Pet Mod [Gen 8] Crossover Chaos


Pokemon: Bronze Automaton
Origin: Slay the Spire
Type: Steel/Normal
Ability: HYPER BEAM (Recharge Moves no longer take a turn to recharge if they KO the opponent ; the first negative effect besides damage on this pokemon is negated, wether it is from a status move, an ability, or a secondary effect)
Moves: Hyper Beam, Giga Impact, Prismatic Laser, Flash Cannon, Flail, Disable, Work Up, Shift Gear, Iron Defense, Autotomize, Heavy Slam, Metal Claw, Metal Sound, Steel Beam, Ice Beam, Signal Beam, Charge Beam, Charge, Double Edge
Stats: 90/85/100/150/95/55 (BST: 575)
Reasoning: Bronze Automaton is one of the three Second Act bosses in Slay the Spire. It revolves around HYPER BEAM (yes the name of the attack is in all caps), the strongest enemy attack in the game under normal circumstances (and yes, it is a Pokemon reference). It fights by spawning minions that temporarily make some of the player's moves unusable. It then sets up while the player is distracted with the minions before attempting to one-shot the player with HYPER BEAM. However, like the move in Pokemon, if it fails to KO, the Bronze Automaton is vulnerable for one turn. The second part of the ability comes from Artifact, another ability it has. Artifact protects the Bronze Automaton from pretty much any negative effect that isn't direct damage. The other moves are other general Steel/Robot/Beam moves.
 
Resubbing these.

Celestial Creatures are invading!
(NOTE: These are all a batch sub)
Pokémon: (From Left to Right) Vortex Pillar, Stardust Pillar, Nebula Pillar, Solar Pillar
Type: Rock/Bug (Vortex), Rock/Water (Stardust), Rock/Psychic (Nebula), Rock/Fire (Solar)
Ability: Long Reach (Vortex) / Swarming Minions (Stardust; Renamed Parental Bond) / Psychic Surge (Nebula) / Drought (Solar) / Levitate (HA for all)
Moves: Stone Edge, Ancient Power, Rock Slide, Power Gem, Moonblast, Moonlight, Infestation, Heavy Slam (950kg) (All), Attack Order, Defend Order, Thunderbolt, Thunder, Vortex Missile (Bug-type clone of Homing Missile, one of Austin Carter's signature moves from V2), Thunder Wave (Vortex), Water Pulse, Aqua Ring, Charge Beam, Dragon Pulse (Stardust, which also gets TWave), Psychic, Psyshock, Psychic Fangs, Dazzling Gleam (Nebula), Fire Blast, Flamethrower, Heat Crash, Fireball (See Bowser from V2), Solar Beam, Solar Blade, Fire Lash (Solar)
Stats (Vortex): 127/113/89/61/137/53 [BST 580]
Stats (Stardust): 127/61/137/113/89/53 [BST 580]
Stats (Nebula): 127/89/61/137/113/53 [BST 580]
Stats (Solar): 127/137/113/89/61/53 [BST 580]
Reasoning: Rock because they're all stone pillars. Bug on Vortex because of the hordes of alien locusts it sics on you, Psychic on Nebula because of all the cerebral imagery and stuff with its mooks (Plus Brain Suckler and Predictor), Fire on Solar because duh, and Water on Stardust due to the cephalopodian Flow Invaders and crustaceanesque Twinkle Poppers as well as the amorphous Star Cells; All are blue and though the shields over each pillar are all identical, it looks most watery over the Stardust Pillar. Moves based on their mooks, corresponding weapons, and attacks (Attacks get Vortex its Electric coverage and Solar the Fireball move; Weapons give Solar Fire Lash, Vortex Vortex Missile, Nebula Dazzling Gleam and Stardust Dragon Pulse), plus the abundance of enemies is grounds enough to give all of them Infestation (Alien Larvae/Hornets/Queens, Brain Sucklers, Milkyway Weavers, and Crawltipedes being examples) Finally stats: They don't move a lot, but taking them down is basically endurance. Preferences are: Attack/SpD for the Ranger themed Vortex Pillar, SpD/SpA for the Mage themed Nebula Pillar, Defense/Attack for the Melee themed Solar Pillar, and by process of elimination, SpA/Defense for the Summoner themed Stardust Pillar. The Nebula and Solar Pillars both favor offense because you're more likely to die against them faster than against the other two pillars. Prime Numbers because they're weird celestial things. Finally Long Reach and Swarming Minions for Vortex and Stardust because of the classes they represent, and Psychic Surge and Drought for the other two because of the background changing whenever you get near them. (Stardust doesn't get Drizzle because rain's a thing in Terraria and yet it doesn't rain near it any more than it does elsewhere)

And now, there was actually a boss battle other than Kisume in Subterranean Animism Stage 1. THE GIANT ENEMY SPIDER. (assuming a height somewhere in the 1.5-1.6m range counts)

"Oh? A human? How unusual."
Pokémon: Yamame Kurodani
Type: Poison/Ground
Abilities: Swarm / Manipulation of Illness (Poisoned contact attackers suffer -1Atk/SpD after they land their hit.) / Steadfast
Moves: Toxic, Toxic Thread, Venoshock, Venom Drench, Earthquake, Earth Power, Rock Slide, Stone Edge, Spider Web, Sticky Web, String Shot, Poison Jab, Electroweb, Work Up, Focus Energy Toxic Spikes, Infestation, Haze, Bug Bite, Lunge
Stats: 85/95/115/70/85/70 [BST 520]
Reasoning: Ground/Poison because illness manipulation and though her race is pretty much just "The Giant Enemy Spider", it's specifically an Earth Spider. Stats because she, being what she is and all, has rather high physical strength, making her ideal for construction work combined with general spider fare. Work Up because she loves herself some battle. Her playstyle here is to poison everything and weaken the enemy's Attack and Special Defense, which can help force switches. Ground and Rock moves because former is STAB and latter is Earth, Electroweb is just common among spiders and Poison moves are STABs that can also tie into illness manipulation. Haze ties into a spellcard with the flavor of plagued mist, and pretty much every spider gets Lunge so she gets that too

And now this.

