from having monster girl DNA, elemental moves from being a scientist (she learns thing such as "Plasma", "Freezing Reaction", etc), Fire moves for giving Fire to manking (Yes Promestein is based on Prometheus she she does the same fire thing as he does). She literally learns "Dark Matter" in MGQ:P thus getting custom move (Malus's) that already existed.
  • Signature Move: In Monster Girl Quest, summoning the four elemental spirits gives a wide range of buffs to the user. Promestein mass-produced elemental spirit clones, allowing her and her allies to use them. She is only shown to use Wind and Earth however.
  • Stats: Again, stats directly taken from the RPG MGQ Paradox. Some have different names (SpA <-> Magic) but it's pretty obvious what each represents. The numbers were similar enough that I only had to nerf HP by 20. As for the reason she's so strong, her final form is the 3rd strongest enemy in the original MGQ (the strongest is a goddess who throws out Big Bangs as regular attacks and who Promestein was going to rebel against).
Pokémon: Kogasa Tatara
Typing: Ghost/Water
Ability: Intimidate / Unnerve / Levitate
Moves: Damaging - Shadow Ball, Hydro Pump, Water Pledge, Hurricane, Weather Ball, Liquidation, Dazzling Gleam, Flash Cannon, Aurora Beam, Signal Beam, Lick, Astonish, Hex, Night Shade, First Impression, Fake Out
Status - Rain Dance, Scary Face, Mean Look, Spotlight, Light Screen, Reflect, Flash, Roost
Signature Moves: Over the Rainbow (80 BP | Water | Special | 10 PP | 100 Accuracy | A rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Serene Grace Ability.)
Scare Attempt (70 BP | Ghost | Special | 10 PP | 100 Accuracy | If successful, the user switches out and is replaced immediately by a selected party member.) Flavor: The user attempts to scare the opponent. After an unsuccessful attempt, the user walks away in shame.
Stats: 100/40/95/85/100/70 (490)
Reasoning: WIP
Roost because basically most flying things in Pokemon get it, and the umbrella deserves some rest.
Pokémon: The Puppet
The Puppet has different forms. Similar to Basculin, the forms share everything except Ability.
Typing: Ghost
Abilities:
Fragile Circuitry - Gives Steel-type to this Pokemon if it doesn't have it, but also gives a weakness to Water-type and if the weather is Rain, and loses 1/8 of its maximum HP, rounded down.
Bad Dreams (Nightmarionette)
Illusion (Phantom Puppet)
Moves: Damaging - Present, Secret Power, Pursuit, Foul Play, Hex, Beat Up, Night Shade, Knock Off, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Flamethrower, Fire Blast
Status - Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat
Signature Moves:
Jumpscare - Ghost-type Glare clone. Z-Power Effect: Curses target.
Give Gifts Give Life -
|
| 0 BP | 10 PP | 100% | At the end of the next turn, the Pokemon at the user's position has 1/2 of its maximum HP restored to it. Never-Ending Nightmare BP: 200.
Shove Into Suit -
|
| 90 BP | 10 PP | 100% | Causes the target to become a Steel type.
Stats: 70/90/60/80/90/130 (520)

"Shhhhhh, there is room for one more."
Changes into the Lefty form when holding the L.E.F.T.E. (Lure Encapsulate Fuse Transport and Extract)
Form: Lefty
Typing: Ghost/Steel
Abilities: Disguise
Stats: 70/130/120/80/110/110 (620)

