Pokémon: ***Monika*** (Death, since she was the death of the other 3 girls.)
Origin: Doki Doki Literature Club
Type: Normal
Abilities: Perish Body / Adaptability / Download
Stats: 70/70/60/140/60/100 (500)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Thunder Wave, Psych Up, Thunderbolt, Signal Beam, Trick, Last Resort, Sing, Scary Face, Hyper Voice, Destiny Bond, Heal Block, Future Sight, Reflect Type, Mean Look
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Reduces HP by 75% and heals status conditions and positive stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them, but also OHKO the user before activating. Needs Monikium-Z and Parital Deletion.
Reasoning: Monika is the technical main villian of Doki Doki, even if she wasn't like that at first. While Dark could work, pure-Normal works just fine, since Porygon exists. She does have a few Dark-type moves to at least do stuff like so, as well as a few restrictive moves like Thunder Wave. Thanos' Spacial Warp and Rewind, since she is able to do so. Partial Deletion is a thing she can do (and is most famous for it), while her Z-Move, Complete Erasure, does refer to her removal of playing DDLC after playing it the 1st time, but not before she disappears as well (mostly). A few sound-moves for reference of Your Reality, and also being the only character with voice lines in the game. Scary Face for that jumpscare moment, and the Orc's signature moves for her being the Literature Club president. Perish Song, does tie in with Your Reality as well. A few other strange and "techy" moves, including Thunderbolt and Porygon's signature moves and their abilities, should complete this.
Origin: Doki Doki Literature Club
Type: Normal
Abilities: Perish Body / Adaptability / Download
Stats: 70/70/60/140/60/100 (500)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Thunder Wave, Psych Up, Thunderbolt, Signal Beam, Trick, Last Resort, Sing, Scary Face, Hyper Voice, Destiny Bond, Heal Block, Future Sight, Reflect Type, Mean Look
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Reduces HP by 75% and heals status conditions and positive stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them, but also OHKO the user before activating. Needs Monikium-Z and Parital Deletion.
Reasoning: Monika is the technical main villian of Doki Doki, even if she wasn't like that at first. While Dark could work, pure-Normal works just fine, since Porygon exists. She does have a few Dark-type moves to at least do stuff like so, as well as a few restrictive moves like Thunder Wave. Thanos' Spacial Warp and Rewind, since she is able to do so. Partial Deletion is a thing she can do (and is most famous for it), while her Z-Move, Complete Erasure, does refer to her removal of playing DDLC after playing it the 1st time, but not before she disappears as well (mostly). A few sound-moves for reference of Your Reality, and also being the only character with voice lines in the game. Scary Face for that jumpscare moment, and the Orc's signature moves for her being the Literature Club president. Perish Song, does tie in with Your Reality as well. A few other strange and "techy" moves, including Thunderbolt and Porygon's signature moves and their abilities, should complete this.
Pokémon: ***Lance*** (War)
Origin: Epic Battle Fantasy 2
Type: Lance: Normal/Dark
Lancelot: Steel/Dark
Dark Lance: Dark
Abilities: Lance: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Lancelot: Skill Link / Repulsion (Neutralizing Gas Clone)
Dark Lance: Skill Link / Poison Point
Stats: Lance: 120/110/70/130/60/110 (600)
Lancelot: 120/110/140/130/60/110 (670)
Dark Lance: 120/150/70/160/60/110 (670)
Moves: Aura Sphere, Barrage, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mud Bomb, Pyro Ball, Rock Blast, Searing Shot, Shadow Ball, Sludge Bomb, Zap Cannon, Deploy Missiles, Snipe Shot, Roulette, Air Bullet, Charge Shot, Battle Rifle, M6D Pistol, Hyper Beam, Acid, Acid Spray, Air Slash, Hurricane, Thunderbolt, Spark, Discharge, Thunder, Earth Power, Drill Run, Twister, Bubble Beam, Whirlpool, Hydro Pump, Dark Pulse, Black Hole Bomb, Buzzsaw Charge, Encore, Lock On, Haze, Flash, Hidden Power, Black Matter, Black Hole, Flame Burst, Smart Strike, Poison Gas, Recover, Shuffle!, Machine Gun, Rocket, Slam, Sacred Sword, Bomb Blast, Bomb Throw, Ice Coffin, Explosion, Electroweb, Guillotine,
New Items:
Shadow Blaster: Powers up the power of Dark-type moves by 50% and reduces the damage taken from Electric and Dark-type moves by 50%. Can only be held by Lance.
Super Snipe: Powers up the power of Flying-type moves by 50%, reduces the damage taken from Flying-type moves by 50%, and gives the effects of Super Luck and Sniper. Can only be held by Lance.
Thunder Core: Powers up the power of Electric-type moves by 50%, reduces the damage taken from Electric-type moves by 50%, and negates charging and recharging. Can only be held by Lance.
Deep Blue: Powers up the power of Water-type moves by 50% and reduces the damage taken from Fire and Water-type moves by 50%. Can only be held by Lance.
Heavy Claw: Powers up the power of ballistic moves by 50% and reduces the damage taken from ballistic and Ground-type moves by 50%, but doubles the user's weight. Can only be held by Lance.
Chainsaw Gun: Powers up the power of Normal-type moves by 50%, physical moves are super effective against Grass-types, moves have a 20% chance to OHKO the target, and ignores the target's Defense and Special Defense buffs. Can only be held by Lance and is banned to AG.
Reasoning: A bit of a change up, Lance is the antagonist of EBF2, and playable character since EBF3. He's an not-Nazi who uses guns and bombs and stuff, so Skill Link seem obvious, and Normal because he's still a human, even if he can survive a nuclear bomb. Dark is coming from his main armor, which is Dark-elemental (I guess). Moves are gun shit, as well as several skills he learns in the game. He has some of his signature guns as items (no Chainsaw Gun for OU), and Shuffle! is in reference to EBF5's capturing summon mechanic. Lancelot is Steel for his robot body, and Repulsion in relation to the unique status he gives to the party in his battle. He also have much higher Defense in that battle so there's that. Dark Lance is pure Dark since name, Poison Point for Zombie (I guess), and increased offenses thanks to the battle. Ice Coffin for Absolute Zero, Electroweb since I forgot, and Explosion since Lancelot explodes at the end of the fight, and also for Oblivion and Nuke.
