Crossover Chaos V2: Slate 44 - Halloween

This is my first post here so please let me know if the balance of these is out of wack.

Pokemon: Link
Type: Fighting/Steel
Abilities: Justified / Defiant / Divine Courage*
*Divine Courage - Increases Atk and Def by 1 stage when HP falls below 50%
Signature Moves:
Song of Time - two turns after this move is used, the pokemon currently in battle gains +1 Speed, +1 Atk, and +1 SpA | 5-8 PP | Z-effect: +1 Spe
Song of Storms - Summons both Rain and Tailwind, fails if either effect is already active | 5-8 PP | Z-effect: +1 Atk
Stats: 80/125/95/70/80/105 (BST: 540)
Moves: Sacred Sword, King's Shield, Thousand Arrows, Smart Strike, Swords Dance, Milk Drink, Slash, Night Slash, Leaf Blade, Bonemerang, Spikes, Sunny Day, Rain Dance, Fire Spin, Teleport
Reasoning: Link, the hero from the Zelda series. Courage is considered the foundation of his power, hence the custom ability Divine Courage. The other abilities also support the idea of a courageous, honorable warrior. Fighting/Steel because he studies martial arts (swordsmanship) and attacks with steel weapons. The Song of Time and Song of Storms are two magical songs from the game Ocarina of Time which have various ill-defined powers related to their respective titles. The moves all relate to various weapons and items that he uses in the games ( sword, shield, bow, bomerang, traps, milk ) or the powers of magical songs ( weather changing, teleportation ).



Pokemon: Zelda
Type: Psychic/Fairy
Abilities: Serene Grace / Magic Guard / Divine Wisdom*
*Divine Wisdom - SpD increases every time this pokemon takes an attack.
Signature Move:
Song of Time - two turns after this move is used, the pokemon currently in battle gains +1 Speed, +1 Atk, and +1 SpA | 5-8 PP | Z-effect: +1 Spe
Light Arrow - 95 BP Special Fairy-type move 100% acc. - weakens the power of Dark-type moves for 5 turns ( modified Water Sport effect )
Stats: 65/55/85/110/115/110(BST: 540)
Moves: Psychic, Future Sight, Psyshock, Aura Sphere, Focus Blast, Surf, Hydro Pump, Ice Beam, Blizzard, Calm Mind, Agility, Morning Sun, Wish, Protect, Healing Wish, Reflect, Light Screen, Safeguard, Trick Room, Imprison
Reasoning: Zelda, the titular princess of the Zelda series. The women of her bloodline can be imbued with the spirit of the goddess of time, and wisdom is her defining trait, hence the custom ability Divine Wisdom. She learns Song of Time as well as Link because she is the one who teaches it to him. Light Arrow is an ability granted by the goddess of time that she tends to gain upon realizing her full potential, and is often specifically required to defeat the main antagonist of the series, Ganondorf. The movepool is based on her magical abilities in many of the games; protective barriers, illusions, and occasionally generic energy beams based around light and auras. The water and ice moves are based on the elements that associate with Wisdom in the series.



Pokemon: Ganondorf
Human forme:
Type: Dark/Ground
Abilities: Dark Aura / Shadow Shield / Divine Power*
*Divine Power - This pokemon's attacks deal an additional 1/16 of the target's HP after the initial hit.
Stats: 95/120/85/125/95/80 (BST: 600)
Dark Beast forme:
Type: Dark/Fire
Abilities: Burning Hatred*
All pokemon on the field lose 1/16 of their HP multiplied by their resistance or weakness to fire at the end of each turn.
Stats: 145/150/105/125/95/80 (BST: 700)
Signature Move: Demon's Curse - 75 BP Physical Dark-type move | 20% chance to lower target's Def | If the user is below 2/3 HP, it transforms into Dark Beast forme. | 10-16 PP
Moves: Nasty Plot, Knock Off, Throat Chop, Payback, Pursuit, Night Slash, Dark Pulse, Taunt, Earthquake, Earth Power, Flamethrower, Fire Blast, Flare Blitz, Flame Charge, Blaze Kick, Rock Slide, Stone Edge, Superpower, Substitute, Electro Ball,
Reasoning: "My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death."

The main antagonist of the Zelda series, Ganondorf is the reincarnation of a demon who cursed the descendants of Link and Zelda with a vow of undying vengeance. The Dark typing represents evil (original I know) while the Ground typing represents the desert he hails from. This actually grants a nice set of weaknesses and resistances based on the lore, with him being weak to forest elements representing courage ( Grass and Fairy ), as well as elements representing wisdom ( Water and Ice ) and the move Sacred Sword. He also resists elements associated with the desert ( electric and ghost (spirit)). His stats are also symbolic of how he values power above all else, as he has a much higher BST than Link or Zelda despite having an arguably less powerful spread. Ganondorf frequently turns into some kind of boar monster when battling Link, which is why the forme change was included.
 
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Pokemon: Propeller Knight (Shovel Knight)
Type: Flying
Abilities: Limber / Aerilate / Steelworker
Signature Move: Foil Flourish (Steel / Physical / 16 pp / 80 bp / Individual 50% chances to raise Attack and Speed.)
Stats: 60 / 115 / 70 / 105 / 85 / 130 | BST: 575
Moves: Fake Out, Return, Iron Head, Aerial Ace, Acrobatics, Sacred Sword, Power Whip
Reasoning: Flying type because he flies. Limber because he has to be Limber and flexible to fly around and do fencing all the time. Aerilate is because he's a mostly normal knight, but uses a propeller to do stuff and fight. Steelworker is because he's a fencer, same reason for his signature move but that also includes hid show-off personality by raising stats. Propeller Knight is very fast with decent mixed attacking stats but low bulk.
 
"Those bejeweled hearts will be mine!"
Pokémon: Daroach
Type: Ice/Dark
Ability: Levitate
Stats: 80/110/80/130/80/120 (600)
Stats (as Dark Daroach): 80/130/110/150/110/120 (700)
(Daroach turns into Dark Daroach when holding Dark Treasure Chest, similarly to a Primal Reversion.)
Notable Moves: Ice Beam, Dark Pulse, Fire Blast, Earth Power, Tri Attack, Flash Cannon
Daroach @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Dark Pulse
- Fire Blast
- Earth Power

Reasoning: Ice-type because he uses an ice attack, is first fought in an ice level in Kirby Squeak Squad, and is classified as ice-elemental in Kirby Star Allies' Friend Star segments. Dark-type because he's a thief. Levitate is because he levitate in Kirby Squeak Squad. He's a fast special attacker because he mostly uses magic and because he teleports around like crazy. His moves are based off his attacks - Ice Beam - and more loosely Dark Pulse and Flash Cannon - off his ice laser, Fire Blast and Earth Power off his bomb (more specifically the Dark Daroach version), and Tri Attack off his Triple Star Cane. Dark Daroach is based off his second battle in Kirby Squeak Squad, where he's possessed by Dark Nebula, taking on a darker appearance and becoming more powerful (and also less importantly becoming brainwashed).


"..."
Pokémon: Dark Meta Knight
Type: Dark/Steel
Ability: Intimidate / Knightmare*
*see Meta Knight
Stats: 70/130/70/120/70/140 (600)
Notable Moves: Mach Tornado*, Blade Burst**, Triple Crescent Slash***, all non-signature slashing moves, Swords Dance, Smart Strike, Rapid Spin
*see Meta Knight
**Blade Burst: Physical Steel-type, 100 BP, 100% Accuracy, 15/24 PP, 30% chance to lower target's defense by 1, slashing move, non-contact
***Triple Crescent Slash: Physical Dark-Type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, slashing move, non-contact
Dark Meta Knight @ Life Orb
Ability: Knightmare
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Blade Burst
- Triple Crescent Slash
- Mach Tornado
- Sacred Sword

Reasoning: Dark Meta Knight is a copy of Meta Knight made by the Dimension Mirror, and as such shares his abilities and Mach Tornado. Dark Meta Knight lacks Meta Knight's honor - he disguised himself as the more noble knight in Amazing Mirror (less redundant than it sounds), and is implied to have corrupted Queen Sectonia in Triple Deluxe - so he gets the Dark-type. His power over mirrors that he gained in Triple Deluxe and kept in Star Allies (and less importantly, the nature of his equipment) gives him the Steel-type. Blade Burst is based on a move he uses in Triple Deluxe and Star Allies (with its name taken from the latter). Triple Crescent Slash is based on a move he uses in Amazing Mirror and Star Allies (again, with its name taken from the latter). Since he lacks Meta Quick and Shuttle Loop / Condor Dive, he also lacks Extreme Speed and Brave Bird. The rest of his movepool is the same as Meta Knight's, and he has them for the same reasons.
 
Time to vote. Get your votes in by the 4th of August.
"Together we are strong."
Pokémon: Zarya
Type: Psychic/Fighting
Ability: Defiant/Intimidate/Mega Launcher (HA)
Moves: *Personal Barrier, **Particle Grenade, Calm Mind, Psychic, Psyshock, Zen Headbutt, Reflect, Light Screen, Stored Power, Psycho Cut, Aura Sphere, Close Combat, Focus Blast, Mach Punch, Hammer Arm, Superpower, Work Up, Earthquake, Flash Cannon, Iron Head, Rock Slide, Earth Power, Shadow Ball, Water Pulse
Z-Move: Graviton Surge: Psychic | Special | 120 BP | Prevents the current target on the field to switch manually for 3 turns. The target can switch out through other means (U-Turn, Volt Switch, etc.) but the one that switches in is effected as well for as many turns remaining from the one that switched out. The effect will stay even if it causes the target to faint. Requires Particle Grenade.
Stats: 100/110/100/100/70/60 (BST: 545)

*Personal Barrier: Psychic | Status | 8 PP | The user is not affected by the opponents move. If the opponent used an attacking move, grants the user one stage in Atk and SpA. Will always fail the turn after. The Atk and SpA can stack. The user loses one stage in Atk and SpA gained from the move after three turns it was used (only if the opponent attacked that turn). Has +3 priority.