Pokémon: Orochi
Type: Dragon
Abilities: Eight Elemental Heads (x1.3 power on non-STAB moves.)
Moves: Dragon Pulse, Dragon Rush, Draco Meteor, Roar, Flamethrower, Fire Blast, Mystical Fire, Earthquake, Bulldoze, Earth Power, Thunder, Zap Cannon, Hydro Pump, Liquidation, Air Slash, Hurricane, Dark Pulse, Night Daze, Shadow Ball, Disable, Toxic, Venoshock, Sludge Bomb, Sludge Wave, Dazzling Gleam, Flash Cannon, Thrash, Tri Attack, Belch
Stats: 80/104/120/128/80/56 [BST 568]
Stats (True Orochi): 96/120/128/144/104/80 [BST 672]
Reasoning: Dragon because it is. Ability translates from it having eight heads, each with their own elements. Stats because it can strike at you, but each head prefers using elemental attacks. Moves are from each of said heads and stuff it does in battle, with no Thunderbolt because the Lightning Head, being the one on the back, is always clueless and can’t really catch what’s going on as well as the others can, so no 100% accuracy for you good sir. (Also this dude's a glutton who threatens to take out his own minions if their meal for him isn't up to his standards) Stats favor Defense because Ammy needs to intoxicate it first in order to damage it and SpA because though it will smash into the ground, it prefers to use elemental attacks. True Orochi’s BST is stronger because back then, he is said to have taken out Ammy at her peak and by the time he's unsealed, he still doesn't have most of his power back.

And have some more Yoshis I suppose
Names: Red Yoshi, Blue Yoshi, Yellow Yoshi (These three are a batch sub, but all are regional variants of Yoshi.)
Types: Dragon/Fire (Red), Dragon/Flying (Blue), Dragon/Ground (Yellow)
Abilities: Same as Green Yoshi
Stats: Same as Green Yoshi
Movepool: Same as Green Yoshi, who will also get Fly
Reasoning: Typings are because if either eats a shell, they gain the effects of the shell matching the Yoshi’s color on top of the effects of the shell itself on Green Yoshi (Red spits flames and in fact can’t even tongue enemies in Mario Maker 2, Blue grants flight, and Yellow causes mild tremors upon hitting the ground) Stats are unchanged because different Yoshis consistently play identically in Yoshi’s Island and Mario spinoffs. And Yoshi across all formes gets Fly because that’s what happens if he eats a blue shell.
 
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T.I.A.

formerly Ticktock
P4-Yoshitsune

Pokémon: Yoshitsune
Origin: Shin Megami Tensei
Type: Electric/Fighting
Abilities: God's Cut (Basically a renamed Saber Class) / Heroic Gemini (Has a 20% chance to use an attack again as long as it does damage.) / Vengeance Seal (Revives once in battle with 50% max HP when knocked out) (HA)
Stats: 90/116/98/94/98/122 (618)
Notable Moves: Hassou Tobi, Heat Riser, Power Charge, Thunderbolt, Thunder, Wild Charge, Focus Energy, Protect, Double Team, Sacred Sword, Air Cutter, Air Slash, Cross Poison, Cut, Fury Cutter, Leaf Blade, Behemoth Blade, Night Slash, Psycho Cut, Slash, X-Scissor, Noble Roar, Laser Focus, Swords Dance, Agility, Dash Slash, Cyclone Slash, Great Slash, Electroblade, Debilitate, Thunder Wave, Discharge, Charge,
New Moves: Hassou Tobi: Fighting, 15 BP, 85% Accuracy, 10 PP, Physical, Deals 8 hits, but takes 25% of the damage taken as recoil. Considered a slashing move.
Heat Riser: Normal, 10 PP, Status, Raises the user's Attack, Defense, and Accuracy by +1.
Power Charge: Normal, 5 PP, Status, Gives a buff that triples the power of the next physical move used within the next 3 turns.
Electroblade: Electric, 100 BP, 95% Accuracy, 10 PP, Physical, Considered a slashing move.
Debilitate: Normal, 10 PP, Status, Lowers the target's Attack, Defense, and Evasion by -1.
Reasoning: OK, we'll make this simple. Electric/Fighting for his inheritance of Electric in the Persona games, plus the Fighting type because it makes sense. Stats are basically doubled of the highest stats in the Persona games, and the abilities refer to a few skills he gains over the few games, and the moves are more reflected of that. Several signature moves to basically give him what he got over the Persona games, as well as a new Electric-type STAB to abuse off of God's Cut, and a bunch of sword moves, moves based off of a few passives, and Electric-type moves to fill the void.


Pokémon: Satan
Origin: Shin Megami Tensei
Type: Dark/Fire
Abilities: Absorb Ice (Immune to all Ice-type moves and restores for the damage done if possible.) / Sturdy / Regenerator (HA)
Stats: 100/124/110/118/110/104 (666)
Notable Moves: Black Viper, Mind Charge, Devil's base movepool and its Satan only moves, Ice Beam, All tail and slashing moves.
New Moves:
Black Viper: Normal, 140 BP, 100% Accuracy, 10 PP, Special, Always deals neutral damage.
Mind Charge: Normal, 5 PP, Status, Gives a buff that triples the power of the next physical move used within the next 3 turns.
Reasoning: And now the devil because we have that. Moves for being devil and some Persona stuff and a few more.

