Crossover Chaos V2: Slate 44 - Halloween

Ergh, beaten out by personal preference (X actually tied with Chibiterasu and Primrose, all of them got 3 votes).

Well, nothing to do but try again.

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: 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: 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
 
Ergh, beaten out by personal preference (X actually tied with Chibiterasu and Primrose, all of them got 3 votes).
If I’m correct, the votes are actually weighted by order. So the first one gets three points, second gets two points, and third gets one point. This means X got 5 points, since one person voted for it first and two people voted for it third. Marx got 9 points, Primrose got 8 points, Chibiterasu got 8 points, the highest three point totals. If you count up the rest of the votes, your X actually got fourth place behind these three. I hope I did this right
 
If I’m correct, the votes are actually weighted by order. So the first one gets three points, second gets two points, and third gets one point. This means X got 5 points, since one person voted for it first and two people voted for it third. Marx got 9 points, Primrose got 8 points, Chibiterasu got 8 points, the highest three point totals. If you count up the rest of the votes, your X actually got fourth place behind these three. I hope I did this right
Yeah that's exactly what happened.

There were three clear winners this slate without the need to break a tie. If there is a tie, then I count who got the most first votes (and second votes if need be), then if there's still a tie I'll vote for a submission myself which I can't recall happening before.
 
Might as well resub this guy because he's from an indie game
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)
 
Question: Do heavily fictionalized versions of real people count as video game characters? This question is related to b-ball.

I naturally cannot put any Kirby characters in this slate, so here's the same gal from last time I had this problem.

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

Reasoning: Steel-type because she's a cyborg courtesy of her Nanofield. Ability is because her weapons are clearly effective against her enemies who would probably also count as Steel-type. Resonance Reflector is based on a weapon from the game. Iji's other moves are also based on her various weapons from the game.
 
Question: Do heavily fictionalized versions of real people count as video game characters? This question is related to b-ball.
I'll try keep it the same as TV/movie characters that appear in video games: If they were known for being in a video game before they were famous elsewhere, then they're fine. If they were in a video game because they were famous, then no. I can't think of any examples of a character that would be ok.
 
I'll try keep it the same as TV/movie characters that appear in video games: If they were known for being in a video game before they were famous elsewhere, then they're fine. If they were in a video game because they were famous, then no. I can't think of any examples of a character that would be ok.
Understandable, have a nice day
 

Gravity Monkey

Que des barz comme si jtais au hebs
is a Top Artist

Name: Flowey (Undertale)
Typing:

Abilities: Flower Veil / Merciless
Stats: 55 / 35 / 40 / 95 / 50 / 100 (BST: 375)
Moves: Soul Absorption*, Giga Drain, Toxic, Dark Pulse, Foul Play, Taunt, Dazzling Gleam, Leech Seed, Synthesis
*Soul Absorption:
| Special | 100 BP | 100 Acc | 5~8 PP | Heals the user 1/2th of the damage inflicted. If Flowey scores a K.O. with this move, this pokemon changes to Omega form


Name: Flowey-Omega
Typing:

Abilities: Adaptability
Stats: 110 / 70 / 80 / 190 / 100 / 50 (BST: 600)
Moves: Pretty much the same as before