Origin: Epic Battle Fantasy 2
Type: Lance: Normal/Dark
Lancelot: Steel/Dark
Dark Lance: Dark
Abilities: Lance: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Lancelot: Skill Link / Repulsion (Neutralizing Gas Clone)
Dark Lance: Skill Link / Poison Point
Stats: Lance: 120/110/70/130/60/110 (600)
Lancelot: 120/110/140/130/60/110 (670)
Dark Lance: 120/150/70/160/60/110 (670)
Moves: Aura Sphere, Barrage, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mud Bomb, Pyro Ball, Rock Blast, Searing Shot, Shadow Ball, Sludge Bomb, Zap Cannon, Deploy Missiles, Snipe Shot, Roulette, Air Bullet, Charge Shot, Battle Rifle, M6D Pistol, Hyper Beam, Acid, Acid Spray, Air Slash, Hurricane, Thunderbolt, Spark, Discharge, Thunder, Earth Power, Drill Run, Twister, Bubble Beam, Whirlpool, Hydro Pump, Dark Pulse, Black Hole Bomb, Buzzsaw Charge, Encore, Lock On, Haze, Flash, Hidden Power, Black Matter, Black Hole, Flame Burst, Smart Strike, Poison Gas, Recover, Shuffle!, Machine Gun, Rocket, Slam, Sacred Sword, Bomb Blast, Bomb Throw, Ice Coffin, Explosion, Electroweb, Guillotine,
New Items:
Shadow Blaster: Powers up the power of Dark-type moves by 50% and reduces the damage taken from Electric and Dark-type moves by 50%. Can only be held by Lance.
Super Snipe: Powers up the power of Flying-type moves by 50%, reduces the damage taken from Flying-type moves by 50%, and gives the effects of Super Luck and Sniper. Can only be held by Lance.
Thunder Core: Powers up the power of Electric-type moves by 50%, reduces the damage taken from Electric-type moves by 50%, and negates charging and recharging. Can only be held by Lance.
Deep Blue: Powers up the power of Water-type moves by 50% and reduces the damage taken from Fire and Water-type moves by 50%. Can only be held by Lance.
Heavy Claw: Powers up the power of ballistic moves by 50% and reduces the damage taken from ballistic and Ground-type moves by 50%, but doubles the user's weight. Can only be held by Lance.
Chainsaw Gun: Powers up the power of Normal-type moves by 50%, physical moves are super effective against Grass-types, moves have a 20% chance to OHKO the target, and ignores the target's Defense and Special Defense buffs. Can only be held by Lance and is banned to AG.
Reasoning: A bit of a change up, Lance is the antagonist of EBF2, and playable character since EBF3. He's an not-Nazi who uses guns and bombs and stuff, so Skill Link seem obvious, and Normal because he's still a human, even if he can survive a nuclear bomb. Dark is coming from his main armor, which is Dark-elemental (I guess). Moves are gun shit, as well as several skills he learns in the game. He has some of his signature guns as items (no Chainsaw Gun for OU), and Shuffle! is in reference to EBF5's capturing summon mechanic. Lancelot is Steel for his robot body, and Repulsion in relation to the unique status he gives to the party in his battle. He also have much higher Defense in that battle so there's that. Dark Lance is pure Dark since name, Poison Point for Zombie (I guess), and increased offenses thanks to the battle. Ice Coffin for Absolute Zero, Electroweb since I forgot, and Explosion since Lancelot explodes at the end of the fight, and also for Oblivion and Nuke.
Pokémon: Xehanort
Origin: Kingdom Hearts
Ability:
Dark Aura | Magic Bounce | [HA] Heart Locker (Normalize, but to the "Shadow" type instead, which acts in type effectiveness exactly the same as the "???" type, or in other words, hits eveything for neutral damage, but species with this typing or ability are resistant to it, such resistances may stack) | [Ultra] Seeker of Darkness (Fairy type Storm Drain, also renders the user immune to time-based moves like Stopga and Roar of Time)
Signature Items:
χ-Bladium Z: A Z-Crystal, allows Xehanort to enter "Ultra Burst" into Ultra Xehanort and unleash an special signature Z-Move, Kingdom Hearts
Xemnasium Z: A Z-Crystal, allows Xehanort to use the signature Z-Move, Ethereal Lasers
(The ones below are mainly to complement the "new" Shadow type, as Sketch users like Soma Cruz and Chibiterasu may use)
Shadium Z: A Z-Crystal, allows users of Shadow type moves to use the respective Shadow-type Z-Move, this Z-Crystal is universal for any species like how Firium Z is.
Shadow Plate: Boosts the power of Shadow type moves of the user by 20%, if held by Arceus, it becomes Arceus-Shadow, which is Shadow type.
Shadow Memory: Holder's Multi-Attack is Shadow type, if held by Silvally, it becomes Silvally-Shadow, which is Shadow type
Signature Moves:
χ-Blade Slash (Physical | Fairy | 100 BP | 100 Accuracy | 10 PP | Bypasses Protect and Substitute, 30% chance to inflict Heal Block on the target)
Ethereal Lasers (Special | Dark | 190 BP | - Accuracy | - PP | A signature Z-Move, must know Night Daze and hold a Xemnasium Z, 100% chance to flinch the target)
Shadow Rave (Special | Shadow | 70 BP | 100 Accuracy | 10 PP | No additional effect)
Shadow Rush (Physical | Shadow | 55 BP | 100 Accuracy | 10 PP | No additional effect)
Kingdom Hearts (Special | Fairy | 200 BP | - Accuracy | - PP | A signature Z-Move, must know Moonblast and hold a χ-Bladium Z, deals Shadow type damage)
Moves (Yes, they are that wide, you'll see later why)
Dark Pulse, Night Slash, Shadow Ball, Shadow Claw, Pursuit, Dazzling Gleam, Embargo, Memento, Nasty Plot, Night Daze, Parting Shot, Shadow Sneak, Hyperspace Hole, Spectral Thief, Fire Blast, Flamethrower, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Defog, Whirlwind, Moonblast, Spirit Break, Play Rough, Fairy Lock, Floral Healing, Synthesis, Heart Swap, Gravity, Sacred Sword, Teleport, U-Turn, Mystical Fire, Close Combat, Superpower, Tri Attack, Swords Dance, Attack Order, Defend Order, Heal Order, Stopga and Stopza (See Mickey Mouse, the latter needs an Stopium Z), Knock Off, Switcheroo, Sleep Powder
The following are only if the user holds a χ-Bladium Z, which is separated in several sections to simplify the reasonings:
From X-Blade: Beat Up, Moongeist Beam, Phantom Force, Shadow Force, Cosmic Power, Photon Geyser, Stored Power, Heal Block, all signature moves
Larxene: Volt Tackle, Bolt Strike, Double Team, Eerie Impulse, Electrify, Electric Terrain, Electro Ball, Ion Deluge, Magnet Rise, Discharge, Plasma Fists, Thunder Punch, Zing Zap, Zippy Zap, Volt Switch, Sky Uppercut, Jump Kick, High Jump Kick, Stomp, Bounce, Agility
Axel: Blast Burn, Burn Up, Fire Pledge, Fire Spin, Flare Blitz, Heat Crash, Incinerate, Inferno, Magma Storm, Lava Plume, Overheat, Sunny Day, Flame Burst
Marluxia: Forest's Curse, Grass Pledge, Curse, Grass Knot, Grassy Terrain, Inky Terrain, Perish Song, Power Whip, Vine Whip, Snap Trap, Spiky Shield, Petal Blizzard, Confide, Rapid Spin, Sludge Wave, Scythe Slash (See Specter Knight)
Demyx: Bubble, Water Pledge, Bubble Beam, Hydro Pump, Liquidation, Scald, Water Spout, Sparkling Aria, Rain Dance, Revelation Dance
Lexaeus: Bulk Up, Body Press, Double-Edge, Tackle, Precipide Blades, Earthquake, Bulldoze, Dragon Dance
Vexen: Aurora Veil, Ice Shard, Freeze-Dry, Freezy Frost, Icy Wind, Glaciate, Hail, Ice Punch, Icicle Crash, Icicle Spear, Powder Snow, Crystal Spin (See Dewy)
Xigbar: Snipe Shot, Bullet Seed, Spacial Rend
Xaldin: Brave Bird, Aeroblast, Razor Wind
Xemnas: Reflect, Light Screen, Barrier
Saix: Moonblast, Outrage, Thrash, Fling, Moonlight
Xion: Psycho Cut, Judgement, Extreme Speed
Young Xehanort: Power Whip, Rewind (See Thanos), Roost
Vanitas: Astonish
Luxord: Trump Card, Trick
Stats:
(Base): 100 / 100 / 110 / 95 / 75 / 110 (590 BST)
(Ultra): 100 / 120 / 120 / 120 / 120 / 145 (725 BST)
Reasoning: Xehanort is a Dark type out of his wide affiliation with darkness. Fairy comes from his purpose of wanting to bring a perfect balance between light and darkness to everything with the χ-Blade, which falls well enought for the Fairy typing as we all know how light in KH removes darkness, similarly to how the Fairy type does to Dark and so on.
