Crossover Chaos V2: Slate 44 - Halloween

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist
Pokémon: Spyro the Dragon
Type:

Abilities: Justified / Reckless / Protean (HA)
Stats: 80 HP/120 Atk/80 Def/110 SpA/80 SpD/130 Spe (600 BST)
Moves: Dragon Hammer, Outrage, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Flame Charge, Flare Blitz, Ice Beam, Blizzard, Thunderbolt, Thunder, Wild Charge, Earthquake, Earth Power, Head Smash, Head Charge, Double Edge, Horn Attack, Horn Drill, Megahorn, Brave Bird, Wing Attack, Aerial Ace, Dragon Dance, Dragon Claw, Horn Leech, Fly, Iron Head, Taunt, Zen Headbutt, Surf, Liquidation, Bubble Beam, Hydro Pump, Scald, U-Turn.
Reasoning: Justified because he's a hero, Reckless is useless but it's based on how it attacks in the original games and proteans is based on his dominance on all the elements.
Holy crap, that's one big image...
 
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She granted me new life... SO THAT I MAY TAKE YOURS! - Specter Knight
Pokemon: Specter Knight
Type: Ghost
Ability: Levitate / Cursed Body / Incorporeal (This pokemon's contact moves do 1.2x damage and do not make contact.)
Signature Move: Scythe Slash (Ghost / Physical / 80 BP / 16 PP / Contact / 20% Chance to inflict Perish Song on the target.)
Stats: 130 / 115 / 105 / 70 / 60 / 85 | BST: 575
Moves: WIP
Reasoning: Ghost type because he was brought back from the dead by the Enchantress. His abilities reflects that, because he is cursed to serve the Enchantress, and is not fully physical. He has high HP because he is, again, a ghost, and the enchantress can always revive him again. High attack and defense because he has a cool-ass scythe to kill people and would be more hard to kill physically because, ghost. Lower stats on the special side because I assume ghosts are more vulnerable to energy attacks and such, but he isn't super slow because he can teleport and glide around (levitate).
 
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Pokémon: Tee (Puyo Puyo Tetris)
Type: Steel/Psychic
Ability: Technician
Moves: T-Strike*, Tetris**, Photon Geyser, Magnet Bomb, Hidden Power, Thunderbolt, Thunder Punch, Thief, Thunder Wave, Toxic, Toxic Spikes, Taunt, Topsy-Turvy, Trick, Trick Room, Telekinesis, U-turn, Rapid Spin, Block, Fairy Lock, Magic Coat, Calm Mind, Stockpile, Stealth Rock, Spikes
*Steel, Special, 60 BP, 90% Acc, 20 PP | Tee gathers debris and clears it with a T-Spin. Hits Steel-types super-effectively. | Z-Move: 120 BP Corkscrew Crash
**Steel, Physical, 55 BP, 95% Acc, 20 PP | Tee gathers a four-layer pile of debris and clears it all with a single tetrimino. Hits Steel-types super-effectively. | Z-Move: 100 BP Corkscrew Crash
Z-Move: T-Spin Burst - Steel, Special, 185 BP | Tee gathers a grand pile of debris and clears it with a flurry of T-Spins. Hits Steel-types super-effectively. | Move: T-Strike | Z-Crystal: Tetrium Z
Stats: 64/120/96/120/96/64 | 560 BST
Tetris King, Captain of the SS Tetra, representative of the T-shaped tetrimino. Tetriminos are mysterious blocky objects, most likely Steel. Tee has a sharp mind to arrange the tetriminos properly (hence the Psychic type, Technician, and access to Calm Mind).
Some of Tee's moves are based on his combo lines:
  • "Spin attack!" - Rapid Spin
  • "Lockdown!" - Block, Fairy Lock
  • 「ターンオーバー」 ("Turn over!", fourth line in the Japanese version) - U-turn
  • "T-Strike!" - signature move #1
  • 「ティースピンバースト」 ("T-Spin Burst!", fifth line in the Japanese version) - signature Z-Move
  • "Burst!" - Photon Geyser, Magnet Bomb, Hidden Power
Other moves starting with T (except Tetris, which is obligatory) are a nod to the tetrimino that Tee represents. Magic Coat pertains to Tee's line "Reflection!" when he counters an opponent's garbage. Stockpile, Stealth Rock, and Spikes relate to stacking being an integral part of Tetris.


Pokémon: Gale (Phoenotopia)
Type: Fighting/Electric
Ability: Technician / Adaptability
Moves: Bludgeon*, Wild Charge, Focus Blast, Thunderbolt, Charge Beam, Dragon Hammer, Smart Strike, Smack Down, Bone Rush, Flame Burst, Hidden Power, Charge, Thunder Wave
*Fighting, Physical, 70 BP, 90% Acc, 20 PP | Double Base Power if the user is affected by Charge. Prolongs the Charge effect one extra turn if it hits. | Z-Move: 140 BP All-Out Pummeling
Z-Move: Raging Phoenix - Electric, Physical, 175 BP | Gale taps into her latent power and charges at the target. This gives her a Charge effect for the next turn. | Move: Wild Charge | Z-Crystal: Phoenium Z
Stats: 99/119/79/99/79/105 | 580 BST
Meet Gale, the silent protagonist of the post-apocalyptic puzzle platformer Phoenotopia. She is known throughout the game as a user of Ki, which is essentially fighting energy (hence Fighting/Electric). As far as the game's combat goes, it mostly involves bludgeoning opponents (Bludgeon, Dragon Hammer, Bone Rush), occasionally after charging up. That said, Gale has a resourceful side and a handful of tools to complement it: Slingshot (Smack Down), Bombs (Focus Blast, Flame Burst), Javelin (Smart Strike), and Artifact (Thunder Wave). She also has latent powers that make her similar to a Phoenix Weapon (an android bursting with energy). Technician comes from the abundance of technology in Phoenotopia, and Adaptability from the nature of puzzle platformers to make players adapt to their surroundings.
 
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"I'm not just a pretty face!"
Pokémon: Bandana Waddle Dee
Type: Normal
Ability: Skill Link / Waddle Assist* / Harvest (Hidden)
*Waddle Assist: When switching out, replacement has their status cured and has 33% of their HP restored
Stats: 120/120/80/80/80/70 (550)
Notable Moves: Waddle Spear Barrage*, Return, Slack Off, Wish, Icicle Spear, Pin Missile, Waterfall, Thunder Punch, Ice Punch, Fire Punch, Drain Punch, Rapid Spin, Spikes, Toxic Spikes
*Waddle Spear Barrage: Physical Normal-Type, 30 BP, 100% Accuracy, 10/16 PP, hits 2-5 times
Bandana Waddle Dee @ Leftovers
Ability: Skill Link
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Waddle Spear Barrage
- Icicle Spear
- Drain Punch
- Slack Off

Bandana Waddle Dee @ Leftovers
Ability: Waddle Assist
EVs: 252 HP / 4 Atk / 252 Def
- Slack Off / Wish
- Rapid Spin
- Spikes
- Waddle Spear Barrage / Return / Toxic Spikes

Reasoning: Normal because Bandana Waddle Dee, while a major character and a skilled fighter, is still a regular Waddle Dee at heart. Skill Link ties in with the multi-hit moves BWD is associated with. Waddle Assist is based on how he gives Kirby assist stars containing healing items before boss fights in Triple Deluxe and Planet Robobot. Harvest is because he's in charge of harvesting Gem Apples in Team Kirby Clash Deluxe. His stats are similar to OU Kirby, with the exception of a slightly lower HP due to, well, not being Kirby, and lower Special Attack because he focuses entirely on physical attacks. Waddle Spear Barrage is based on the attack of the same name that he uses in both Return to Dream Land and Star Allies. Slack Off is because he's still a regular inhabitant of Dream Land, and Wish because, again, he's in charge of the heals. Icicle Spear and Pin Missile are still based on his spear usage. Waterfall is because he uses water in Kirby: Battle Royale. He gets all those punch moves due to his involvement in the Megaton Punch minigame in Kirby Super Star and Kirby Super Star Ultra. Rapid Spin for the same reason as King Dedede and Meta Knight. Spikes and Toxic Spikes are because of his spear, and Pokémon that attack with pointy things get those moves.
 
Foiled again! Curses!

I will not give up, this time I will get a submission voted in! Mark my words, it's gonna happen!

Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Electric-type, Special. Base 120 BP. Hits twice.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, which explains her typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Master Spark
-Filler
-Filler
Filler=Growth/Flash Cannon/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem

Pokémon: Sanae Kochiya (Touhou Fuujinroku ~ Mountain of Faith)
Type: Water/Flying
Ability: Blessings of Moriya
Signature Ability- Blessings of Moriya: Sanae acts as if she is also a Ground-type for purposes of Weaknesses, Resistances and STAB. So she's essentially a Water/Flying/Ground-type. Cannot be disabled or copied by any means.
Moves: Surf, Wily Toad*, Yasaka's Divine Wind*,The Day the Sea Split* Dazzling Gleam, Roost, Tailwind, Reflect, Light Screen, Grassy Terrain, Misty Terrain, Earth Power, Hydro Pump, Aeroblast, Recover, Taunt, Encore, Toxic, Calm Mind, Follow Me, Thunder Wave, Heal Bell, Baton Pass, Soak, Rain Dance, other supportive moves.
Signature Moves
Wily Toad
: Ground-type, Special, 80 BP, 10 PP. 30% chance to inflict Toxic Poison, Paralysis or Burn on the target. (Basically a Ground-type Tri Attack with a higher chance of inflicting, but no freeze (it poisons instead).
God's Wind: Flying-Type, 85 BP, 10 PP. 20% chance to increase all stats by 1 stage. (Basically a better, Flying-type Ancient Power).
The Day the Sea Split: Water-Type, Special, 95 BP, 15 PP. Ignores the target's stat boosts.
Z-Moves
Yasaka's Divine Wind
: Upgraded from God's Wind with Kanakium Z. 185 BP, Flying-type, Special. Raises all stats by 1 stage (basically Flying-type Clangorous Soulblaze).
Lord Mishaguji: Upgraded from Wily Toad with Suwakium Z. 185 BP, Ground-type, Special. Inflicts Sleep or Freeze on the target.
Moses' Miracle: Upgraded from The Day the Sea Split with Sanaium Z. 200 BP, Water-type, Special. Ignores the Target's Stat Boosts and has a high critical hit rate.
Stats: 120/50/110/100/110/100 (590 BST)

Reasoning: Sanae Kochiya is an Arahitogami- a human who ascended to godhood while alive- who first appeared in Mountain of Faith. She has low physical attack, but her other stats are decent across the board, and she has a good bulk of 120/110/110. Her typing is a bit weird and mostly a reference to her spell cards (Sanae mostly deals with water, for instance, The Day the Sea Split, which is her signature move), plus the two gods whose power she borrows, Kanako Yasaka and Suwako Moriya. Kanako Yasaka, a Sky Goddess denotes her Flying-typing, and her signature ability is a reference to Suwako Moriya, who is an earth goddess. This grants her a unique triple-typing of Ground/Water/Flying, granting Sanae two immunities (Ground and Electric), resistances to Fire, Poison, Steel, Bug and Fighting, and only a few weaknesses, notably to Grass and Ice.