Justification/Niche: WIP
 
Pokemon: Shovel Knight
Type: Steel / Fighting
Abilities: Groundworker (Ground type version of Steelworker) / Justified
Signature Moves: Shovel Bash
- Type: Steel
- Classification: Physical
- Power: 90
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Super Effective on Ground types. Hits digging targets, and stops them from using the move.
Dust Knuckle
- Type: Ground
- Classification: Physical
- Power: 95
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Hits Flying type Pokemon for neutral damage unless it's resisted by the opponent's other type.
Stats: 90 / 125 / 100 / 75 / 95 / 100 (Total: 585)
Other Notable Moves: Smart Strike, Sacred Sword, Brick Break, Night Slash, Dig, Detect, Ember, Double Team, Anchor Shot, Pay Day, Shift Gear, Boomburst, Aerial Ace, Sludge Bomb
Overview: It's the one and only Shovel Knight. Shovel Knight is clad in armor and wields a steel shovel, so it makes sense that he should have the Steel type. The Fighting type comes from his heroic nature, as well as to synergize with Justified. His first signature move gives him an edge against Ground types, which would ordinarily be a good bet against him. His trusty shovel strikes the earth away so easily in his game, that I decided to make it the case here too. Meanwhile, the Dust Knuckle can be used to break through dirt floating in the air, because it's a punch, so it can hit Flying types (but doesn't smack them down like T-Arrows). His stats reflect the fact that he is a knight, clad in armor, which means he is physically biased in both offense and defense. However, Shovel Knight can also be highly acrobatic, which means he isn't too slow. Finally, besides the basic moves that just make sense for Shovel Knight to have, I also included things like Ember, Pay Day, Shift Gear, and Boomburst. The moves from Ember onward relate to the nine offensive relics that Shovel Knight can pick up throughout his travels. Thanks to the Mobile Gear, Shovel Knight can be a Shift Gear sweeper.
Sample Moveset:
Shovel Knight @ Life Orb
Groundworker
252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Shift Gear
-Shovel Bash
-Dust Knuckle
-Sacred Sword
 
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Pokémon: Undyne (from Undertale)
Type: Fighting/Fairy
Ability: Determination (When Undyne drops below 25% of their max HP, she transforms into her Undying Form) / Dry Skin / HA: Intimidate
Signature move: En Guarde! - 90 BP, 100 Acc, Fighting-type, special. Traps the opponent for three turns if they're not already trapped. If Undyne is in her Undying form, its type effectiveness is combined with that of Fairy -- it deals 4x damage to Dark-types, 2x damage to Ice, Normal, Rock, Dragon, and Fighting-types, 0.5x damage to Bug, Fairy, Flying, Fire, and Psychic types, 0.25x damage to Poison-types, and 0x damage to Ghost-types.
Z-Move: True Heroism: 190 BP, Special, Fighting-type. Requires En Guarde!. If Undyne is in her Undying form, its type effectiveness is combined with that of Fairy.
Other moves: Aura Sphere, Dazzling Gleam, Final Gambit, Focus Blast, Moonblast, Vacuum Wave, Brick Break, Close Combat, Counter, Cross Chop, Karate Chop, Low Sweep, Mach Punch, Superpower, Rock Smash, Revenge, Submission, Superpower, Substitute, Toxic, Protect, Detect, Will-O-Wisp, Fire Blast, Fire Punch, Flame Charge, Flamethrower, Mystical Fire, Overheat, Iron Defense, Bullet Punch, Flash Cannon, Metal Burst, Meteor Mash, Mirror Shot, Smart Strike, Aqua Jet, Brine, Hydro Pump, Razor Shell, Scald, Surf, Waterfall, Attract, Return, Frustration, Rest, Sleep Talk, Swagger, Work Up, Taunt, Payback, Feint Attack, Pursuit, Ice Punch, Thunder Punch, Recover, U-Turn
Stats: 70/120/125/120/70/75 (BST: 580)

Pokémon: Undyne (the Undying)
Type: Fighting/Fairy
Stats: 70/140/60/140/50/120 (BST: 580)

Reasoning: Undyne is obviously a Fighting-type, but the secondary type wasn't as obvious. I picked Fairy because it just seemed more interesting than the other options. For her signature ability, I wanted to call back to her fight in the Genocide route, and I did that by having her become more dangerous (faster, higher attacking stats) and more openly heroic (her signature move becomes Fighting/Fairy) while her stamina decreases significantly. Since this isn't a strict improvement, I gave her other abilities as well -- Dry Skin because she really cannot take the heat (as evidenced by her venture to Hotland), and Intimidate to reflect how menacing she is in the Waterfall region. Her signature move is named after the line she gives at the beginning of her fight, and it prevents the target from running for a few turns (before they get a chance to flee). Her Z-move is named after her Genocide route battle theme, and is essentially a more powerful En Guarde!. These are both special moves because she, like the other monsters, is depicted using magic for to perform her attacks, and to that end I made sure to give her a useful special movepool. For her statline, I gave her good mixed offenses since she seems both physically and magically powerful, a high Defense since she wears armor, and low-middling stats elsewhere to balance things out.

