Crossover Chaos V2: Slate 44 - Halloween


Pokemon: **Lloyd Irving** (Tales of Symphonia)
Type:

Ability: Sword of Swords - The Pokemon's slashing moves deal 33% more damage and this Pokemon takes 33% less damage from opposing Pokemons' slashing moves. (slashing moves: Sword Rain Beta, Rising Phoenix, Psycho Cut, Cut, Slash, Night Slash, Solar Blade, Leaf Blade, X-Scissor, Cross Poison, Air Slash, Air Cutter, Fury Cutter, Sacred Sword, Secret Sword, Razor Shell)
Signature Moves:
Sword Rain Beta -
|
| 20 BP | 100 Acc | 20 PP | Z-move: 120 BP All-Out Pummeling | Selected target | Hits 5 times in a row. Makes contact, slashing move.
Rising Phoenix -
|
| 110 BP | 90 Acc | 10 PP | Z-move: 185 BP Inferno Overdrive | Selected target | 30% chance to burn, high critical hit ratio. Makes contact, slashing move.
Stats: 90 / 125 / 105 / 50 / 80 / 110 | BST: 560
Other Notable Moves: Knock Off, Taunt, U-turn, Swords Dance, Sacred Sword, Flare Blitz, Leaf Blade, Psycho Cut, Acrobatics, Will-O-Wisp
Reasoning: Lloyd is a swordsman, and in the second Tales of Symphonia game, he is given a Fire attribute, explaining his typing. His signature ability is one of his titles in his game, and it represents his swordsmanship mastery the list totally wasn't stolen from another meta or anything. His signature moves are based on two of his strongest Artes and function well as main STABs. His stats were designed around him being a fast physical attacker with decent physical bulk but lower special bulk, similar to his character in the game.
Sample Moveset:
Lloyd Irving @ Life Orb
Ability: Sword of Swords
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sword Rain Beta
- Rising Phoenix
- Swords Dance
- Knock Off / Taunt / U-turn



Pokemon: **Emil Castagnier** (Tales of Symphonia: Dawn of the New World)
Type:

Ability: Ratatosk Mode - Changes the Pokémon's form when it has more than 25% of its max hitpoints. When HP drop below 25%, it changes back to Emil Forme. Switching the Pokemon out restores 25% of its max hitpoints.
Signature Move:
Converging Fury -
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| 100 BP | 100 Acc | 10 PP | Z-move: 180 BP All-Out Pummeling | Selected target | 30% chance to cause flinching. Makes contact.
Ain Soph Aur -
|
| 100 BP | 100 Acc | 10 PP | Z-move: 180 BP Black Hole Eclipse | Selected target | High critical hit ratio. Does not make contact.
Stats:
Emil Forme: 90 / 75 / 75 / 50 / 70 / 75 | BST: 435
Ratatosk Forme: 90 / 135 / 90 / 50 / 70 / 125 | BST: 560
Other Notable Moves: Knock Off, Taunt, U-turn, Swords Dance, Fire Punch, Waterfall, Drill Run, Thunder Punch, Ice Punch, Psycho Cut, Night Slash, Leaf Blade, Acrobatics, Pursuit
Reasoning: Emil is a swordsman who was imbued with the Darkness elemental, giving him his typing. His ability refers to his alternate personality which usually comes out during battle, which is harsh, aggressive, and brutal as opposed to his normally timid and weaker self. His signature moves are based on two of his Artes. His stats change between his two formes, staying in Ratatosk forme until he is weakened. Ratatosk Forme is very fast and brutally strong, though relatively low in overall bulk, while Emil Forme is weak overall. His diverse moveset is based on his ability to use many different elemental attacks in the game.
Sample Moveset:
Emil Castagnier @ Life Orb
Ability: Ratatosk Mode
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Converging Fury
- Ain Soph Aur
- Swords Dance
- Ice Punch / U-turn
 
It's kinda past the deadline, but okay. Never mind; I was looking at the previous announcement. Oopsie.


Pokémon: Arle
Type: Water/Psychic
Ability: Magician / Magic Guard / Magic Bounce
Moves: Puyo Chain*, Psychic, Psyshock, Mystical Fire, Freeze-Dry, Thunderbolt, Air Slash, Judgment, Calm Mind, Trick Room, Reflect, Light Screen, Protect, Magic Coat
*Water, Special, 10 BP, 90% Acc, 10 PP | Arle creates a chain of Puyos and pops them. Hits up to 4 times, with each hit having its own accuracy and consecutive hits having +10 BP (like Triple Kick but non-contact and with an extra hit). | Z-Move: 190 BP Hydro Vortex
Z-Move: Bayoen - Psychic, Special, 200 BP | Arle's signature spell. It hits the target's lower Defense. | Move: Psyshock | Z-Crystal: Puyonium Z
Stats: 100/64/88/124/100/64 | 540 BST
Reasoning: Puyo Puyo is a dynamic puzzle game that involves clearing blobs that look like liquid, hence the Water type. (The game has reskins in Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine.) Arle is a spellcaster in the game, thus Psychic. Her attacks are based on the spells that she uses, while non-attacks relate to the mechanics of Puyo Puyo.