She also, fittingly, has three signature moves: Wily Toad references Suwako's secondary nature as a curse goddess, inflicting the lowest damage of her signature moves but cursing the foe with nasty status ailments. God's Wind references Kanako's secondary nature as a War Goddess (later technological innovation), which empowers those who side with her. Lastly, The Day the Sea Split is from Sanae's own power, ignoring other stat gains that the enemy may have. And surprise surprise, they have Z-Move equivalents too, all based on Spell Cards from Mountain of Faith. That being said, Lord Mishaguji is Suwako's spell card, not Sanae's. But it just made sense.

Sanae is a supportive 'mon who comes in two distinct flavours. One flavour of Sanae supports her team, the other hinders the enemy team. She has a wide supportive movepool and combined with her nice defensive typing she can fairly easily switch in and promptly start throwing statuses or setting up for teammates. Sanae is not completely devoid of offensive presence either and, in a pinch, she can start throwing out powerful attacks, since Water/Ground/Flying is actually pretty decent combined coverage, too, so she can play a pretty decent Set-up sweeper, too. And Base 100 Speed is pretty fast. That being said, she's a bit dependant on luck for her signature moves' other effects and she can only use ONE Signature Z Move.

Her other moves are standard fare for being supportive and since she can create miracles there's no real reason to say she can't use 'em.

Here are three sample sets for Sanae, showcasing the different roles she can slot into.

Sample movesets:

"That may have looked like Sanae, but it's actually a wild poisonous Sanae... with poison!"
Sanae@Suwakium Z
Nature: Bold/Calm
EVs: 252 HP, spread the rest between Def and SpD as needed. Maybe some Speed if you need to outspeed specific threats.
-Wily Toad
-Status Move (Thunder Wave, Toxic)
-Filler
-Filler
Filler (For this set)= Taunt, Encore, Protect, Soak, The Day the Sea Split, God's Wind.

This Sanae has a simple purpose: Spread status and annoyance everywhere! Between Wily Toad, Thunder Wave, Toxic, Encore and Taunt, she's got a myriad of ways to cause your opponent no end of frustration. She can even put in extra coverage in the form of her other signature moves if you're worried about Flying-types or levitators (e.g. Other Touhous, ESPECIALLY other Sanae) hard walling you.

The Moriya Shrine Conspiracy
Sanae@Kanakium Z
Nature: Bold/Calm
EVs: 252 HP, divide the rest between Speed and Bulk as needed.
-God's Wind
-Baton Pass
-Calm Mind
-Tailwind/Recover/Grassy Terrain/Misty Terrain/Heal Bell/Rain Dance/Wily Toad/The Day the Sea Split

Simple Baton Passer set. Get God's Wind Boosts and pass 'em (or you can use Yasaka's Divine Wind for a guaranteed +1 everything), OR for more reliable boosts, Calm Mind is there. Fourth Slot is Filler for what you want to support. Speed Support, Recovery, stopping status, granting healing or status restoration, setting up Rain or simply hitting things with more coverage.

Still Couldn't Take Over the Hakurei Shrine:
Sanae@Sanaium Z/Kanakium Z/Suwakium Z
Nature: Timid/Modest
EVs: 252 Spe, 252 SpA, 4 HP.
-The Day the Sea Split
-Wily Toad
-God's Wind
-Calm Mind

Simple Calm Mind + 3 Attacks Set. Utilizing all three of her signature moves here for maximum coverage and versatility. Got a foe walling you? Spam Wily Toad and hope for a status hit. Enemy can't do anything to you? Throw out God's Wind and hope for a free boost. Want to hit something hard? Split the Sea on 'em. The Z-Crystal is variable here because all three Z-Crystals can be useful for an offensive Sanae set since they ALL have nice effects. Moses' Miracle is a very hard hitting Water-type nuke, Lord Mishaguji is a guaranteed disable on the target, and Yasaka's Divine Wind is Clangorous Soulblaze but Flying-type which is amazing.
 
Time to vote. Get your votes in by the 18th of July.
Pokémon: Spyro the Dragon
Type:

Abilities: Justified / Reckless / Protean (HA)
Stats: 80 HP/120 Atk/80 Def/110 SpA/80 SpD/130 Spe (600 BST)
Moves: Dragon Hammer, Outrage, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Flame Charge, Flare Blitz, Ice Beam, Blizzard, Thunderbolt, Thunder, Wild Charge, Earthquake, Earth Power, Head Smash, Skull Bash, Head Charge, Double Edge, Horn Attack, Horn Drill, Megahorn, Brave Bird, Wing Attack, Aerial Ace, Dragon Dance, Dragon Claw, Horn Leech, Fly, Iron Head, Taunt, Zen Headbutt, Surf, Liquidation, Bubble Beam, Hydro Pump, Scald, U-Turn, Rock Slide, Stone Edge, Dark Pulse, Roost.
Reasoning: Justified because he's a hero, Reckless is useless but it's based on how it attacks in the original games and proteans is based on his dominance on all the elements.
Movesets
Spyro the Dragon @ Choice Scarf
Ability: Protean
EVs: 4 Hp / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Earth Power
- Fire Blast / Thunderbolt
- U-Turn

Spyro the Dragon @ Firium Z
Ability: Protean
EVs: 4 Hp / 252 SpA / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Flare Blitz
- Stone Edge / Wild Charge
Pokémon: Donkey Kong
Type:

Abilities: Iron Fist / Own Tempo / Sheer Force (HA)
Signature Moves: Barrel Roll |
|
| Power: 30 | Accuracy: 100% | 16 PP | Hits 3-5 times. Each hit has a 5% chance of causing the target to flinch. Doesn't make contact. | Z-Move: 100 BP Bloom Doom.
Banana Peel |
|
| Power: - | Accuracy: -% | 16 PP | | The user eats a banana and restores 50% health and throws a banana peel at the foe's side. The next foe to enter the field falls and loses 20% of its maximum health. | Z-Move: Restores user's stat drops to zero.
Z-Move: King's Percussion |
|
| Power: 200 | Accuracy: 100% | 1 PP | Deals damage to all adjacent foes instead of taking damage. Sound based. Doesn't make contact. | Move Required: Belly Drum. | Z-Crystal: DKongium Z
Stats: 130 HP/160 Atk/100 Def/60 SpA/80 SpD/70 Spe (600 BST)
Moves: Body Slam, Headbutt, Seed Bomb, Bulk Up, Superpower, Focus Punch, Drain Punch, Gunk Shot, Hammer Arm, Low Kick, Fake Out, Thunder Punch, Ice Punch, Trop Kick, Power Whip, Mega Punch, Drain Punch, Power-Up Punch, Counter, Heavy Slam, Earthquake, Belly Drum, Bulldoze, Stone Edge, Rock Slide, Rock Tomb, Knock Off, Frustration, Return, Stomping Tantrum, High Jump Kick, Jump KIck.
Reasoning: Normal because DK is just a huge gorilla and Grass because he's also the king of the jungle. Iron Fist explains itslef, Own Tempo because b o n g o s and Sheer Force because he usually cannot control himself when attacks due to how powerful it is. (it's a fucking gorilla I can't give a better reasoning). Barrel Roll because is the main way he attacks Jumpman at his first appearence and Banana Peel is based on how much he adores bananas and on that annoying item from Mario Kart games. King's Percussion is based on his ability to use bongos as weapons and on his final smash at Super Smash Bros.
Movesets
Donkey Kong @ Leftovers / Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bulk Up
- Banana Peel
- Barrel Roll
- Body Slam / Earthquake / Fire Punch

Donkey Kong @ DKongium Z
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Drain Punch / Banana Peel
- Barrel Roll
- Body Slam / Earthquake / Fire Punch
Pokémon: Bomberman
Type:

Abilities: Aftermath / Reckless / Scrappy (HA)
*Signature Move:
Mines |
|
| Power: - | Accuracy: -% | 20 PP | The user sets up a couple of mines that damages foes on switch in based on Fire-type effectiveness (a lá Stealth Rock). | Z-Move: Rises user's attack by one stage.
Stats: 80 HP/150 Atk/80 Def/90 SpA/90 SpD/110 Spe (600 BST)
Moves: *Mines, Flare Blitz, Fire Punch, Flame Charge, Blaze Kick, Thunder Punch, Mega Kick, Knock Off, Frustration, Return, Stomping Tantrum, High Jump Kick, Jump Kick, Low Kick, Explosion, Self-Destruct, Soft Boiled, Egg Bomb, Magnet Bomb, Rapid Spin, Overheat, Fire Blast, Flamethrower, Headbutt, Iron Head, Scald, Dark Pulse, Dazzling Gleam, Thunderbolt, Hurricane, Aerial Ace, Drain Punch, Earthquake, Bulldoze, Earth Power, Liquidation, Power Gem, Rock Slide, Stone Edge, Gunk Shot, Fling, Morning Sun, Moonlight, Will-O-Wisp, Baton Pass, Spike Cannon, Brick Break, Defog, Rock Throw.
Reasoning: Normal/Fire because explosions are conmonly associated to Normal and Fire in Pokémon and it's something pretty normal on his planet. Aftermath because he's a fucking living bomb, Reckless has a pretty similar reasoning, and Scrappy because he's a brave hero that would do anything to protect his planet. Mines it's based on his ability to hide said weapons on the field to kill his foes. His average bulk and good overall offensive stats comes from not taking much hits at his games and because, it's a bomb, he will obviouslywill hit hard and in most ocasions he's faster than his foes.
Movesets
Bomberman @ Focus Sash
Ability: Aftermath / Scrappy
EVs: 4 Hp / 252 Atk / 252 Spe
Jolly Nature
- Mines
- Flare Blitz / Blaze Kick
- Rapid Spin
- Explosion / High Jump Kick

Bomberman @ Choice Scarf
Ability: Scrappy / Reckless
EVs: 4 Hp / 252 Atk / 252 Spe
Jolly Nature
- Mines / Rapid Spin
- Flare Blitz / Blaze Kick
- Return / Double Edge
- High Jump Kick / Earthquake / Knock Off / Explosion

Bomberman @ Normalium Z
Ability: Scrappy / Reckless
EVs: 4 Hp / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz / Blaze Kick
- Return / Double Edge
- Soft Boiled
- High Jump Kick / Earthquake / Rapid Spin
Pokemon: Specter Knight
Type: Ghost
Ability: Levitate / Cursed Body / Incorporeal (This pokemon's contact moves do 1.2x damage and do not make contact.)
Signature Move: Scythe Slash (Ghost / Physical / 80 BP / 16 PP / Contact / 20% Chance to inflict Perish Song on the target.)
Stats: 130 / 115 / 105 / 70 / 60 / 85 | BST: 575
Moves: WIP
Reasoning: Ghost type because he was brought back from the dead by the Enchantress. His abilities reflects that, because he is cursed to serve the Enchantress, and is not fully physical. He has high HP because he is, again, a ghost, and the enchantress can always revive him again. High attack and defense because he has a cool-ass scythe to kill people and would be more hard to kill physically because, ghost. Lower stats on the special side because I assume ghosts are more vulnerable to energy attacks and such, but he isn't super slow because he can teleport and glide around (levitate).
Pokémon: Tee (Puyo Puyo Tetris)
Type: Steel/Psychic
Ability: Technician
Moves: T-Strike*, Tetris**, Photon Geyser, Magnet Bomb, Hidden Power, Thunderbolt, Thunder Punch, Thief, Thunder Wave, Toxic, Toxic Spikes, Taunt, Topsy-Turvy, Trick, Trick Room, Telekinesis, U-turn, Rapid Spin, Block, Fairy Lock, Magic Coat, Calm Mind, Stockpile, Stealth Rock, Spikes
*Steel, Special, 60 BP, 90% Acc, 20 PP | Tee gathers debris and clears it with a T-Spin. Hits Steel-types super-effectively. | Z-Move: 120 BP Corkscrew Crash
**Steel, Physical, 55 BP, 95% Acc, 20 PP | Tee gathers a four-layer pile of debris and clears it all with a single tetrimino. Hits Steel-types super-effectively. | Z-Move: 100 BP Corkscrew Crash
Z-Move: T-Spin Burst - Steel, Special, 185 BP | Tee gathers a grand pile of debris and clears it with a flurry of T-Spins. Hits Steel-types super-effectively. | Move: T-Strike | Z-Crystal: Tetrium Z
Stats: 64/120/96/120/96/64 | 560 BST
Reasoning
Tetris King, Captain of the SS Tetra, representative of the T-shaped tetrimino. Tetriminos are mysterious blocky objects, most likely Steel. Tee has a sharp mind to arrange the tetriminos properly (hence the Psychic type, Technician, and access to Calm Mind).
Some of Tee's moves are based on his combo lines:
  • "Spin attack!" - Rapid Spin
  • "Lockdown!" - Block, Fairy Lock
  • 「ターンオーバー」 ("Turn over!", fourth line in the Japanese version) - U-turn
  • "T-Strike!" - signature move #1
  • 「ティースピンバースト」 ("T-Spin Burst!", fifth line in the Japanese version) - signature Z-Move
  • "Burst!" - Photon Geyser, Magnet Bomb, Hidden Power
Other moves starting with T (except Tetris, which is obligatory) are a nod to the tetrimino that Tee represents. Magic Coat pertains to Tee's line "Reflection!" when he counters an opponent's garbage. Stockpile, Stealth Rock, and Spikes relate to stacking being an integral part of Tetris.
Pokémon: Gale (Phoenotopia)
Type: Fighting/Electric
Ability: Technician / Adaptability
Moves: Bludgeon*, Wild Charge, Focus Blast, Thunderbolt, Charge Beam, Dragon Hammer, Smart Strike, Smack Down, Bone Rush, Flame Burst, Hidden Power, Charge, Thunder Wave
*Fighting, Physical, 70 BP, 90% Acc, 20 PP | Double Base Power if the user is affected by Charge. Prolongs the Charge effect one extra turn if it hits. | Z-Move: 140 BP All-Out Pummeling
Z-Move: Raging Phoenix - Electric, Physical, 175 BP | Gale taps into her latent power and charges at the target. This gives her a Charge effect for the next turn. | Move: Wild Charge | Z-Crystal: Phoenium Z
Stats: 99/119/79/99/79/105 | 580 BST
Reasoning
Meet Gale, the silent protagonist of the post-apocalyptic puzzle platformer Phoenotopia. She is known throughout the game as a user of Ki, which is essentially fighting energy (hence Fighting/Electric). As far as the game's combat goes, it mostly involves bludgeoning opponents (Bludgeon, Dragon Hammer, Bone Rush), occasionally after charging up. That said, Gale has a resourceful side and a handful of tools to complement it: Slingshot (Smack Down), Bombs (Focus Blast, Flame Burst), Javelin (Smart Strike), and Artifact (Thunder Wave). She also has latent powers that make her similar to a Phoenix Weapon (an android bursting with energy). Technician comes from the abundance of technology in Phoenotopia, and Adaptability from the nature of puzzle platformers to make players adapt to their surroundings.
Pokémon: Bandana Waddle Dee
Type: Normal
Ability: Skill Link / Waddle Assist* / Harvest (Hidden)
*Waddle Assist: When switching out, replacement has their status cured and has 33% of their HP restored
Stats: 120/120/80/80/80/70 (550)
Notable Moves: Waddle Spear Barrage*, Return, Slack Off, Wish, Icicle Spear, Pin Missile, Waterfall, Thunder Punch, Ice Punch, Fire Punch, Drain Punch, Rapid Spin, Spikes, Toxic Spikes
*Waddle Spear Barrage: Physical Normal-Type, 30 BP, 100% Accuracy, 10/16 PP, hits 2-5 times
Sample Sets
Bandana Waddle Dee @ Leftovers
Ability: Skill Link
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Waddle Spear Barrage
- Icicle Spear
- Drain Punch
- Slack Off

Bandana Waddle Dee @ Leftovers
Ability: Waddle Assist
EVs: 252 HP / 4 Atk / 252 Def
- Slack Off / Wish
- Rapid Spin
- Spikes
- Waddle Spear Barrage / Return / Toxic Spikes

Reasoning: Normal because Bandana Waddle Dee, while a major character and a skilled fighter, is still a regular Waddle Dee at heart. Skill Link ties in with the multi-hit moves BWD is associated with. Waddle Assist is based on how he gives Kirby assist stars containing healing items before boss fights in Triple Deluxe and Planet Robobot. Harvest is because he's in charge of harvesting Gem Apples in Team Kirby Clash Deluxe. His stats are similar to OU Kirby, with the exception of a slightly lower HP due to, well, not being Kirby, and lower Special Attack because he focuses entirely on physical attacks. Waddle Spear Barrage is based on the attack of the same name that he uses in both Return to Dream Land and Star Allies. Slack Off is because he's still a regular inhabitant of Dream Land, and Wish because, again, he's in charge of the heals. Icicle Spear and Pin Missile are still based on his spear usage. Waterfall is because he uses water in Kirby: Battle Royale. He gets all those punch moves due to his involvement in the Megaton Punch minigame in Kirby Super Star and Kirby Super Star Ultra. Rapid Spin for the same reason as King Dedede and Meta Knight. Spikes and Toxic Spikes are because of his spear, and Pokémon that attack with pointy things get those moves.
Pokémon: Yuuka Kazami (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Electric-type, Special. Base 120 BP. Hits twice.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, which explains her typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Master Spark
-Filler
-Filler
Filler=Growth/Flash Cannon/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem
Pokémon: Sanae Kochiya (Touhou Fuujinroku ~ Mountain of Faith)
Type: Water/Flying
Ability: Blessings of Moriya
Signature Ability- Blessings of Moriya: Sanae acts as if she is also a Ground-type for purposes of Weaknesses, Resistances and STAB. So she's essentially a Water/Flying/Ground-type. Cannot be disabled or copied by any means.
Moves: Surf, Wily Toad*, Yasaka's Divine Wind*,The Day the Sea Split* Dazzling Gleam, Roost, Tailwind, Reflect, Light Screen, Grassy Terrain, Misty Terrain, Earth Power, Hydro Pump, Aeroblast, Recover, Taunt, Encore, Toxic, Calm Mind, Follow Me, Thunder Wave, Heal Bell, Baton Pass, Soak, Rain Dance, other supportive moves.
Signature Moves
Wily Toad
: Ground-type, Special, 80 BP, 10 PP. 30% chance to inflict Toxic Poison, Paralysis or Burn on the target. (Basically a Ground-type Tri Attack with a higher chance of inflicting, but no freeze (it poisons instead).
God's Wind: Flying-Type, 85 BP, 10 PP. 20% chance to increase all stats by 1 stage. (Basically a better, Flying-type Ancient Power).
The Day the Sea Split: Water-Type, Special, 95 BP, 15 PP. Ignores the target's stat boosts.
Z-Moves
Yasaka's Divine Wind
: Upgraded from God's Wind with Kanakium Z. 185 BP, Flying-type, Special. Raises all stats by 1 stage (basically Flying-type Clangorous Soulblaze).
Lord Mishaguji: Upgraded from Wily Toad with Suwakium Z. 185 BP, Ground-type, Special. Inflicts Sleep or Freeze on the target.
Moses' Miracle: Upgraded from The Day the Sea Split with Sanaium Z. 200 BP, Water-type, Special. Ignores the Target's Stat Boosts and has a high critical hit rate.
Stats: 120/50/110/100/110/100 (590 BST)