As for the movepool, there were a few types that I wanted to give her but couldn't, so I compromised by giving her moves from the other types -- Fire, Steel, and Water -- plus a few Dark-type moves since those felt in line. For the most part I imagined her either casting spells or engaging in hand-to-hand combat and picked the moves that felt right for that. Probably the most notable omission was Swords Dance, and that was mostly for balance reasons, but also it felt weird since she specifically uses spears, not swords.

Sample movesets:
Z-Move (Undyne) @ Undynium Z
Ability: Determination
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- En Guarde!
- Moonblast
- Vacuum Wave
- Substitute

Work Up (Undyne) @ Leftovers
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- En Guarde! / Close Combat
- Play Rough / Moonblast
- Taunt
- Work Up

Pivot (Undyne) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- En Guarde!
- Moonblast
- U-Turn
- Recover
 
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Sorry for the delay in starting voting, get your votes in by the 2nd of September.
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: 520
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
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
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: 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: 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: **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: 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
Iji @ Ijium Z / Leftovers
Ability: Nanogun
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Flash Cannon
- Thunderbolt
- Focus Blast
- Strength Sap

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

Abilities: Flower Veil / Merciless
Stats: 55 / 35 / 40 / 95 / 50 / 100 (BST: 375)
Moves: Soul Absorption*, Giga Drain, Toxic, Dark Pulse, Foul Play, Taunt, Dazzling Gleam, Leech Seed, Synthesis
*Soul Absorption:
| Special | 100 BP | 100 Acc | 5~8 PP | Heals the user 1/2th of the damage inflicted. If Flowey scores a K.O. with this move, this pokemon changes to Omega form

Name: Flowey-Omega
Typing:

Abilities: Adaptability
Stats: 110 / 70 / 80 / 190 / 100 / 50 (BST: 600)
Moves: Pretty much the same as before
Pokemon: Shovel Knight
Type: Steel / Fighting
Abilities: Groundworker (Ground type version of Steelworker) / Justified
Signature Moves: Shovel Bash
- Type: Steel
- Classification: Physical
- Power: 90
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Super Effective on Ground types. Hits digging targets, and stops them from using the move.
Dust Knuckle
- Type: Ground
- Classification: Physical
- Power: 95
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Hits Flying type Pokemon for neutral damage unless it's resisted by the opponent's other type.
Stats: 90 / 125 / 100 / 75 / 95 / 100 (Total: 585)
Other Notable Moves: Smart Strike, Sacred Sword, Brick Break, Night Slash, Dig, Detect, Ember, Double Team, Anchor Shot, Pay Day, Shift Gear, Boomburst, Aerial Ace, Sludge Bomb
Overview: It's the one and only Shovel Knight. Shovel Knight is clad in armor and wields a steel shovel, so it makes sense that he should have the Steel type. The Fighting type comes from his heroic nature, as well as to synergize with Justified. His first signature move gives him an edge against Ground types, which would ordinarily be a good bet against him. His trusty shovel strikes the earth away so easily in his game, that I decided to make it the case here too. Meanwhile, the Dust Knuckle can be used to break through dirt floating in the air, because it's a punch, so it can hit Flying types (but doesn't smack them down like T-Arrows. His stats reflect the fact that he is a knight, clad in armor, which means he is physically biased in both offense and defense. However, Shovel Knight can also be highly acrobatic, which means he isn't too slow. Finally, besides the basic moves that just make sense for Shovel Knight to have, I also included things like Ember, Pay Day, Shift Gear, and Boomburst. The moves from Ember onward relate to the nine offensive relics that Shovel Knight can pick up throughout his travels. Thanks to the Mobile Gear, Shovel Knight can be a Shift Gear sweeper.
Sample Moveset:
Shovel Knight @ Life Orb
Groundworker
252 Atk / 4 SpD / 252 Spe
Jolly Nature
-Shift Gear
-Shovel Bash
-Dust Knuckle
-Sacred Sword
Pokémon: Undyne (from Undertale)
Type: Fighting/Fairy
Ability: Determination (When Undyne drops below 25% of their max HP, she transforms into her Undying Form) / Dry Skin / HA: Intimidate
Signature move: En Guarde! - 90 BP, 100 Acc, Fighting-type, special. Traps the opponent for three turns if they're not already trapped. If Undyne is in her Undying form, its type effectiveness is combined with that of Fairy -- it deals 4x damage to Dark-types, 2x damage to Ice, Normal, Rock, Dragon, and Fighting-types, 0.5x damage to Bug, Fairy, Flying, Fire, and Psychic types, 0.25x damage to Poison-types, and 0x damage to Ghost-types.
Z-Move: True Heroism: 190 BP, Special, Fighting-type. Requires En Guarde!. If Undyne is in her Undying form, its type effectiveness is combined with that of Fairy.
Other moves: Aura Sphere, Dazzling Gleam, Final Gambit, Focus Blast, Moonblast, Vacuum Wave, Brick Break, Close Combat, Counter, Cross Chop, Karate Chop, Low Sweep, Mach Punch, Superpower, Rock Smash, Revenge, Submission, Superpower, Substitute, Toxic, Protect, Detect, Will-O-Wisp, Fire Blast, Fire Punch, Flame Charge, Flamethrower, Mystical Fire, Overheat, Iron Defense, Bullet Punch, Flash Cannon, Metal Burst, Meteor Mash, Mirror Shot, Smart Strike, Aqua Jet, Brine, Hydro Pump, Razor Shell, Scald, Surf, Waterfall, Attract, Return, Frustration, Rest, Sleep Talk, Swagger, Work Up, Taunt, Payback, Feint Attack, Pursuit, Ice Punch, Thunder Punch, Recover, U-Turn
Stats: 70/120/125/120/70/75 (BST: 580)