Dark Aura comes from how his aura can be, clearly enhancing darkness such as the time he did it on Terra
Magic Bounce comes from passive barriers he can do to deflect moves, such as the time he used it on Braig
Heart Locker comes from how he can lock the heart of himself and others for whatever purpoeses he wants, which also fits here for its effect out of what Shadow Pokémon fall as
Seeker of Darkness comes from how he can use the χ-Blade to drain out the light of those around him and turn himself even stronger in the process.
Lastly, for the movepool:
Well, as I said before, Xehanort gets an absurdly high amount of moves, he entered inside all of True Organization XIII and got all of their powers, which also includes Xemnas for the original Org. XIII, who also did the same, this why Xehanort got an insanely huge movepool based on each member, the movepool with the χ-Bladium Z obviously references the χ-Blade, an ancient device that allows the user to control Kingdom Hearts, and with that everything in the series' cosmology, which is why he gets such an high BST buff and so on.
Sample Sets
Get Norted
Xehanort @ χ-Bladium Z
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Night Daze
- Flamethrower / Roost
- Spectral Thief
A dual STAB combination of Dark and Fairy is unresisted by the entire meta bar the notable Zacian, Flamethrower is a solid coverage option that allows Xehanort to punish Zacian from directly switching in, while Roost provides reliable recovery, Spectral Thief is mainly to steal boosts from setup sweepers, most notably annoying Xerneas by basically stealing Geomancy from it.
Kee-Blaid! (Offensive Support)
Xehanort @ Life Orb/Expert Belt
Ability: Magic Bounce
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spirit Break
- Knock Off
- Sleep Powder / Stopga
- U-Turn
Just go around and abuse Spirit Break to force switches on special attackers, then also use Knock Off when you think the opponent is going to switch, or use Sleep Powder/Stopga to get some free turns to then freely switch in the respective counter and gain momentum further
Shadow Seeker (Physical and Special variants)
Xehanort @ Choice Scarf / Choice Band / Choice Specs
Ability: Heart Locker
EVs:
(Physical) 4 HP / 252 Atk / 252 Spe
(Special) 4 HP / 252 SpA / 252 Spe
(Physical) Jolly Nature
(Special) Timid Nature
@ Xemnasium Z / Choice Scarf / Choice Specs
- U-Turn
- Nasty Plot / Trick
- Night Daze
- Sleep Powder
Put something to sleep, setup then sweep, you may also use the one-time nuke of Ethereal Lasers when on a foe you can't just break so easily, it also bypasses Heart Locker BTW, you can also just put something to sleep then pivot out.
Trick may also be used if holding a Choice item instead.
@ Life Orb / Choice Scarf / Choice Band
- U-Turn / Swords Dance
- Shadow Sneak
- Spectral Thief
- Sleep Powder / Stopga / Switcheroo
Similar to the set above but this offers a lot of role compression by also keeping setup sweepers in potential check, Trick may also be used if holding a Choice item instead.
Dark Pivot
Xehanort @ Choice Scarf
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Switcheroo
- Spirit Break
- Knock Off
- Parting Shot
A pivoter that may also act as a setup supporter and can also pass its item to cripple someone.
Shadow Breaker
Xehanort @ Life Orb
Ability: Dark Aura / Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Spirit Break
- Swords Dance
- Roost / Agility
Thanks to great coverage, this set is possible, Magic Bounce may be choosen over for the other utilities it provides and also helps in being a better stallbreaker, while Agility helps to perform a Double Dance set to go well against offensive teams, setup support is appreciated.
Origin: Kingdom Hearts
Ability:
Dark Aura | Magic Bounce | [HA] Heart Locker (Normalize, but to the "Shadow" type instead, which acts in type effectiveness exactly the same as the "???" type, or in other words, hits eveything for neutral damage, but species with this typing or ability are resistant to it, such resistances may stack) | [Ultra] Seeker of Darkness (Fairy type Storm Drain, also renders the user immune to time-based moves like Stopga and Roar of Time)
Signature Items:
χ-Bladium Z: A Z-Crystal, allows Xehanort to enter "Ultra Burst" into Ultra Xehanort and unleash an special signature Z-Move, Kingdom Hearts
Xemnasium Z: A Z-Crystal, allows Xehanort to use the signature Z-Move, Ethereal Lasers
(The ones below are mainly to complement the "new" Shadow type, as Sketch users like Soma Cruz and Chibiterasu may use)
Shadium Z: A Z-Crystal, allows users of Shadow type moves to use the respective Shadow-type Z-Move, this Z-Crystal is universal for any species like how Firium Z is.
Shadow Plate: Boosts the power of Shadow type moves of the user by 20%, if held by Arceus, it becomes Arceus-Shadow, which is Shadow type.