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(Warning: a LOT of new moves.)
Pokémon: Puppet Yukari Yakumo
Origin: Touhou 7: Perfect Cherry Blossom (Touhou Puppet Dance Performance
Type: Normal/Psychic
Abilities: Placid (Works like Slow Start, but affects Special Attack and Speed instead, and when the countdown ends, she changes her appearance and ability to Serious). (Serious: Raises Special Attack and Speed by +1 at the end of each turn.)
Stats: 120/105/100/150/100/105 (680)
Moves: Play Nice, Yang Energy, Force Shield, Power Swap, Guard Swap, Psybeam, Weather Ball, Aerial Ace, Worry Seed, Luster Purge, Tri-Attack, Psychic, Hydro Pump, Fire Blast, Gravity Blast, Danmaku Dance, Darkness Dance, Shadow Claw, Double-Edge, Frenzied Joururi, Facade, Earthquake, Dark Arrow, Flower From Hell, Earthly Blessing, Lava Plume, Solar Beam, Flash Cannon, Thunder, Eye of Laplace, Shadow Ball, Focus Blast, Reflect, Safeguard, Confuse Ray, Rest, Protect, Torment, Dense Fog Bloom, Moonblast, Overrun, Passing Breeze, Destruction Realm, Limitless Realm, Hidden Power, St. Elmo's Fire
New Moves:
Yang Energy: ???, 55 BP, 100% Accuracy, 35 PP, Special, No special effects.
Force Shield: Electric, 10 PP, Status, Causes the user to become typeless for a turn. Wears down much like Protect if used consecutively.
Gravity Blast: Psychic, 150 BP, 100% Accuracy, 5 PP, Special, Deals less damage when the user's HP is lower.
Danmaku Dance: Normal, 120 BP, 100% Accuracy, 10 PP, Special, Attacks for 2-3 turns, then becomes confused after that.
Darkness Dance: Dark, 120 BP, 100% Accuracy, 10 PP, Special, Attacks for 2-3 turns, then becomes confused after that.
Frenzied Joururi: Normal, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Dark Arrow: Dark, 50 BP, 90% Accuracy, 10 PP, Physical, Hits twice.
Flower From Hell: Psychic, 80 BP, 100% Accuracy, 20 PP, Physical, Has a 30% chance to apply a Mind Reader effect.
Earthly Blessing: Normal, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power and matches its typing to match that of the Terrain's type.
Eye of Laplace: Dark, 80 BP, 100% Accuracy, 20 PP, Special, Has a increased critical hit chance.
Dense Fog Bloom: Water, 120 BP, 100% Accuracy, 10 PP, Special, Requires a charge turn beforehand, but is negated in rain.
Overrun: Normal, 100 BP, 100% Accuracy, 20 PP, Special, Hits both targets in a Double Battle.
Passing Breeze: Flying, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in weather and eliminates the effects of it.
Destruction Realm: Earth, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in terrain and eliminates the effects of it.
Limitless Realm: Psychic, 15 PP, Status, Eliminates the effects of all weather and terrains when used.
St. Elmo's Fire: Fire, 65 BP, 100% Accuracy, 20 PP, Physical, Knock offs the opponent's item for the rest of the battle, and deals 50% more damage to them if they hold one.
Reasoning: Basing this off of the Power version of her in this game (basically the Regigigas of that game), which at least got buffed in the expansion, Shard of Dreams. Normal/Psychic sounds as close as its original typing as possible (Illusion/Void) based off of those type's colors. The stats are basically a straight rip of the original but buffed to be less min-maxed. The abilities are the exact same. Moves are mostly the moves that closely match Pokemon's OG moves, plus new ones based off of the ones in the game.


Pokémon: Bio Spark
Origin: Kirby Super Star
Type: Dark
Abilities: Clone Technique (Uses Substitute on switch-in, complete with the HP cut.)
Stats: 70/100/70/95/70/130 (535)
Notable Moves: Night Slash, Sucker Punch, Water Shuriken,
New Moves:
Reasoning
: Kirby time. Stats are referring to the hit-and-run tactic, Clone Technique since I guess Sub on switch could be cool. Typing from the sneaky Ninja. More on this thing later.
 
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bringing this idiot back even though i wasn't asked this time

Pokémon: **Reimu Hakurei**
Origin: Touhou Project series
Type: Flying/Psychic
Ability: Levitate / Super Luck / Shrine Maiden of Paradise*
*Shrine Maiden of Paradise: User is immune to Dark and Ghost.
Stats: 90/100/90/95/140/85 (600)
Notable Moves: Fantasy Seal*, Pin Missile, Psycho Cut, Jump Kick, Petal Blizzard, Slack Off, Rapid Spin, Reflect, Light Screen, Psychic, Psyshock, Earth Power, Teleport, Muso Tensei (see Kenshiro in Expanded)
*Fantasy Seal: Flying-type, 90 BP, 10/16 PP, 100% Acc., Super effective against Dark and Ghost, category changes to match user's higher attacking stat, always hits if Special.
Reasoning: Lazy asshole shrine maiden. Flying-type with Levitate because she explicitly has "floating" listed as a power despite being from a series where everyone can fly anyway. Screens because barriers, teleport because yes, Psychic because those. Super Luck because she got mad luck yo. Shrine Maiden of Paradise because sealing away evil spririts is like 25% of her job description do you really wnat her to be weak to Spiritomb twice. She's got a more defensive stat spread due to having a small hitbox, which is about as close to being "durable" as you can get in a game like Touhou. Fantasy Seal is one of her attacks, usually being a homing energy shot but there's also a non-homing bunch of ofuda version. Pin Missile because she got the needles, Psychic moves for STAB, Jump Kick / Rapid Spin / Earth Power because she has those in the fighting game spinoffs, Petal Blizzard because Hidden Star in Four Seasons, Slack Off because lazy asshole. She gets Muso Tensei from Kenshiro because she has an attack that works like that and is a homophone of it in Japanese (Fantasy Nature).