Pokémon: Undyne (the Undying)
Type: Fighting/Fairy
Stats: 70/140/60/140/50/120 (BST: 580)

Reasoning: Undyne is obviously a Fighting-type, but the secondary type wasn't as obvious. I picked Fairy because it just seemed more interesting than the other options. For her signature ability, I wanted to call back to her fight in the Genocide route, and I did that by having her become more dangerous (faster, higher attacking stats) and more openly heroic (her signature move becomes Fighting/Fairy) while her stamina decreases significantly. Since this isn't a strict improvement, I gave her other abilities as well -- Dry Skin because she really cannot take the heat (as evidenced by her venture to Hotland), and Intimidate to reflect how menacing she is in the Waterfall region. Her signature move is named after the line she gives at the beginning of her fight, and it prevents the target from running for a few turns (before they get a chance to flee). Her Z-move is named after her Genocide route battle theme, and is essentially a more powerful En Guarde!. These are both special moves because she, like the other monsters, is depicted using magic for to perform her attacks, and to that end I made sure to give her a useful special movepool. For her statline, I gave her good mixed offenses since she seems both physically and magically powerful, a high Defense since she wears armor, and low-middling stats elsewhere to balance things out.

As for the movepool, there were a few types that I wanted to give her but couldn't, so I compromised by giving her moves from the other types -- Fire, Steel, and Water -- plus a few Dark-type moves since those felt in line. For the most part I imagined her either casting spells or engaging in hand-to-hand combat and picked the moves that felt right for that. Probably the most notable omission was Swords Dance, and that was mostly for balance reasons, but also it felt weird since she specifically uses spears, not swords.

Sample movesets:
Z-Move (Undyne) @ Undynium Z
Ability: Determination
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- En Guarde!
- Moonblast
- Vacuum Wave
- Substitute

Work Up (Undyne) @ Leftovers
Ability: Dry Skin
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- En Guarde! / Close Combat
- Play Rough / Moonblast
- Taunt
- Work Up

Pivot (Undyne) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- En Guarde!
- Moonblast
- U-Turn
- Recover
Origin0
Neosonic97
KirbyRider1337
Pika Xreme
Gravity Monkey
KeeganSkymin4444
Akumeoy
 
Slate #10
Anything Goes


Congratulations to KeeganSkymin4444, Gravity Monkey, and Origin0 for winning with Shovel Knight, Flowey, and Kuro. Gravity Monkey has earned the title Captain Rainbow and Origin0 has earned the title Mario + Rabbids Kingdom Battle!