Reasoning: The Puppet does things.
Pokemon: **Broken Vessel** (Hollow Knight)
Type: Ghost/Poison
Ability: Innards Out
Moves: Gunk Shot, Shadow Sneak, Swords Dance, Sludge Wave, Flail, Shadow Claw, Sacred Sword, Toxic, Lunge, X-Scissor, Infected Balloon (Summon a substitute and poison the enemy.)
Stats: 70 / 105 / 100 / 75 / 95 / 105 | 550 BST
Reasoning: The Broken Vessel is a vessel like The Knight, but one who died and is being controlled by Lightseeds. Ghost is because it is a vessel like The Knight, and Poison because it is infected and being controlled by single infection cells. Innards Out is based on it's attack where it goes to the centre of the arena and sprays Infection from it's body in all directions. It's moves are attacks it can do in game and some bug moves to show that it used to be like The Knight. Fairly balanced stats with a higher attack and speed show it's rapid-fire melee approach to fighting, with decent special attack and bulk for its headbanging attack and pretty good health, respectively. The Infected Balloon move is based on the Broken Vessel summoning them throughout the battle to chase The Knight and deal damage.
Pokemon: **The Hollow Knight** (Hollow Knight)
Type: Ghost/Poison
Ability: Defeatist
Moves: Body Slam, Gunk Shot, Shadow Claw, Shadow Bone, Self-destruct, Sludge Bomb, Sacred Sword, Shadow Sneak, Lunge, Counter, Flamethrower, Magnet Rise, Body Slam, Rest, Shadow Sneak
Stats: 80 / 100 / 75 / 100 / 75 / 90 | 510 BST
Reasoning: Ghost/Poison is because the Hollow Knight is a vessel that has been infected by the Radiance. Defeatist comes from the Hollow Knight violently stabbing itself once it has taken enough damage in battle. The moves are all attacks it does in game, with many of them based on it's slashing and dashing attacks. Gunk Shot and Sludge Bomb come from it spraying infection from its body. Counter is from the move where the Hollow Knight waits for an attack and then counter-attacks. Magnet Rise and Body Slam are from it floating in the air and slamming the ground as an attack. Flamethrower is from it making fire erupt from the ground in spikes. Rest comes from it regaining some health if it reaches a certain point in the battle. The Pure Vessel is pure Ghost type because it is a vessel that has not been corrupted by the Radiance. The ability Untarnished comes from it being designed to repel the Infection, which comes in the form of kind-of mind control from the Radiance. It's moves are similar to the Hollow Knight, but it doesn't have any poison moves to show it isn't Infected. It has Focus because it uses it as an attack in the battle against it. It has Spikes instead of Flamethrower to show that it creates metal blades from the ground instead of fire. Void Tendrils is based on the attack the Pure Vessel uses at low health, a long-reaching attack that isn't super hard to dodge. The stats show how the Pure Vessel is the Hollow Knight at peak condition, hitting for double damage, having much more health, and attacking almost constantly.

Pokemon: Pure Vessel
Type: Ghost
Ability: Untarnished (Immunity to Psychic moves. When hit by a Psychic move, restore 25% of health.)
Moves: Shadow Claw, Shadow Bone, Sacred Sword, Shadow Sneak, Lunge, Counter, Spikes, Magnet Rise, Body Slam, Rest, Shadow Sneak, Swords Dance, Focus (see The Knight), Void Tendrils (Ghost | Physical | Non-contact | 85% Accuracy | 120 BP | 10-16 PP | No secondary effect.)
Stats: 80 / 125 / 95 / 125 / 95 / 110 | 610 BST
Pokemon: **The Radiance** (Hollow Knight)
Type: Psychic/Fire
Ability: Dazzling / Drought
Moves: Flamethrower, Fire Blast, Psychic, Psyshock, Sacred Sword, Spikes, Aura Sphere, Fly, Flash Cannon, Roar, Rest, Defog, Dream Eater, Inferno, Solar Blade, Psycho Cut, Solar Beam, Hypnosis, Morning Sun
Stats: 110 / 120 / 80 / 140 / 120 / 100 | 670 BST
Reasoning: The Radiance is the true final boss of Hollow Knight, only accessible after killing all the dreamers as usual but also acquiring the Void Heart and entering the mind of the Hollow Knight using the Ascended Dream Nail. Psychic comes from the Radiance only existing in the dream realm, and Fire comes from the fact that the The Radiance uses mainly Fire attacks and being heavily related to the Sun in the game. This also explains Drought. Dazzling comes from The Radiance being very bright, as well as the Dream Nail dialogue of many infected enemies mentioning viewing blinding brightness, The Radiance. The moves all come from things The Radiance does in-game, such as using fireballs, lasers, making Spikes appear from the ground, shooting swords in all directions, and other things. Absolute Radiance can be fought at the end of the Pantheon of Hallownest or in the Hall of Gods after reaching her once. It is the perfect version of the Radiance, with faster attacks, more health, and the looming fact that if you lose, you have to fight every boss in the game in a row again to fight her. Radiant Dreams is based on this perfect state strengthening Absrad and her effects on Hallownest through the infection.