**Particle Grenade: Psychic | Physical | 80 BP | 100% Acc | 16 PP | Target's the opponent's Special Defense rather than Defense (reverse Psyshock). Effected by Mega Launcher

Reasoning: The typing comes from her Particle Cannon that is defies physics entirely due to it being able to summon a mini black hole (Psychic) and her extreme strength (Fighting). The abilities come from the fact that she will not let anything stand in her way (Defiant), the fact that she's from Russiaher extreme strength that won her many championships (Intimidate), and how the Particle Cannon can launch grenades (Mega Launcher). Particle Grenade in Overwatch is, while can be used in a long range, is most effective up close, justifying it's Psyshock-like properties. Personal Barrierreflects that in her game where she give herself a protective shield covering her entirely, and when the shield takes damage, her own damage increases. The damage boost declines as time goes on without using it and/or if it doesn't take damage, which I attempted to recreate here. Graviton Surge in Overwatch is her Ultimate ability, where she shoots a black hole that traps any enemies from moving from the center for a small amount of time, which I tried to translate as a Z-Move. Her moves are a mix of Physical and Special moves, representing the Particle Cannon and her own sheer strength. Most moves are for STAB (Psychic, Zen Headbutt, Close Combat, Focus Blast), some are for coverage while fitting her character (Earthquake, Iron Head, Superpower), and some are to represent the Particle Cannon and allow Mega Launcher to be useful (Aura Sphere, Shadow Ball, Water Pulse). Her stats try to replicate her strengths and weaknesses in Overwatch. She's classified as an Offensive Tank, meaning that she can take a lot of damage while dishing it out as well. She is great up close, but it's very hard for her to fight an enemies that is farther away. She lacks mobility as well. Her HP, Atk, and SpA represent her role as an Offensive Tank, her Def represents her excelling in close combat, her SpD represents her weakness in fighting long ranged enemies, and her Spe represents her poor mobility.
"Never stop fighting for what you believe in."
Pokémon: Ana
Type: Poison/Dark
Ability: *Shrike/Regenerator/Corrosion (HA)
Moves: **Biotic Grenade, ***Sleep Dart, Toxic, Purify, Sludge Bomb, Sludge Wave, Poison Jab, Junk Shot, Gastro Acid, Dark Pulse, Knock Off, Pursuit, Taunt, Parting Shot, Foul Play, Night Slash, Recover, U-Turn, Toxic Spikes
Z-Move: Nano Boost: Poison | Status | Forces the user to switch out. The one to switch in afterwards is healed for 1/3 of their HP and gains one stage in Atk, Def, Spd, and SpD and immunity to status moves except Sleep for 3 turns. The opponent cannot reduce the stat boosts gained by Nano Boost.
Stats: 90/85/70/95/110/95 (BST: 545)

*Shrike: When the user switches, if the one to come out afterwards heals in anyway (whether it be via move, item, or ability) the following turn, the healing is increased by 33%.

**Biotic Grenade: Poison | Special | 95 BP | 90% Acc | 16 PP | Prevents the target to be healed by any means (move, item, ability, etc) for 3 turns or until they switch out. If the target tries to use a healing move, it will fail. If the target has an item that can heal, it is still considered to have an item.

***Sleep Dart: Normal | Status | 70% Acc | 8 PP | Inflicts Sleep on the target for a fixed 3 turns. If the target takes damage while inflicted, it will wake up the next time they move. The fixed 3 turns still apply even if the target switches out, but will wake up as soon as it's switched in so long as the 3 turns have pasted.

Reasoning: Ana is less accurate compared to Zarya when referring to how well-mirrored they are represented here as to Overwatch, but here she brings over her role as Support. Ana's typing represents her poisonous-like attacks (Poison) as well as her current vigilante status (Dark). Her abilitiesreplicate her self-healing (Regenerator) and, again, her poisonous-like attacks (Corrosion). Her custom ability, Shrike, resembles her ability to amplify a teammates healing. Biotic Grenade actually has two effects in Overwatch, it would amplify the healing rates of teammates hit by it, but will prevent any sort of healing by any enemy hit by it. Since the Shrike already represents the healing rate increase, this move only has the effect it has on the enemy. Sleep Dart is nearly exactly what it is in Overwatch in here, an ability to pacify the target for a fixed amount of time unless they take damage in any way whatsoever. Nano Boost in Overwatch give a target ally a huge increase in damage and defenses for a certain amount of time, which is resembled as a Z-Move. The other moves are either for STAB or help compliment Biotic Grenade, Sleep Dart, and Nano Boost to provide her the main role of forcing the opponent to make decisions that will give you massive momentum, allowing your sweeper, bruiser, or whatever to switch in and get the advantage. Her stats don't really reflect her in Overwatch too much. They try to resemble her additional role as a sniper: able to fight from afar but enemies up close can be troublesome.
Pokémon: Marble (Marble Blast Ultra)
Type: Rock
Ability: Acceleration - At the end of each turn, all of this Pokemon's stats are boosted by one stage, as well as accuracy (but not evasion)
Moves: Rollout, Steamroller, Ice Ball, Rapid Spin. No other moves at all, even things like Toxic and Protect.
Z-Move: N/A
Stats: 72/72/72/72/72/72

Reasoning: Now, I think I speak for all of us when I say we've been waiting for a Marble Blast Ultra submission since this pet mod's very conception, and I felt it was finally time to bring our dreams to life. In this submission, I feel I have captured well how such a simple object may be used in so many complicated ways. Before anyone complains, this is as much a character as staples like Mario, Link or even Norn - it is capable of moving all by itself and making decisions through the player, just like any other playable character. Nevertheless...

I was aiming for Marble to be very simple and true to its flavour. Rock type is obvious, because the marble is made of glass, which is made from sand and therefore from rocks. The core gameplay of Marble Blast Ultra features Marble rolling down ramps in order to increase its speed, which either aids it in getting to the finish line or helps it smack other marbles off the map, hence the combat boosts. Without having any time to build up its speed, it is weak and slow, justifying the terrible base stats. Now, everyone knows that a marble has one real function, and that is to roll and spin. It can't really do anything else, so it has a tiny movepool.

But how does Marble actually fit in to the metagame? It can't switch in to anything and never gets time to accumulate its boosts, does it? Well, that would be true, were it not for one move; Aurora Veil is what this Pokemon is designed for. With the defensive boosts the veil provides, the Marble has time to build up its boosts, and if it doesn't get knocked out within two turns it quickly becomes an unstoppable monster as its stats snowball to ridiculous levels. However, even with Veil up, preparing Marble for a sweep is no easy feat. You need it to be in against a Pokemon which cannot hit it super effectively, a big ask for a Rock type, and it's probably going to be hard to get it in at all. After that, you still need to build up the power of your Rollout a bit before it starts really raking in the damage. Overall, Marble may be a difficult Pokemon to use at best, and a meme at worst, but what it really does well is bring joy to those who use it, and that's what is really important in a game.
Pokémon: Dragonache (Viva Pinata)
Type: Dragon
Ability: Dragon Egg - This Pokemon starts off in Egg Form. While in Egg Form, all items this Pokemon are holding have no effect and this Pokemon instantly faints if an attack hits it (no hazards). It also cannot use damaging moves. After 14 turns have ended with Dragonache being on the field across the entire game (you can switch out), Dragonache permanently transforms into Dragon Form.
Moves: Protect, All Dragon Moves, Hydro Pump, Fire Blast, Thunderbolt/Thunder, Ice Beam, Flash Cannon, Earth Power, Dragon Dance, Earthquake, Waterfall, Flare Blitz, Wild Charge, Icicle Crash, Roar, Noble Roar, Stone Edge, a great many other moves.
Z-Move: N/A
Stats (Egg Form): 200/1/1/1/1/1
Stats (Dragon Form): 200/200/200/200/200/200

Reasoning: This is a very difficult win condition to pull off. In order to pull it off, you have to get the egg in safely through a combination of slow U-Turns/Volt Switches and other switching moves, having one of your Pokemon faint, or taking the risky move of switching in while your opponent isn't attacking. The first and last of those two options grant you one turn on the timer. The egg can then use Protect in order to grab another turn on the timer. Once the egg hatches, total chaos ensues as Dragonache brutally murders everyone. Yay! In the original game itself, Dragonache is the rarest creature you can possibly get into your garden. It hatches from an egg which is dug out of a mine and takes absolutely ages to hatch. Once it has hatched, you get this completely unkillable dragon which scares off every single bad guy in the whole game. This game took up a massive amount of my childhood, so I had to make a sub for it :P
Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Competitive/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Cirno-Tan

Form Change is triggered out of battle by using the item Essence of Four Seasons on Cirno. Using it again will transform Cirno-Tan back into Cirno. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. Sunny Day increases all of Cirno's stats by 1.5x.)
Base Stats remain unchanged.
New Moves: Solarbeam, Sunny Day, Petal Dance, Air Slash.
Signature Z-Move: Cold Sunflower- Base 199 Power, Special. Upgraded from Cirno-Tan's Icicle Fall using Tancirnium Z. Calculated using Cirno's Higher Attack Stat and the enemy's lower defense stat. Sets up permanent Sunny Day. 10% chance to Freeze or Burn the enemy.