Reasoning: Sanae Kochiya is an Arahitogami- a human who ascended to godhood while alive- who first appeared in Mountain of Faith. She has low physical attack, but her other stats are decent across the board, and she has a good bulk of 120/110/110. Her typing is a bit weird and mostly a reference to her spell cards (Sanae mostly deals with water, for instance, The Day the Sea Split, which is her signature move), plus the two gods whose power she borrows, Kanako Yasaka and Suwako Moriya. Kanako Yasaka, a Sky Goddess denotes her Flying-typing, and her signature ability is a reference to Suwako Moriya, who is an earth goddess. This grants her a unique triple-typing of Ground/Water/Flying, granting Sanae two immunities (Ground and Electric), resistances to Fire, Poison, Steel, Bug and Fighting, and only a few weaknesses, notably to Grass and Ice.

She also, fittingly, has three signature moves: Wily Toad references Suwako's secondary nature as a curse goddess, inflicting the lowest damage of her signature moves but cursing the foe with nasty status ailments. God's Wind references Kanako's secondary nature as a War Goddess (later technological innovation), which empowers those who side with her. Lastly, The Day the Sea Split is from Sanae's own power, ignoring other stat gains that the enemy may have. And surprise surprise, they have Z-Move equivalents too, all based on Spell Cards from Mountain of Faith. That being said, Lord Mishaguji is Suwako's spell card, not Sanae's. But it just made sense.

Sanae is a supportive 'mon who comes in two distinct flavours. One flavour of Sanae supports her team, the other hinders the enemy team. She has a wide supportive movepool and combined with her nice defensive typing she can fairly easily switch in and promptly start throwing statuses or setting up for teammates. Sanae is not completely devoid of offensive presence either and, in a pinch, she can start throwing out powerful attacks, since Water/Ground/Flying is actually pretty decent combined coverage, too, so she can play a pretty decent Set-up sweeper, too. And Base 100 Speed is pretty fast. That being said, she's a bit dependant on luck for her signature moves' other effects and she can only use ONE Signature Z Move.

Her other moves are standard fare for being supportive and since she can create miracles there's no real reason to say she can't use 'em.

Here are three sample sets for Sanae, showcasing the different roles she can slot into.

Sample movesets:

"That may have looked like Sanae, but it's actually a wild poisonous Sanae... with poison!"
Sanae@Suwakium Z
Nature: Bold/Calm
EVs: 252 HP, spread the rest between Def and SpD as needed. Maybe some Speed if you need to outspeed specific threats.
-Wily Toad
-Status Move (Thunder Wave, Toxic)
-Filler
-Filler
Filler (For this set)= Taunt, Encore, Protect, Soak, The Day the Sea Split, God's Wind.

This Sanae has a simple purpose: Spread status and annoyance everywhere! Between Wily Toad, Thunder Wave, Toxic, Encore and Taunt, she's got a myriad of ways to cause your opponent no end of frustration. She can even put in extra coverage in the form of her other signature moves if you're worried about Flying-types or levitators (e.g. Other Touhous, ESPECIALLY other Sanae) hard walling you.

The Moriya Shrine Conspiracy
Sanae@Kanakium Z
Nature: Bold/Calm
EVs: 252 HP, divide the rest between Speed and Bulk as needed.
-God's Wind
-Baton Pass
-Calm Mind
-Tailwind/Recover/Grassy Terrain/Misty Terrain/Heal Bell/Rain Dance/Wily Toad/The Day the Sea Split

Simple Baton Passer set. Get God's Wind Boosts and pass 'em (or you can use Yasaka's Divine Wind for a guaranteed +1 everything), OR for more reliable boosts, Calm Mind is there. Fourth Slot is Filler for what you want to support. Speed Support, Recovery, stopping status, granting healing or status restoration, setting up Rain or simply hitting things with more coverage.

Still Couldn't Take Over the Hakurei Shrine:
Sanae@Sanaium Z/Kanakium Z/Suwakium Z
Nature: Timid/Modest
EVs: 252 Spe, 252 SpA, 4 HP.
-The Day the Sea Split
-Wily Toad
-God's Wind
-Calm Mind

Simple Calm Mind + 3 Attacks Set. Utilizing all three of her signature moves here for maximum coverage and versatility. Got a foe walling you? Spam Wily Toad and hope for a status hit. Enemy can't do anything to you? Throw out God's Wind and hope for a free boost. Want to hit something hard? Split the Sea on 'em. The Z-Crystal is variable here because all three Z-Crystals can be useful for an offensive Sanae set since they ALL have nice effects. Moses' Miracle is a very hard hitting Water-type nuke, Lord Mishaguji is a guaranteed disable on the target, and Yasaka's Divine Wind is Clangorous Soulblaze but Flying-type which is amazing.
Gojiratar
Brodaha
Mygavolt
Pika Xreme
Neosonic97
 
Slate #5
Bonus Theme: Final Bosses

Congratulations to Pika Xreme, Brodaha, and Mygavolt for their winning submissions this week. Brodaha has earned the title Mario + Rabbids Kingdom Battle and Mygavolt has earned the title Captain Rainbow. Press F for Neosonic97

Since final bosses are usually the most powerful characters in the game, feel free to send any characters that fit this theme to Ubers or even Anything Goes. (Also if your submission is a spoiler, please be considerate and put it in a spoiler tag and include what game it's from).

Submit your characters for this slate by the 24th of July.
Have fun!
 
Aaargh. I failed again.


Pokémon: Utsuho Reiuji (Touhou Chireiden ~ Subterranean Animism)
Type: Fire/Flying
Abilities: Sheer Force/Desolate Land/Nuclear Fusion (HA)
Signature Ability: Nuclear Fusion: All attacks gain a 30% chance to burn the opponent on top of pre-existing effects. User resists Water- and Ice-type moves (disregarding normal weaknesses), and is immune to Freeze. User's Fire-Type Moves become super-effective on Water-Type Pokemon, but are resisted by Steel-Type Pokemon. Solar Beam does not require a charge turn, regardless of weather.
Moves: Overheat, Flamethrower, Fire Blast, Blast Burn, Eruption, Fiery Dance, Magma Storm, Inferno, Fusion Flare, Blue Flare, Heat Wave, Tailwind, Roost, Defog, Brave Bird, Aerial Ace, Acrobatics, Beak Blast, Hell's Artificial Sun*, Earth Power, High Jump Kick, Sunsteel Strike, Solar Beam, Sky Attack, Explosion, Sunny Day, U-Turn, Flare Blitz, Focus Blast, Scald, Steam Eruption.
Signature Move: Hell's Artificial Sun- Base 90 Power, Fire-Type, Special, 100 Accuracy, 10 PP. Sets up Sunny Day if it is not already set up. Uses Utsuho's higher stat between Attack and Special Attack for damage calculation.
Signature Z-Move: Subterranean Sun- Converted from Hell's Artificial Sun via Okuunium Z. Fire-type, Base 230 Power, Special. Bypasses Accuracy Check. Sets the weather to Intense Sunlight if it is not already present, which lasts until Utsuho is switched out. Uses Utsuho's stat between Attack and Special Attack for damage calculation.
Stats: 90 HP/140 Atk/50 Def/140 SpA/50 Def/110 Spe (BST: 580)

Reasoning: Okuu is a powerful mixed attacker who utilizes both physical and special attacks in her nuclear fusion powered arsenal, and as you might have guessed, LOVES bringing the Sun out. She's a fire-type due to the sun motif and flying-type due to, well, being a bird (a hell crow to be precise), which is also why she has moves like Brave Bird, Beak Blast and Roost. She consumed the corpse of the Yatagarasu, and as such gained the power to manipulate Nuclear Fusion. As a result, she can learn pretty much every Fire, Heat and Sun-based attack there is, even moves that would normally be signature to legendaries, such as Magma Storm, Blue Flare, Sunsteel Strike and Steam Eruption. Her first appearance is as the Final Boss of Subterranean Animism.

Her Signature Ability, Nuclear Fusion, is simple in practice. Her power is known to burn things pretty badly (given how she's hurling SUNS at people), and given how she's a walking embodiment of a sun god, she resists Water and Ice attacks well (I mean, you wouldn't use water and ice to try put out a sun, would you?) but in turn her radioactive powers are kept in check by Steel-Types, who resist her fiery assaults. It also lets her fire off Solar Beam without fear of a charge time (Because come on, she's basically a walking, talking sun generator), but only when using this power. Her other two abilities revolve around either her focus on firepower over gimmicks and her associated weather in Hisoutensoku, the Scorching Sun weather. This also shows up in her Signature move and Signature Z-Move, which both set up a variant of Sunny Day. This also applies to her stats: while Okuu has a lot of HP, her defenses are poor. However, she's also very fast and hits hella hard, as befitting for one who manipulates and is powered by Nuclear Fusion. For Pokemon who appreciate the power of sunlight, you can't really go wrong with pairing them with Okuu. Speaking of suns, her signature move, Hell's Artificial Sun, and her Z-Move, Subterranean Sun, are both based on spell cards in Touhou: Subterranean Animism (In fact they're the same spell card, with Hell's Artificial Sun being used on Easy and Normal and Subterranean Sun being used on Hard and Lunatic).