Transforms when The Radiance holds the Godtuner item.
Pokemon: Absolute Radiance
Ability: Radiant Dreams: Active as long as Absolute Radiance is on the field, can be replaced by other Primal Weathers. Fire moves gain 1.5x power and all non-psychic or ghost types lose 1/16 of their health every turn. Water moves have 1/2 power, and sun-related abilities and moves like Chlorophyll, Solar Power, Morning Sun, Solar Beam/Blade, are activated by this.
Stats: 110 / 130 / 100 / 170 / 140 / 110 | 770 BST
Pokemon: Beady (LISA: The Painful)
Type: Normal
Ability: Overjoyed (Each move has a 12.5% chance to fail, instead resulting in 1/16 max HP of damage dealt to the user. Flavor texted as coughing up blood)
Moves: Fatal Chomp, Crunch, Double Edge, Flail, Glare, Crush Grip, Lick, Lovely Kiss, Fake Tears, Body Slam, Superpower, Scary Face, Frustration, Fury Swipes, Stockpile, Spit Up, Swallow
Signature Move: Fatal Chomp | 150 BP | Normal | Physical | 5 PP | 90 Acc | Opponents hit by this move cannot move during the next turn. Regardess of whether this move is successful or not, the user must recharge the next turn.
Stats: 220 / 160 / 55 / 25 / 75 / 5 (540 BST)
Reasoning: Hey look, it's the thing in my signature. Anyways, Beady is one of the handful of Joy Mutants you fight throughout the game, which are normal people transformed into twisted mutants by overdosing on the drug Joy. They are notorious for basically being Russian Roulette (note there is an actual Russian Roulette segment in this game) bossfights, with each one having a decent chance to fire off a instant perma-kill attack, but just as likely of a chance to spend the whole battle crying, tasting you, and coughing up blood. Beady is one of the hardest Joy Mutants in the game, and a poster child of sorts for them as a whole, so I decided to go with him to represent them. His creepiness should be self evident. Overjoyed mirrors their actual in-game performance of hurting themselves instead of attacking sometimes, while the rest of his moves are derived from his in-game movepool. Fatal Chomp mirrors its in-game strength, while an OHKO move would be optimal nobody likes those, so I instead chose to make it a super powerful move with a severe downside if the move doesn't connect.
Pokémon: Morrigan Aensland
Franchise: Darkstalkers

Type:

Ability: Levitate | Cute Charm | [HA] Steelworker
Moves: Cryptic Needle, Astral Vision, Giga Drain, Leech Life, Drain Punch, Fly, Shadow Punch, Aerial Ace, Bullet Punch, Air Slash, Psyshock, Extrasensory, Drill Run, Dazzling Gleam, Play Rough, Dark Pulse, Moonblast, Draining Kiss, Shadow Ball, U-turn, Fireball (see Bowser), Steel Wing, Night Slash, Shadow Claw, Roost, Nasty Plot, Will-o-Wisp, Iron Defense, Hone Claws
Stats: 80 HP/110 Atk/80 Def/110 SpA/80 SpD/140 Spe (600 BST)

Cryptic Needle |
|
| 75 BP | 32 PP | 100%
Astral Vision |
|
| 8 PP | For three turns, a copy of the user is created. Attacks used by the user are also used by the copy afterwards. However, the attacks used by either the real Morrigan or her copy only have 60% of their BP. This can't be stacked.
Finishing Shower |
|
| 15 BP | Z-Move. Requires Dark Pulse and Morriganium-Z. Hits 9-12 times.