Shadow Memory: Holder's Multi-Attack is Shadow type, if held by Silvally, it becomes Silvally-Shadow, which is Shadow type
Signature Moves:
χ-Blade Slash (Physical | Fairy | 100 BP | 100 Accuracy | 10 PP | Bypasses Protect and Substitute, 30% chance to inflict Heal Block on the target)
Ethereal Lasers (Special | Dark | 190 BP | - Accuracy | - PP | A signature Z-Move, must know Night Daze and hold a Xemnasium Z, 100% chance to flinch the target)
Shadow Rave (Special | Shadow | 70 BP | 100 Accuracy | 10 PP | No additional effect)
Shadow Rush (Physical | Shadow | 55 BP | 100 Accuracy | 10 PP | No additional effect)
Kingdom Hearts (Special | Fairy | 200 BP | - Accuracy | - PP | A signature Z-Move, must know Moonblast and hold a χ-Bladium Z, deals Shadow type damage)
Moves (Yes, they are that wide, you'll see later why)
Dark Pulse, Night Slash, Shadow Ball, Shadow Claw, Pursuit, Dazzling Gleam, Embargo, Memento, Nasty Plot, Night Daze, Parting Shot, Shadow Sneak, Hyperspace Hole, Spectral Thief, Fire Blast, Flamethrower, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Defog, Whirlwind, Moonblast, Spirit Break, Play Rough, Fairy Lock, Floral Healing, Synthesis, Heart Swap, Gravity, Sacred Sword, Teleport, U-Turn, Mystical Fire, Close Combat, Superpower, Tri Attack, Swords Dance, Attack Order, Defend Order, Heal Order, Stopga and Stopza (See Mickey Mouse, the latter needs an Stopium Z), Knock Off, Switcheroo, Sleep Powder
The following are only if the user holds a χ-Bladium Z, which is separated in several sections to simplify the reasonings:
From X-Blade: Beat Up, Moongeist Beam, Phantom Force, Shadow Force, Cosmic Power, Photon Geyser, Stored Power, Heal Block, all signature moves
Larxene: Volt Tackle, Bolt Strike, Double Team, Eerie Impulse, Electrify, Electric Terrain, Electro Ball, Ion Deluge, Magnet Rise, Discharge, Plasma Fists, Thunder Punch, Zing Zap, Zippy Zap, Volt Switch, Sky Uppercut, Jump Kick, High Jump Kick, Stomp, Bounce, Agility
Axel: Blast Burn, Burn Up, Fire Pledge, Fire Spin, Flare Blitz, Heat Crash, Incinerate, Inferno, Magma Storm, Lava Plume, Overheat, Sunny Day, Flame Burst
Marluxia: Forest's Curse, Grass Pledge, Curse, Grass Knot, Grassy Terrain, Inky Terrain, Perish Song, Power Whip, Vine Whip, Snap Trap, Spiky Shield, Petal Blizzard, Confide, Rapid Spin, Sludge Wave, Scythe Slash (See Specter Knight)
Demyx: Bubble, Water Pledge, Bubble Beam, Hydro Pump, Liquidation, Scald, Water Spout, Sparkling Aria, Rain Dance, Revelation Dance
Lexaeus: Bulk Up, Body Press, Double-Edge, Tackle, Precipide Blades, Earthquake, Bulldoze, Dragon Dance
Vexen: Aurora Veil, Ice Shard, Freeze-Dry, Freezy Frost, Icy Wind, Glaciate, Hail, Ice Punch, Icicle Crash, Icicle Spear, Powder Snow, Crystal Spin (See Dewy)
Xigbar: Snipe Shot, Bullet Seed, Spacial Rend
Xaldin: Brave Bird, Aeroblast, Razor Wind
Xemnas: Reflect, Light Screen, Barrier
Saix: Moonblast, Outrage, Thrash, Fling, Moonlight
Xion: Psycho Cut, Judgement, Extreme Speed
Young Xehanort: Power Whip, Rewind (See Thanos), Roost
Vanitas: Astonish
Luxord: Trump Card, Trick
Stats:
(Base): 100 / 100 / 110 / 95 / 75 / 110 (590 BST)
(Ultra): 100 / 120 / 120 / 120 / 120 / 145 (725 BST)
Reasoning: Xehanort is a Dark type out of his wide affiliation with darkness. Fairy comes from his purpose of wanting to bring a perfect balance between light and darkness to everything with the χ-Blade, which falls well enought for the Fairy typing as we all know how light in KH removes darkness, similarly to how the Fairy type does to Dark and so on.
Dark Aura comes from how his aura can be, clearly enhancing darkness such as the time he did it on Terra
Magic Bounce comes from passive barriers he can do to deflect moves, such as the time he used it on Braig
Heart Locker comes from how he can lock the heart of himself and others for whatever purpoeses he wants, which also fits here for its effect out of what Shadow Pokémon fall as
Seeker of Darkness comes from how he can use the χ-Blade to drain out the light of those around him and turn himself even stronger in the process.
Lastly, for the movepool:
Well, as I said before, Xehanort gets an absurdly high amount of moves, he entered inside all of True Organization XIII and got all of their powers, which also includes Xemnas for the original Org. XIII, who also did the same, this why Xehanort got an insanely huge movepool based on each member, the movepool with the χ-Bladium Z obviously references the χ-Blade, an ancient device that allows the user to control Kingdom Hearts, and with that everything in the series' cosmology, which is why he gets such an high BST buff and so on.
Sample Sets
Get Norted
Xehanort @ χ-Bladium Z
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Night Daze
- Flamethrower / Roost
- Spectral Thief
A dual STAB combination of Dark and Fairy is unresisted by the entire meta bar the notable Zacian, Flamethrower is a solid coverage option that allows Xehanort to punish Zacian from directly switching in, while Roost provides reliable recovery, Spectral Thief is mainly to steal boosts from setup sweepers, most notably annoying Xerneas by basically stealing Geomancy from it.
Kee-Blaid! (Offensive Support)
Xehanort @ Life Orb/Expert Belt
Ability: Magic Bounce
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spirit Break
- Knock Off
- Sleep Powder / Stopga
- U-Turn
Just go around and abuse Spirit Break to force switches on special attackers, then also use Knock Off when you think the opponent is going to switch, or use Sleep Powder/Stopga to get some free turns to then freely switch in the respective counter and gain momentum further
Shadow Seeker (Physical and Special variants)
Xehanort @ Choice Scarf / Choice Band / Choice Specs
Ability: Heart Locker
EVs:
(Physical) 4 HP / 252 Atk / 252 Spe
(Special) 4 HP / 252 SpA / 252 Spe
(Physical) Jolly Nature
(Special) Timid Nature
@ Xemnasium Z / Choice Scarf / Choice Specs
- U-Turn
- Nasty Plot / Trick
- Night Daze
- Sleep Powder
Put something to sleep, setup then sweep, you may also use the one-time nuke of Ethereal Lasers when on a foe you can't just break so easily, it also bypasses Heart Locker BTW, you can also just put something to sleep then pivot out.
Trick may also be used if holding a Choice item instead.
@ Life Orb / Choice Scarf / Choice Band
- U-Turn / Swords Dance
- Shadow Sneak
- Spectral Thief
- Sleep Powder / Stopga / Switcheroo
Similar to the set above but this offers a lot of role compression by also keeping setup sweepers in potential check, Trick may also be used if holding a Choice item instead.