also here's a rock

Pokémon: Rocky
Origin: Kirby series
Type: Rock
Ability: Curling (When hit with an ally's Water, Ice, Flying, or Psychic move in Doubles/Triples, ignores the damage and instead uses a 90 BP Physical move of the corresponding type [names Splash Curling, Ice Curling, Clean Curling, and Geokinesis respectively] on the adjacent opponent.)
Stats: 50/50/130/30/100/20 (380)
Stats (Helper): 70/70/150/50/120/70 (530)
Notable Moves: Body Press, Rock Slide, Recover, Accelerock, Heavy Slam, Sky Uppercut, Aqua Jet, Rapid Spin, Bulk Up
Reasoning: A rock with eyes, feet, and a headband that is the main source of the Stone ability. Rock because it is. Curling comes from the Stone Ability's Friend Abilities in Kirby Star Allies, which allows Rocky to be infused with certain elements or telekinetically lifted to perform a strong attack. This is also why it gets Aqua Jet and Rapid Spin. Its Helper form is based on how Kirby Super Star and Kirby Star Allies have Rocky as the Helper/Friend corresponding to the Stone ability, this playable version being stronger and more mobile than the enemy one. Body Press, Accelerock, and Heavy Slam because its main attack is crashing into things from above. Rock Slide is just basic STAB. Recover because it appears to split apart and reconstruct itself rapidly when hit in Super Star. Sky Uppercut because of Stone Uppercut from Star Allies. Bulk Up due to a statue of a buff man being a staple form for the Stone ability to turn into, including in both of Rocky's playable appearances.
 
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Pokemon: Yarn Yoshi
Type: Normal/Dragon
Ability: Fluffy/Crafty (If this Pokemon is holding a consumable item other than a berry, it will use it for its positive effects immediately upon entering the battle, regardless of the conditions, and before entry hazards affect it)
Signature Move: Yarn Ball
- Type: Normal
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Lowers the opposing Pokemon's Speed by one stage.
Stats: 120/100/57/93/80/100 (Total: 550)
Notable Moveset: Dragon Hammer, Dragon Dance, Cotton Guard, Softboiled, Egg Bomb, Return, Stomp, High Jump Kick, Bounce, Lick, Stockpile, Spit Up, Swallow, Knock Off, Bullet Seed, Crafty Shield, Baby-Doll Eyes, Rollout, Earthquake, Helping Hand, Switcheroo, Recycle
Overview: I crafted this submission for Yarn Yoshi with care. Normal typing is from mundane materials, Dragon is from regular Yoshi's loose connection with dragons. His abilities come from him being an adorable stuffed toy, and Crafty in particular gives him an assortment of unique sets involving its effect. Yarn Ball is based on how you can throw a ball of yarn at foes to either take them out or impede their movement. His low defense comes from being a plush, but that can be patched up with Fluffy or a Cotton Guard. Bullet Seed comes from the watermelon, which lets Yoshi spit seeds as a weapon. His main Dragon STAB comes from the fact that he becomes a hammer when he ground pounds.


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Pokemon: Ori
Type: Fairy
Abilities: Pixilate/Soul Link (User heals 1/4th of their maximum health instead of taking damage if hit by physical or special Fairy moves, and they heal 1/16 of their total health at the end of each turn.)
Signature Moves:
Spirit Flame
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 25 (max 40)
Effect: Does not miss. Hits three times. (Light Move, affected by Dark Crown)

Bash
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 10 (max 16)
Effect: Announces itself at the start of a turn when used. If a foe tries to attack the user with a contact move, it will fail and the user will retaliate with this attack. If the foe tries to attack the user with a ballistic move, it will fail and the user will retaliate with the ballistic move they used (Defaults to contact effect if it is a contact ballistic move). Otherwise, Ori will take half damage from the foe's attack. Has a higher chance to fail if used consecutively.
Stats: 85/110/60/120/70/125 (Total: 570)
Moves: Play Rough, Flame Burst, Mystical Fire, Overheat, Flash Cannon, Power Gem, Aura Sphere, Energy Ball, Air Slash, Wing Attack, Whirlwind, Stomp, Acrobatics, Extreme Speed, Calm Mind, Rock Climb, Jump Kick, Bounce, Will-O-Wisp, Nature Power, Tri Attack, U-Turn
Overview: Ori, the titular character of Ori and the Blind Forest, was born of the Spirit Tree, and is akin to a fey creature. Accompanied by Sein, the light of the Spirit Tree, Ori platforms their way through the dangerous, decaying world in order to save the harmony of nature. Ori's stats demonstrate Ori's traits in the game. Ori is rather frail, and can die rather easily even when at their strongest, but they have some incredible combat abilities, mostly reliant on Ori's incredible manuverability. Most of Ori's attacks come from being light based, but the other attacks come from Ori's overall traits (Acrobatics, Nature Power, U-Turn, Calm Mind), and the rest come from the abilities Ori acquires throughout the game (Wing Attack comes from Kuro's Feather). Will-O-Wisp, while still appropriate for Ori, is meant to refer to Ori's upcoming adventure. Finally, Ori's signature ability, Soul Link, is meant to parallel Ori's power to recover health via saving, as well as absorbing the life energy of the fallen members of his kind to regain their strength.
 

Pokémon: Guest
Franchise: Roblox
Type:


Ability: Technician | Regenerator
Moves: Bald Eagle, Ghost Ship, Uppercut Sword, Dreamwalker's Dagger, Land Shark Shooter, R-Orb, Dracovin's Wand, Scroll of Sevenless, Decoy Deploy, Double Damage Frog, EMP Shockmine, Anti-Ballistics Force Field, Rocket (see Austin Carter), Homing Missile (see Austin Carter), Headbutt, Slash, X-Scissor, Night Slash, Dragon Claw, Shadow Claw, Psycho Cut, Night Slash, Psychic, Rock Slide, Stone Edge, Fly, Ice Beam, Blizzard, Hurricane, Attack Order, Mirror Coat, Power Whip, Jump Kick, High Jump Kick, Hammer Arm, Swords Dance, Confuse Ray, Stealth Rock, Teleport, Spikes, Grassy Terrain, Agility, Recover, Hail, Defog
Stats: 110 HP/80 Atk/80 Def/80 SpA/80 SpD/70 Spe (500 BST)