Reasoning: Meet THE STRONGEST fairy, Cirno. She's an Ice Fairy (obvious typing is obvious). Her stats and the base power of her signature moves are a reference to the "Nine-ball" meme. Hence her Base Stats are all nines. Still, she is a lot stronger than her species would suggest and can actually threaten others, so Cirno's stats are decent all around, with Base 99 in all stats. Where Cirno excels however is in battlefield manipulation through her abilities and moves, including a signature terrain, which helps Ice-Types outspeed threats. Cirno can attack fine on both ends of the spectrum, although she's better on the Special end of the Spectrum. Her signature move is Icicle Fall, named after the famous move from EoSD, which is most known for its glaring safe spot on Easy Difficulty. It's tougher on Normal and above, though. It upgrades into Perfect Freeze, her ACTUAL signature move. The reason Perfect Freeze is super effective against Fire-Types is because Cirno can actually freeze flames solid with it in Fairy Wars. Most of her moves are self-explanatory, although Nature Power and Energy Ball are due to the fact that Cirno, being a fairy, is an embodiment of an aspect of nature, thus allowing her to draw upon Nature's power. She functions best in a Hailstorm, however, so you'll need to keep that up. Luckily, timing her Z-Move well will allow her to have a permanent hailstorm going.

Her alternate form, Cirno-Tan, or Tanned Cirno, is based on her appearance in Hidden Star in Four Seasons, where she was empowered with Summer. Since she uses the Essence of Four Seasons item to transform, she also gains moves akin to the Sub-Seasons in HSiFS in Air Slash and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, but Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down. She'll definitely show you that Fairies are not to be underestimated.
Pokémon: Hand Unit
Type:

Ability: Auditory Disturbance (Every sound move used against this Pokémon raises this Pokémon's Sp. Atk. by 1 stage.)
Some Moves: Amnesia, Assist, Autotomize, Boomburst, Celebrate, Charge Beam, Disarming Voice, Echoed Voice, Flash, Flash Cannon, Headbutt, Hyper Voice, Helping Hand, Iron Defense, Light Screen, Magnet Rise, Metal Sound, Mirror Coat, Pay Day, Protect, Safeguard, Spark, Thunder, Thunder Shock, Thunderbolt, Work Up
Signature Move: Controlled Shock (50 BP | Electric | 10% chance to paralyze | +1 Priority)
Stats: 70/60/85/110/85/90 (500 BST)
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Reasoning: Hand Unit is a machine, which explains the
typing. The ability Auditory Disturbance is based off of Hand Unit's dialogue in Night 2. Most moves are based off of Hand Unit being a machine, having a screen, or being a machine made to help people. Hand Unit's signature move, Controlled Shock, is based off of Night 1 and Night 2, where the animatronics are repetitively shocked.
Pokémon: Lefty
Type:

Ability: Encapsulation (Every contact move used against this Pokémon damages the user of the contact move by 25% of its max HP.)
Some Moves: Beat Up, Bite, Brick Break, Bulk Up, Close Combat, Confide, Crunch, Curse, Cut, Destiny Bond, Feint Attack, Fling, Foul Play, Frustration, Glare, Headbutt, Heal Pulse, Healing Wish, Hex, Hone Claws, Knock Off, Leer, Nasty Plot, Pain Split, Punishment, Retaliate, Return, Tackle, Take Down, Thrash
Stats: 80/125/95/95/80/125 (600 BST)
Reasoning: Lefty is
type because he was designed to trap the Puppet, which is basically the spirit of Henry's daughter. He's
type because he has the highest liability of any item (9), and he causes the most damage. The ability Encapsulation is based off of the information revealed in the Insanity Ending, where Lefty is revealed to be an acronym for Lure, Encapsulate, Fuse, Transport, Extract. Most moves are based off of Lefty's aggressive nature, or Lefty's identity as the Puppet.
Pokémon: Nightmare Balloon Boy
Type:

Ability: Numerous Teeth (Increases the power of the Pokémon's biting moves by 75%.) (basically stronger Strong Jaw)
Some Moves: Baby-Doll Eyes, Bite, Body Slam, Bug Bite, Crunch, Dragon Claw, Endure, Extreme Speed, Fake Out, Fake Tears, Feint Attack, Fire Fang, Foul Play, Giga Impact, Headbutt, Hone Claws, Hyper Fang, Ice Fang, Knock Off, Mean Look, Metal Claw, Play Rough, Poison Fang, Psychic Fangs, Pursuit, Quick Attack, Scary Face, Scratch, Shadow Claw, Sharpen, Steel Jaw*, Substitute, Sucker Punch, Super Fang, Tearful Look, Thunder Fang, Torment, Work Up
*Steel Jaw
Base Power: 70
Accuracy: 100
Makes contact
Affected by Strong Jaw and Numerous Teeth
Stats: 75/145/80/40/80/130 (550 BST)
Reasoning: Nightmare Balloon Boy is a
type because LOOK AT HIM! He's a
type mostly because of all of the teeth. The ability Numerous Teeth is based off of... Do I even need to say it? Most moves are based off of Nightmare Balloon Boy's many teeth, being a Nightmare Balloon BOY, his
typing, or his hands? claws? idk. He has Substitute because in Fun with Balloon Boy, sometimes he hides away in some other hall.
Pokémon: Animdude
Type:

Ability: Mega Virus (All opponents on the field lose 1/8 of their Max HP at the end of every turn.)
Some Moves: Air Slash, Aura Sphere, Aurora Veil, Blizzard, Boomburst, Bug Buzz, Calm Mind, Confuse Ray, Cosmic Power, Dark Pulse, Dazzling Gleam, Discharge, Draco Meteor, Dragon Pulse, Earth Power, Energy Ball, Fire Blast, Flamethrower, Flash Cannon, Focus Blast, Freeze-Dry, Giga Drain, Haze, Hex, Hidden Power, Hurricane, Hydro Pump, Ice Beam, Leech Seed, Light Screen, Overheat, Power Gem, Psychic, Psychic Terrain, Psycho Boost, Psyshock, Recover, Recycle, Scald, Shadow Ball, Sludge Bomb, Sludge Wave, Surf, Thunder, Thunderbolt, Toxic, Venoshock
Stats: 110/120/110/90/110/120 (660 BST)
Reasoning: Animdude is
type because he created FNaF World, and a lot of legendaries are
types. Also, he seems to have psychic-like powers. The ability Mega Virus is based off of Animdude's 2nd move, Mega Virus. Most moves are based off of Animdude's moves in FNaF World, and his psychic-like powers. Also, I see him as a stronger Mew, so that's why he has a diverse moveset and balanced stats.
Pokemon: Corruptor (Starcraft series)
Type:

Ability: Corruption - The Pokemon's attack damage increases by 10% for every turn it is out.
Signature Move: Caustic Spray -
|
| 80 BP | 100 Acc | 15 PP | Z-move: 140 BP Acid Downpour | Selected target | Hits Steel-types for neutral damage, 70% chance to lower the target's Def and SpD by 1 stage
Stats: 120 / 50 / 100 / 90 / 100 / 80 | BST: 540
Moves: Clear Smog, Gastro Acid, Gunk Shot, Poison Jab, Sludge Bomb, Sludge Wave, Toxic, Toxic Spikes, Venom Drench, Venoshock, Air Slash, Defog, Hurricane, Roost, Tailwind, Crunch, Dark Pulse, Taunt, Dragon Pulse, Heat Wave, Will-O-Wisp, Thunder Wave, U-turn
Reasoning: The Corruptor is a flying abomination which spits caustic fluids at enemies, giving its typing. Its ability comes from one of its active abilities in the game, which increases the damage taken by the target for a period of time. Caustic Spray is its other ability, which became an attack which does increasing damage over time to a target (normally a building but this is Pokemon). Its stats reflect its high hitpoints and armor in the game while doing moderate damage and moving at a decent speed.
Sample Moveset:
Corruptor @ Black Sludge
Ability: Corruption
EVs: 248 HP / 84 Def / 172 SpD
Bold Nature
- Caustic Spray
- Roost
- Air Slash / Hurricane
- Toxic Spikes / Toxic / Will-O-Wisp
Pokemon: High Templar (Starcraft series)
Type:

Ability: Feedback - This Pokemon's STAB attacks restore the Pokemon's by 50% of the damage taken by opponents.
Signature Move: Psionic Storm -
|
| 100 BP | 100 Acc | 5 PP | Z-move: 180 BP Gigavolt Havoc | All adjacent foes | Targets are trapped in a vortex of psionic energy that last for 4-5 turns, losing 1/8th of their max HP in damage at the end of each turn.
Stats: 80 / 50 / 80 / 130 / 110 / 90 | BST: 540
Moves: Agility, Barrier, Calm Mind, Cosmic Power, Gravity, Healing Wish, Light Screen, Magic Coat, Psychic, Psychic Terrain, Psyshock, Reflect, Stored Power, Trick Room, Charge, Charge Beam, Discharge, Electric Terrain, Electrify, Magnet Rise, Parabolic Charge, Thunder, Thunder Wave, Thunderbolt, Volt Switch, Zap Cannon, Recover, Tri Attack, Taunt, Flash Cannon, Dazzling Gleam, Moonblast, Power Gem, Aura Sphere, Focus Blast, Energy Ball, Earth Power, Shadow Ball
Reasoning: High Templars use psionic (psychic) energy and attack with electricity-like attacks. Feedback is one of their abilities which drains a target's energy to do damage, but it makes more sense to make it a recovery-oriented ability. Psionic Storm is their main attack which summons a whirling sphere of energy that damages enemies inside it, this was modified to also trap targets caught in it while doing damage over time. Its stats are based on other special attacking Pokemon, with high special attack and special defense but lower physical stats and overall bulk. Its movepool contains many Psychic and Electric moves along with energy and light attacks.
Sample Moveset:
High Templar @ Life Orb
Ability: Feedback
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psionic Storm
- Psychic / Psyshock / Stored Power
- Calm Mind
- Taunt / Earth Power / Focus Blast
Pokemon: Hellion (Starcraft series)
Type:

Ability: Infernal Pre-Igniter - The Pokemon's Fire-type attacks gain +1 priority. The Pokémon changes its form to Hellion Forme when it uses Infernal Flamethrower, and changes to Hellbat Forme when it uses Napalm Spray.
Signature Move:
Infernal Flamethrower -
|
| -- BP | 100 Acc | 20 PP | Z-move: 160 BP Inferno Overdrive | All adjacent foes | The lighter the target, the greater the move's power (reverse Grass Knot mechanics).
Napalm Spray -
|
| 100 BP | 100 Acc | 10 PP | Z-move: 180 BP Inferno Overdrive | All adjacent foes | 40% chance to burn, 40% chance to lower the target's Spe by 1 stage.
Stats: Hellion Forme - 80 / 50 / 80 / 120 / 80 / 130 | BST: 540
Hellbat Forme - 80 / 50 / 105 / 120 / 105 / 80 | BST: 540
Moves: Burn Up, Fire Blast, Fire Spin, Flame Burst, Flamethrower, Heat Wave, Incinerate, Will-O-Wisp, Flash Cannon, Metal Sound, Shift Gear, Rapid Spin, Recover, Thunder, Thunderbolt, Volt Switch, U-turn, Focus Blast
Reasoning: The Hellion is a mechanical vehicle which shoots flames. Its ability normally increases its damage against certain unit types, but it makes more sense to allow it to give Fire-type moves priority (like it pre-ignites the fuel in preparation for attacking). The Hellion can also switch between Hellion and Hellbat forms in the game. Infernal Flamethrower is the weapon of the Hellion form which does high damage against light enemies, giving it its damage mechanics. Napalm Spray is the weapon of the Hellbat form which technically should have the same mechanics, but to differentiate the two forms I gave it different effects. The stats are based on their game roles, where the Hellion is fast and offensive but relatively frail while the Hellbat has more bulk but less speed.
Sample Moveset:
Hellion @ Life Orb / Flame Plate
Ability: Infernal Pre-Igniter
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Infernal Flamethrower
- Flash Cannon
- Rapid Spin / Thunderbolt
- U-turn / Napalm Spray
Pokemon: Penny
Type:

Abilities: Technician / Pickpocket / Last Blast*
Stats: 81 / 46 / 85 / 81 / 102 / 105 (BST: 500)
Last Blast: Ability | Upon getting KOed, opponent loses 1/4th of its health, modified based on its weakness to dark type.
Plunderbuss: Move |
| Status | — BP | 100 Acc | 20 BP | Sets up a hazard on the opponent's side of the field, dealing 1/4th of the total health of any opponent switching in, modified by their weakness to dark, before being removed.
Old Lobber: Z-Move |
| Status | — BP | Requires Superium-Z and Plunderbuss | Sets Plunderbuss and a substitute up. Heals 1/2th of the user's total health.
Moves: Scald, Foul Play, Ice Beam, Taunt, Nasty Plot, Hydro Pump
Reasoning: WIP
Pokemon: Werewolf
Type: Normal/Dark
Abilities: Full Moon - This pokemon can only attack every other turn (but it can still use status moves), starting with it being unable to attack. When this pokemon is able to attack, this pokemon's attack stat is doubled, and it's attacks hit all adjacent foes in double battles (instead of their normal target).
Signature Move: Rampage- Dark Type, Physical, 100 BP, 100% Accuracy, 16 PP, Ignores the opponent's stat changes
Stats: 80/140/140/50/55/75 (BST: 540)
Moves: Crunch, Double-Edge, Howl, Earthquake, Taunt
Reasoning: Werewolf's main gimmick is that, while being unkillable by most things, and being incredibly powerful, it can only attack on full moon nights. But on full moon nights, Werewolf visits someone, and rampages, killing everyone that visits that house as well. It's Normal/Dark typing represents it attempt to blend into the rest of the town, while hiding it's evil side. Most of it's other moves are just standard for a werewolf, like howling at the moon.
Pokémon: Whispy Woods
Type: Grass
Ability: Harvest, Overgrow [HA]
Stats: 110/100/130/90/120/30 [BST 580]
New Move: Apple Drop (35BP Grass-type move. Physical, but doesn't make contact. Hits three times. Accuracy is 90%.) (The user drops apples on the target.)
Some Moves: Natural Gift, Synthesis, Spikes, Gust, Whirlwind, Defog, Rapid Spin, Wood Hammer, Seed Bomb, Ingrain, Stealth Rock, Nature Power
Reasoning: Whispy Woods is mono-Grass because... he's a tree. His stats lean more towards a physically-oriented defensive spread with abysmal speed since. 1. He's a tree, and 2. In most games, his hitbox is treated as a wall for Kirby. For the abysmal speed and Ingrain, he's basically immobile in all of his games... Except Dream Land 3, where he slowly pursues Kirby. (This is why he has 30 speed instead of 5, in case you're wondering) Whispy, being a tree that attacks with fruit, naturally gets Harvest and Natural Gift. Given that pretty much every boss starting with Kirby Returns to Dream Land has two phases, Whispy gets Overgrow. Synthesis also originates from how he's a tree, and Apple Drop's his bread and butter in the games. He gets Spikes because in plenty of games, he can drop Gordos, which are basically spiked balls with eyes. Wood Hammer comes from how he can attack with roots in some games. Given that he can even drop mooks, Seed Bomb shouldn't be out of the ordinary, and the same goes for Stealth Rock. He gets Gust, Whirlwind, and Defog due to how one of his other most prominent attacks is shooting out bursts of air to hit Kirby.
Pokemon: Link
Type: Fighting/Steel
Abilities: Justified / Defiant / Divine Courage*
*Divine Courage - Increases Atk and Def by 1 stage when HP falls below 50%
Signature Moves:
Song of Time - two turns after this move is used, the pokemon currently in battle gains +1 Speed, +1 Atk, and +1 SpA | 5-8 PP | Z-effect: +1 Spe
Song of Storms - Summons both Rain and Tailwind, fails if either effect is already active | 5-8 PP | Z-effect: +1 Atk
Stats: 80/125/95/70/80/105 (BST: 540)
Moves: Sacred Sword, King's Shield, Thousand Arrows, Smart Strike, Swords Dance, Milk Drink, Slash, Night Slash, Leaf Blade, Bonemerang, Spikes, Sunny Day, Rain Dance, Fire Spin, Teleport
Reasoning: Link, the hero from the Zelda series. Courage is considered the foundation of his power, hence the custom ability Divine Courage. The other abilities also support the idea of a courageous, honorable warrior. Fighting/Steel because he studies martial arts (swordsmanship) and attacks with steel weapons. The Song of Time and Song of Storms are two magical songs from the game Ocarina of Time which have various ill-defined powers related to their respective titles. The moves all relate to various weapons and items that he uses in the games ( sword, shield, bow, bomerang, traps, milk ) or the powers of magical songs ( weather changing, teleportation ).
Pokemon: Zelda
Type: Psychic/Fairy
Abilities: Serene Grace / Magic Guard / Divine Wisdom*
*Divine Wisdom - SpD increases every time this pokemon takes an attack.
Signature Move:
Song of Time - two turns after this move is used, the pokemon currently in battle gains +1 Speed, +1 Atk, and +1 SpA | 5-8 PP | Z-effect: +1 Spe
Light Arrow - 95 BP Special Fairy-type move 100% acc. - weakens the power of Dark-type moves for 5 turns ( modified Water Sport effect )
Stats: 65/55/85/110/115/110(BST: 540)
Moves: Psychic, Future Sight, Psyshock, Aura Sphere, Focus Blast, Surf, Hydro Pump, Ice Beam, Blizzard, Calm Mind, Agility, Morning Sun, Wish, Protect, Healing Wish, Reflect, Light Screen, Safeguard, Trick Room, Imprison
Reasoning: Zelda, the titular princess of the Zelda series. The women of her bloodline can be imbued with the spirit of the goddess of time, and wisdom is her defining trait, hence the custom ability Divine Wisdom. She learns Song of Time as well as Link because she is the one who teaches it to him. Light Arrow is an ability granted by the goddess of time that she tends to gain upon realizing her full potential, and is often specifically required to defeat the main antagonist of the series, Ganondorf. The movepool is based on her magical abilities in many of the games; protective barriers, illusions, and occasionally generic energy beams based around light and auras. The water and ice moves are based on the elements that associate with Wisdom in the series.
Pokemon: Ganondorf
Human forme:
Type: Dark/Ground
Abilities: Dark Aura / Shadow Shield / Divine Power*
*Divine Power - This pokemon's attacks deal an additional 1/16 of the target's HP after the initial hit.
Stats: 95/120/85/125/95/80 (BST: 600)
Dark Beast forme:
Type: Dark/Fire
Abilities: Burning Hatred*
All pokemon on the field lose 1/16 of their HP multiplied by their resistance or weakness to fire at the end of each turn.
Stats: 145/150/105/125/95/80 (BST: 700)
Signature Move: Demon's Curse - 75 BP Physical Dark-type move | 20% chance to lower target's Def | If the user is below 2/3 HP, it transforms into Dark Beast forme. | 10-16 PP
Moves: Nasty Plot, Knock Off, Throat Chop, Payback, Pursuit, Night Slash, Dark Pulse, Taunt, Earthquake, Earth Power, Flamethrower, Fire Blast, Flare Blitz, Flame Charge, Blaze Kick, Rock Slide, Stone Edge, Superpower, Substitute, Electro Ball,
Reasoning: "My country lay within a vast desert. When the sun rose into the sky, a burning wind punished my lands, searing the world. And when the moon climbed into the dark of night, a frigid gale pierced our homes. No matter when it came, the wind carried the same thing... Death."