Sample Sets
Morrigan Aensland @ Choice Band
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Cryptic Needle
- Play Rough
- Drill Run
- Night Slash

Morrigan Aensland @ Morriganium Z
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Draining Kiss / Moonblast
- Psyshock
- Fireball

Morrigan Aensland @ Leftovers
Ability: Levitate
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Draining Kiss
- Astral Vision
- Roost
- Will-o-Wisp
Reasoning: Morrigan's typing comes from being a succubus, as she's a dark creature who takes advantage of her attractiveness, also giving her Cute Charm. She's able to fly, giving her Levitate and Flying-type moves. Steelworker because she can turn parts of her body into metal and attack with them. Drill Run resembles one example of her doing this. Draining Kiss, Drain Punch, Leech Life and Giga Drain because she drains energy from her victims. Soul Fist is her signature move, which is basically a firey soul Hadouken, and represented by Dark Pulse, Shadow Ball, Fireball, and Moonblast. Shadow Blade is a rising slash using her wing, represented by Night Slash. Cryptic Needle is a metallic claw attack. Astral Vision creates a copy of her behind her opponent, who will copy all her attacks. Finishing Shower is one of her strongest attacks, which fires off a barrage of missiles.
Pokémon: Octo Zombie
Franchise: Plants vs. Zombies
Type:







Ability: Swift Swim
Moves: Octopus, Aqua Jet, Liquidation, Waterfall, Shadow Punch, Shadow Claw, Shadow Sneak, Disable
Stats: 91 HP/99 Atk/80 Def/50 SpA/80 SpD/50 Spe (450 BST)

Octopus |
|
| 32 PP | 100% | Throws an octopus on the target, disabling all their moves and giving them Struggle. However, status moves fail on the target, and attacks hit the octopus instead of the target. The octopus has 40 HP/40 Def/40 SpD, and will be removed from the target after losing its health. The target can switch out, but the octopus stays on them.