Pokémon: Neptune
Type: Fairy/Electric
Ability: Own Tempo / Oblivious / Forewarn
Moves: Cross Combo*, Storm Throw, Secret Sword, Gear Grind, Swords Dance, Quiver Dance, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Dazzling Gleam, Blaze Kick, Play Rough, Wild Charge, Thunder
*Fairy, Physical, 25 BP, 100% Acc, 20 PP | Hits 3 times. | Fairium Z: 140 BP Twinkle Tackle
Z-Move: Neptune Break - Fairy, Physical, 100 BP | Hits 2 times. | Move: Cross Combo | Z-Crystal: Neptunium Z
Stats: 90/110/90/100/80/90 | 560 BST

Changes form with Neptunium Z à la Necrozma-Dusk/Dawn

HDD Form: Neptune-Purple-Heart
Ability: Levitate
Stats: 90/125/100/120/90/105 | 630 BST

Reasoning: Neptune is the CPU of Planeptune. Her Fairy typing comes from her whimsical nature. While she doesn't have many elemental attacks compared to the other CPUs, the modal element in her repertoire is Lightning, so her second type is Electric.
Personality-wise, she takes things at her own pace (Own Tempo), may seem like a bonehead at times (Oblivious), and is the most self-aware character in the series (Forewarn). In HDD form, she has boosted stats and grows wings (Levitate).
Her moves are based on SP/Combo Skills, while the Z-Move is her EXE Drive level 1 attack (but toned down a bit on hit counts).
SP Skills: Cross Combo, Critical Edge (Storm Throw), 32-bit Mega Blade (Secret Sword), Victory Slash (Gear Grind), Do Your Best! (Swords Dance), Stat Multiplier (Quiver Dance)
Notable Combo Skills: Hot Edge (Flamethrower), Ice Edge (Ice Beam), Blast Edge (Air Slash), Thunder Edge (Thunderbolt), Break Edge (Dazzling Gleam), Blaze Break (Blaze Kick), Dual Edge (Play Rough), Thunder Break (Wild Charge), Thunder Crush (Thunder)


Pokémon: Nepgear
Type: Normal/Steel
Ability: Vital Spirit / Inner Focus / Analytic
Moves: Revelation Dance, Flash Cannon, Panzer Blade*, Barrier, Swords Dance, Recover, Wish, Quick Attack, Bullet Punch, Aqua Jet, Razor Shell, Stone Edge, Sacred Sword, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Lunge, Fire Punch, Meteor Mash, Hurricane
*Normal, Physical, 60 BP, 95% Acc, 10 PP | Hits 2 times. | Normalium Z: 190 BP Breakneck Blitz
Z-Move: Celestial Severance - Normal, Physical, 100 BP | Hits 2 times. Traps the target next turn. | Move: Panzer Blade | Z-Crystal: Neptunium Z
Stats: 80/110/90/85/85/110 | 560 BST

Changes form with Neptunium Z à la Necrozma-Dusk/Dawn

HDD Form: Nepgear-Purple-Sister
Ability: Levitate
Stats: 80/125/105/100/100/120 | 630 BST

Reasoning: Nepgear is the CPU of Planeptune and Neptune's "sister." She is generic compared to the others, but she loves tinkering with hardware (Normal/Steel). However, she works harder than Neptune (Vital Spirit + Inner Focus), although she has a tendency to overthink things (Analytic).
In HDD form, she has boosted stats and grows wings (Levitate). Her moves are based on SP/Combo Skills, while her Z-Move is her EXE Drive level 1 attack (but toned down a bit on hit counts).
SP Skills: Mirage Dance (Revelation Dance), Slash Wave (Flash Cannon), Panzer Blade, Defensive Cheer (Barrier), Offensive Cheer (Swords Dance), Heal + Hyper Heal (Recover + Wish)
Notable Combo Skills: Rush (Quick Attack), Rapid Rush (Bullet Punch), Blue Sonic (Aqua Jet), Silver Tear (Razor Shell), Slash Edge (Stone Edge), Blitz Saber (Sacred Sword), Hot Edge (Flamethrower), Ice Edge (Ice Beam), Blast Edge (Air Slash), Thunder Edge (Thunderbolt), Lindworm (Lunge), Gear Knuckle (Fire Punch), Gear Knuckle II (Meteor Mash), Aerial Assault (Hurricane)
 
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Time to vote. Get your votes in by the 13th of August.
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
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

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
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!"
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.
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!
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
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.)
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".
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.
Sample Sets
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.
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
Sample Sets

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.
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.
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.
Pokemon: **Lloyd Irving** (Tales of Symphonia)
Type:

Ability: Sword of Swords - The Pokemon's slashing moves deal 33% more damage and this Pokemon takes 33% less damage from opposing Pokemons' slashing moves. (slashing moves: Sword Rain Beta, Rising Phoenix, Psycho Cut, Cut, Slash, Night Slash, Solar Blade, Leaf Blade, X-Scissor, Cross Poison, Air Slash, Air Cutter, Fury Cutter, Sacred Sword, Secret Sword, Razor Shell)
Signature Moves:
Sword Rain Beta -
|
| 20 BP | 100 Acc | 20 PP | Z-move: 120 BP All-Out Pummeling | Selected target | Hits 5 times in a row. Makes contact, slashing move.
Rising Phoenix -
|
| 110 BP | 90 Acc | 10 PP | Z-move: 185 BP Inferno Overdrive | Selected target | 30% chance to burn, high critical hit ratio. Makes contact, slashing move.
Stats: 90 / 125 / 105 / 50 / 80 / 110 | BST: 560
Other Notable Moves: Knock Off, Taunt, U-turn, Swords Dance, Sacred Sword, Flare Blitz, Leaf Blade, Psycho Cut, Acrobatics, Will-O-Wisp
Reasoning: Lloyd is a swordsman, and in the second Tales of Symphonia game, he is given a Fire attribute, explaining his typing. His signature ability is one of his titles in his game, and it represents his swordsmanship mastery the list totally wasn't stolen from another meta or anything. His signature moves are based on two of his strongest Artes and function well as main STABs. His stats were designed around him being a fast physical attacker with decent physical bulk but lower special bulk, similar to his character in the game.
Sample Moveset:
Lloyd Irving @ Life Orb
Ability: Sword of Swords
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Sword Rain Beta
- Rising Phoenix
- Swords Dance
- Knock Off / Taunt / U-turn
Pokemon: **Emil Castagnier** (Tales of Symphonia: Dawn of the New World)
Type:

Ability: Ratatosk Mode - Changes the Pokémon's form when it has more than 25% of its max hitpoints. When HP drop below 25%, it changes back to Emil Forme. Switching the Pokemon out restores 25% of its max hitpoints.
Signature Move:
Converging Fury -
|
| 100 BP | 100 Acc | 10 PP | Z-move: 180 BP All-Out Pummeling | Selected target | 30% chance to cause flinching. Makes contact.
Ain Soph Aur -
|
| 100 BP | 100 Acc | 10 PP | Z-move: 180 BP Black Hole Eclipse | Selected target | High critical hit ratio. Does not make contact.
Stats:
Emil Forme: 90 / 75 / 75 / 50 / 70 / 75 | BST: 435
Ratatosk Forme: 90 / 135 / 90 / 50 / 70 / 125 | BST: 560
Other Notable Moves: Knock Off, Taunt, U-turn, Swords Dance, Fire Punch, Waterfall, Drill Run, Thunder Punch, Ice Punch, Psycho Cut, Night Slash, Leaf Blade, Acrobatics, Pursuit
Reasoning: Emil is a swordsman who was imbued with the Darkness elemental, giving him his typing. His ability refers to his alternate personality which usually comes out during battle, which is harsh, aggressive, and brutal as opposed to his normally timid and weaker self. His signature moves are based on two of his Artes. His stats change between his two formes, staying in Ratatosk forme until he is weakened. Ratatosk Forme is very fast and brutally strong, though relatively low in overall bulk, while Emil Forme is weak overall. His diverse moveset is based on his ability to use many different elemental attacks in the game.
Sample Moveset:
Emil Castagnier @ Life Orb
Ability: Ratatosk Mode
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Converging Fury
- Ain Soph Aur
- Swords Dance
- Ice Punch / U-turn
Pokémon: Arle
Type: Water/Psychic
Ability: Magician / Magic Guard / Magic Bounce
Moves: Puyo Chain*, Psychic, Psyshock, Mystical Fire, Freeze-Dry, Thunderbolt, Air Slash, Judgment, Calm Mind, Trick Room, Reflect, Light Screen, Protect, Magic Coat
*Water, Special, 10 BP, 90% Acc, 10 PP | Arle creates a chain of Puyos and pops them. Hits up to 4 times, with each hit having its own accuracy and consecutive hits having +10 BP (like Triple Kick but non-contact and with an extra hit). | Z-Move: 190 BP Hydro Vortex
Z-Move: Bayoen - Psychic, Special, 200 BP | Arle's signature spell. It hits the target's lower Defense. | Move: Psyshock | Z-Crystal: Puyonium Z
Stats: 100/64/88/124/100/64 | 540 BST
Reasoning: Puyo Puyo is a dynamic puzzle game that involves clearing blobs that look like liquid, hence the Water type. (The game has reskins in Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine.) Arle is a spellcaster in the game, thus Psychic. Her attacks are based on the spells that she uses, while non-attacks relate to the mechanics of Puyo Puyo.
Pokémon: Neptune
Type: Fairy/Electric
Ability: Own Tempo / Oblivious / Forewarn
Moves: Cross Combo*, Storm Throw, Secret Sword, Gear Grind, Swords Dance, Quiver Dance, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Dazzling Gleam, Blaze Kick, Play Rough, Wild Charge, Thunder
*Fairy, Physical, 25 BP, 100% Acc, 20 PP | Hits 3 times. | Fairium Z: 140 BP Twinkle Tackle
Z-Move: Neptune Break - Fairy, Physical, 100 BP | Hits 2 times. | Move: Cross Combo | Z-Crystal: Neptunium Z
Stats: 90/110/90/100/80/90 | 560 BST

Changes form with Neptunium Z à la Necrozma-Dusk/Dawn

HDD Form: Neptune-Purple-Heart
Ability: Levitate
Stats: 90/125/100/120/90/105 | 630 BST

Reasoning: Neptune is the CPU of Planeptune. Her Fairy typing comes from her whimsical nature. While she doesn't have many elemental attacks compared to the other CPUs, the modal element in her repertoire is Lightning, so her second type is Electric.
Personality-wise, she takes things at her own pace (Own Tempo), may seem like a bonehead at times (Oblivious), and is the most self-aware character in the series (Forewarn). In HDD form, she has boosted stats and grows wings (Levitate).
Her moves are based on SP/Combo Skills, while the Z-Move is her EXE Drive level 1 attack (but toned down a bit on hit counts).
Pokémon: Nepgear
Type: Normal/Steel
Ability: Vital Spirit / Inner Focus / Analytic
Moves: Revelation Dance, Flash Cannon, Panzer Blade*, Barrier, Swords Dance, Recover, Wish, Quick Attack, Bullet Punch, Aqua Jet, Razor Shell, Stone Edge, Sacred Sword, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Lunge, Fire Punch, Meteor Mash, Hurricane
*Normal, Physical, 60 BP, 95% Acc, 10 PP | Hits 2 times. | Normalium Z: 190 BP Breakneck Blitz
Z-Move: Celestial Severance - Normal, Physical, 100 BP | Hits 2 times. Traps the target next turn. | Move: Panzer Blade | Z-Crystal: Neptunium Z
Stats: 80/110/90/85/85/110 | 560 BST

Changes form with Neptunium Z à la Necrozma-Dusk/Dawn

HDD Form: Nepgear-Purple-Sister
Ability: Levitate
Stats: 80/125/105/100/100/120 | 630 BST