However, Utsuho, like others sharing her type (see: Charizard, Moltres, Talonflame and Ho-Oh) DOES NOT like dealing with Stealth Rocks. She can clear them away with Defog but doesn't want to switch into them ever.

Example Special Attacker Moveset w/ Okuunium Z

Utsuho@Okuunium Z
Ability: Nuclear Fusion
Nature: Modest
EVs: 252 SpA, 252 Spe, 4 HP
-Hell's Artificial Sun
-Steam Eruption/Scald
-Solar Beam
-Earth Power/Focus Blast/Tailwind/Roost


Pokémon: **Yuuka Kazami** (Touhou Gensoukyou ~ Lotus Land Story)
Type: Grass
Ability: Intimidate/Pressure/Garden of the Sun (HA)
Signature Ability: Garden of the Sun- Upon being switched in, sets up Grassy Terrain and Sunny Day. (Basically Grassy Surge and Drought in a single package).
Moves: Beauties of Nature*, Master Spark (See Marisa Kirisame), Petal Blizzard, Petal Dance, Energy Ball, Frenzy Plant, Ingrain, Grassy Terrain, Sunny Day, Solar Beam, Hyper Beam, Earthquake, Stone Edge, Close Combat, Synthesis, Strength, Leech Seed, Poison Jab, Power Gem, Seed Flare, Sludge Bomb, Spiky Shield, Baneful Bunker, Sleep Powder, Poison Powder, Toxic, Stun Spore, Rototiller, Curse, Meteor Mash, Flash Cannon, Fleur Cannon, Foul Play, Sucker Punch, Play Rough, Pollen Puff, Substitute, Growth, Return.
Signature Move: Beauties of Nature- Grass-type, 90 BP. Classification based on Yuuka's higher attack stat. Sets up Grassy Terrain if it is not already set up.
Signature Z-Moves
Reflowering of Gensokyo
: Upgraded from Beauties of Nature with Yuukanium Z. Grass-type, Base 190 BP. Classification based on Yuuka's higher attack stat. If Grassy Terrain is active, consumes the Grassy Terrain to deal double damage.
Dual Spark: Upgraded from Master Spark with Yuukanium Z. Electric-type, Special. Base 120 BP. Hits twice.
Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/5 Spe (BST: 605)
Reasoning: Yuuka Kazami is a flower youkai, who first appears as the Final Boss of Lotus Land Story. The Flower Youkai part which explains her Pure Grass-typing. Her ability is the ability to manipulate flowers, which grants her pretty much every plant or flower-related move, even ones signature to a single Pokemon or line, such as Seed Flare, Fleur Cannon and Pollen Puff. It also grants her Sludge Bomb, Poison Jab, Spiky Shield and Baneful Bunker as she can manipulate flowers of all types, including poisonous ones. Her other moves as well as her stat spread (minus speed) are a note regarding how Yuuka is a very old and powerful youkai, both physically and magically and thus she learns a lot of powerful moves, such as Earthquake, Stone Edge, Close Combat, Strength, Meteor Mash, Flash Cannon, Foul Play, Sucker Punch and Play Rough. She is also often lauded as the original user of the Master Spark, which is why she is able to use it despite the fact that it is supposed to be Marisa's signature move: Marisa copied the Master Spark from Yuuka. Her actual signature move is based on one of her gauge attacks in Phantasmagoria of Flower View, and its Z-Move equivalent is the level 4 gauge attack, a Spell Card from the same game. In Lotus Land Story, she's also known to create a clone of herself to fire a second Master Spark alongside her, hence why her Z-Move upgrade for Master Spark is Dual Spark- a slightly stronger Master Spark that also hits twice. Her hidden ability is a reference to the domain she spends the most time around in Windows canon, a garden full of sunflowers (literally named the Garden of the Sun), and her normal abilities are based on Akyuu's article in Perfect Memento in Strict Sense, where she stats Yuuka has the highest threat level, which may make her come off as intimidating. However, in Touhou canon, Yuuka is the slowest playable character to date by a long shot, and as such, her base speed is absolutely abysmal. She's never going to be outspeeding anything unless you're using Trick Room, even at +6 with a Tailwind up. For reference, she speed ties with Munchlax and Shuckle. Yeah. She's that slow. If she comes out in Trick Room, though, you're basically facing something that's basically Arceus-Grass but much, MUCH faster. Needless to say, not a good time. Thankfully, it's only in Trick Room that she's so threatening. Still, 120/120/120 Bulk plus reliable recovery makes Yuuka a tough one to bring down, and she has just enough of a movepool to crush most anything that gets in her way that she's not weak to.

Here are some sample Yuuka sets.

"Genocide is a Game~" (Curse Yuuka)
Yuuka@Yuukanium Z/Leftovers
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 Atk, 4 SpD
Brave Nature
-Beauties of Nature
-Curse
-Filler
-Filler
Filler=Poison Jab/Earthquake/Stone Edge/Close Combat/Meteor Mash/Return/Play Rough/Sucker Punch/Foul Play/Baneful Bunker/Spiky Shield/Synthesis/Sleep Powder

"In a few hours, you'll become a mist of atoms~" (Specially Offensive Yuuka)
Yuuka@Yuukanium Z
Ability: Intimidate/Garden of the Sun
EVs: 252 HP, 252 SpA, 4Def/SpD
Quiet Nature
-Beauties of Nature/Seed Flare/Solar Beam (if using Garden of the Sun)
-Master Spark
-Filler
-Filler
Filler=Growth/Flash Cannon/Fleur Cannon/Sludge Bomb/Power Gem/Pollen Puff/Baneful Bunker/Spiky Shield/Stun Spore/Sleep Powder/Toxic/Leech Seed/Synthesis

"By the way, who are you?" (Tanky Yuuka)
Yuuka@Leftovers
Ability: Intimidate/Pressure/Garden of the Sun
EVs: 252 HP, the rest go into bulk as needed. Put whatever doesn't go into bulk into the preferred attacking stat.
Nature can be Sassy, Impish, Quiet or Brave depending on what you need.
-Beauties of Nature
-Synthesis
-Leech Seed
-Filler
Filler=Toxic/Stun Spore/Sleep Powder/Baneful Bunker/Spiky Shield/Grassy Terrain/Master Spark/Sludge Bomb/Stone Edge/Earthquake/Poison Jab/Foul Play/Sucker Punch/Pollen Puff/Fleur Cannon/Power Gem

Hmm... I've got one!

"I don't like sparrows. They're too bony. "


Pokémon: Yuyuko Saigyouji (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Ghost/Grass
Ability: Manipulation of Death
Signature Ability: Manipulation of Death- Every attack that hits has a 2% chance to instantly faint the target. Foes that make contact have a 1% chance of fainting immediately.
Moves: Ghastly Dream*, Shadow Ball, Energy Ball, Petal Blizzard, Shadow Sneak, Destiny Bond, Protect, Swagger, Flatter, Ingrain, Every OHKO move, Synthesis, Phantom Force, Attack Order, Defend Order, Heal Order, Crunch, Stockpile, Swallow, Spit Up, etc.
Signature Move: Ghastly Dream: Ghost-type, Base 90 Power, Special. Deals damage based on Yuyuko's higher attack stat. Has a 2% chance to instantly faint the target.
Signature Z-Move: Saigyouji Flawless Nirvana- Ghost-type, Status. Upgraded from Ghastly Dream via the Yuyukonium Z. Instantly faints the target. Affects Normal-type Pokemon.
Stats: 110 HP/110 Atk/110 Def/120 SpA/110 SpD/30 Spe (590 BST)
Reasoning: Yuyuko Saigyouji first appears as the Final Boss of Perfect Cherry Blossom. She's a ghost who shares the same power as the Saigyou Ayakashi, a youkai tree, and is mostly associated with Cherry Blossoms (hence the Ghost/Grass-typing). However, her Ability and Signature Move/Z-Move are a direct reference to her ability in Touhou canon: The ability to cause things to die. Since OHKO moves are banned in OU, this means that Yuyuko is automatically Ubers since, given her ability, this turns ALL of her attacks into potential OHKO moves, albeit at a very low chance (Ghastly Dream, her signature has the highest non-100% rate which is 5% total). Her Z-Move is based on her Last Word from Imperishable Night, which is said to be the incarnation of her ability. Thus it only seemed fitting to make it a guaranteed OHKO and one of the main reasons to use Yuyuko: If she can get a chance to fire her Z-Move off, that is one target immediately gone from the battle. Her other moves are standard ghost- and grass- fare, save for a few. Yuyuko's projectiles often take the form of spectral butterflies, hence why she also has access to Attack Order, Defend Order and Heal Order. Lastly, Yuyuko is known for her immense appetite, hence Stockpile, Swallow and Spit Up.

Playing against Yuyuko is a risky affair because even if a 'counter' switches in, there's a chance, however small, that her ability might just pop up and ruin whatever your would-be Yuyuko counter would attempt by promptly saying 'WELCOME TO DIE!', before promptly, well, killing them. Remember, people die if they are killed. That and a predicted switch could result in a Saigyouji Flawless Nirvana to the face and... yeah. They still die.