Submit your characters for this slate by the 8th of September.
Have fun!​
 
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

Two more to come!
 

"It is the dearest wish of Lord Hyness... THAT NO ONE INTERFERES!
Pokémon: Zan Partizanne
Type: Electric/Dark
Ability: Levitate
Stats: 70/120/70/120/70/130 (580)
Notable Moves: Jamba Spear*, Thunderbolt, Knock Off, Throat Chop, Dark Pulse, Poison Jab, Drill Run, Fell Stinger, Extreme Speed, Flash Cannon, Thunder Wave
*Jamba Spear: Physical Electric, 90 BP, 100% Accuracy, 15/24 PP, 10% chance to paralyze the target
Zan Partizanne @ Life Orb
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Jamba Spear
- Throat Chop / Knock Off
- Extreme Speed
- Poison Jab / Drill Run / Fell Stinger

Reasoning: Zan Partizanne specializes in lightning attacks, which should be a clear Electric-type. As a member of the Cult of Jamba Heart, who received her powers directly from Hyness (and indirectly from the dark god Void Termina), she gets the Dark-type. She gets various STAB moves, as well as moves involving stabbing, as well as Extreme Speed from her rapid bursts of speed and Flash Cannon from her laser attack.



"No copyright law in the universe is going to stop me!"
Pokémon: Sonic the Hedgehog
Type: Ground
Type (Super): Ground/Flying
Ability: Sonic Wind*
*Sonic Wind: User's Flying-type attacks have 1.5x power.
Stats: 80/110/80/90/70/170 (600)
Stats (Super): 80/140/110/100/100/170 (700)
(Super Sonic functions like a Mega Evolution, down to the usage of a Mega slot, using the Chaos Emeralds as a Mega Stone.)
Notable Moves: Spin Dash*, Sonic Boost**, Flare Blitz, Wild Charge, Waterfall, Extreme Speed, Sacred Sword
*Spin Dash: as Thousand Arrows, but makes contact and does not ground the target (but still damages Flying-types and levitators)
**Sonic Boost: Physical Flying-type, 90 BP, 100% accuracy, 15/24 PP, 30% chance to boost user's Speed by 1, makes contact, 175 Supersonic Skystrike
Sonic @ Chaos Emeralds
Ability: Sonic Wind
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sonic Boost
- Spin Dash
- Flare Blitz
- Extreme Speed

Reasoning: Ground because he's a Hedgehog, I guess... Okay, it's not really the best flavor reason, but it makes him weak to Water and super effective against Steel and Electric, so it fits. Sonic Wind because he has a strong association with wind but... kinda can't be a Flying-type in base form. Spin Dash and Sonic Boost are based on some of his signature techniques from his own series. Flare Blitz, Wild Charge, and Waterfall are based on the elemental shields from Sonic 3 & Knuckles and Sonic Mania, which only Sonic can fully exploit. Extreme Speed should be obvious. Sacred Sword is based on Sonic and the Black Knight where he uses... uh... well... a sacred sword. Which uses the exact phrasing "sacred sword".
 