The main antagonist of the Zelda series, Ganondorf is the reincarnation of a demon who cursed the descendants of Link and Zelda with a vow of undying vengeance. The Dark typing represents evil (original I know) while the Ground typing represents the desert he hails from. This actually grants a nice set of weaknesses and resistances based on the lore, with him being weak to forest elements representing courage ( Grass and Fairy ), as well as elements representing wisdom ( Water and Ice ) and the move Sacred Sword. He also resists elements associated with the desert ( electric and ghost (spirit)). His stats are also symbolic of how he values power above all else, as he has a much higher BST than Link or Zelda despite having an arguably less powerful spread. Ganondorf frequently turns into some kind of boar monster when battling Link, which is why the forme change was included.
Pokemon: Propeller Knight (Shovel Knight)
Type: Flying
Abilities: Limber / Aerilate / Steelworker
Signature Move: Foil Flourish (Steel / Physical / 16 pp / 80 bp / Individual 50% chances to raise Attack and Speed.)
Stats: 60 / 115 / 70 / 105 / 85 / 130 | BST: 575
Moves: Fake Out, Return, Iron Head, Aerial Ace, Acrobatics, Sacred Sword, Power Whip
Reasoning: Flying type because he flies. Limber because he has to be Limber and flexible to fly around and do fencing all the time. Aerilate is because he's a mostly normal knight, but uses a propeller to do stuff and fight. Steelworker is because he's a fencer, same reason for his signature move but that also includes hid show-off personality by raising stats. Propeller Knight is very fast with decent mixed attacking stats but low bulk.
Pokémon: Daroach
Type: Ice/Dark
Ability: Levitate
Stats: 80/110/80/130/80/120 (600)
Stats (as Dark Daroach): 80/130/110/150/110/120 (700)
(Daroach turns into Dark Daroach when holding Dark Treasure Chest, similarly to a Primal Reversion.)
Notable Moves: Ice Beam, Dark Pulse, Fire Blast, Earth Power, Tri Attack, Flash Cannon

Reasoning: Ice-type because he uses an ice attack, is first fought in an ice level in Kirby Squeak Squad, and is classified as ice-elemental in Kirby Star Allies' Friend Star segments. Dark-type because he's a thief. Levitate is because he levitate in Kirby Squeak Squad. He's a fast special attacker because he mostly uses magic and because he teleports around like crazy. His moves are based off his attacks - Ice Beam - and more loosely Dark Pulse and Flash Cannon - off his ice laser, Fire Blast and Earth Power off his bomb (more specifically the Dark Daroach version), and Tri Attack off his Triple Star Cane. Dark Daroach is based off his second battle in Kirby Squeak Squad, where he's possessed by Dark Nebula, taking on a darker appearance and becoming more powerful (and also less importantly becoming brainwashed).
Pokémon: Dark Meta Knight
Type: Dark/Steel
Ability: Intimidate / Knightmare*
*see Meta Knight
Stats: 70/130/70/120/70/140 (600)
Notable Moves: Mach Tornado*, Blade Burst**, Triple Crescent Slash***, all non-signature slashing moves, Swords Dance, Smart Strike, Rapid Spin
*see Meta Knight
**Blade Burst: Physical Steel-type, 100 BP, 100% Accuracy, 15/24 PP, 30% chance to lower target's defense by 1, slashing move, non-contact
***Triple Crescent Slash: Physical Dark-Type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, slashing move, non-contact
Sample Sets

Reasoning: Dark Meta Knight is a copy of Meta Knight made by the Dimension Mirror, and as such shares his abilities and Mach Tornado. Dark Meta Knight lacks Meta Knight's honor - he disguised himself as the more noble knight in Amazing Mirror (less redundant than it sounds), and is implied to have corrupted Queen Sectonia in Triple Deluxe - so he gets the Dark-type. His power over mirrors that he gained in Triple Deluxe and kept in Star Allies (and less importantly, the nature of his equipment) gives him the Steel-type. Blade Burst is based on a move he uses in Triple Deluxe and Star Allies (with its name taken from the latter). Triple Crescent Slash is based on a move he uses in Amazing Mirror and Star Allies (again, with its name taken from the latter). Since he lacks Meta Quick and Shuttle Loop / Condor Dive, he also lacks Extreme Speed and Brave Bird. The rest of his movepool is the same as Meta Knight's, and he has them for the same reasons.
Estronic
Yahooboo
Neosonic97
PsuedoRidge
Origin0
Gravity Monkey
Squawkerz
KirbyRider1337
Scoopapa
Brodaha
Pika Xreme
 
Origin0's Hellion/Hellbat
Estronic's Ana
Neosonic97's Cirno

I've just had a creative spark that might actually get me a winning submission in the next vote... I hope the slate is kind to it, though.
 
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Slate #7
Protagonists


Congratulations to Pika Xreme, Brodaha, and Estronic for winning with Daroach, Propeller Knight, and Zarya. Pika Xreme has earned the title NES Remix and Estronic has earned the title Captain Rainbow.

For a character to be considered for the bonus vote, they must be the main character of the story as well as controllable.

Submit your characters for this slate by the 11th of August.
Have fun!​
 
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Pokemon: Chibiterasu
Type: Fire / Grass
Abilities: Trace
Signature Move: Celestial Brush
- Type: Fire
- Classification: Status
- PP: 1
- Effect: Works like Sketch, but instead of being replaced by the move that it sketches, it calls upon it. This lasts until the
move is reset with an out of battle item. Essentially, this allows the user to have one slot contain any move, but only one.
Stats: 64 / 95 / 75 / 95 / 105 / 121 (Total: 555)
Other Notable Moves: Sunny Day, Morning Sun, Tackle, Bite, Grassy Terrain, Petal Blizzard, Slash, Floral Healing, Seed Bomb, Whirlwind, Water Sport, Scald, Inferno, Energy Ball, Fire Blast, Thunder, Blizzard, Thunderbolt, Helping Hand, Flame Charge, Fire Fang, Fire Lash, Power Whip
Overview: Chibiterasu is the protagonist of Okamiden, the sequel/continuation of Okami. Chibiterasu is the son of the goddess of the sun, Amaterasu (and is associated with the sun himself), which explains the Fire typing. His brush strokes also seems to be drawn with charcoal, which further connects this. The Grass typing comes from the fact that he (like his mother) is associated with nature, as well as ink drawing, which can be connected to paper. His ability and signature move comes from his power to utilize the Celestial Brush to be able to do a wide variety of things, which is also reflected in his movepool. (Finally, to those wondering why I chose to use Chibiterasu instead of Amaterasu, it was for two reasons. One, both would end up having the same movesets and moves, but I didn't want to give Amaterasu weaker stats in order to balance out Celestial Brush. So Chibiterasu it is. And the second, far more important reason is that Chibiterasu is an adorable puppy, and cuteness is always a good thing.)
Sample Movesets:
Chibiterasu @ White Herb
Trace
252 Atk / 4 SpA / 252 Spe
Naive Nature
- Shell Smash (Celestial Brush)
- Fire Lash
- Power Whip
- Thunderbolt / Thunder / Blizzard

Chibiterasu @ Power Herb
Trace
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Geomancy (Celestial Brush)
- Fire Blast
- Blizzard
- Thunderbolt / Thunder


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Pokemon: Hero Mii (Cat Job)
Type: Normal
Abilities: Cat's Power (Allies in a double battle will not lose PP) / Tough Claws
Signature Move: Feline Frenzy
- Type: Normal
- Classification: Physical
- Power: 85
- Accuracy: 80
- PP: 5 (max 8)
- Effect: Hits twice. Hits all opponents.
Stats: 102 / 110 / 87 / 5 / 73 / 108 (Total: 485)
Other Notable Moves: Scratch, Quick Attack, Hone Claws, Lick, Knock Off, Assist, Helping Hand, Retaliate, Follow Me, Taunt, Return, Frustration
Overview: In Miitopia, the protagonists are the Miis that you assign jobs to. In particular, the Cat job is one which is only moderately strong on paper but becomes highly dangerous when it acquires its ultimate move: Feline Frenzy. This mon is quite bare bones, but I'll explain it anyway. Normal type comes from being a rather ordinary Cat, its signature ability is based on the Playful Antics skill, which restores the MP of allies in battle, the stats are pulled straight from the base stats in Miitopia (with the exception being HP), and the moves are based on the Cat's abilities as well as the powers that are used by Miis via the friendship system.
Sample Moveset:
Hero Mii @ Life Orb
Tough Claws
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Return / Frustration
- Knock Off
- Feline Frenzy