Her stats are a bit different though. In the games, Yuyuko is often depicted as slow-moving, but has wide range coverage and, in the fighting games, good options for any situation, so her stats save for Speed are all very high and well-rounded. However, she's not as slow as Yuuka (but this may or may not be a good thing for Trick Room, and given she's still only Base 30 speed...). That being said, she did later appear as a Stage 1 Boss in Ten Desires... :psyduck:

Okay, and that should be everything- oh geez she's fooling around agai- *gap*

"shooting, cutting, stabbing, hitting, killing... it's all useless against me."


Pokémon: Yukari Yakumo (Touhou Youyoumu ~ Perfect Cherry Blossom)
Type: Psychic/Ghost
Ability: Boundary of Weakness and Resistance
Signature Ability: Boundary of Weakness and Resistance- Yukari resists all types one step further, and all types of attacks she uses are resisted one step less (so from neutral damage, she would take damage as if she resisted it, and deal out super effective damage). This ability cannot be disabled, copied or removed from Yukari by any means, nor can it be ignored.
Moves: Hyperspace Hole, Hyperspace Fury, Dark Pulse, Dazzling Gleam, Boomburst, Flamethrower, Ice Beam, Thunderbolt, Sacred Fire, Icicle Crash, Zing Zap, Sacred Fire, Boundary of Wave and Particle*, Recover, Taunt, Substitute, Torment, Memento, Healing Wish, Quiver Dance, Dragon Dance, Attack Order, Defend Order, Heal Order, Swords Dance, Agility, Tailwind, and oh so many more moves. Let's just say she gets usable physical and special moves of every single type, every entry hazard, and most setup moves. Also every single TM/HM and Tutor move.
Signature Move: Boundary of Wave and Particle- Psychic-type, Special, 100 Base Power. Calculates damage based on Yukari's higher attack stat and targets the enemy's lower defense stat.
Stats: 150 HP/150 Atk/150 Def/150 SpA/150 SpD/60 Spe (BST: 810)
Reasoning: And since I have to be strange, here's a submission that says "Screw Ubers! I'm going straight to Anything Goes!". Yukari Yakumo, the Youkai who lurks in Boundaries, first shows up as the Phantasm Boss (The Phantasm stage can only be accessed after defeating the Extra Boss, who themselves cannot be fought without defeating the Final Boss) of Perfect Cherry Blossom. As you may have guessed from her Stat Spread and ability, Yukari is pretty faithful to how she is in Touhou Canon: completely and utterly unfair, even amongst Uber Standards. Not only is her only stat below base 150 her Speed, but she has a supremely broken ability that basically means if you're not hitting her with Ghost- or Dark-type moves, you aren't breaking through Yukari, period, and she'll pretty much always be hitting for a quad weakness. Even the dreaded tier crusher itself would be hard pressed to stop the Boundary Youkai. I mean, I ran the math and this is what I got:

+1 252+ Atk Life Orb Rayquaza-Mega Dragon Ascent vs. 252 HP / 252 Def Yukari: 104-123 (20.6 - 24.4%) -- guaranteed 5HKO

Yes, the dreaded Life Orb Mega Rayquaza Dragon Ascent with a Dragon Dance up doesn't even reach 4HKO levels on a Neutral Nature Yukari. That alone should tell you how utterly busted she is. Even Dawn Wings Necrozma's Moongeist Beam, the hardest-hitting move against it, doesn't quite manage an OHKO if Yukari's invested into Special Defense. (and these calcs were both on Neutral Natures).

252 SpA Necrozma-Dawn-Wings Moongeist Beam vs. 252 HP / 252 SpD Yukari: 330-390 (65.4 - 77.3%) -- guaranteed 2HKO after hail damage

On top of this, her moveset is top class, getting good offensive moves of every type in the game, meaning she can build to beat up pretty much anything. She's also a master of setup, which given her scheming nature and often being well-suited to the role of 'Mastermind' is obviously no big surprise. Her typing is the same as Hoopa's due to the similar portal-based powers (Although Yukari's go far beyond that). On top of all of that is her stupidly good signature move, Boundary of Wave and Particle, which is basically Psystrike but even better. She doesn't get a signature Z-Move, but she doesn't need one.

Realistically, there are only a few Pokemon right now that could concievably check Yukari. Dawn Wings Necrozma is the best bet, but if it can't take Yukari down in one hit, she WILL respond with a super effective hit which will deal grievous damage to it. God forbid she uses Hyperspace Fury or Dark Pulse, which combined with Yukari's ability, will do EIGHT TIMES DAMAGE to Dawn Wings Necrozma and let me tell you... Dawn Wings Necrozma ain't surviving that. Bare in mind, the math run on this was with 0 attack investment. Lunala is in a similar boat. Even Shadow Shield will not save Lunala from being OHKOed by Hyperspace Fury or Dark Pulse. Same goes for Marshadow, Darkrai, Arceus-Ghost, Giratina, Yveltal, Aegislash and Mega Gengar. There are a lot of checks to Yukari but no real counters to her, because she could be running most anything. There is a reason she's the most famous of the Youkai sages of Gensokyo, and she will be very happy to remind people as to why she deserves that title. Even gods quake in fear of the boundary youkai.
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus

From Donkey Kong Country: Tropical Freeze
Pokémon: *Lord Fredrik*
Type: Ice/Dark
Ability: Snow Warning / Thick Fat / Mountain Call*
Mountain Call: Turns all sound based moves to Ice Type
Moves: Ice Hammer, Superpower, Knock Off, Strength, Blizzard, Ice Beam, Frost Breath, Freeze Dry, Boomburst, Hyper Voice, Uproar, Double Edge, Megahorn, Pursuit, Icicle Crash, Ice Punch, Psychic, Dark Pulse, Bounce, Telekinesis, Bulk Up
Z-Move: Winter Dragon Blitz - Ice, Physical, 190 BP | 30% freeze chance. | Move: Icicle Crash | Z-Crystal: Fredrium Z
Stats: 120 HP / 155 Atk / 110 Def / 130 SpA / 90 SpD / 75 Spe | 680 BST

Lord Fredrik is the big bad of the video game Donkey Kong tropical Freeze. His typing Reflects his use of ice abilities and his menacing demeanor / appearance. Snow Warning is due to him summoning a snowstorm to freeze DK's island. Thick Fat is self explanatory. Mountain Call references him using his horn to shoot ice attacks (and later Ice Dragons). Superpower, Strength and Ice Hammer all reference his acts of great strength ingame, the various Ice type attacks reference his affinity for manipulating cold and Boomburst, Uproar and Hyper Voice both are inspired by his frequent horn usage. Bounce comes from his high jumping ability and Psychic / Telekinesis showcases his own telekinesis.



From the Sly Cooper series
Easily Uber
Pokémon: *Clockwerk*
Type: Flying/Steel
Ability: Regenerator / Heatproof
Moves: Brave Bird, Steel Wing, Metal Claw, Iron Head, Hurricane, Air Slash, Thunder(bolt), Sludge Bomb, Poison Gas, Plasma Launcher*, Roost, Flash Cannon, Air Slash, Feather Dance, Lava Plume, Hypnosis, Defog, Refresh, Nasty Plot
Plasma Launcher: Steel, Special, 95 BP, 90% Acc, 8 PP | 50% chance to lower opponent's SpD
Z-Move: Clockwerk's Death Ray - Steel, Special, 185 BP | Hits Steel types super effectively. | Move: Plasma Launcher | Z-Crystal: Clockwerkium Z
Stats: 150 HP / 90 Atk / 120 Def / 135 SpA / 80 SpD / 105 Spe | 680 BST

Clockwerk's main selling point was his sheer will (and later self repairing mechanical body) that has kept him alive for millennia. Hence his ability Regenerator. Heatproof makes sense as one of his notable feats was that he once survived falling into a volcano. His very high HP and defense comes from his longevity and his resilience to common physical threats. Movepool wise his STABs attacks tie into the various ways that which he attack foes and make sense flavourwise. His coverage moves represent his vast array of attacks and torture mechanisms he has in place. Thunderbolt / Thunder deal with his Electrical Ring Launcher, Sludge Bomb / Poison Gas deals with his Gas Chamber, Lava Plume with his Lava Monster army he controls, Hypnosis from his mechanical eyes that can entrance foes and Plasma Launcher referencing his, well, Plasma Launcher. Nasty Plot deals with his extremely conniving personality, and the various death traps and torture techniques the thinks up.


Also how many of these can we do?
 
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G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Also I gotta ask, are any of the submissions from V2 carried over? Is it just the busted ones that are restricted not allowed to be subbed?
I wanna know if Mario is a legal submission.

And since some of these subs are gonna be dropped in "Ubers", why were those mons banned, instead of getting said treatment?
 