Bald Eagle |
|
| 35 BP | 16 PP | Hits 1-3 times.
Ghost Ship |
|
| 120 BP | 8 PP | 90%
Uppercut Sword |
|
| 80 BP | 16 PP | 100% | Makes the target immune to Ground moves for two turns.
Dreamwalker's Dagger |
|
| 15 BP | 16 PP | 100% | Hits 5-6 times. Each hit has a 5% chance to ensleep.
Land Shark Shooter |
|
| 85 BP | 16 PP | 100%
R-Orb |
|
| 100 BP | 16 PP | 100% | The user flies into the air on the first turn, giving them the same immunity as Fly. They attack on the second turn.
Dracovin's Wand |
|
| 35 BP | 16 PP | 100% | Hits three times. The first hit deals Fire damage with a 10% chance to burn, the second hit deals Ice damage with a 10% chance to freeze, and the third hit deals Poison damage with a 10% chance to poison.
Scroll of Sevenless |
|
| 95 BP | 16 PP | 100%
Decoy Deploy |
|
| 150 BP | 8 PP | 100% | Works like Shell Trap.
Double Damage Frog |
|
| 8 PP | 85% | Lowers the target's Defense and Special Defense by 2 stages.
EMP Shockmine |
|
| 16 PP | 85% | Paralyzes the target and removes their item.
Anti-Ballistics Force Field |
|
| 16 PP | 100% | Has +4 priority. Protects the user from ballistic and Special moves. If the move blocked was non-contact, it is reflected at the attacker. This has the chance to fail if used consecutively, like Protect.

Guest @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Double Damage Frog
- Land Shark Shooter
- Dreamwalker's Dagger
- Bald Eagle

Guest @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Psychic
- EMP Shockmine
- Anti-Ballistics Force Field
Reasoning: A guest is what you played as if you didn't have an account. Guests that play Catalog Heaven have access to all the gear regular players have. Technician is from using gear, and Regenerator is because players' health regenerates over time. Many sword and claw gear is available, giving Guest slashing moves.
Here are the gear that give Guest Pokémon moves:
  • Psychokinesis Glove: Psychic, Rock Slide, Stone Edge, Stealth Rock
  • Speed Coil: Agility
  • Gravity Coil: Jump Kick, High Jump Kick
  • Blizzard Wand: Ice Beam, Blizzard, Hail
  • Beehive: Attack Order
  • Healing Potion: Recover
  • Tornado Summoner: Hurricane, Defog
  • Vine Staff: Power Whip, Grassy Terrain
  • Confusoray 672: Confuse Ray
  • Spikesplosion: Spikes
Now here are the gear that became their own moves:
  • Bald Eagle: Creates up to three eagles that can attack.
  • Ghost Ship: Creates a huge ghostly ship.
  • Uppercut Sword: Slashes while sending the opponent up.
  • Dreamwalker's Dagger: Hits with multiple daggers while ensleeping.
  • Land Shark Shooter: Fires a shark across the ground.
  • R-Orb: Lets the user fly up and launch an energy orb.
  • Dracovin's Wand: Can hit with fire, ice, or poison.
  • Scroll of Sevenless: Creates explosions.
  • Decoy Deploy: Creates a decoy of the user, that explodes when attacked.
  • Double Damage Frog: Causes damage the target takes to be doubled.
  • EMP Shockmine: Removes the opponent's equipped gear, and prevents them from moving.
  • Anti-Ballistics Force Field: Creates a forcefield that reflects projectiles.
resub

Pokémon: Maxwell
Franchise: Scribblenauts
Type:


Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 80 HP/80 Atk/80 Def/80 SpA/80 SpD/80 Spe (480 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
|
| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
|
| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
|
| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
 
Okay, lemme take a crack at this.



Pokémon: King Metal Slime
Franchise/Origin: Dragon Quest
Type: Steel/Water
Regional Variation: N/A
Ability
: Wonder Metal: Increases Defense by 3 stages upon switch-in. All attacks made by or against this Pokemon are type-neutral (Excluding Immunities). Doubles Experienced gained for the battle.
Moves: Stockpile, Bide, Defense Curl, Calm Mind, Stored Power, Gear Grind, Gyro Ball, Heavy Slam, Automatize, Iron Defense, King's Shield, Mirror Shot, Meteor Mash, Steel Beam, Metal Burst, Bubble, Bubble Beam, Aqua Ring, Whirlpool, Pay Day, Baton Pass, U-Turn, Volt Switch, Dragon Tail, Storm Throw, Wish
Signature move: N/A
G-Max Move: N/A
Stats
: 50/85/130/70/130/80

Reasoning: King Metal Slime is a happy king, and he's here to spread his joy! His Defensive Ability, high Def/Spd, and series of defense/return moves are all inspired by Metal Slime fights in DQ proper, which extends to the King Metal Slime (if I remember right); Also shiny King Metal Slime is gold :3
 
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Kite Class Shuttle (Starsector)
Type: Steel
Ability: Levitate
Moves: Flash Cannon, Steel Beam, U-Turn, Parting Shot, Foul Play, Toxic, Fire Blast, Omni-Shield, Stealth Rocks, Explosion
Signature move: Omni-Shield
Protects the user similar to protect. If opponent makes contact, their SpAtk is lowered by 1 stage.
Stats: 50/50/80/75/80/130

Reasoning: The kite class shuttle is a fast little shit which will, as it suggests, kite you for like 10 years if you don’t kill it immediately.
Levitate because it flies.
I gave it flash cannon and steel beam because it comes equipped with ballistic turrets.
U-Turn because it’s a spaceship. Parting shot because it has a tendency to retreat.
Foul Play and toxic because this thing is toxic to play against ingame
Fire Blast because the kite comes equipped with 2 small missile hardpoints.
Omni Shield because the kite has a shield which can be rotated around the craft to block projectiles in all directions- one of only a few ships with that capability.
Stealth rocks because the kite itself is a fucking hazard
Explosion because the ship explodes upon death.