Pokemon: Hero Mii (Mage Job)
Type: Psychic
Abilities: Mage's Power (Fire, Ice, and Electric moves used by this Pokemon receive a 1.5x boost. The user's allies receive a 1.1x boost to the power of those types of moves as well.) / Magic Guard
Signature Move: Tower of Flame
- Type: Fire
- Classification: Special
- Power: 150
- Accuracy: 100
- PP: 5 (max 8)
- Effect: No additional effect.
Stats: 84 / 46 / 74 / 151 / 119 / 96 (Total: 560)
Other Notable Moves: Flamethrower, Thunderbolt, Discharge, Fire Blast, Hypnosis, Heat Wave, Ice Beam, Blizzard, Barrier, Trick, Helping Hand, Retaliate, Follow Me, Taunt, Return, Frustration
Overview: The standard Mage class for Miitopia, which is a protagonist in the same vein as the Cat. You might, however, notice something odd about the class. It does not possess any Psychic type moves, despite being a Psychic type. This is because the Mage in Miitopia does not possess any Psychic powers, but rather uses magic. The type most associated with magic is the Psychic type, so the Mage gets it. It has a boost to Fire, Electric, and Ice attacks, because the Mage specializes in elemental magic. (Quick note that the Miitopia mage actually does not use Ice attacks, but instead uses two different varieties of Fire attacks (those being variations of the moves "Fire" and "Explosion"). However, I included it in the Mage's powers here because of the fact that the only reason the Mage doesn't use Ice magic in Miitopia is that it would have no functional difference in the game.) The stats are for the most part based on the stats in Miitopia, while the moves are based on both the Mage's abilities and the abilities of the friendship system in Miitopia.
Sample Movesets:
Hero Mii @ Choice Scarf
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame
- Thunder / Thunderbolt
- Blizzard / Ice Beam
- Trick

Doubles Set
Hero Mii @ Life Orb
Mage's Power
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tower of Flame / Heat Wave
- Helping Hand
- Blizzard / Discharge
- Protect

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Pokemon: Tingle (Legend of Zelda)
Type: Normal/Fairy
Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura
Signature Move:
Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.
Stats: 99 / 103 / 63 / 99 / 103 / 103 (Total: 570)
Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, other flavor
Reasoning: Tingle has returned once again from the previous forum. That's right, even Tingle counts as a protagonist. He had two of his very own games, after all, and both of them are referenced here. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"

Pokemon: Mii Hero (Vampire)
Type: Dark/Poison
Abilities: Vampire's Power (This Pokemon is airborne. This Pokemon and its allies have a 15% chance to live an otherwise fatal attack at 1 HP.) / Regenerator
Signature Move: Bat Tornado
- Type: Dark
- Classification: Special
- Power: 95
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Hits the opponent's defense. The user recovers 50% of the damage they deal.
Stats: 142 / 86 / 77 / 125 / 87 / 53 (Total: 510)
Other Notable Moves: Sludge Wave, Frost Breath, Heat Wave, Drain Punch, Leech Life, Bite, Crunch, Poison Jab, Curse, Helping Hand, Retaliate, Follow Me, Taunt, Return, Frustration
Overview: To celebrate the inclusion of a certain two vampire hunters in Smash Bros (of which I probably couldn't make a good moveset for), my last entry is the Miitopia Vampire class. It is also a protagonist, like the Cat and the Mage, and it's the bulkiest of the submissions I'm making. The deal with the Vampire in Miitopia is that it has lots of HP, and that it can revive itself, which explains its high HP stat and its abilities. The floating part of the signature ability comes from the fact that the Vampire floats while walking and using magic attacks. The typing comes from the fact that it receives breath attacks for Poison, Ice, and Fire, and out of the three Poison makes the most sense, as well as Vampires often being associated with evil, and thus, darkness. (They even have an outfit called the Darkness Suit) The signature move, Bat Tornado, is a combination of two moves from the game, the regular Bat Tornado (which targets defense instead of magic) and the Miitopia version of Bite (which restores HP from the attack). Once again, other moves are Vampire flavor or are based on the game's ingame friendship system. The role of the Vampire in the meta is to function as an bulky offensive mon that keeps itself alive via indirect recovery, allowing it to defeat many opponents. Bat Tornado restores HP, which helps it stay alive when facing faster opponents, and it can choose to remove its one weakness or be able to recover HP by switching.
Sample Moveset:
Hero Mii @ Life Orb
252 HP / 252 SpA / 4 SpD
Modest Nature
- Bat Tornado
- Sludge Wave
- Heat Wave
- Frost Breath
 
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I'll be bringing back this submission, but as well, a new one!


Pokémon: **Cirno** (Touhou Koumakyou ~ Embodiment of Scarlet Devil.) [Bonus condition note: Playable Character in Fairy Wars, Hisoutensoku and Hidden Star in Four Seasons. Main Character in the first.]
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Competitive/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, 29 PP, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Tanned Cirno [Cirno-Tan]

Form Change is triggered out of battle by using the item Essence of Four Seasons on Cirno. Using it again will transform Tanned Cirno back into Cirno. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. Sunny Day increases all of Cirno's stats by 1.5x.)
Base Stats remain unchanged.
New Moves: Solarbeam, Sunny Day, Petal Dance, Air Slash.
Signature Z-Move: Cold Sunflower- Base 199 Power, Special. Upgraded from Cirno-Tan's Icicle Fall using Tancirnium Z. Calculated using Cirno's Higher Attack Stat and the enemy's lower defense stat. Sets up permanent Sunny Day. 10% chance to Freeze or Burn the enemy.

Reasoning: Meet THE STRONGEST fairy, Cirno. She's an Ice Fairy (obvious typing is obvious). Her stats and the base power of her signature moves are a reference to the "Nine-ball" meme. Hence her Base Stats are all nines. Still, she is a lot stronger than her species would suggest and can actually threaten others, so Cirno's stats are decent all around, with Base 99 in all stats. Where Cirno excels however is in battlefield manipulation through her abilities and moves, including a signature terrain, which helps Ice-Types outspeed threats. Cirno can attack fine on both ends of the spectrum, although she's better on the Special end of the Spectrum. Her signature move is Icicle Fall, named after the famous move from EoSD, which is most known for its glaring safe spot on Easy Difficulty. It's tougher on Normal and above, though. It upgrades into Perfect Freeze, her ACTUAL signature move. The reason Perfect Freeze is super effective against Fire-Types is because Cirno can actually freeze flames solid with it in Fairy Wars. Most of her moves are self-explanatory, although Nature Power and Energy Ball are due to the fact that Cirno, being a fairy, is an embodiment of an aspect of nature, thus allowing her to draw upon Nature's power. She functions best in a Hailstorm, however, so you'll need to keep that up. Luckily, timing her Z-Move well will allow her to have a permanent hailstorm going.

Her alternate form, Cirno-Tan, or Tanned Cirno, is based on her appearance in Hidden Star in Four Seasons, where she was empowered with Summer. Since she uses the Essence of Four Seasons item to transform, she also gains moves akin to the Sub-Seasons in HSiFS in Air Slash and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, but Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down. She'll definitely show you that Fairies are not to be underestimated.

And my new submission, I actually get the slate bonus for this one!

"I'll settle this. Right here. Right now. I WILL DEFEAT YOU, SIGMA!"


Pokémon: **X** (Mega Man X)
Type: Steel
Ability: Protean
Moves: Charge Shot*, Sketch
Signature Move: Charge Shot- Base 90 Power, 15 PP, Steel-type, Special. No Special Effects. Can only be used by Armorless X.
Stats: 80 HP/70 Atk/70 Def/100 SpA/80 SpD/100 Spe (BST: 500)
Reasoning: Mega Man X (Although he just goes by X) is the titular and main character of the Mega Man X series. As Dr. Light's magnum opus, he was gifted the ability to think and feel, and act upon these, essentially becoming the world's first fully sentient robot. He was sealed away for 30 years to test his morality as Dr. Light would not live long enough to properly ensure that X was ready to be released to the world. He later helped create the Reploid race, and became a Maverick Hunter to stop the Mavericks (basically Reploid criminals) who started cropping up after a while, and continously battling the leader of the Mavericks, Sigma, who just won't stay dead, for whatever reason.

In the games, X in his base form is usually depicted as very weak, but his Variable Weapons System affords him the move Sketch which... yeah. X's movepool is unparalleled. It's a shame, then, that his stats are subpar, with not a single stat reaching above base 100. What he DOES have however is both his incredible movepool and access to Protean, which, as Greninja has previously taught many players, is an amazing ability. It's by this ability that X lives and dies... at first, at least. The Charge Shot is X's signature move.

You see, X, throughout his games, collects various sets of armor which improve his abilities. And of course, that translates perfectly to forme changes! And there are A LOT of form changes I'm covering (To note: SIX of them!), since I'm using every armor set that X has used from X4 to X6! All but two give up the Protean Ability for a new ability and typing, with more specialized stats for a given role to use with X's incredible versatility. So with that out of the way, let's dive right into...

Forme Changes

X's Forme Changes are performed out of battle using the Dr. Light Capsule Key Item.