Pokemon: Link
Type: Fighting/Steel
Abilities: Justified / Defiant / Divine Courage*
*Divine Courage - Increases Atk and Def by 1 stage when HP falls below 50%
Signature Move: Song of Time | Normal | Status | 5-8 PP | two turns after this move is used, the pokemon currently in battle gains +1 Speed, +1 Atk, and +1 SpA | Z-effect: +1 All Stats
Stats: 80/125/100/70/85/105 (BST: 560)
Moves: Sacred Sword, King's Shield, Thousand Arrows, Smart Strike, Swords Dance, Milk Drink, Slash, Night Slash, Leaf Blade, Bonemerang, Spikes, Sunny Day, Rain Dance, Teleport, Fire Spin
Reasoning: Link, the hero from the Zelda series. Courage is considered the foundation of his power, hence the custom ability Divine Courage. The other abilities also support the idea of a courageous, honorable warrior. Fighting/Steel because he studies martial arts (swordsmanship) and attacks with steel weapons. The Song of Time is a magical song from the game Ocarina of Time which has various ill-defined powers related to time travel, as well as the patron goddess of humans. The moves all relate to various weapons and items that he uses in the games ( sword, shield, bow, bomerang, traps, milk ) or the powers of magical songs ( weather changing, teleportation ). Competitively, it's very good at stockpiling stat boosts from various sources; it's abilities all give it the opportunity to gain stat boosts, and it can use Swords Dance and Z-Song of Time, the latter of which can boost its stats twice.



Pokemon: Wyvern ( Dragon Age II )
Type: Dragon/Poison
Abilities: Corrosive / Poison Touch | Merciless*
Signature Move: Wyven Tackle - 120 BP | Physical | Dragon type | 1/3 Recoil | 30% chance to badly poison
Stats: 88/122/82/110/ 82/116 (BST: 600)
Moves: Taunt, Dragon Dance, Dragon Tail, Dragon Claw, Outrage, Dragon Pulse, Draco Meteor, Crunch, Poison Fang, Poison Jab, Gunk Shot, Sludge Bomb, Acid Spray, Venoshock, Aqua Tail, U-Turn, Wild Charge, Acrobatics, Roar
Reasoning: The venom-spraying land dragon of the Dragon Age universe. They are depicted as having extremely potent venom, hence the poison based abilities. Wyvern Tackle is based on a charge attack that it does when it appears as a boss. The movepool is based on common moves for its type as well as its general appearance and behavior.


Pokemon: Mad Cat
Type: Steel
Abilities: *Heat Management - Using Special moves lowers the user's Special Attack stat. Not using Special moves restores the user's Special Attack stat. User must recharge for one turn if SpA reaches -3 ( but can still switch ).
Signature Moves:
Missile Barrage - | 20 BP | Special | Steel type | 85% Acc | Hits 5-8 times | Deals Physical Damage | Ballistic | Z-move: 200 BP
Pulse Laser - 110 BP | Special | Normal type | 100% Acc | Super Effective vs. Steel-types | Z-move: 180 BP
Stats: 235/110/75/140/50/70 (BST: 670) Weight: 999 kg
Moves: Shift Gear, Heavy Slam, Superpower, Photon Geyser, Flamethrower, Overheat, Protect
Reasoning: The mechs in Battletech are incredibly huge, dwarfing most pokemon ( except Wailord ). They are also engines of destruction that carry all kinds of different weapons. A good battlemech pokemon needed huge stats and high-powered moves to represent this. These traits are balanced out by a detrimental ability, Heat Management, which represents the very important overheating mechanic in mechwarrior games. Heavy Slam and Superpower represent melee attacks from a giant mech, Photon Geyser represents PPCs, and Flamethrower represents the flamers which are used to overheat other mechs.
 
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Hello this is the first time I’ve participated in this pet mod so I’ll give it a shot. Gonna submit the 3 hoes of Talon.

“Everything can be hacked, and everyone....”

Pokémon: Sombra
Type: Fairy/Dark
Ability: Hacked/Quick Feet/Pressure (HA)

Hacked: Upon switching in, the opposing Pokémon’s ability is suppressed and they cannot use their held item. This effect lasts for 3 turns.

Message: Sombra’s Hacked!

The opponent’s item and ability have been hacked!

Moves: Translocator*, Invisibility*, Play Rough, Pursuit, Knock Off, Swords Dance, Dazzling Gleam, Nasty Plot, Dark Pulse, Tackle, Scratch, Cut, Slash, Fake-Out, Fire Punch, Thunder Punch, Ice Punch, Flamethrower, Thunderbolt, Water Pulse, Focus Punch, Substitute, Endeavor, Endure, Agility, Foul Play, Brutal Swing, Baby-Doll Eyes, Attract, Confide, Me-First, Mirror Move, After You, Feint

Signature Moves:
Translocator |60BP| |Physical| |Dark| |Doesn’t make contact| |Z-Move: 135BP Black Hole Eclipse| The user immediately switches out after attacking (Dark type U-turn clone)
Description: The user fires a barrage of bullets at the opponent from afar and then uses a teleportation device to escape.