Sample Sets
Octo Zombie @ Focus Sash
Ability: Swift Swim
EVs: 252 HP / 4 Atk / 252 Def
Bold Nature
- Octopus
- Liquidation
- Shadow Punch
- Shadow Sneak / Aqua Jet
Reasoning: The Octo Zombie is encountered in the beach levels of Plants vs. Zombies 2. It walks in the water before coming onshore. Instead of biting like other zombies, it throws octopi on the plants, which disable them.
Pokemon: *Transient* (Slay the Spire)
Type: Ghost
Ability: Fading- This pokemon dies after 5 turns of being on the field, this is not reset after switching out. Hard Coded to Transient
Moves: Shifting Strike*, Shadow Claw, Shadow Ball, all natural TMs and HMs
Shifting Strike- Ghost, Physical, 100% Acc, 8 Max PP, Base Power= 150 - HP this pokemon loses this turn. Fails if this pokemon loses 150+ HP before using the attack (around 21% if the Transient has 252 HP EVs)
Stats: 255/100/120/5/120/5 (BST: 605)
Reasoning: The Transient is a strange enemy in StS. When you fight it, there is a 99% chance that you will not be able to kill it before it kills itself, due to it having the maximum hp possible in the game. The Transient has two abilities in StS, being Fading and Shifting. Fading is carried over exactly from StS, while Shifting is incorporated into the move Shifting Strike. Shifting basically means that the more damage you do to the Transient, the less damage it does to you. If you have a strong enough offense, the Transient will likely do very little damage, but if you are caught off guard, it can do a whole lot of damage. The other moves are just basic Ghost attacks and moves to give the Transient a slightly larger movepool.
Competitively, Transient is very bulky and very strong, but is balanced out by a short staying time. It could be broken, or it could be unviable like Slaking or Regigigas.
Pokémon: Alice Angel
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. Poison moves are because ink in that period was toxic. TM Moves are for coverage.
Sample Set
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
Pokémon: Springtrap
Type: Dark/Steel
Ability: Magnet Pull/Child Killer - NFE Pokemon takes double damage.
H. Ability: Undead - Sturdy + STAB on ghost moves
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Knock Off, Night Slash, Shadow Claw, Recover, Nasty Plot, Will-o-Wisp, Pursuit, Iron Defense, Hone Claws, Smart Strike, Drain Punch.
Signature move: Jump Scare | Dark | Physical | 90 Power | 85% Accuracy | 15PP | Deals double damage to opponents switching out.
Stats: 145/105/90/45/90/110
Reasoning: Springtrap's typing is reminiscent of his child murderer persona and his cyborg body. His abilities are also reminiscent of this. Magnet Pull allows Springtrap to lure and trap steel types, his modus operandi for killing kids in the games. Child Killer is the obvious one. Undead is because he got crushed by the suit, yet still kept on with his murderous scumbag ways. Jump Scare is another obvious one. The FNAF games live and die on their Jump Scares. His stats reflect his strength as an animatronic and abnormal speed. He's also fairly bulky and has a large HP count to reflect his toughness. He gets crushed in his own suit Iron Maiden style and shut behind a door for 30 years and starts killing the instant he gets out. Fazbear Fright burns to the ground and he survived. It took getting stuck inside a burning building for a second time to finally kill him, and FNAF VR implied even that didn't stick entirely.
Pokémon: Alma Wade
Type: Psychic/Ghost
Ability: Unstable/Sturdy
H. Ability: Shadow Tag
Moves: Phantom Force, Shadow Claw, Shadow Sneak, Shadow Ball, Psychic, Psyshock, Skill Swap, Psycho Shift, Topsy-Turvy, Recover, Will o Wisp, Scary Face, Mean Look, Curse, Moonblast, Moonlight, Giga Drain, Fiery Dance, Eruption, Heat Wave, Fire Blast, Inferno, Dark Pulse, Focus Blast, Sludge Bomb.
Signature move: Almaverse: Sets up the Almaverse for 5 turns. In the Alamverse:
  • At the end of each turn, each adjacent sleeping opponent takes damage equal to ⅛ of its maximum HP.
  • Boosts the power of Psychic type moves by 50%.
  • Immunities are canceled.
  • Burn damage is doubled.
  • Prevents healing moves.
Stats: 150/25/50/165/135/105
Reasoning: Ghost/Psychic as Alma is a super powerful Psychic that died and became a mental projection into the real world. Technically speaking, Alma is not a ghost - she is a mental projection of her own mind that exists on the physical and spiritual planes, but she was based on Sadako and acts like a ghost, so close enough. Unstable comes from the complete insanity given by her tragic backstory of experiments and forced pregnancies. Sturdy comes from her determination which is also the reason the reason for her large HP. She literally refused to die for six days without life support, and when she finally did, it didn't stop her from trying to get revenge. Shadow Tag comes from her constant attempts to trap and… force herself on you in the second game. Movepool is mostly Ghost and Psychic attacks. Scary Face is for obvious reasons, Fire moves are from her pyromania. Stats are heavily skewed toward the Special side. She can cause untold amounts of damage with her mind, but her physical body is incredibly weak, being dead and rotting and all. The Almaverse is an entirely separate reality that formed in Alma's mind during her incarceration. Here, it is designed to do what it did in the game. Make everything hurt more.
Pokémon: Sneed Ghost
Type: Ghost/Water
Ability: Technician
Moves: Aqua Jet, Surf, Shadow Sneak, Shadow Ball, Nasty Plot, Double Slap, Astonish
Stats: 120/90/95/90/80/50

Reasoning: The Sneed Ghost from Luigi's Mansion 3 is a boss found half way through the story and is in charge of the Hotel's water system. Being a ghost that is in charge of plumping would naturally be Ghost/Water and have technician. The moves reflect some of the moves this boss uses, like slapping Luigi with a fan or swimming in the pool. Lastly, he has 120 HP since in the fight, he has 350 HP, and with no investment or IVs, 120 HP is 350. His other stats are well balanced aside from Speed, since he moves slowly in his pool.
Pokémon: Wither
Type: Ghost/Ground
Ability: Levitate / Magic Guard / Withering*
*Withering: User's "bone" moves (Shadow Bone, Bone Rush, Bone Club, Bonermerang) inflict Leech Seed.
Stats: 190/130/80/90/80/110 (680)
Notable Moves: Shadow Bone, Bone Rush, Seed Bomb, Brave Bird, Spikes, Recover, Leech Seed, Explosion, First Impression
Sample Sets
Wither @ Leftovers
Ability: Magic Guard / Withering
EVs: 252 HP / 252 Atk / 4 Spe
Nature
- Recover
- Spikes
- Shadow Bone
- Brave Bird