Form: Fourth Armor X [X-Fourth] (Mega Man X4-X5)
Changes
Base Stats:
100 HP/80 Atk/90 Def/110 SpA/100 SpD/110 Spe (BST: 590)
Ability stays as Protean.
Typing remains unchanged.
New Move: Plasma Charge Shot- Steel-type, Base 95 Power, 100 Accuracy, 15 PP, Special. Traps the target for 1 turn, dealing 1/8 of their maximum HP at the end of the turn. Can only be used by Fourth Armor X and Ultimate Armor X.
New Z-Move: Giga Attack: Nova Strike 4th- Upgraded from Plasma Charge Shot using 4Xium Z. Steel-type, Base 200 Power, Physical. Calculated from X's higher attacking stat.
Reasoning: Fourth Armor X is a slight stat boost from Armorless X, representing how in X4 and X5, Fourth Armor X is a straight upgrade from Armorless X and the last truly upgrade-based armor rather than armors that specialise in different areas. The Plasma Charge Shot is the more iconic of Fourth Armor X's two charge shots (He can swap between two arm parts at will), and the Nova Strike is Fourth Armor X's Giga Attack, which translates well into a Z-Move, and in that game it is a flying charge forwards which makes X invulnerable for the length of the charge (But this functionality is removed to avoid balance issues). There is, however, a reason why it's called Nova Strike 4th, rather than just Nova Strike, though...

Next we have...


Form: Falcon Armor X [X-Falcon] (Mega Man X5-X6)
Base Stats: 90 HP/70 Atk/80 Def/110 SpA/90 SpD/130 Spe (BST: 560)
New Typing: Steel/Flying
New Ability: Free Move- User is immune to all entry hazards and clears any hazards on your side of the field when Falcon Armor X is switched in.
New Move: Spear Charge Shot- Base 70 Power, 90 Accuracy Steel-type, 15 PP, Special. +1 Priority. Ignores target's Stat Boosts. Can only be used by Falcon Armor X.
New Z-Move: Giga Attack: Giga Crush- Upgraded from Spear Charge Shot with FalconXium Z Base 210 Power, Steel-Type, Special. Calculated from X's higher attack stat. Hits both enemies in a Double Battle.
Reasoning: The name of the game with Falcon Armor X is revenge killing and hazard clearing. Falcon Armor X enjoys greater speed than any other form of X, and he still gets more bulk and power from donning this armor, albeit not as much bulk as the Fourth Armor. He sacrifices Protean for Free Move, the name of the unique flight function which the Falcon Armor gives. This allows X to clear out Entry Hazards upon switching in and leaves him completely unaffected by Stealth Rock. His Signature Move, Spear Charge Shot, is weaker than any other Charge Shot type (even Armorless X's!), but in turn it would be able to pierce through obstacles to get the jump on enemies who X would otherwise struggle with, hence the stat boost ignorance and increased Priority. Giga Crush is the Falcon Armor's Giga Attack, which acts as a screen clear in the original games. Hazards won't be doing much with X around.

Third is:


Form: Gaea Armor X [X-Gaea] (Mega Man X5)
Base Stats: 110 HP/50 Atk/110 Def/110 SpA/110 SpD/50 Spe (BST: 540)
Typing remains unchanged.
New Ability: Prism Armor
New Move: Gaea Charge Shot- Base 100 Power, 95 Accuracy, 15 PP, Steel-type, Special. Reduces the target's Special Attack by 1 stage. Can only be used by Gaea Armor X.
New Z-Move: Giga Attack- Gaea Burst- Upgraded from Gaea Charge Shot with GaeaXium Z. Steel-Type, Special, Base 160 power. Traps the target for 3 turns, dealing 1/6 of their max health as damage at the end of each turn.
Reasoning: Gaea Armor X is the second-tankiest armor of X's, even being immune to the dreaded spikes which would otherwise instantly kill X. This shows in the fact that X's Gaea Armor has much better bulk than X's previous two armors plus Prism Armor, but this comes at a cost: X loses A LOT of speed and mobility for this, and while his Gaea Charge Shot IS the strongest Charge Shot of ANY of X's Armors and its Shot-erasing properties manifest as a guaranteed Special Attack Debuff, his Speed drops a massive 50 points, dropping him right into the Dead Zone: He's too fast to use in Trick Room, but too slow to be used out of it.

Our fourth X Form is...



Form: Blade Armor X [X-Blade]
Base Stats: 100 HP/110 Atk/100 Def/80 SpA/90 SpD/110 Spe (BST: 590)
New Ability: Tough Claws
New Typing: Steel/Fighting
New Move: Charged Saber- Steel-type, Base 95 Power, 100 Accuracy, 15 PP, Physical. High Critical Hit Rate. Can only be used by Blade Armor X.
New Z-Move: Giga Attack: Dual Saber Wave- Upgraded from Charged Saber with BladeXium Z. Base 100 Power, 100 Accuracy, Physical. Hits twice. High Critical Hit Rate.
Reasoning: Blade Armor X's stats may look familiar and that's because Blade Armor X is just a physical-oriented version of Fourth Armor X, except with an added Fighting-type to better make usage of Tough Claws. Basically use him as you would Fourth Armor X, except on the physical side.

Two more forms to go! Next up is...


Form: Shadow Armor X [X-Shadow]
Base Stats: 80 HP/90 Atk/80 Def/70 SpA/90 SpD/125 Spe (BST: 535)
New Ability: Prankster
New Typing: Steel/Dark
New Move: Engetsurin- Steel-type, Base 90 Power, 100 Accuracy, 15 PP, Physical. Raises X's Defense and Special Defense by 1 stage. Can only be used by Shadow Armor X.
New Z-Move: Giga Attack: Enkourin- Upgraded from Engetsurin with ShadowXium Z. Steel-type, Status. The user protects itself. Any target who tries to attack X will lose 2/3 of their current HP.
Reasoning: Shadow Armor X is Blade Armor X's weaker but trickier cousin, focusing more on beating foes in a war of attrition rather than straight-up overpowering them. Engetsurin is Shadow Armor X's charge shot (and it creates a field around X which damages foes and erases projectiles), and Enkourin is the Giga attack, which creates two spinning blades that orbit X, stopping projectiles and severely damaging anybody who is close to X.

Lastly...

WARNING! WARNING! THIS FINAL FORME IS LIKELY UBER-TIER MATERIAL! TAKE IT INTO ACCOUNT AT YOUR OWN RISK!



Form: Ultimate Armor X [X-Ultimate]
Base Stats: 120 HP/120 Atk/120 Def/120 SpA/120 SpD/120 Spe (BST: 720)
Typing remains unchanged.
Ability remains unchanged.
New Moves: Plasma Charge Shot, Nova Strike
Signature Move: Nova Strike- Base 120 Power, Steel, 10 PP, Physical. Calculated using X's higher attack stat. Cannot miss. Can only be used by Ultimate Armor X.
Reasoning: Take everything good about the other formes of X. The speed of the Falcon and Shadow Armors. The Gaea Armor's tankiness. The balanced nature of the Fourth Armor and of course, Protean, and throw them all into a blender. Sure it's, slightly outclassed in a few areas, like the Falcon Armor and Shadow Armor being a bit faster and the Blade Armor having Tough Claws, but Ultimate Armor X is THE strongest X Form, and for good reason. It is meant to break the game, just as it does in its original sources in X4, X5 and X6, where it is only obtainable through a secret capsule (X5 only) or a cheat code. It can spam the Nova Strike Giga Attack, hence why Ultimate Armor X's Nova Strike is not a Z-Move but a regular move, and the Ultimate Armor also retains the Fourth Armor's Plasma Charge Shot, too, if you want to use that, but the Nova Strike is just better. There is a very good reason why this armor is named the Ultimate Armor. He can fulfill just about any role you can think of.

Here are some sample sets for Ultimate Armor X.

O, O, 6 Left, L1, R2, Web Spider (Physical All-Out Attacker Ultimate Armor X)
X-Ultimate@Life Orb
Nature: Adamant or Jolly
Ability: Protean
-Nova Strike
-Filler
-Filler
-Filler
Filler= Any physical move you can think of. Examples include Sacred Fire, Icicle Crash, Brave Bird, Extreme Speed, Precipice Blades, Petal Blizzard, Bolt Strike, Poison Jab, and so on.

Cursor X, 2 Up, 9 Down (Special Setup Sweeper Ultimate Armor X)
X-Ultimate@Power Herb/Leftovers
Nature: Timid or Modest
Ability: Protean
-Nova Strike
-Set-Up Move
-Coverage
-Coverage
Set-up move=Quiver Dance/Geomancy/Shell Smash
Coverage= Any Special Move you can think of. Examples include Aeroblast/Hurricane, Origin Pulse/Scald, Techno Blast/Tri-Attack, Psychic/Psystrike, Fiery Dance/Blue Flare, Psychic/Psystrike, Spcial Rend, Focus Blast/Secret Sword, Dark Pulse, Moonblast/Light of Ruin, Ice Beam, Sludge Bomb, Power Gem and so on. The options are endless!

And here's a third, just for good measure!

"What you see is what you get! Just a guy that loves adventure!"