Reasoning: Nepgear is the CPU of Planeptune and Neptune's "sister." She is generic compared to the others, but she loves tinkering with hardware (Normal/Steel). However, she works harder than Neptune (Vital Spirit + Inner Focus), although she has a tendency to overthink things (Analytic).
In HDD form, she has boosted stats and grows wings (Levitate). Her moves are based on SP/Combo Skills, while her Z-Move is her EXE Drive level 1 attack (but toned down a bit on hit counts).
KeeganSkymin4444
Neosonic97
KirbyRider1337
colourcodedchaos
Pika Xreme
Gojiratar
Brodaha
Origin0
Mygavolt
 
Slate #8
Anything Goes

Congratulations to Pika Xreme, KirbyRider1337, and Origin0 for winning with Bowser, Shulk, and Lloyd Irving. KirbyRider1337 has earned the title Mario + Rabbids Kingdom Battle.

Usually I would let voting go on a day or so when there's a low vote count but it seemed the winners fairly set.

Submit your characters for this slate by the 19th 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

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. 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

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), this entry is the Miitopia Vampire class. 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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Time to bring back these since I failed to win last round...

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. Makes contact.
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 Base Sonic)
Sonic@Life Orb
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/Spiky Shield

"Behold the power of the Chaos Emeralds!" (Standard Super Sonic)
Sonic@Supersonicium Z
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/Spiky Shield

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, based on his ability to charge his X-Buster in every Mega Man X game.

When I said 'at first' for saying X lives and dies by Protean, there's a reason for that. 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 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's 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 Falcon Armor 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. His Z-Move is based on the armor's Giga Attack in Mega Man X5, where he creates a large sphere of energy which traps the enemy within, dealing severe amounts of damage.

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. Makes contact. 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. Does not make contact. 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. The reason he's got Tough Claws is because this armor focuses on usage of the Z-Saber.

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. X protects himself, avoiding all moves that target him. Any foe who tries to attack X while he is protecting himself 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, which manifests as a defense boost), 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. Makes contact. 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. Using the Ultimate Armor, X 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, Spacial Rend, Focus Blast/Secret Sword, Dark Pulse, Moonblast/Light of Ruin, Ice Beam, Sludge Bomb, Power Gem and so on. The options are endless!

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, 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 and Typing 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 the essence of 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. She also resists Fire-type moves, having overcome her weakness to heat.

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.

"When it comes to me, I'm the strongest!" (Regular Cirno set)
Cirno@Cirnium Z
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 Spd
Ability: Freeze Atmosphere
-Icicle Fall
-Dazzling Gleam
-Energy Ball
-Filler
Filler=Aurora Veil/Freeze-Dry/Glaciate/Icy Wind/Nature Power/Hail

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind
 
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Pokémon: Riki
Type: Normal
Ability: Frisk
Moves: Counter, Acupressure, Yawn, Rest, Thief, Heal Pulse, Stomping Tantrum, Punishment, Smack Down, Rollout, Feint Attack, Icicle Crash, Toxic, Flamethrower, Fire Blast, Incinerate, Bite
Stats: 145/67/90/80/80/108 [BST 570]

Reasoning: Riki's Normal because he was roped into the Heropon business due to debt alone, having been an ordinary Nopon otherwise. Def is Shulk's SpD (Riki's max Strength = Shulk's max Ether), and I extrapolated Riki's SpD from that based on Max Ether. HP and Speed were obtained through the ratios between Shulk's and Riki's Max HP and Agility, respectively. He leans towards Special Offense because plenty of Riki's arts are Special, and his prime focus is inflicting debuffs on the enemy. Frisk ties into Yoink! (The basis for Thief), an art that can steal enemy drops or stat boosts, later going into XP and AP. Now, let's get into his moves...

Riki Is Angry: Counter
Bitey Bitey: Bite
Sneaky: Feint Attack
Hero Time: Acupressure
Bedtime: Yawn, Rest (This move puts both Riki and nearby enemies to sleep)
You Can Do It: Heal Pulse
Tantrum: Stomping Tantrum
Say Sorry: Punishment
Roly-Poly: Smack Down (The art has a 30% chance to inflict Topple, but if Topple isn't inflicted, it attempts to inflict Bind instead.)
Freezinate: Icicle Crash
Lurgy: Toxic
Burninate: Flamethrower, Fire Blast, Incinerate

Pokémon: False Knight
Type: Bug/Steel
Ability: Sturdy, Shell Armor
Moves: Bulldoze, Earthquake, Rock Slide, Heavy Slam, Body Slam, Lunge, Metal Claw, Iron Head, Iron Defense, Power Trip, Gyro Ball, Superpower, Outrage
Stats: 55/135/160/60/135/55 [BST 600]

Reasoning: Bug/Steel comes from the fact that it's literally a maggot using a stolen suit of armor. (The owner would also likely be Bug/Steel because the residents of Hallownest are mostly just bug people) Bulldoze and Earthquake are from how its attacks summon shockwaves, and Rock Slide is from how when it rages out after you damage the maggot itself enough, rocks fall from the ceiling. With Heavy Slam, sometimes it'll jump without using the mace afterward. Lunge is basically the jump-into-mace attack, and Metal Claw is from use of the mace. Iron Head, however, is very commonplace on Steel-types. Iron Defense is even more commonplace among Steel-types. Power Trip, though... It's really excited about its newfound strength as the False Knight. Shell Armor and Sturdy are both from its nice armor. (The latter from being how it requires three staggers before it can be finished off. The stats are from how while that armor's formidable and its attacks as Failed Champion HURT LIKE HELL (It's the first boss not counting the Gruz Mother so not dealing as much damage in its first fight might be justified), at the end of the day it's just a maggot in an otherwise empty suit of armor. (also it's quite sluggish in its first boss fight)
 