Reasoning: The flying, three-skulled terror that can be summoned into the world of Minecraft, assuming you like dying. Ghost-type due to its undead nature. Ground it's summoned with Soul Sand, and several bone-related moves are Ground-type. Levitate because it flies, Magic Guard because it's immune to being set on fire and most potion effects. Withering is due to three properties of its skull shots - they heal the Wither when they hit something, they inflict the damage over time wither effect, and they plant a Wither Rose when they kill something. I rolled all of those into one and got Leech Seed. Shadow Bone and Bone Rush because it likes to shoot lots of skulls at everything that lives. Seed Bomb, Spikes and Leech Seed because of the Wither Rose thing. Brave Bird because it has a charging attack in Pocket Edition. Recover because it heals off damage. Explosion and First Impression because it kicks off the battle with a bang... literally. Its stats reflect how it is in game - slower and not much stronger than an Endeman, but also with an insane amount of HP.
 

Congratulations to Brodaha, KirbyRider1337 and Cookie Butter for winning with Radiance, Blue Baby and Promestein. Brodaha has earned the title, Super Smash Bros.

In less than one week Pokemon Sword and Shield will release with a slew of new mechanics, Pokemon, abilities and moves so this was the final slate for this generation. Crossover Chaos will make the move across to Generation VIII later this week; it's first slate will be based on Team Yell!

Feel free to post any discussion about this gen's winners or ideas for next gen on the Crossover Chaos Discord.
Thank you to everyone who submitted to Crossover Chaos this generation.
Have fun!
 
Balance Slate

Minor intermission before Gen VIII starts. The first slate for Gen VIII will start this weekend but until then feel free to discuss the balance of the current 'meta'. All winning submissions are open to critique from anyone. No discussion regarding Gen VIII mechanics (ie Mega evolutions cannot become Gigamax forms).
 
I'm not really sure what we're doing here, but have a massive wall of proposed revisions.

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RATHALOS & RATHIAN - Type (and connected traits) revision proposal
Type: Dragon/Fire -> Fire/Flying (Rathalos) and Fire/Poison (Rathian)
Ability (Rathalos): Levitate/Sheer Force/Intimidate -> Poison-Dipped Claws/Sheer Force/Intimidate
Ability (Rathian): Levitate/Sheer Force/Poison-Dipped Claws -> Levitate/Sheer Force/Intimidate
Added Moves: Fireball, Air Slash, Roost, U-Turn
Removed Moves: Dragon Pin, Draco Meteor, Oblivion Wing

"Wow, this is a lot." And I'm not even done yet. For starters? Rathalos and Rathian aren't dragons. They don't have the Dragon element in Monster Hunter, nor are they Elder Dragons. They're fire-breathing (and Fire element) monsters that fly and utilize poison, which is already 3 perfectly good types right there. Rathalos is Flying and Rathian is Poison because Rathalos is the one more associated with the sky. Though, since they're both flying and poisonous, they have abilities that give Rathalos a Poison move boost and Rathian a Ground immunity. Fireball because they've got fireballs, and Air Slash is a basic STAB, while Roost is a Flying-type status move that fits for a Flying-type with wings that's supposedly meant to take hits. U-Turn is reasonably common on Flying-types, plus it feels like it's doing that constantly in Super Smash Bros Ultimate, and it would add some nice utility. I removed the signature Dragon move and the signature move of dragons, as well as Yveltal's signature move because I'm preeeeeeetttty sure Rathalos doesn't have death powers.

RATHALOS & RATHIAN - Stat revision proposal
105/90/110/100/70/80 (555)

Rathalos's 630 BST was ridiculous, quite frankly. The Monster Hunter universe has its own equivalents of Legendaries, the Elder Dragons, and Rathalos neither is one nor is as strong as one. This is a spread designed to respect the design intention of a physically defensive special attacker. About as well as the original sub did, anyway. Don't worry about it being crippled too much, it's got two very solid abilities.