Invisibility |Status| |Psychic| |Cannot be bounced back by Magic Bounce| |Z-Power: Restores all negative stat changes| The user can only be damaged by contact moves and moves that would hit every Pokémon on your side of the field.(Earthquake, Rock Slide, Surf, Muddy Water, Heat Wave, Blizzard, Sludge Wave, Water Spout, Origin Pulse, Precipe Blades, Clanging Scales, Snarl, Boomburst, you probably get it by now) . Getting hit by any of these moves does its desired damage to the user and phases it out.

Description: The user becomes invisible in the blink of an eye and dodges any incoming attacks from the opponent.

Stats: 57HP/127Atk/70Def/63SpA/65SpD/120Spe (502 BST)

Reasoning: Oooh a revenge killer and a set up sweeper all in one. Hacked can help you secure a KO on an opposing Pokémon like nullifying a Choice Scarf or preventing a sweep by suppressing a Huge Power. Sombra can use Translocator to get out of a sticky situation. Invisibility+Swords Dance means that Sombra can also become a win condition. Sombra is very frail though even with a nice Fairy/Dark typing. Some of these moves were added flavor wise but if there was ever a Crossover Choas doubles then Sombra would be a beast in Doubles. Hacked along with support moves like Fake Out and After You nullifies 50% berries along with offering slower Pokémon opportunities and being a Fake Out user. Let’s hope I balanced everything out with Sombra.



“When I was a girl, I had a fear of spiders. I was told they felt no emotion, that their hearts never beat, but I know the truth. At the moment of the kill, they are never more alive.”

Pokémon: Widowmaker
Type: Poison/Dark
Ability: Sniper/Dancer/Merciless (HA)
Moves: Infra-Sight*, Widow’s Kiss*, Knock Off, Pursuit, Gunk Shot, Sludge Bomb, Ice Beam, Poison Jab, Toxic Spikes, Thunder, Thunderbolt, Water Pulse, Low Kick, Substitute, U-turn, High Jump Kick, Simple Beam, Trick Room

Signature Moves: Infra-Sight |Status| |Dark| |Cannot be bounced by Magic Bounce| |Z-Power: Raises Accuracy by 2 stages| The user’s Accuracy raises by one stage and has a higher critical hit ratio.

Description: The user activates a headgear that’s covered in red lenses that increases their precision with their sniper rifle, as they prepare to inflict a fatal blow on the opponent.

Widow’s Kiss |70 BP| |Physical| |Poison| |Does not make contact| |Z-Power: 150 BP Acid Downpour| This move gains 1.5x power for each Accuracy boost.

Description: The user fires a clean shot from a far distance with peak precision, dealing fatal damage to whomever it strikes.

Stats: 70HP/115Atk/97Def/119SpA/102SpD/97Spe (600 BST)
Reasoning: Infra-Sight with Widow’s Kiss and Sniper= That’s a lot of damage. Widowmaker is a fearsome Mixed Attacker with the amount of coverage that she receives or can just go full Physical. Pick whatever you see fit really.



But the true question is, whether or not you can deny my discoveries... No. I didn't think so.”

WIP


Edit: oh my god I was going to finish these other two tonight but nvm time zones are a bitch.
 
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Let's try this again...

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: 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: 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 (but it DOES work on Extreme Speed). 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. It also helps that he's performed acrobatic stunts so utterly spectacular that he may as well be flying. He also has Spikes because, y'know... Hedgehog. His stat spread are mostly because he revolves around physical blows and he 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. With a boost from his ability, Sonic has the strongest priority yet, with an STAB Fastest Thing Alive-boosted Extreme Speed/Sonic Boost, which is tied with the dreaded Gale Wings Brave Bird that terrorised Gen 6 OU. Don't blink, or you'll miss him.

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
 
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