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"Let's do this Texas style!"
Pokémon: Engineer
Type: Steel
Ability: Builder - If the user ends a turn behind a Substitute, then the user regains 1/16 HP.
Moves: Sentry*, Smart Strike, Flash Cannon, Parabolic Charge, Bullet Seed, Rock Blast, Twineedle, Drain Punch, Knock Off, Flame Burst, Volt Switch, Substitute, Stealth Rock, Spikes, Protect, Gear Up
*Steel, Other, 10 PP | The user creates a Substitute. As long as the Substitute is up, the nearest opponent loses 1/8 HP at the end of every turn.
Z-Move: Dischord - Steel, Special, 185 BP | The Engineer takes out his trusty guitar, plays a chord, and then smashes the target with it. This renders the target unable to use sound moves for 2 turns. | Move: Flash Cannon | Z-Crystal: Australium Z
Stats: 67/89/120/89/120/100 | 585 BST
Reasoning: The Engineer is a defensive class centered around building machines that provide combat utility. The Sentry deals damage and serves as a metal shield. The Dispenser (Ability) provides passive healing. The Teleporter (Volt Switch) allows for displacement across large distances in a matter of split seconds. Engineer can also fight on his own, his weapons of choice being shotguns, pistols, and wrenches.


"I am ready."
Pokémon: Primrose
Type: Dark
Ability: Dancer
Moves: Dark Pulse, Night Daze, Throat Chop, Poison Jab, Smart Strike, Iron Defense, Nasty Plot, Agility, Metronome, Attract, Captivate, Beat Up, Assist, Dragon Dance, Feather Dance, Fiery Dance, Lunar Dance, Petal Dance, Quiver Dance, Swords Dance, Teeter Dance
Stats: 60/100/70/110/80/120 | 540 BST
Reasoning: Representative of the Dancer Job in Octopath Traveler. Dancers have Dark spells at their disposal (Dark type, Dark Pulse, Night Daze) and fight with daggers (Throat Chop, Poison Jab, Smart Strike). They also have numerous dancing moves and means of boosting their stats (Iron Defense, Nasty Plot, Agility), along with a skill that does something random (Metronome). Primrose in particular uses her Allure (Attract, Captivate) to make allies fight alongside her (Beat Up, Assist).
 
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More Zelda characters, why not?



Pokémon: Great Deku Tree
Type: Grass
Ability: Leaf Guard / Regenerator
Moves: Wood Hammer, Leaf Storm, Energy Ball, Giga Drain, Forest's Curse, Sleep Powder, Leech Seed, Synthesis, Shadow Ball, Earth Power, Calm Mind, Future Sight, Psychic, Psyshock, Focus Blast, Moonblast, Nature's Madness,
Z-Move: Dekunium-Z | Future Sight | "Divine Foresight" | 210 BP Special Psychic-type attack | user switches out
Stats: 100/60/75/130/180/10 [BST 555]
Reasoning: The Great Deku Tree is the guardian deity of the forest in the Zelda series. It generally is like a father figure, watching over the child-like denizens of the forest. It has movepool features of Psychic and Fairy types, due to the fact that it displays some mind reading and future seeing powers, and the fact that the forest is associated with fairies in Zelda ( also it needed coverage ). It's Z-move should be interesting, dealing a heavy hit and then pivoting out ( especially with Regenerator ). Leaf Guard is because of the ill-defined protective influence he has in keeping monsters out of the forest. Regenerator refers to his ability to sprout again from a seed once he has died.


Pokémon: Midna
Type: Dark/Psychic
Ability: Cursed Body
Moves: Dark Pulse, Knock Off, Sucker Punch, Moonblast, Moonlight, Nasty Plot, Calm Mind, Taunt, Psychic, Psyshock, Shadow Ball, Focus Blast, Parting Shot
Signature Move: Twilight Wave - 95 BP Special Dark-type move. 100% accuracy. 30% chance to lower target's attack.
Z-Move: Midnium-Z | Twilight Wave | "Fused Shadow" | 175 BP Dark-type move, raises user's stats by 1 stage.
Stats: 65/100/80/110/110/115 [BST 580]
Reasoning: Midna, the princess of the twilight realm from The Legend of Zelda: Twilight Princess. Her ancient ancestors, a tribe of sorcerors, attempted to take the power of the gods and were banished to an alternate dimension as punishment. Dark type represents the darkness of the twilight realm, and Psychic type represents sorcery in general. The Fused Shadow is a magic relic of her ancestors, and something of a macguffin in the story.
 
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"I got the sun and moon to fight. I got you into space... it was all according to my perfect little plan!"
Pokémon: Marx
Type: Dark
Type (Marx Soul): Dark/Ghost
Ability: Levitate
Ability (unwinged): Prankster
Ability (Marx Soul): Soul of Madness*
*Soul of Madness: User's Normal-type moves become Ghost type and have 1.2x BP. When KOed (regardless of who did it or if it was indirect, and after abilities like Moxie and Soul Heart), opponent(s) lose all stat boosts and have Defense and Special Defense lowered by 2 stages.
Stats: 100/150/90/120/90/130 (680)
Stats (unwinged): 100/110/90/100/90/110 (600)
Stats (Marx Soul): 100/180/120/130/120/130 (780)
(Marx turns into Marx Soul when switching in holding the Soul Orb, similarly to a Primal Reversion.)
Notable Moves: Marx Flip Ultima*, Shooter Cutter**, Icicle Crash, Petal Blizzard, Sky Uppercut, Power Whip, Brave Bird, Flare Blitz, Wild Charge, Roost, Taunt, Trick
*Marx Flip Ultima: Physical Dark-Type, 60 BP, 100% Accuracy, 10/16 PP, hits 2 times, makes contact, 190 BP Black Hole Eclipse
**Shooter Cutter: Physical Normal-Type, 30 BP, 100% accuracy, 15/24 PP, hits 4 times.
Marx @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Marx Flip Ultima
- Icicle Crash
- Petal Blizzard
- Wild Charge