Pokemon: **Emperor Bulblax** (Pikmin)
Type:

Ability: Emperor's Appetite - The Pokemon recovers 25% of the damage dealt by its direct attacks, 50% if the attack knocks out the target.
Signature Move: Sticky Tongue -
|
| 120 BP | 90 Acc | 10 PP | Z-move: 190 BP Savage Spin-Out | All adjacent foes | User recovers 50% of the damage taken by those hit. 30% chance to lower the Spe of those hit by 1 stage. Makes contact.
Stats: 150 / 150 / 130 / 75 / 110 / 55 | BST: 670
Moves: Head Smash, Rock Polish, Rock Slide, Rock Tomb, Sandstorm, Smack Down, Stealth Rock, Stone Edge, Bug Bite, First Impression, Lunge, Bulldoze, Earth Power, Earthquake, High Horsepower, Shore Up, Stomping Tantrum, Crunch, Payback, Outrage, Bounce, Body Slam, Boomburst, Camouflage, Hyper Voice, Noble Roar, Roar, Uproar, Yawn, Zen Headbutt, Toxic
Reasoning: The boss of Pikmin, the Emperor Bulblax has a ton of hitpoints and bulk with powerful attack and low speed. Its ability and signature move refer to its constant devouring of Pikmin, and eating food is usually associated with recovery. Its typing comes from it ultimately being a buglike creature in the Pikmin universe, and it has a hard, protective shell on its back that keeps Pikmin from attacking it from the back.
Sample Moveset:
Emperor Bulblax @ Leftovers
Ability: Emperor's Appetite
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Sticky Tongue
- Stone Edge
- Earthquake
- Shore Up



Pokemon: **Titan Dweevil** (Pikmin 2)
Type:
/

Ability: Titan Weaponry - The Pokemon's Fire, Water, Electric, and Poison type attacks deal 30% more damage.
Signature Moves:
Flare Cannon -
|
| 100 BP | 90 Acc | 10 PP | Z-move: 180 BP Inferno Overdrive | All adjacent foes | 20% chance to burn.
Shock Therapist -
|
| 100 BP | 90 Acc | 10 PP | Z-move: 180 BP Gigavolt Havoc | All adjacent foes | 20% chance to paralyze.
Monster Pump -
|
| 100 BP | 90 Acc | 10 PP | Z-move: 180 BP Hydro Vortex | All adjacent foes | 20% chance to lower Atk by 1 stage.
Comedy Bomb -
|
| 100 BP | 90 Acc | 10 PP | Z-move: 180 BP Acid Downpour | All adjacent foes | 20% chance to poison.
Stats: 120 / 80 / 120 / 150 / 120 / 80 | BST: 670
Moves: Bug Buzz, Struggle Bug, Autotomize, Flash Cannon, Mirror Shot, Flamethrower, Will-O-Wisp, Discharge, Electroweb, Thunderbolt, Thunder Wave, Surf, Water Sport, Sludge Bomb, Toxic, Stealth Rock, Spikes, Toxic Spikes, Work Up
Reasoning: The Titan Dweevil is the boss of Pikmin 2, and it has high bulk and special attack for its weapons. Its ability refers to the four weapons it uses in battle. Its typing is because it's a bug covered with its metal weapons like armor. Its signature moves are each of its weapons.
Sample Moveset:
Titan Dweevil @ Life Orb
Ability: Titan Weaponry
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Flare Cannon
- Shock Therapist
- Monster Pump
- Flash Cannon



Pokemon: **Plasm Wraith** (Pikmin 3)
Type:

Ability: Plasmic Gold - This Pokemon recovers 1/8th of its max hitpoints at the end of every turn it is out.
Signature Move: Wraith Skewer -
|
| 90 BP | 100 Acc | 15 PP | Z-move: 175 BP Never-Ending Nightmare | Selected target | User recovers half of the damage taken by the target. Makes contact.
Stats: 200 / 110 / 80 / 100 / 80 / 100 | BST: 670
Moves: Confuse Ray, Curse, Grudge, Hex, Night Shade, Shadow Ball, Shadow Claw, Autotomize, Flash Cannon, Heavy Slam, Iron Head, Metal Burst, Fire Blast, Fire Lash, Flamethrower, Will-O-Wisp, Hydro Pump, Liquidation, Surf, Whirlpool, Discharge, Thunder, Thunder Wave, Thunderbolt, Zing Zap, Air Slash, Fly, Hurricane, Toxic
Reasoning: The Plasm Wraith has extremely high bulk which reflects how difficult it is to take down in Pikmin 3. It's actually a mass of cells but it appears to be a sentient blob of liquid gold with unknown motives, hence its typing. Its ability refers to the way it recovers health after attacking if left alone for a period of time, by reabsorbing shed parts of its body. Its signature move is based on its main attack.
Sample Moveset:
Plasm Wraith @ Leftovers
Ability: Plasmic Gold
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Wraith Skewer
- Iron Head / Metal Burst
- Will-O-Wisp
- Toxic / Thunder Wave



Pokemon: **Berserk Leech Hydroe** (Hey! Pikmin)
Type:
Rooted Forme -

Unrooted Forme -

Ability: Berserker Mutant - The Pokemon's moves that match its secondary type deal 30% more damage. When this Pokemon's HP becomes half or less, it changes to Unrooted Forme.
Signature Move: Poison Laser -
|
| 120 BP | 95 Acc | 5 PP | Z-move: 190 BP Acid Downpour | Selected target | 50% chance to badly poison. High critical hit ratio.
Stats:
Rooted Forme - 100 / 120 / 90 / 120 / 90 / 80 | BST: 600
Unrooted Forme - 100 / 140 / 100 / 140 / 100 / 90 | BST: 670
Moves: Acid Spray, Clear Smog, Gastro Acid, Gunk Shot, Poison Fang, Sludge Bomb, Sludge Wave, Toxic, Toxic Spikes, Venom Drench, Venoshock, Energy Ball, Giga Drain, Grass Knot, Growth, Ingrain, Leaf Blade, Leaf Storm, Leech Seed, Petal Whip, Solar Beam, Solar Blade, Strength Sap, Synthesis, Aerial Ace, Air Slash, Defog, Fly, Hurricane, Pluck, Tailwind, Crunch, Dark Pulse, Taunt, Dragon Pulse, Outrage, Bulldoze, Earth Power, Earthquake, Psychic Fangs
Reasoning: While the Berserk Leech Hydroe has three forms in its game, it has two formes here because two of those forms are similar. Its typing comes from being a poison-spitting plant, while in its last form it sprouts wings and flies around. Its ability allows it to switch into its Unrooted forme after losing too much health, similar to in its game. Its signature move is one of its attacks in its flying form. Its stats portray it as an offense-oriented boss.
Sample Moveset:
Berserk Leech Hydroe @ Life Orb
Ability: Berserker Mutant
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Poison Laser
- Hurricane
- Earth Power
- Strength Sap / Giga Drain / Toxic Spikes
 
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Also I gotta ask, are any of the submissions from V2 carried over? Is it just the busted ones that are restricted not allowed to be subbed?
I wanna know if Mario is a legal submission.

And since some of these subs are gonna be dropped in "Ubers", why were those mons banned, instead of getting said treatment?
I'm not sure what you mean by carried over from V2 but only the characters on the front page of this thread are restricted since they were submitted in the same format. Other submissions from V1 were under a different format and are fair game here.

All other submissions should aim to be OU which should be a factor when voting too. Mario is fair game but only characters who are final bosses can be 'Ubers' and only for this slate. Hope this answers your questions.
 
All other submissions should aim to be OU which should be a factor when voting too. Mario is fair game but only characters who are final bosses can be 'Ubers' and only for this slate. Hope this answers your questions.
This is A. stupid and B. contradicted by the literal first slate of the mod
 
Just saying that the idea of Ubers submissions in general is dumb. A lot of the issues with things that put them into Ubers can easily be solved with stat nerfs.
 

Pokémon: **Super Dimentio**
Type: Psychic/Dark
Ability: Dimensional Mastery (It's basically Persistent from CAP)
Stats: 200/144/64/128/96/48 [BST 680]
Some Moves: Psyshock, Hyperspace Hole, Confuse Ray, Incinerate, Attack Order, Hammer Arm, Bounce, Body Slam, Stomp, Mega Punch, Psychic, Wonder Room, Magic Room, Trick Room, Zen Headbutt, Dark Pulse, Knock Off, Brutal Swing, Light Screen, Reflect, Safeguard, Protect
Reasoning: I chose Psychic due to Dimentio's magic and mastery over dimensions, which also gives him Hyperspace Hole and the Room moves. He gets the Dark-typing because Dimentio turns out to be quite unhinged, willing to end the universe and remake it in his image, not to mention the Chaos Heart. The platforms during his fight will attempt to attack Mario, so he gets Attack Order. Psychic, Zen Headbutt, Dark Pulse, and Knock Off are mandatory STABs (Brutal Swing may or may not count too), Psyshock comes from Dimentio's normal attack in previous battles, Confuse Ray is a reference to how he turned Fracktail against Mario, Hyperspace Hole is basically Dimentio's dimension mastery at hand, and Incinerate and Dual Screens are from one of his attacks, which involves creating a box around the target and setting it ablaze. Protect and Safeguard are from how after Super Dimentio's body is created, you can't harm him. The rest of the moves are from Super Dimentio's attacks. HP is 200, taken directly from his HP. (You fight Dimentio in his normal form the chapter before, where he has 80HP) The rest of his stats are from multiples of 16, all but Attack being either Powers of 2 or such numbers multiplied by 3, Attack being adjusted to fit. You're likely to deal lots of damage to Super Dimentio, but he has a rather high 4 Defense in-game (The highest you'll see is 10 in an optional dungeon, which also happens to be the hardest in the game). Due to his magical expertise, SpD exceeds Defense. Attack exceeds SpA because Super Dimentio uses more physical attacks than Special.

Pokémon: **The Devil**
Type: Dark
Ability: Pressure, Unnerve, Moxie [HA]
Stats: 110/150/110/100/110/90 [BST 670]
New Move: Chip of Greed (90BP Dark-type move. Physical, but doesn't make contact. 20% chance to inflict Confusion.) (The user summons a giant Poker Chip to land on the target.)
Some Moves: Assurance, Foul Play, Taunt, Dark Pulse, Feint Attack, Will-O-Wisp, Embargo, Outrage, Fake Out, Attack Order, Bug Bite, Knock Off, Shadow Ball, Swagger, Dream Eater, Mean Look
Reasoning: The Devil is Mono-Dark because Dark suits him VERY well (1. He's the Devil, and 2. He owns the very casino that Cuphead and Mugman gambled at), and I can't think of any other type that could fit him. He gets Taunt and Swagger due to defeating Cuphead at the casino. Assurance, Knock Off, and Embargo are from how he tries to take the contracts from Cuphead right before his boss fight. Foul Play might align with him trying to get Cuphead and Mugman to join forces with him, and Dark Pulse is mandatory STAB. Will-O-Wisp is from the flames he summons at times during the fight, one being pink and the rest being blue. Outrage is from how you don't want to get on his bad side... And is the Dragon-type attack to represent one of his attacks, where he partially transforms into a dragon. Fake Out's Japanese name is Slap Hands, which is exactly what he does in another of his attacks, which gives him goat horns on top of that. His minions join in on the fight, giving him Attack Order. Bug Bite is from how his head can transform into a Spider temporarily during one of his attacks, which then attacks Cuphead and Mugman. With Mean Look, the opening for his battle shows his eye depicting a cup getting smashed... Showing that he wants to take Cuphead down. Unnerve is from how he's the Devil and all, and the other two are from how he owns a casino and all and, again, he won against Cuphead. I went for a stat spread that leans towards physical by virtue of his physical movepool, with a lesser emphasis on Speed because of his second phase. His BST is 670, which is basically 666 rounded to the nearest multiple of 10.
 