Dark Pivot
Xehanort @ Choice Scarf
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Switcheroo
- Spirit Break
- Knock Off
- Parting Shot
A pivoter that may also act as a setup supporter and can also pass its item to cripple someone.
Shadow Breaker
Xehanort @ Life Orb
Ability: Dark Aura / Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Spirit Break
- Swords Dance
- Roost / Agility
Thanks to great coverage, this set is possible, Magic Bounce may be choosen over for the other utilities it provides and also helps in being a better stallbreaker, while Agility helps to perform a Double Dance set to go well against offensive teams, setup support is appreciated.
Pokémon: Plaguebearer
Franchise/Origin: Town of Salem
Type: Poison/Dark (both forms)
Ability:
Plaguebearer: Pestilence
Pestilence: Invictus
Pestilence
Once all of the opponent's Pokémon are poisoned or badly poisoned, Plaguebearer transforms into Pestilence.
Invictus
Every other turn (like Truant), Pestilence is immune to damaging moves (not including status/moves like Infestation).
Notable moves: Baneful Bunker, Clear Smog, Poison Jab, Sludge Bomb, Toxic, Toxic Spikes, Venoshock, Flatter, Foul Play, Knock Off, Nasty Plot, Sucker Punch, Taunt, Throat Chop, Torment, Endure, Extreme Speed, Facade, Fake Out, Pain Split, Protect, Roar, Scary Face, Substitute, Yawn, Fire Blast, Heat Wave, Overheat, Will-O-Wisp, Scald, Giga Drain, Freeze-Dry, Haze, Drain Punch, Bulldoze, Earth Power, Earthquake, Defog, Calm Mind, Heal Block, Hypnosis, Trick, Curse, Destiny Bond, Hex, Night Shade, Shadow Ball, Shadow Claw, Shadow Sneak, Flash Cannon, Charm
Signature move:
Stats:
Plaguebearer: 83/53/97/67/101/73 (BST: 474)
Pestilence: 83/151/97/151/97/101 (BST: 680 (1st try boii))
Reasoning: Poison-type is kinda obvious, and Dark-type is because Plaguebearer/Pestilence is often associated with night/darkness in lore. Plaguebearer's ability (Pestilence) is based off of what happens when Plaguebearer infects every other alive player; they turn into Pestilence. Pestilence (in ToS) is immune to all attacks at night, and since night is half of the day cycle, Invictus makes Pestilence immune every other turn. Moves are based off of his lore, his appearance, and some other stuff.
Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
Franchise/Origin: Town of Salem
Type: Poison/Dark (both forms)
Ability:
Plaguebearer: Pestilence
Pestilence: Invictus
Pestilence
Once all of the opponent's Pokémon are poisoned or badly poisoned, Plaguebearer transforms into Pestilence.
Invictus
Every other turn (like Truant), Pestilence is immune to damaging moves (not including status/moves like Infestation).
Notable moves: Baneful Bunker, Clear Smog, Poison Jab, Sludge Bomb, Toxic, Toxic Spikes, Venoshock, Flatter, Foul Play, Knock Off, Nasty Plot, Sucker Punch, Taunt, Throat Chop, Torment, Endure, Extreme Speed, Facade, Fake Out, Pain Split, Protect, Roar, Scary Face, Substitute, Yawn, Fire Blast, Heat Wave, Overheat, Will-O-Wisp, Scald, Giga Drain, Freeze-Dry, Haze, Drain Punch, Bulldoze, Earth Power, Earthquake, Defog, Calm Mind, Heal Block, Hypnosis, Trick, Curse, Destiny Bond, Hex, Night Shade, Shadow Ball, Shadow Claw, Shadow Sneak, Flash Cannon, Charm
Signature move:
Stats:
Plaguebearer: 83/53/97/67/101/73 (BST: 474)
Pestilence: 83/151/97/151/97/101 (BST: 680 (1st try boii))
Reasoning: Poison-type is kinda obvious, and Dark-type is because Plaguebearer/Pestilence is often associated with night/darkness in lore. Plaguebearer's ability (Pestilence) is based off of what happens when Plaguebearer infects every other alive player; they turn into Pestilence. Pestilence (in ToS) is immune to all attacks at night, and since night is half of the day cycle, Invictus makes Pestilence immune every other turn. Moves are based off of his lore, his appearance, and some other stuff.
Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
Pokemon: Ganondorf
Franchise/Origin: The Legend of Zelda
Type:
Abilities: Sturdy | Divine Power
Divine Power: Each attack deals damage equal to 1/16 of the target's HP after the attack lands. (So using Earthquake would cause an additional 1/16 of the target's HP to be lost after the attack lands, while Taunt does not. Muti-hit moves only do this on the last hit.)
Moves: Earthquake, High Horsepower, Knock Off, Taunt, Torment, Sacred Sword, Night Slash, Slash, Body Press, Heavy Slam, Darkest Lariat, Heat Crash, Rain Dance, Hurricane, Dark Pulse, Shadow Ball, Earth Power, Fire Punch, Ice Punch, Thunder Punch, Flamethrower, Fire Blast, Surf, Hydro Pump, Thunderbolt, Thunder, Ice Beam, Blizzard, Double-Edge, Curse, Parting Shot, Warlock Punch, Mega Punch, Focus Punch, Sucker Punch, Nightmare, Phantom Force, Rest, Sleep Talk, Drain Punch
Signature Move: Warlock Punch: 150 BP, Dark, Physical, 5-8 PP, Makes contact, is punch-based. Has -1 priority. Z-move: 200 BP Black Hole Eclipse
Stats: 130/125/90/100/90/65 (600)
Justification: Dark is the stereotypical "evil" typing, while Ground represents the fact he hails from Gerudo Desert. High Horsepower is based off of the Dark Rider phase in Twilight Princess and his boar form, Sacred Sword and the other slash moves is because of his skill at sword combat, Body Press, Heavy Slam, Heat Crash and Darkest Lariat are due to his large size. Sturdy is based off of how he can survive what should be fatal blows, while Divine Power is based off of how he often has possession of the Triforce of Power. Rain Dance and Hurricane is based off of the point in Wind Waker when he cast an endless stormy night over the Great Sea. Him being a sorcerer represents Shadow Ball and Dark Pulse, with Earth Power being a mandatory special Ground STAB. The Scourge of the Divine Beasts in Breath of the Wild represent the elemental punches and the special Fire-, Water/Ice-, and Electric-type moves. Stats lean towards a slow physical tank. Special attack is still lower than Attack due to his preference for physical combat, as seen in Smash Bros. Warlock Punch is one of his special moves in Smash Bros. and is pretty much a stronger Falcon Punch. Sucker Punch (and Phantom Force, to an extent) is based off of the Forest Temple Phantom Ganon battle where he charges out of paintings, while Nightmare refers to the beginning of A Link Between Worlds, where he appears in a nightmare. Curse represents the death curse he put on Jabu Jabu and the Deku Tree in Ocarina of Time. Drain Punch and the rest of his punching moves are a nod to his Smash Bros incarnation, plus it gives him some form of recovery.