Marx-Soul @ Soul Orb
Ability: Soul of Madness
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shooter Cutter
- Sky Uppercut
- Icicle Crash
- Wild Charge

Reasoning: (Unwinged is for OU, the rest is for Ubers.) Dark-type because he's a manipulative, sneaky asshole and/or insane demonic lunatic at any given moment. While a lot of Marx's moves are pretty "magical", they'd still be reasonably classified as Physical moves in Pokémon, so he's a Physical attacker. His Ghost-type and ability as Marx Soul are for similar reasons as Star Dream, and like in Kirby Super Star Ultra, Marx Soul screeches horribly when beaten! He's fast because GOOD LORD does he teleport around as a boss (also it helps diffentiate him from Yveltal and Lord Frederick). Marx Flip Ultima is based on his attack where he dives into the ground and then emerges. Shooter Cutter is based on the attack where he throws out 4 cutter boomerangs (later used by a shitload of other bosses, it would probably be a TM in a Kirby-based Pokémon game). His other attacks are based, to varying degrees of looseness, on his various boss attacks, except for Taunt and Trick, which should be clear enough where they come from.
 
Time to vote. Get your votes in by the 22nd of August.
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
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. 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

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), this entry is the Miitopia Vampire class. 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
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. Makes contact.
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 Base Sonic)
Sonic@Life Orb
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/Spiky Shield

"Behold the power of the Chaos Emeralds!" (Standard Super Sonic)
Sonic@Supersonicium Z
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/Spiky Shield
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, based on his ability to charge his X-Buster in every Mega Man X game.

When I said 'at first' for saying X lives and dies by Protean, there's a reason for that. 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 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's 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 Falcon Armor 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. His Z-Move is based on the armor's Giga Attack in Mega Man X5, where he creates a large sphere of energy which traps the enemy within, dealing severe amounts of damage.

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. Makes contact. 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. Does not make contact. 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. The reason he's got Tough Claws is because this armor focuses on usage of the Z-Saber.

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. X protects himself, avoiding all moves that target him. Any foe who tries to attack X while he is protecting himself 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, which manifests as a defense boost), 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. Makes contact. 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. Using the Ultimate Armor, X 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, Spacial Rend, Focus Blast/Secret Sword, Dark Pulse, Moonblast/Light of Ruin, Ice Beam, Sludge Bomb, Power Gem and so on. The options are endless!
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, 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 and Typing 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 the essence of 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. She also resists Fire-type moves, having overcome her weakness to heat.

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.

"When it comes to me, I'm the strongest!" (Regular Cirno set)
Cirno@Cirnium Z
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 Spd
Ability: Freeze Atmosphere
-Icicle Fall
-Dazzling Gleam
-Energy Ball
-Filler
Filler=Aurora Veil/Freeze-Dry/Glaciate/Icy Wind/Nature Power/Hail

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind
Pokémon: Riki
Type: Normal
Ability: Frisk
Moves: Counter, Acupressure, Yawn, Rest, Thief, Heal Pulse, Stomping Tantrum, Punishment, Smack Down, Rollout, Feint Attack, Icicle Crash, Toxic, Flamethrower, Fire Blast, Incinerate, Bite
Stats: 145/67/90/80/80/108 [BST 570]

Reasoning: Riki's Normal because he was roped into the Heropon business due to debt alone, having been an ordinary Nopon otherwise. Def is Shulk's SpD (Riki's max Strength = Shulk's max Ether), and I extrapolated Riki's SpD from that based on Max Ether. HP and Speed were obtained through the ratios between Shulk's and Riki's Max HP and Agility, respectively. He leans towards Special Offense because plenty of Riki's arts are Special, and his prime focus is inflicting debuffs on the enemy. Frisk ties into Yoink! (The basis for Thief), an art that can steal enemy drops or stat boosts, later going into XP and AP. Now, let's get into his moves...

Riki Is Angry: Counter
Bitey Bitey: Bite
Sneaky: Feint Attack
Hero Time: Acupressure
Bedtime: Yawn, Rest (This move puts both Riki and nearby enemies to sleep)
You Can Do It: Heal Pulse
Tantrum: Stomping Tantrum
Say Sorry: Punishment
Roly-Poly: Smack Down (The art has a 30% chance to inflict Topple, but if Topple isn't inflicted, it attempts to inflict Bind instead.)
Freezinate: Icicle Crash
Lurgy: Toxic
Burninate: Flamethrower, Fire Blast, Incinerate
Pokémon: False Knight
Type: Bug/Steel
Ability: Sturdy, Shell Armor
Moves: Bulldoze, Earthquake, Rock Slide, Heavy Slam, Body Slam, Lunge, Metal Claw, Iron Head, Iron Defense, Power Trip, Gyro Ball, Superpower, Outrage
Stats: 55/135/160/60/135/55 [BST 600]