Kite Class Shuttle (Starsector)
Type: Steel/Normal
Regional Variation: Stock Variant (S)
Ability: Levitate
Moves: Omni-Shield, Explosion
Stats: 50/50/80/50/80/130

Reasoning: The stock variant of the kite with no weaponry.
 
Okay, lemme take a crack at this. [WIP]


Pokémon: Xez'Ghod (X'G for short)
Franchise/Origin: SONIC.EXE
Type: Dark/Ghost
Regional Variation: N/A
Ability
: Godly Pressure: X'G manipulates the pressure in the air, causing the opponent to be semi-trapped and take Psychic damage each round! (Calculates at 30 Psychic damage, with weaknesses/resistances taken into account)
Moves: Shadow Sneak, Phantom Force, Hypnosis, Nightmare, Dream Eater, Gravity, Grav Apple, Punishment, Torment, Payback, Nasty Plot, Hone Claws, Shadow Claw, Crush Claw, Memento, Destiny Bond, Feint Attack, Dark Void, Assurance, Shadow Ball, Ominous Wind, Spirit Shackle, Spectral Thief, Power-Up Punch, Hyperspace Fury, Curse, Tailwind, Automatize, Hide And Seek
Signature move: Hide And Seek: For 3 turns, the user changes it's and the opponent's ability to Simple, raises the opponent's Evasion to max stage, and raises the user's Speed to max stage and Accuracy by 3 stages. Turns all of the user's moves to "Finder's Keepers", an 100% OHKO move with 80% accuracy. All effects reversed once the duration ends. 6 PP, cannot be affected by moves that increase PP, non-contact, cannot be reflected. Can only be used once per Pokemon affected.
G-Max Move: N/A
Stats: 96/106/126/116/116/66

Reasoning: OUR GOOD NEEDS TO BE SPREAD TO REGAIN HIS TRUE POWER Taking a dumb concept and making it creative is a hobby of mine, and creepypastas are an easy target. Dark/Ghost is the most obvious typing for some generic doomsday demon, and while most of his moves are STAB, I added Tailwind and Automatize as a reference to Sonic proper, as well as Gravity and Grav Apple because of jank world-bending stuff from his source. Hide And Seek is more of a reference to the games, a semi-transformation move where X'G thrives; However, it can only be used once per Poke, so it has to be used effectively. Also all the numbers end in sixes because haha funny mark of de beast. Yanno, creepypastas!


Pokémon: Odie
Franchise/Origin: Garfield
Type: Normal
Regional Variation: N/A
Ability: Blissful Ignorance: Immune to moves amplified by Prankster.
Moves: Bite, Crush Claw, Beat Up, Play Rough, Tackle, Detect,
Signature move:
G-Max Move:
(Optional)
Stats: HP/Atk/Def/SpA/SpD/Spe

Reasoning: 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.

Pokémon: Janemba
Franchise/Origin: Dragon Ball
Type:
Regional Variation: (Optional)
Ability:
Moves:
Signature move:
G-Max Move:
(Optional)
Stats: HP/Atk/Def/SpA/SpD/Spe

Reasoning: 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.

Pokémon: King Metal Slime
Franchise/Origin: Dragon Quest
Type:
Regional Variation: (Optional)
Ability:
Moves:
Signature move:
G-Max Move:
(Optional)
Stats: HP/Atk/Def/SpA/SpD/Spe

Reasoning: 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.
i'm pretty sure the first three of these go in the other croissant chaos and not here, being not video game characters and all
 
Wither.png

Pokemon: Wither
Franchise: Minecraft
Type:
Fire.png
/
Dark.png

Ability: Levitate
Signature Ability: Wither Rage: Turns into a Charged Wither at 50% or less HP. All attacks will deal 2x more damage and takes no damage from non-contact moves. These effects can only be used once.
Stats: 110/80/75/120/85/100 (570 BST)
Notable Moves: Flamethrower, Fire Blast, Dark Pulse, Head Smash, Sludge Wave, Nasty Plot, Flame Burst, Headbutt, Body Slam, Sludge Bomb, Skull Bash, Hex, Will-O-Wisp, Giga Impact, Counter, Mirror Coat, Reflect, Light Screen,
Signature Move: Skull Attack |
Dark.png
|
Special.png
| 95 BP | 10 PP | 95% | The Wither drops one of its skulls from below the opponent. This might also burn or poison the opponent.

Reasoning: The Wither is a Fire type because it is from the Nether, which is a dimension filled with fire. It is a dark type because it is evil and has a sinister look to it. It's ability is Levitate because it usually floats in the air. For its signature ability, Wither Rage, you have to fight if off with a Diamond Sword when it transforms into the Charged Wither so I decided to make it useful as possible. It has 110 HP because in Minecraft, it takes time to kill the wither and 100 Speed because it is the fastest enemy/mob in Minecraft. Skull Attack is the main attack the Wither uses in Minecraft, given the description. In Minecraft, the skull heads do also have a chance to poison you, the burn chance was given for typing.
 
Voting begins now. You have one week to get your votes in.
Pokémon: Stone Age Base
Franchise/Origin: Age of War
Type: Rock
Ability: Long Reach / Skill Link / Slow Start
Moves: Attack Order, Defend Order, Wood Hammer, Barrage, Megahorn, Eruption, Ancient Power, Stone Edge, Rock Blast, Egg Bomb, Bone Club, Bone Rush, Bonemerang, Shadow Bone, Stealth Rock
Signature Z-Move: Volcanic Cataclysm: Requires Eruption. Calculated using the user's higher attack stat.
Stats: 60/80/120/40/45/5 (370)
Reasoning: The Stone Age Base sends out cavemen, slingshot men and dino riders against the enemy. Its long-range defensive options (turrets) include slingshots, egg throwers and catapults made of bone. Every Special move is unique to each Age, so I turned each one in a Signature Z-Move. In this case, the Special is dropping volcanic rocks that look more like meteors on the enemy.
Evolves into the Medieval Age Base.