Franchise/Origin: The Legend of Zelda
Type:


Abilities: Sturdy | Divine Power
Divine Power: Each attack deals damage equal to 1/16 of the target's HP after the attack lands. (So using Earthquake would cause an additional 1/16 of the target's HP to be lost after the attack lands, while Taunt does not. Muti-hit moves only do this on the last hit.)
Moves: Earthquake, High Horsepower, Knock Off, Taunt, Torment, Sacred Sword, Night Slash, Slash, Body Press, Heavy Slam, Darkest Lariat, Heat Crash, Rain Dance, Hurricane, Dark Pulse, Shadow Ball, Earth Power, Fire Punch, Ice Punch, Thunder Punch, Flamethrower, Fire Blast, Surf, Hydro Pump, Thunderbolt, Thunder, Ice Beam, Blizzard, Double-Edge, Curse, Parting Shot, Warlock Punch, Mega Punch, Focus Punch, Sucker Punch, Nightmare, Phantom Force, Rest, Sleep Talk, Drain Punch
Signature Move: Warlock Punch: 150 BP, Dark, Physical, 5-8 PP, Makes contact, is punch-based. Has -1 priority. Z-move: 200 BP Black Hole Eclipse
Stats: 130/125/90/100/90/65 (600)
Justification: Dark is the stereotypical "evil" typing, while Ground represents the fact he hails from Gerudo Desert. High Horsepower is based off of the Dark Rider phase in Twilight Princess and his boar form, Sacred Sword and the other slash moves is because of his skill at sword combat, Body Press, Heavy Slam, Heat Crash and Darkest Lariat are due to his large size. Sturdy is based off of how he can survive what should be fatal blows, while Divine Power is based off of how he often has possession of the Triforce of Power. Rain Dance and Hurricane is based off of the point in Wind Waker when he cast an endless stormy night over the Great Sea. Him being a sorcerer represents Shadow Ball and Dark Pulse, with Earth Power being a mandatory special Ground STAB. The Scourge of the Divine Beasts in Breath of the Wild represent the elemental punches and the special Fire-, Water/Ice-, and Electric-type moves. Stats lean towards a slow physical tank. Special attack is still lower than Attack due to his preference for physical combat, as seen in Smash Bros. Warlock Punch is one of his special moves in Smash Bros. and is pretty much a stronger Falcon Punch. Sucker Punch (and Phantom Force, to an extent) is based off of the Forest Temple Phantom Ganon battle where he charges out of paintings, while Nightmare refers to the beginning of A Link Between Worlds, where he appears in a nightmare. Curse represents the death curse he put on Jabu Jabu and the Deku Tree in Ocarina of Time. Drain Punch and the rest of his punching moves are a nod to his Smash Bros incarnation, plus it gives him some form of recovery.
Pokemon: **Scorchbeast** (Pestilence)
Franchise: Fallout
Type: Poison/Flying
Ability: Irradiate
Custom Ability: Poison-type -ate clone
Notable Moves: Boomburst, Hyper Voice, Uproar, Sludge Wave, Sludge Bomb, Clear Smog, Hurricane, Cropdust, Air Slash, Earth Power, Heat Wave, Dragon Pulse, Dark Pulse, Psychic, Psyshock, U-Turn, Roost, Spore, Stun Spore, Toxic, Poison Gas, Toxic Spikes, Defog, Defend Order, Parting Shot, Taunt, Torment, Haze, Roar, Whirlwind
Custom Move: Cropdust (Flying-type Sludge Wave clone, including the poison chance and spread-move effect; powder move)
Stats: 120 / 60 / 70 / 120 / 60 / 140 (570 BST)
TL;DR: Scorchbeasts are eusocial mutant bats the size of busses that live symbiotically with a pathogenic fungus called the Scorched Plague. While they do have a few weak slashes and dashes, they mostly stick to two main methods of attack which I've chosen to focus on here: Cropdusting the area with radioactive fungal spores, and SCREAMING. Just. So much screaming. Irradiate combines both behaviours and gives me the opportunity for a great pun, while Cropdust is a 1:1 conversion of the real attack. Most of the other moves are simply STAB or represent their main attacks - lots of sound, spore and poison-spreading moves - with a few exceptions; Psychic, Psyshock and Defend Order represent their apparent control over the hivemind induced in the Plague's zombie-like victims, Earth Power represents the fumarolic eruptions that signal when they're about to surface from their underground hive, and Heat Wave represents their preference for hot, burning or radioactive areas.
SKREEEEE (Choice Specs)
Scorchbeast @ Choice Specs
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Cropdust / Earth Power
- Heat Wave / Earth Power
- Parting Shot / U-Turn
What do you do when you see something with 120 SpA, 140 Speed and STAB -ate Boomburst? You slap Choice Specs on her. Duh.
SKREEEEE (Non-Choiced)
Scorchbeast @ Life Orb / Heavy-Duty Boots
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Earth Power / Heat Wave
- Parting Shot / U-Turn / Spore / Toxic / Taunt / Toxic Spikes / Defog
- Roost
Alternatively, you could take advantage of her reliable recovery and infinite support movepool with a non-Choiced set. Pivot, spread status, stallbreak, set hazards, remove hazards, pick your literal Poison.
Mega Scorchbeast (designed for Ubers)
Pokemon: Scorchbeast Queen (Mega Scorchbeast)
Mega Stone: Ultracite
Type: Poison/Flying
Ability: Corrosion
Stats: 120 / 50 (-10) / 140 (+70) / 110 (-10) / 130 (+70) / 120 (-20) (670 BST)
The big, blind bastard herself. I thought about making her a G-Max form (being about the right size - pictures to scale), but it makes more flavor sense to change her from an offensive menace to a defensive one; Scorchbeast queens are slower than common workers, but make up for it by making Giratina look frail. Sometimes, she won't even bother trying to attack, instead being perfectly happy to chill out in the nuke blast zone while your bullets bounce off and the timer ticks down. So here's a 120/140/130 Corrosion abuser with 120 Speed and reliable recovery that can't be poisoned or Arena Trapped. Look, if everybody else gets to sub broken bullshit from games only ten people play, so do I. XP
Scorchbeast @ Ultracite
Ability: Irradiate
EVs: 252 HP / 252 Spe / 4 SpD
Timid Nature
- Cropdust
- Substitute / Protect / Taunt
- Toxic
- Roost
Toxic Stall: The Pokemon.