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"Enjoy your destruction."
Pokémon: Star Dream
Type: Steel/Psychic
Type (as -Soul OS): Steel/Ghost
Ability: Levitate / Soul-Heart (hidden)
Ability (as -Soul OS): Soul 0 System*
*Psychic-type moves become Ghost-type moves and have 1.2x power. Immune to Ghost. If defeated as Star Dream-Soul OS-Star, returns to full health as Star Dream-Soul OS-Heart.
Stats: 120/100/120/150/90/100 (680)
Stats (Access Ark): 120/130/140/130/110/70 (700)
Stats (Clockwork Star): 120/120/120/160/110/90 (720)
Stats (Soul OS): 120/130/140/180/90/120 (780)
Stats (Soul OS-Ark): 120/160/160/160/130/70 (800)
Stats (Soul OS-Star): 120/140/140/200/130/90 (820)
Stats (Soul OS-Heart): 60/140/70/200/60/110 (640)
(Base, Ark and Star can be selected out of battle. If holding Soul Orb, they change to their respective Soul OS form upon entry, like a Primal Reversion. Star Dream-Soul OS-Star turns into Star Dream-Soul OS-Heart as controlled by Soul 0 System.)
Notable Moves: Doom Desire, Flash Cannon, Psychic, Psyshock, Thunderbolt, Thunder, Iron Head, Stone Edge, Rock Slide, Draco Meteor, Earthquake, Flare Blitz, Flamethrower, Fire Blast, Rapid Spin
Star Dream @ Life Orb
Ability: Soul-Heart
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Psyshock
- Thunderbolt
- Fire Blast / Doom Desire

Star Dream-Star @ Soul Orb
Abilty: Soul 0 System
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Flash Cannon
- Psyshock
- Doom Desire
- Rapid Spin

Reasoning: Steel is because it's a supercomputer and it makes other machines. Psychic is because it's a supercomputer that can rewrite reality to grant wishes. Levitate is because it floats in combat. Soul-Heart is because it can absorb souls (as Haltmann can attest to) and has a heart motif. Steel/Ghost for Soul OS, because, you know, soul. Soul 0 System (named after one of Star Dream's boss themes) ties into that. All the forms (and their stats to an extent) are based on Star Dream's forms from Kirby: Planet Robobot. Most of its moves are based on its attacks as a boss, though Thunder(bolt) is from a cutscene, Earthquake is just common on big 'mons, and Flamethrower and Fire Blast are because it felt wrong to give it Flare Blitz but not those.

RESUBS

"I'll remember this!"
Pokémon: Bowser
Type: Fire/Dark
Ability: Intimidate / Regenerator
Stats: 120/130/130/100/70/50 (600)
Notable Moves: Fireball*, Knock Off, Earthquake, Rapid Spin, Recover, Will-o-Wisp, Flare Blitz, Crunch, Shell Smash, Flamethrower, Fire Blast, Overheat, Lava Plume, Dark Pulse, Flame Charge, Dragon Dance, Dragon Claw, Roar, Taunt, Thunderbolt, Thunder, Thunder Wave, Gyro Ball, Dragon Tail, Iron Tail, Iron Head, Thunder Punch, Outrage, Dragon Pulse, Superpower
Fireball: Physical Fire-Type, 85 BP, 15 PP. 100% Accuracy 10% chance to burn
King of Vests (Bowser) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fireball
- Knock Off
- Earthquake
- Rapid Spin

Wallser (Bowser) @ Leftovers
Ability: Intimidate / Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Will-o-Wisp
- Rapid Spin
- Knock Off

Parting Shot (Bowser) @ Figy Berry / Darkium Z
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Parting Shot
- Knock Off
- Fireball
- Rapid Spin / Earthquake

Rampager (Bowser) @ White Herb / Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Fireball / Flare Blitz
- Knock Off / Crunch
- Earthquake

Reasoning: I tried to make Bowser versatile, given the amount of roles he's filled and powers he's had in his home series Bowser is associated with fire in almost every appearance, so that should be self-explanatory. Being the Great Demon King of the Turtle Tribe (no really that's his actual title), he can fit right in as a Dark-type.
Bowser is oft feared by others, hence Intimidate. Bowser has a tendency to survive and bounce back from ridiculous fates, hence Regenerator, as well as his great physical bulk. Bowser is known for his power, hence his high Attack, but he's also a good enough sorcerer to justify good Special Attack. And while Bowser can run fast and jump high, he's not awfully fast as a combatant, hence low Speed.
Fireball comes from the typical shape of Bowser's fire breath in 2D games (and also the need to have a reliable physical fire STAB). Knock Off is mostly just Dark STAB, but Bowser DOES knock off Mario's cap in the intro to Super Mario Odyssey. Bowser can create Earthquakes when he uses a Ground Pound in certain titles. Bowser can also spin around in his shell, hence Rapid Spin (and Gyro Ball). Parting Shot comes from Bowser, well, making parting threats. ("I'll remember this!") Will-o-Wisp because fire and also a sorcerer. Crunch comes from Bowser biting people sometimes. Shell Smash is common on turtle Pokémon, and while Bowser doesn't exactly smash his shell ever, the idea of him abandoning reason and going apeshit still rings true.
Again, fire powers.
Bowser has draconic features, more than enough to learn a few Dragon moves.
Bowser can roar.
Bowser taunts people.
He also displayed lightning powers in Super Mario Galaxy
Bowser has a tail, and can headbutt people.
Bowser is strongk.

"My beauty rivals the divine... and my power will crush all that you hold dear!"
Pokémon: Queen Sectonia (from Kirby)
Type: Fairy/Bug
Type (w/ Dreamstalk): Fairy/Grass
Type (as Soul of Sectonia): Fairy/Ghost
Ability: Pressure / Queen of the Sky* (Hidden)
*Queen of the Sky: Halves damage from Flying moves, and ignores the resistances (but not weaknesses or immunities) of the Flying type when attacking
Ability (as Soul of Sectonia): Wilted Soul*
*Wilted Soul: If Sectonia-Soul or Sectonia-Soul-Decapitated, Grass-type moves become Ghost-type and have 1.2x power. In addition, if Sectonia-Soul, after being KOed, revives as Sectonia-Soul-Decapitated.
Stats: 80/130/80/130/80/120 (620)
Stats (-Dreamstalk): 120/150/100/150/100/60 (680)
Stats (-Soul): 120/180/120/180/120/60 (780)
Stats (-Soul-Decapitated): 40/180/40/180/40/140 (620)
(Standard or Dreamstalk can be selected out of battle. When switched in with Soul Stone, Sectonia-Dreamstalk turns into Sectonia-Soul. Sectonia-Soul transforms into Sectonia-Soul-Decapitated as controlled by its ability.)
Notable Moves: Sectra Blade*, Moonblast, X-Scissor, Signal Beam, Thunderbolt, Thunder, Shadow Ball, U-Turn, Roost, Stone Edge, Power Gem, Stealth Rock, Defog, Sacred Sword, Flash Cannon, Leaf Blade, Petal Blizzard, Power Whip, Energy Ball, Wild Charge,
*Sectra Blade: Physical Fairy-type, 95 BP, 100% Accuracy, 15/24 PP. 20% chance to lower target's Defense by 1.
Sectonia @ Life Orb
Ability: Queen of the Sky
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sectra Blade
- X-Scissor
- Sacred Sword
- Wild Charge

Sectonia-Dreamstalk @ Leftovers
Ability: Queen of the Sky
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Moonblast
- Thunderbolt
- Roost
- Signal Beam / Stealth Rock

Sectonia-Soul @ Soul Stone
Ability: Wilted Soul
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Leaf Blade
- Sacred Sword
- Sectra Blade
- U-Turn

Reasoning: Standard is for OU, Dreamstalk is for Ubers, Soul might be fine in Ubers but is mostly just for fun. Primary Fairy because she's fairy-like, and she rules over the People of the Sky, who are almost identical to Kirby-verse fairies. Bug in base form because she's a wasp, Grass when merged with the Dreamstalk because she's a flower, and Ghost as Soul of Sectonia because she's fucking dead. Queen Sectonia in her first fight and Soul of Sectonia after ripping its head off are both pretty fast, hence their high speed. Meanwhile, Queen Sectonia in her second fight and Soul of Sectonia's first phase are both literally stuck in the ground, hence their low speed. Attack and Special Attack are even because Sectonia uses her strength and magic equally proficiently. Queen of the Sky is named for the fact that she rules Floralia, which resides high in the sky, and its properties reflect both that and the fact that she managed to get the upper hand against Kirby (!), who's Flying-type in this mod. Wilted Soul is because, well Soul of Sectonia is an undead flower, so it turns Grass moves into Ghost moves, and its form change is because of Soul of Sectonia detaching its head from its body after its first phase is beaten. Her moves are either common STABs or originate from her boss fights. Sectra Blade is because in all her forms, she always uses a way to cut people (her rapiers, sharp petals and flowers that turn into swords somehow, and the Kirby soul superboss special, Quad Cutter), and also she needed a physical Fairy STAB and Play Rough just doesn't fit.
 

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