Pokémon: Medieval Age Base
Type: Rock
Ability: Long Reach / Skill Link / Steadfast
Moves: All of the above + Sacred Sword, Sacred Arrow, High Horsepower, Pyro Ball, Tar Shot, Iron Defense
Signature Move: Sacred Arrow: Sacred Sword clone but instead of having Unaware effects, has Infiltrator effects and doesn't make contact.
Signature Z-Move: Flaming Arrow Raid: Sinister Arrow Raid but Fighting-type and requires Sacred Arrow.
Stats: 100/90/135/50/65/5 (445)
Reasoning: The Medieval Age sends out swordsmen, archers and mounted knights against the enemy. Its turrets are catapult, fire catapult and heated tar. This age's Special is a rain of flaming arrows. Steadfast is there to represent the knights. High Horsepower because of the mounted knights. Pyro Ball because the flame catapult literally has a rock in it.
Evolves into the Renaissance Age Base.

Pokémon: Renaissance Age Base
Type: Rock
Ability: Long Reach / Skill Link / Artillery
Moves: All of the above + Flash Cannon, Magnet Bomb, Explosive Cannon
Signature Move: Explosive Cannon: Searing Shot clone, but instead of 30% Burn chance, inflicts damage for two turns on all non-Fire-type opponents. Affected by Bulletproof.
Signature Ability: Artillery: x1.5 power for moves affected by Bulletproof.
Signature Z-Move: Light Force Shield: requires Flash Cannon. Sets Reflect and Light Screen for the user's side of the field.
Stats: 110/100/135/80/90/5 (520)
Reasoning: The Renaissance Age sends out duelers, musketeers and cannoneers against the enemy. Its turrets are small cannon, large cannon and explosive cannon. This age's Special is some sort of Christian blessing that creates a holy shield.
Evolves into the Modern Age Base.

Pokémon: Modern Age Base
Type: Steel
Ability: Long Reach / Skill Link / Artillery
Moves: All of the above + Smart Strike, Deploy Missiles (See Galleom)
Signature Z-Move: Bombardment: requires Explosive Cannon.
Stats: 110/120/145/100/115/5 (595)
Reasoning: The Modern Age sends out infantry and tanks against the enemy. Its turrets are modern turret, rocket launcher and advanced turret. This age's Special is literally a bombardment.
Evolves into the Future Age Base.

Pokémon: Future Age Base
Type: Steel/Electric
Ability: Long Reach / Skill Link / No Guard
Moves: All of the above + Zap Cannon, Laser Focus, Magnet Rise, Ion Deluge
Signature Z-Move: Space Death Ray: requires Zap Cannon. 200 BP, Smack Down effect.
Stats: 115/120/145/140/145/5 (670)
Reasoning: The Future Age sends out soldiers called "God's Blade" and Blaster, floating tanks called War Machine, and Super Soldier against the enemy. Its turrets are Plasma Cannon, Laser Cannon and Ion Ray Cannon. This age's Special is a space death ray.
Ion Ray Cannon has enough range to hit anything on screen, and will always hit the target, so No Guard comes from that.
Pokémon: Dreaded Giant
Spoilers for Tales of Vesperia
True Name: Gusios
Franchise/Origin: Tales of Vesperia
Type: Rock
Abilities: Crystallands - This Pokemon has the resistances, but not weaknesses, of Fairy-types.
Aer Control - Restores 1/8 of its maximum HP, rounded down, for every PP used by the opponent.
Moves:
Damaging: Power Gem, Stone Edge, Ancient Power, Tail Slap, Stomp, Skull Bash, Boomburst, Stomping Tantrum, Earthquake, High Horsepower, Whirlpool, Waterfall, Surf, Scald, Liquidation, Aqua Tail, Dragon Hammer, Dragon Tail, Breaking Swipe, Dragon Breath, Outrage, Thrash, Iron Tail, Mud Slap, Nature's Madness
Status: Shore Up, Belly Drum, Stealth Rock, Roar, Reflect, Light Screen, Soak, Mud Sport, Aqua Ring, Spite
Stats: 192/111/113/81/44/29 (570)
Evolves into Gnome.

Pokémon: Gnome (Tales of Vesperia)
Type: Rock
Ability: Levitate / Aer Control (see above)
Moves: Same as above, gaining Thunderbolt, Wild Charge, Thunder, Thunder Wave.
Stats: 100/100/100/100/100/100 (600)