Reasoning: Bug/Steel comes from the fact that it's literally a maggot using a stolen suit of armor. (The owner would also likely be Bug/Steel because the residents of Hallownest are mostly just bug people) Bulldoze and Earthquake are from how its attacks summon shockwaves, and Rock Slide is from how when it rages out after you damage the maggot itself enough, rocks fall from the ceiling. With Heavy Slam, sometimes it'll jump without using the mace afterward. Lunge is basically the jump-into-mace attack, and Metal Claw is from use of the mace. Iron Head, however, is very commonplace on Steel-types. Iron Defense is even more commonplace among Steel-types. Power Trip, though... It's really excited about its newfound strength as the False Knight. Shell Armor and Sturdy are both from its nice armor. (The latter from being how it requires three staggers before it can be finished off. The stats are from how while that armor's formidable and its attacks as Failed Champion HURT LIKE HELL (It's the first boss not counting the Gruz Mother so not dealing as much damage in its first fight might be justified), at the end of the day it's just a maggot in an otherwise empty suit of armor. (also it's quite sluggish in its first boss fight)
Pokémon: Engineer
Type: Steel
Ability: Builder - If the user ends a turn behind a Substitute, then the user regains 1/16 HP.
Moves: Sentry*, Smart Strike, Flash Cannon, Parabolic Charge, Bullet Seed, Rock Blast, Twineedle, Drain Punch, Knock Off, Flame Burst, Volt Switch, Substitute, Stealth Rock, Spikes, Protect, Gear Up
*Steel, Other, 10 PP | The user creates a Substitute. As long as the Substitute is up, the nearest opponent loses 1/8 HP at the end of every turn.
Z-Move: Dischord - Steel, Special, 185 BP | The Engineer takes out his trusty guitar, plays a chord, and then smashes the target with it. This renders the target unable to use sound moves for 2 turns. | Move: Flash Cannon | Z-Crystal: Australium Z
Stats: 67/89/120/89/120/100 | 585 BST
Reasoning: The Engineer is a defensive class centered around building machines that provide combat utility. The Sentry deals damage and serves as a metal shield. The Dispenser (Ability) provides passive healing. The Teleporter (Volt Switch) allows for displacement across large distances in a matter of split seconds. Engineer can also fight on his own, his weapons of choice being shotguns, pistols, and wrenches.
Pokémon: Primrose
Type: Dark
Ability: Dancer
Moves: Dark Pulse, Night Daze, Throat Chop, Poison Jab, Smart Strike, Iron Defense, Nasty Plot, Agility, Acupressure, Attract, Captivate, Beat Up, Assist, Dragon Dance, Feather Dance, Fiery Dance, Lunar Dance, Petal Dance, Quiver Dance, Swords Dance, Teeter Dance
Stats: 60/100/70/110/80/120 | 540 BST
Reasoning: Representative of the Dancer Job in Octopath Traveler. Dancers have Dark spells at their disposal (Dark type, Dark Pulse, Night Daze) and fight with daggers (Throat Chop, Poison Jab, Smart Strike). They also have numerous dancing moves and means of boosting their stats (Iron Defense, Nasty Plot, Agility, Acupressure). Primrose in particular uses her Allure (Attract, Captivate) to make allies fight alongside her (Beat Up, Assist).
Pokémon: Great Deku Tree
Type: Grass
Ability: Leaf Guard / Regenerator
Moves: Wood Hammer, Leaf Storm, Energy Ball, Giga Drain, Forest's Curse, Sleep Powder, Leech Seed, Synthesis, Shadow Ball, Earth Power, Calm Mind, Future Sight, Psychic, Psyshock, Focus Blast, Moonblast, Nature's Madness,
Z-Move: Dekunium-Z | Future Sight | "Divine Foresight" | 210 BP Special Psychic-type attack | user switches out
Stats: 100/60/75/130/180/10 [BST 555]
Reasoning: The Great Deku Tree is the guardian deity of the forest in the Zelda series. It generally is like a father figure, watching over the child-like denizens of the forest. It has movepool features of Psychic and Fairy types, due to the fact that it displays some mind reading and future seeing powers, and the fact that the forest is associated with fairies in Zelda ( also it needed coverage ). It's Z-move should be interesting, dealing a heavy hit and then pivoting out ( especially with Regenerator ). Leaf Guard is because of the ill-defined protective influence he has in keeping monsters out of the forest. Regenerator refers to his ability to sprout again from a seed once he has died.
Pokémon: Midna
Type: Dark/Psychic
Ability: Cursed Body
Moves: Dark Pulse, Knock Off, Sucker Punch, Moonblast, Moonlight, Nasty Plot, Calm Mind, Taunt, Psychic, Psyshock, Shadow Ball, Focus Blast, Parting Shot
Signature Move: Twilight Wave - 95 BP Special Dark-type move. 100% accuracy. 30% chance to lower target's attack.
Z-Move: Midnium-Z | Twilight Wave | "Fused Shadow" | 175 BP Dark-type move, raises user's stats by 1 stage.
Stats: 65/100/80/110/110/115 [BST 580]
Reasoning: Midna, the princess of the twilight realm from The Legend of Zelda: Twilight Princess. Her ancient ancestors, a tribe of sorcerors, attempted to take the power of the gods and were banished to an alternate dimension as punishment. Dark type represents the darkness of the twilight realm, and Psychic type represents sorcery in general. The Fused Shadow is a magic relic of her ancestors, and something of a macguffin in the story.
Pokémon: Marx
Type: Dark
Type (Marx Soul): Dark/Ghost
Ability: Levitate
Ability (unwinged): Prankster
Ability (Marx Soul): Soul of Madness*
*Soul of Madness: User's Normal-type moves become Ghost type and have 1.2x BP. When KOed (regardless of who did it or if it was indirect, and after abilities like Moxie and Soul Heart), opponent(s) lose all stat boosts and have Defense and Special Defense lowered by 2 stages.
Stats: 100/150/90/120/90/130 (680)
Stats (unwinged): 100/110/90/100/90/110 (600)
Stats (Marx Soul): 100/180/120/130/120/130 (780)
(Marx turns into Marx Soul when switching in holding the Soul Orb, similarly to a Primal Reversion.)
Notable Moves: Marx Flip Ultima*, Shooter Cutter**, Icicle Crash, Petal Blizzard, Sky Uppercut, Power Whip, Brave Bird, Flare Blitz, Wild Charge, Roost, Taunt, Trick
*Marx Flip Ultima: Physical Dark-Type, 60 BP, 100% Accuracy, 10/16 PP, hits 2 times, makes contact, 190 BP Black Hole Eclipse
**Shooter Cutter: Physical Normal-Type, 30 BP, 100% accuracy, 15/24 PP, hits 4 times.
Sample Sets
Marx @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Marx Flip Ultima
- Icicle Crash
- Petal Blizzard
- Wild Charge