Pokémon: **Sonic** (Sonic The Hedgehog)
Type: Normal/Flying
Ability: Fastest Thing Alive
Signature Ability: Fastest Thing Alive- The power of Priority Moves is increased by 50%.
Moves: Sonic Boost*, Extreme Speed, Mach Punch, First Impression, Bullet Punch, Rollout, Spiky Shield, Rollout, Close Combat, Smart Strike, Aerial Ace, Flame Wheel, Agility, Tailwind, Acrobatics, Spikes, Swords Dance, etc.
Signature Move: Sonic Boost- Flying-Type, Base 80 Power, 100 Accuracy, 5 PP, Physical. +2 Priority.
Stats: 70 HP/110 Atk/70 Def/30 SpA/70 SpD/200 Spe (BST: 550)
Reasoning: Sonic is the eponymous character of the Sonic The Hedgehog series. He's known to be the fastest thing alive, hence his ability, which is like Technician, but only for priority moves. and it should be clear what his game is. Hit fast and hit hard. His moveset mostly consists of Priority-moves including his signature Sonic Boost (from Sonic Unleashed onwards. Here, it's basically Flying-type Extreme Speed), plus a few other things that make sense such as Rollout, Spiky Shield, Close Combat, Smart Strike, Aerial Ace, Flame Wheel, Agility and so on. Normal-typing is a dead fit for Sonic, but his Flying-typing has to do with the fact that he is often associated with the wind. He's shown to have at least some form of aerokinesis in certain moves, such as the Sonic Wind or Blue Tornado, so a flying sub-type seemed to fit for him. He also has Spikes because, y'know... Hedgehog. His stat spread are mostly because he revolves around physical blows and does actually hold a degree of super strength, given how he can dent robots simply by kicking them. His other stats are middling save for pathetic special attack and of course, absolutely ludicrous speed, true to form.

BUT WAIT, THERE'S MORE! This bit should probably be restricted to Ubers, but considering what exactly it is, that should be understandable.

Forme Change

Sonic's forme change is manually triggered mid-battle while holding a Supersonicium Z, akin to Ultra Burst.


Form: Super Sonic (Sonic-Super)
Typing remains unchanged.
Ability remains unchanged.
Stats: 100 HP/150 Atk/90 Def/40 SpA/90 SpD/250 Spe (BST: 720)
Unique Z-Moves
Light Speed Attack: Upgraded from Extreme Speed with Supersonicium Z. Normal-Type, Base 180 Power. +3 Priority.
Super Sonic Boost: Upgraded from Sonic Boost with Supersonicium Z. Flying-Type, Base 180 Power. +3 Priority.
Reasoning: Of course Sonic's Super Form would have to be included. Super Sonic, being as he is, is basically Sonic on steroids. His Bulk is improved, he hits harder, and of course, Sonic gets even MORE ludicrously fast! His ability and typing remain unchanged though, because he's still Sonic. Just... Super. He's probably an Uber-tier threat in his Super Form, though.

Here's the standard Sonic Set.

"You're too slow!" (Standard Sonic)
Sonic@Life Orb/Supersonicium Z (dependant on tier)
Nature: Adamant/Jolly
Ability: Fastest Thing Alive
-Sonic Boost
-Extreme Speed
-Mach Punch/Bullet Punch/First Impression
-Filler
Filler=Swords Dance/Spikes/Tailwind/Close Combat
 
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Pokémon: Shulk
Type: Psychic/Fighting
Ability: Forewarn
Moves: Future Sight, Psycho Cut, Heal Pulse, Sacred Sword, Laser Focus, Shadow Sneak, Air Slash, Hurricane, Slash, Protect, Detect, Agility, Swords Dance, Reflect, Light Screen, Chip Away, Rock Smash, Aurora Veil
New Move: Monado Purge (80BP Psychic-type move. Special. Negates the opponent's ability when it hits.)
New Move: Monado Eater (20BP Fighting-type move. Physical. Adds 20BP for each stat boost the target has and negates those boosts.)
Z-Move: Monado Buster (200BP Fighting-type move. Sacred Sword is required. Physical, but becomes Special instead if the opponent has higher Defense than Special Defense.)
Stats: 77/125/86/90/90/102 [BST 570]

Reasoning: The Psychic/Fighting type combination owes itself entirely to the Monado, the blade Shulk uses that foresees the future, which also gives him Forewarn and Future Sight. Sacred Sword comes naturally, since that can easily describe the Monado. Max HP and Max Agility (Translates into Speed) are both the medians, but the ratios to the highest in their party plus Shulk's role as an attacker lead to 77HP and 102Spe. The defensive ratio comes from how his Max Ether (SpA/SpD) just barely edges out his Max Strength (Atk/Def), but since all of his ether-based attacks are Monado Arts, his offenses lean physical. Psycho Cut is mandatory STAB. The rest of the moves are based off of his various arts:

Normal attacks: Slash, Chip Away
Light Heal: Heal Pulse
Shadow Eye: Laser Focus, Shadow Sneak
Slit Edge: Rock Smash
Air Slash: Air Slash (if only for the flinch)
Monado Enchant: Swords Dance is everywhere on mons with blades on them, but of Shulk's arts, SD most closely resembles Enchant. Sacred Sword and Chip Away also ignore defensive boosts.
Monado Speed: Detect (it's part this and part visions), Agility
Monado Purge: Self-Explanatory (It nulls Auras and inflicts Aura Seal on the target, hence the ability negation)
Monado Eater: Also Self-Explanatory (This move removes any buffs the target has and inflicts bleed.)
Monado Cyclone: Hurricane
Monado Armour: Reflect, Light Screen, Aurora Veil (The art has more or less the effects of the latter move, but without weather restrictions. Physical and Ether damage is cut down by 75% at maximum power, which is basically the same as all of those moves being active at once.)
 
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New Move: Monado Purge (90BP Fighting-type move. Special. Negates the opponent's ability when it hits.)
New Move: Monado Eater (20BP Fighting-type move. Physical. Adds 20BP for each stat boost the target has and negates those boosts.)
Z-Move: Monado Buster (200BP Fighting-type move. Sacred Sword is required. Physical.
Maybe make Monado Buster hit off of Monado Purge instead? Just bugs me a little that if I were to use this with the Z-Move and Monado Purge, I'd have to run nearly identical fighting moves
 
Reserving five characters to post by Tuesday.
Pika Xreme already mentioned that the same character can be submitted by different people in the same slate, this is just because two submissions for the same character can be vastly different and reserving may restrict a 'better' or unique submission just because someone got in first.
 

G-Luke

Sugar, Spice and One For All
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Pika Xreme already mentioned that the same character can be submitted by different people in the same slate, this is just because two submissions for the same character can be vastly different and reserving may restrict a 'better' or unique submission just because someone got in first.
Yh I underdtoof
 
It's time for...

WEIRD BRITISH SHIT FROM THE MID-EIGHTIES!


Pokémon: Monty Mole
Type: Normal/Ground
Ability: Impossamole (This Pokémon's sound moves deal +50% damage) / HA: Soundproof
Signature Move: Abide With Mole | 140 BP | Special | Ground | 5-8 PP | Acc: 100% | No additional effect
Z-Move: SUPERSONIC SPECTRUM | 210 BP | User must know Abide With Mole
Notable Moves: Hyper Voice, Boomburst, Earth Power, Tri Attack, Dark Pulse, Fire Blast, Surf, Agility, Quiver Dance
Stats: 65/60/65/130/65/130

Reasoning: Monty Mole is, er, a mole, hence the Ground typing - but he's also just a bloke, hence the Normal typing. The sound move specialization is in reference to the legendary soundtracks of the Monty Mole games amongst British home computer gaming enthusiasts. Monty Mole games were frenetic puzzlers and maze games, so high Speed and Special Attack stats seemed to fit, and I also think it would be interesting for the meta to have a powerful but fragile Ground-type special attacker. By the way, the move name is a reference to the death screen music - an 8-bit rendition of "Abide With Me".
 
Well, I've got no options for Kirby characters here, so...

"I don't care what you say, I'll save the world if it so takes my life!"
Pokémon: Iji
Type: Steel
Ability: Nanogun*
*Nanogun: User's Steel-type moves are neutral against other Steel-types.
Stats: 110/70/100/130/80/60 (550)
Notable Moves: Resonance Reflector*, Flash Cannon, Thunderbolt, Dark Pulse, Focus Blast, Strength Sap, Giga Drain, Energy Ball
*Resonance Reflector: Status Steel-type. Protect clone. When protecting against a non-contact Special move, the user of that move takes 1/8th of the max HP in damage.
Signature Z-Move: Retribution: Special Steel-type, 70 BP, hits 3 times. Accessed with Flash Cannon holding Ijium Z.
Iji @ Ijium Z / Leftovers
Ability: Nanogun
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Flash Cannon
- Thunderbolt
- Focus Blast
- Strength Sap

Reasoning: Steel-type because she's a cyborg courtesy of her Nanofield. Ability is because her weapons are clearly effective against her enemies who would probably also count as Steel-type. Resonance Reflector is based on a weapon from the game. Iji's other moves are also based on her various weapons from the game.


"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.
 
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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.
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
 
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Pokemon: **King Knight** (Playable protagonist of King of Cards) (from Shovel Knight)
Type: Fighting
Abilities: Battle Armor / Dazzling / Kingly Majesty (This pokemon is immune to any moves it resists.)
Signature Move: Confetti Barrage (Fighting / Physical / 25 BP / 48 PP / Hits 2-5 times in one turn)
Stats: 105 / 115 / 85 / 70 / 130 / 60 | BST: 575
Moves: Sacred Sword, Close Combat, Feint, King's Shield, Power Whip, Iron Head, Flare Blitz, Thunder Punch, Recover
Reasoning: King Knight is Fighting type because he is a master of hand-to-hand combat and no other type really seemed to fit him. Battle Armor is because of his... battle armor. Dazzling is because of his regal appearance and glimmering armor, and his signature abilitiy, Kingly Majesty, reflects how King Knight ignores things that he considers beneath him. Confetti Barrage is based on his attack where he makes Confetti rain from the ceiling, damaging the player. His stats are mainly meant to reflect his giant Ego. His high SpD is meant to show his mental barriers against insults, high attack is for the hand-to-hand combat, and low is speed is because he slowly struts around the battlefield. Decent HP and Def are mainly because of his formidable armor.
 

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