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With the inexplicably 630 BST, more-understandably-but-still-incorrectly Dragon-type elephant in the room out of the way, it's time to correct some more things.

Particularly, BSTs. A lot of things treat 600 BST as a default, including (nay, especially) my own, but I want to curb that going forward. There's a distinct lack of really thinking about whether or not something should be as strong as a Legendary Pokémon or Ultra Beast before making it that way (or in Donkey Kong's case, making it not that way), in terms of a character's lore.

Crossover Chaos is filled with all manner of final bosses, demigods, actual gods, legendary warriors (as well as the odd legendary sword spirit or legendary idol singer), eldritch horrors, and characters who are simply among the strongest their settings have to offer - things perfectly justified to be on the level of legendaries.

It also has inexplicably 599 BST random-ass cat-men.

PALICO - Stat revision proposal
120/65/80/99/105/60 (529)

I'm not exactly sure how strong a Palico is supposed to be, but I'm pretty sure it's not supposed to be legendary-level. (Err, sorry, Elder Dragon level.)

CHIHIRO FUJISAKI - Stat revision proposal
100/60/65/120/80/105 (530)

Made his BST more in line with his fellow DanganRonpa characters. (If you want to change them, make your own revision proposals).

ICE CLIMBERS - Stat revision proposal
80/130/70/75/70/110 (535)

They don't need 565 BST. Not for flavor, and certainly not with that ability.

STAR DREAM - Stat and movepool revision proposal
Access Ark form - 120/130/140/110/110/70 (680)
Clockwork Star form - 120/120/100/160/110/70 (680)
Access Ark Soul OS form - 120/160/160/140/130/70 (780)
Clockwork Star Soul OS form - 120/140/120/200/130/70 (780)
Gains Wish, Roar and Shooter Cutter

Stat changes were already confirmed in the Discord and on the spreadsheet, I'm just confirming them in the thread as well. And IDK how i missed Wish, plus it does use Shooter Cutter in its heart form, and it roars sometimes

DAROACH - Stat revision proposal
80/110/70/130/70/110 (570)
(Dark Daroach's stats are unchanged, but is now considered an out-of-battle change like Giratina or Zacian.)

I may have been slightly too aggressive, though he's still gotta be pretty strong if you ask me.

MARX - Stat, signature ability, signature move and movepool revision proposal
"Unwinged" form only: 80/100/70/80/70/110 (510)
Soul of Madness: loses -ate effect
Shooter Cutter: gains Ghost-type
+High Jump Kick, Wish

I was *definitely* too aggressive with unwinged Marx's BST. Also idk how I missed HJK and Wish lol

GOOEY - Stat and type revision proposal
110/120/80/120/80/60 (570)
Pure Water-type

He's still a Dark Matter so he's gotta be pretty tough, but idk why i made his offenses higher than kirb's. also i was too eager to dump a dark-typing and now we have too many dark-types

X - Movepool revision proposal
Loses Sketch
Gains X-Copy, which is basically Sketch but only for Physical and Special moves

no shell smash for you

PRESIDENT HALTMANN - type revision proposal
Loses Steel typing, becoming pure Electric

I forgot that gold isn't actually Steel-type. (See: Pay Day, Unovan Yamask line, G-Max Gold Rush)

DONKEY KONG - stat revision proposal
130/140/80/80/70/80 (580)

Probably the one character I'm giving a higher BST in this post. As revealed in Yoshi's Island DS, Donkey Kong is one of the star children - a group of 7 babies who had in their hearts a star that had fallen from the sky, granting them an incredible amount of power. (Yes, that's a thing.) He should be in line with the other members of his group.

GLaDOS - stat revision proposal
110/70/110/110/90/50 (540)

I was definitely far too aggressive with GLaDOS's BST.

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I'm calling these proposals rather than just changes because I don't want them to seem like I'm immediately changing all this without asking anyone.
 
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