Franchise: Fallout
Type: Poison/Flying
Ability: Irradiate
Custom Ability: Poison-type -ate clone
Notable Moves: Boomburst, Hyper Voice, Uproar, Sludge Wave, Sludge Bomb, Clear Smog, Hurricane, Cropdust, Air Slash, Earth Power, Heat Wave, Dragon Pulse, Dark Pulse, Psychic, Psyshock, U-Turn, Roost, Spore, Stun Spore, Toxic, Poison Gas, Toxic Spikes, Defog, Defend Order, Parting Shot, Taunt, Torment, Haze, Roar, Whirlwind
Custom Move: Cropdust (Flying-type Sludge Wave clone, including the poison chance and spread-move effect; powder move)
Stats: 120 / 60 / 70 / 120 / 60 / 140 (570 BST)
TL;DR: Scorchbeasts are eusocial mutant bats the size of busses that live symbiotically with a pathogenic fungus called the Scorched Plague. While they do have a few weak slashes and dashes, they mostly stick to two main methods of attack which I've chosen to focus on here: Cropdusting the area with radioactive fungal spores, and SCREAMING. Just. So much screaming. Irradiate combines both behaviours and gives me the opportunity for a great pun, while Cropdust is a 1:1 conversion of the real attack. Most of the other moves are simply STAB or represent their main attacks - lots of sound, spore and poison-spreading moves - with a few exceptions; Psychic, Psyshock and Defend Order represent their apparent control over the hivemind induced in the Plague's zombie-like victims, Earth Power represents the fumarolic eruptions that signal when they're about to surface from their underground hive, and Heat Wave represents their preference for hot, burning or radioactive areas.
SKREEEEE (Choice Specs)
Scorchbeast @ Choice Specs
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Cropdust / Earth Power
- Heat Wave / Earth Power
- Parting Shot / U-Turn
What do you do when you see something with 120 SpA, 140 Speed and STAB -ate Boomburst? You slap Choice Specs on her. Duh.
SKREEEEE (Non-Choiced)
Scorchbeast @ Life Orb / Heavy-Duty Boots
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Earth Power / Heat Wave
- Parting Shot / U-Turn / Spore / Toxic / Taunt / Toxic Spikes / Defog
- Roost
Alternatively, you could take advantage of her reliable recovery and infinite support movepool with a non-Choiced set. Pivot, spread status, stallbreak, set hazards, remove hazards, pick your literal Poison.
Mega Scorchbeast (designed for Ubers)
Pokemon: Scorchbeast Queen (Mega Scorchbeast)
Mega Stone: Ultracite
Type: Poison/Flying
Ability: Corrosion
Stats: 120 / 50 (-10) / 140 (+70) / 110 (-10) / 130 (+70) / 120 (-20) (670 BST)
The big, blind bastard herself. I thought about making her a G-Max form (being about the right size - pictures to scale), but it makes more flavor sense to change her from an offensive menace to a defensive one; Scorchbeast queens are slower than common workers, but make up for it by making Giratina look frail. Sometimes, she won't even bother trying to attack, instead being perfectly happy to chill out in the nuke blast zone while your bullets bounce off and the timer ticks down. So here's a 120/140/130 Corrosion abuser with 120 Speed and reliable recovery that can't be poisoned or Arena Trapped. Look, if everybody else gets to sub broken bullshit from games only ten people play, so do I. XP
Scorchbeast @ Ultracite
Ability: Irradiate
EVs: 252 HP / 252 Spe / 4 SpD
Timid Nature
- Cropdust
- Substitute / Protect / Taunt
- Toxic
- Roost
Toxic Stall: The Pokemon.
Pokémon: Yamame Kurodani (Theme: Pestilence)
Franchise/Origin: Touhou Project
Type: Bug/Poison
Ability: Manipulation of Illness
Signature Ability: Manipulation of Illness- If Yamame would poison or badly poison a Pokemon that is immune to poisoning, that Pokemon is paralysed instead. If the target cannot be paralysed either, it is put to sleep. This ability has no effect on Poison-type Pokemon.
Notable moves: Capture Web, Toxic Thread, Toxic, Sticky Web, Toxic Spikes, Spider Web, Gunk Shot, Infestation, Dig, etc.
Signature move: Capture Web- Bug-type, Physical, 80BP, 100 Accuracy, 10 PP. Traps the target.
Stats: 110 HP/70 Atk/90 Def/30 SpA/100 SpD/30 Spe (BST: 430)
Reasoning: Yamame Kurodani is a Tsuchigumo (lit. Earth Spider) who first appears in Subterranean Animism. Her ability is the ability to manipulate illness and diseases, so the obvious typing for her is Bug/Poison. Not a great type, but her ability to manipulate illness does make her unrivalled at spreading status to anything that ISN'T a poison-type. Steel-types or Pokemon with Immunity are in for a nasty surprise when they try to absorb a Toxic Thread or Toxic thinking they're safe when they suddenly get hit with a nasty paralysis (or even worse, for 'mons like Magnezone, sleep). Yamame's approach to Danmaku in SA is a slow, methodical approach- boxing the enemy in while suffocating them with clouds of disease, so this would naturally lend itself well to a stall playstyle.
...That's it. No huge paragraph going into every little detail- Yamame's pretty self-explanatory. The main issue was whether to make her typing Bug/Ground, Ground/Poison or Bug/Poison, really.
Franchise/Origin: Touhou Project
Type: Bug/Poison
Ability: Manipulation of Illness
Signature Ability: Manipulation of Illness- If Yamame would poison or badly poison a Pokemon that is immune to poisoning, that Pokemon is paralysed instead. If the target cannot be paralysed either, it is put to sleep. This ability has no effect on Poison-type Pokemon.
Notable moves: Capture Web, Toxic Thread, Toxic, Sticky Web, Toxic Spikes, Spider Web, Gunk Shot, Infestation, Dig, etc.
Signature move: Capture Web- Bug-type, Physical, 80BP, 100 Accuracy, 10 PP. Traps the target.
Stats: 110 HP/70 Atk/90 Def/30 SpA/100 SpD/30 Spe (BST: 430)
Reasoning: Yamame Kurodani is a Tsuchigumo (lit. Earth Spider) who first appears in Subterranean Animism. Her ability is the ability to manipulate illness and diseases, so the obvious typing for her is Bug/Poison. Not a great type, but her ability to manipulate illness does make her unrivalled at spreading status to anything that ISN'T a poison-type. Steel-types or Pokemon with Immunity are in for a nasty surprise when they try to absorb a Toxic Thread or Toxic thinking they're safe when they suddenly get hit with a nasty paralysis (or even worse, for 'mons like Magnezone, sleep). Yamame's approach to Danmaku in SA is a slow, methodical approach- boxing the enemy in while suffocating them with clouds of disease, so this would naturally lend itself well to a stall playstyle.
...That's it. No huge paragraph going into every little detail- Yamame's pretty self-explanatory. The main issue was whether to make her typing Bug/Ground, Ground/Poison or Bug/Poison, really.
Pokémon: Saffron
Franchise/Origin: One Step From Eden
Type: Normal
Ability: Simple/Drawing Dead(HA)
Signature Ability: Drawing Dead- User's off-type moves have 50% increased base power.