Marx-Soul @ Soul Orb
Ability: Soul of Madness
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shooter Cutter
- Sky Uppercut
- Icicle Crash
- Wild Charge

Reasoning: (Unwinged is for OU, the rest is for Ubers.) Dark-type because he's a manipulative, sneaky asshole and/or insane demonic lunatic at any given moment. While a lot of Marx's moves are pretty "magical", they'd still be reasonably classified as Physical moves in Pokémon, so he's a Physical attacker. His Ghost-type and ability as Marx Soul are for similar reasons as Star Dream, and like in Kirby Super Star Ultra, Marx Soul screeches horribly when beaten! He's fast because GOOD LORD does he teleport around as a boss (also it helps diffentiate him from Yveltal and Lord Frederick). Marx Flip Ultima is based on his attack where he dives into the ground and then emerges. Shooter Cutter is based on the attack where he throws out 4 cutter boomerangs (later used by a shitload of other bosses, it would probably be a TM in a Kirby-based Pokémon game). His other attacks are based, to varying degrees of looseness, on his various boss attacks, except for Taunt and Trick, which should be clear enough where they come from.
KeeganSkymin4444
Neosonic97
KirbyRider1337
Mygavolt (happy to see Octopath getting some love)
Scoopapa
Pika Xreme
 
OriBlindForest.jpg

Pokemon: **Ori** (Ori and the Blind Forest)
Type:

Ability: Soul Link - The Pokemon heals up to 1/4th of its max HP when hit with Fairy-type moves, instead of taking damage. Also, the Pokemon recovers 1/16th of its max HP every turn it is out.
Signature Moves: Spirit Flame -
|
| 30 BP | 100 Acc | 15 PP | Z-move: 100 BP Twinkle Tackle | Selected target | Hits 3 times in a row.
Stats: 70 / 120 / 70 / 130 / 70 / 125 | BST: 585
Other Notable Moves: Moonblast, Dazzling Gleam, Play Rough, Aura Sphere, Focus Blast, Jump Kick, Energy Ball, Power Gem, Flash Cannon, Signal Beam, Acrobatics, Will-O-Wisp, Bounce, Lava Plume, Overheat, U-turn, Calm Mind, Agility
Reasoning: Ori is the protagonist of its game, and it looks pretty fairy-like so it gets a mono-Fairy typing. Soul Link is the saving mechanic in the game, modified to represent being healed by light (other Fairy-type moves here), and Ori recovers HP gradually as a representation of its persistence even in the face of decay and corruption. Spirit Flame is Ori's main attack in the game, shooting projectiles of light at enemies. Ori's stats represent its frailty but high speed and agility in-game. The movepool contains options based on Ori's in-game skills, generally jumping, kicking, light-based attacks, and Fire-type attacks based on Ori's Charge Flame skill which blasts nearby enemies with powerful flames. Will-O-Wisp is a reference to Ori's next-coming game, Ori and the Will of the Wisps.
Sample Moveset:
Ori @ Life Orb / Firium-Z
Ability: Soul Link
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spirit Flame
- Power Gem
- Overheat / Lava Plume
- U-turn / Calm Mind

Kuro-0.png

Pokemon: **Kuro** (Ori and the Blind Forest)
Type:

Ability: Decaying Darkness - The Pokemon heals up to 1/4th of its max HP when hit with Dark-type moves, instead of taking damage. Also, all opposing Pokemon lose 1/16th of their max HP every turn this Pokemon is out.
Signature Moves: Corrupted Wing -
|
| 100 BP | 95 Acc | 5 PP | Z-move: 180 BP Black Hole Eclipse | Selected target | Damage inflicted depends on user's higher offensive stat.
Stats: 100 / 120 / 90 / 120 / 90 / 100 | BST: 620
Other Notable Moves: Hone Claws, Knock Off, Memento, Nasty Plot, Night Daze, Power Trip, Pursuit, Sucker Punch, Throat Chop, Air Slash, Brave Bird, Defog, Drill Peck, Hurricane, Roost, Tailwind, Heat Wave, Focus Blast, Outrage, Close Combat, Earthquake, Earth Power, U-turn, Shadow Ball, Shadow Claw, Block, Moonlight
Reasoning: Kuro is Ori's antagonist, resembling a giant owl made of darkness and shadow, giving it its Dark/Flying typing. Decaying Darkness refers to Kuro's role in the game, being responsible for the forest's decay and corruption of its inhabitants. Corrupted Wing is also based on this aspect. Kuro's stats are offensively oriented with good bulk and speed. Its movepool contains lots of Dark and Flying moves along with many high powered attacks fitting of a powerful being.
Sample Movesets:
Kuro @ Life Orb / Flynium-Z
Ability: Decaying Darkness
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Corrupted Wing
- Hurricane
- Nasty Plot
- Roost / U-turn / Earth Power

Kuro @ Life Orb
Ability: Decaying Darkness
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Corrupted Wing
- Brave Bird
- Sucker Punch
- Roost / U-turn / Close Combat
 
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