Notable moves: Thunderbolt, Ice Beam, Flamethrower, Flash Cannon, Moonblast, Step Slash, Kinetic Wave, Moonblast, Sacred Fire, Icicle Crash, Guillotine (lol), Sludge Bomb, Gunk Shot, Hyper Beam, Tri-Attack, Nasty Plot, Swords Dance, Protect, Cosmic Power, Reflect, Light Screen Night Slash, Sacred Sword, X-Scissor Aura Sphere, Grassy/Misty/Psychic/Electric Terrain, Whirlwind, Hurricane, EXPLOSION!, Spikes, Stealth Rock, Caltrops, Stone Edge, Rock Tomb, etc. (Basically, huge amounts of coverage)
Signature moves
Step Slash- Normal-Type, Base 100 Power, 100 Accuracy, Physical, 10PP. No additional effects.
Kinetic Wave- Water-type, Base 65 Power, 90 Accuracy, Special, 15PP. -1 Priority. Forces the opponent to switch to a random Pokemon.
G-Max Move: G-Max Ragnarok- replaces Max Strike. Removes all field effects except for Stealth Rock (i.e. Tailwind, Mist, Safeguard, Screens, Grounded Hazards, etc) as well as Terrain effects.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Saffron's stats and typing were easy to figure out- as a jack of all trades who can specialise any way she wants, there was really no way she wasn't going to be a Normal-type with Mew-like stats. Her abilities cater to this adaptability side of her as well (Simple working better on defensive sets with Cosmic Power, though it can also be construed as a reference to her Chrono loadout allowing her an easier time to set things up by slowing time), with her hidden ability, Drawing Dead, letting her essentially have STAB on everything. The name, 'Drawing Dead', actually comes from her leitmotif. This further lets her specialise however she wants- not just in stats, but in moveset as well.
All of Saffron's moves have some form of basis in her home game, be they obvious ones like the Fire- and Ice-type coverage referencing all of the Fire and Ice spells at her disposal from the Anima tree (alongside Tri-Attack and Thunderbolt, which represent the tree's third main set of spells- thunder spells), Poison-type coverage representing that aspect of the Miseri tree of spells, Swords Dance and Nasty Plot to represent Convergence's set-up focus, Cosmic Power, Reflect and Light Screen representing Phalanx's focus on shields and defense, Night Slash, Sacred Sword, X-Scissor and her signature Step Slash representing the focus on slashing weapons afforded by the Slashfik Focus (Step Slash itself being a spell basically ported from OSFE- a high damage, fast spell), Terrain alteration from Hearth spells (The Terrain Moves and Entry Hazards), and even phasing via her other signature move, Kinetic Wave, to represent the Kinesys' focus on disrupting enemy positioning. The reason why Kinetic Wave and Step Slash were chosen to be ported as signature moves, though, is simple: Alongside Frostbolt (Ice Beam/Icicle Crash) and Thunder (Thunderbolt), they make up the four spells that Saffron's default loadout begins any given run in.
With that being said, while Saffron has no real weaknesses, she doesn't really have any real strengths either. Base 100 in all stats is passable, but nothing special, and with her, just as it is with Mew, it's unpredictability or bust.
Saffron's unique G-Max Move is based on the Ragnarok Spell from the Slashfik tree in her source game, which calls down a giant sword to deal massive damage and destroy the tile it hits, hence why it blows away all field effects except for the sneaky pebbles. This does include your own entry hazards, so be careful!
Franchise/Origin: One Step From Eden
Type: Normal
Ability: Simple/Drawing Dead(HA)
Signature Ability: Drawing Dead- User's off-type moves have 50% increased base power.
Notable moves: Thunderbolt, Ice Beam, Flamethrower, Flash Cannon, Moonblast, Step Slash, Kinetic Wave, Moonblast, Sacred Fire, Icicle Crash, Guillotine (lol), Sludge Bomb, Gunk Shot, Hyper Beam, Tri-Attack, Nasty Plot, Swords Dance, Protect, Cosmic Power, Reflect, Light Screen Night Slash, Sacred Sword, X-Scissor Aura Sphere, Grassy/Misty/Psychic/Electric Terrain, Whirlwind, Hurricane, EXPLOSION!, Spikes, Stealth Rock, Caltrops, Stone Edge, Rock Tomb, etc. (Basically, huge amounts of coverage)
Signature moves
Step Slash- Normal-Type, Base 100 Power, 100 Accuracy, Physical, 10PP. No additional effects.
Kinetic Wave- Water-type, Base 65 Power, 90 Accuracy, Special, 15PP. -1 Priority. Forces the opponent to switch to a random Pokemon.
G-Max Move: G-Max Ragnarok- replaces Max Strike. Removes all field effects except for Stealth Rock (i.e. Tailwind, Mist, Safeguard, Screens, Grounded Hazards, etc) as well as Terrain effects.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Saffron's stats and typing were easy to figure out- as a jack of all trades who can specialise any way she wants, there was really no way she wasn't going to be a Normal-type with Mew-like stats. Her abilities cater to this adaptability side of her as well (Simple working better on defensive sets with Cosmic Power, though it can also be construed as a reference to her Chrono loadout allowing her an easier time to set things up by slowing time), with her hidden ability, Drawing Dead, letting her essentially have STAB on everything. The name, 'Drawing Dead', actually comes from her leitmotif. This further lets her specialise however she wants- not just in stats, but in moveset as well.
All of Saffron's moves have some form of basis in her home game, be they obvious ones like the Fire- and Ice-type coverage referencing all of the Fire and Ice spells at her disposal from the Anima tree (alongside Tri-Attack and Thunderbolt, which represent the tree's third main set of spells- thunder spells), Poison-type coverage representing that aspect of the Miseri tree of spells, Swords Dance and Nasty Plot to represent Convergence's set-up focus, Cosmic Power, Reflect and Light Screen representing Phalanx's focus on shields and defense, Night Slash, Sacred Sword, X-Scissor and her signature Step Slash representing the focus on slashing weapons afforded by the Slashfik Focus (Step Slash itself being a spell basically ported from OSFE- a high damage, fast spell), Terrain alteration from Hearth spells (The Terrain Moves and Entry Hazards), and even phasing via her other signature move, Kinetic Wave, to represent the Kinesys' focus on disrupting enemy positioning. The reason why Kinetic Wave and Step Slash were chosen to be ported as signature moves, though, is simple: Alongside Frostbolt (Ice Beam/Icicle Crash) and Thunder (Thunderbolt), they make up the four spells that Saffron's default loadout begins any given run in.
With that being said, while Saffron has no real weaknesses, she doesn't really have any real strengths either. Base 100 in all stats is passable, but nothing special, and with her, just as it is with Mew, it's unpredictability or bust.
Saffron's unique G-Max Move is based on the Ragnarok Spell from the Slashfik tree in her source game, which calls down a giant sword to deal massive damage and destroy the tile it hits, hence why it blows away all field effects except for the sneaky pebbles. This does include your own entry hazards, so be careful!