Reasoning: Stats: Dreaded Giant's stats are scaled up from its game of origin. Gnome is the Spirit of Earth, a mythical creature with no defining traits to make one stat higher than the other.
Ability: Crystallands is based on the fact that it created a whole island of crystals. Diancie and Carbink are Fairy-type. Plus, the crystals were created with aer which is, to put it simply, magical natural energy. Aer Control comes from their ability to heal by absorbing said magical energy, which every attack in Tales of Vesperia has.
Moves: The Dreaded Giant itself eats the magical natural energy I mentioned earlier, is made up of it and uses it to attack. He also goes mad because of said energy. Nature's Madness comes form that fact. The rest of its moves are because it's a turtle-dragon thing that uses Water and Earth element attacks in its game of origin, as well as puffing up its chest and hitting on it. As a spirit of nature, Gnome gains control over lightning powers when evolving.
Pokémon: Mada (Shin Megami Tensei III: Nocturne)
Typing: Fire/Steel
Ability: Void Expel / Gluttony
Void Expel: Immune to Dark-type moves. This includes Status moves.
Moves: Physical: Double-Edge, Flare Blitz, Drain Punch, Hammer Arm, Counter, Beat Up
Special: Flamethrower, Ember, Lava Plume, Fire Blast, Gust, Air Slash, Hurricane, Shock Wave, Thunderbolt, Thunder, Icy Wind, Ice Beam, Blizzard, Giga Drain
Status: Haze, Teleport, Will-o-Wisp, Thunder Wave, Recover, Life Dew, Heal Bell, Heal Pulse, Wish, Healing Wish, Howl, Swallow, Stockpile, Curse, Confuse Ray, Focus Energy, Taunt
Signature Move: Intoxicate: Toxic clone with Corrosion effects.
War Cry: Noble Roar clone but -2 instead of -1.
Stats: 90/104/116/102/116/102 (630)
Reasoning: "A god in Hindu mythology, created by the sage Chyavana. His name means 'intoxication'. He is said to be able to grow so big, he can swallow all of the other gods."
—Shin Megami Tensei III: Nocturne compendium
Since Nocturne is an RPG, custom stuff is taken directly out of the game. Mada's stats are scaled up from Persona 5. Mada has lots of coverage because SMT demons can be created by merging two lesser demons, and those lesser demons can be of different elements and have different moves.
Pokémon: Sagume Kishin
Typing: Flying
Ability: Reverse Reality: This Pokémon's secondary effect activation chances are the inverse of what they usually are (10% chance move becomes 90%). A target affected by this Pokémon's Instruct also receives this effect. This ability cannot be traced, replaced or suppressed.
Moves: Chatter, Wing Attack, Brave Bird, Pin Missile, Roost, Curse, Topsy-Turvy, Feather Dance, Instruct, Teleport
Signature Z-Move: One-Winged White Heron (200 BP | Flying | Physical | must know Brave Bird | Calculated using the user's higher offensive stat.)
Signature Item: Occult Ball of Lunar Capital - Once per battle, allows Sagume Kishin to set a pure Ghost-type Substitute (named an Urban Legend) upon switch-in.
Stats: 100/80/85/130/95/110 (600)
Reasoning: Sagume is a divine spirit whose power is to reverse any situation she talks about (though the situation will be reversed in some way, not in any specific way). Being mono-Flying and Flying-type moves due to being one-winged and having bird-named spell cards. Sagume's signature item comes from the fact that she is responsible for the events of Urban Legend in Limbo where urban legends manifested.
Pokémon: Kiara Sesshouin
Type: Psychic/Fairy
Abilities: Triage / Infiltrator
Moves:
Physical: Zen Headbutt, Heart Stamp, Play Rough, Submission, Close Combat, Arm Thrust, Force Palm, Drain Punch, Mach Punch, Dynamic Punch, Reversal, Attack Order, Sucker Punch, Beat Up, Power Trip, Pursuit, Foul Play, Lick, Shadow Claw, Shadow Sneak, Phantom Force, Dizzy Punch, Last Resort
Special: Dazzling Gleam, Draining Kiss, Moonblast, Disarming Voice, Psychic, Psybeam, Dream Eater, Future Sight, Extrasensory, Psyshock, Stored Power, Shadow Ball, Thunderbolt, Zap Cannon, Signal Beam, Focus Blast, Aura Sphere, Flash Cannon
Status: Play Nice, Baby-Doll Eyes, Lovely Kiss, Sweet Kiss, Attract, Heal Order, Defend Order, Nasty Plot, Barrier, Reflect, Light Screen, Magic Coat, Trick Room, Wonder Room, Magic Room, Curse, Healing Wish, Heal Pulse, Moonlight, Conversion, Conversion 2, Thunder Wave, Lock-On, Teleport
Thesis of Still Heart - 60 BP | Psychic | Special | 15 PP | --% Acc. | Ignores the target's type, always dealing neutral damage. Eliminates the target's stat changes.
Stats: 115/100/80/110/90/105 (600)

Form: Kiara Sesshouin-Heaven's Hole
Type: Psychic/Fairy
Abilities: Dazzling
Moves: All of the above plus:
Physical: Meteor Mash, Megahorn
Special: Doom Desire, Night Daze, Night Shade
Status: Cosmic Power, Sunny Day, Morning Sun
Stats: 125/120/90/150/90/105 (680)

By equipping the Crown of the Beast, Heaven's Hole Kiara can become Beast III/R Kiara (works like Primal Reversion).
Form: Kiara Sesshouin-Beast III/R
Type: Dark/Fairy
Signature Ability: Ten Thousand Colored Stagnation - When Beast III/R is on field, every Vulnerable Lifeform opponent is under the effect of Attract. This Ability can't be ignored.
Stats: 145/140/100/150/120/125 (780)
Pokémon: Thudley
Franchise/Origin: Super Paper Mario
Type: Ground/Fairy
Ability: Levitate
Moves: Earthquake, Body Slam, Body Press, Flying Press High Jump Kick, Bounce, Magnitude, Play Rough, Thousand Waves, Ground Pound
Signature move: Ground Pound: It's just another version of thousand arrows but it makes contact.
Stats: 100/120/120/30/120/90 (580)

Reasoning: Alright so Thudley is the almighty pixl who gives the Mario gang BUNS OF STEEL. You see he turns asses into weapons of ass destruction. As such all his moves relate to going up and coming back down as hard as you can. Also according to lore he was a former wrestler before turning into a pixl hence the wrestling moves. As for his typing, well his attacks moreso relate to how hard you hit the ground and he's also a pixie like thing. Also all the pixls float so that's why he gets levitate.
Pokemon: Bronze Automaton
Origin: Slay the Spire
Type: Steel/Normal
Ability: HYPER BEAM (Recharge Moves no longer take a turn to recharge if they KO the opponent ; the first negative effect besides damage on this pokemon is negated, wether it is from a status move, an ability, or a secondary effect)
Moves: Hyper Beam, Giga Impact, Prismatic Laser, Flash Cannon, Flail, Disable, Work Up, Shift Gear, Iron Defense, Autotomize, Heavy Slam, Metal Claw, Metal Sound, Steel Beam, Ice Beam, Signal Beam, Charge Beam, Charge, Double Edge
Stats: 90/85/100/150/95/55 (BST: 575)
Reasoning: Bronze Automaton is one of the three Second Act bosses in Slay the Spire. It revolves around HYPER BEAM (yes the name of the attack is in all caps), the strongest enemy attack in the game under normal circumstances (and yes, it is a Pokemon reference). It fights by spawning minions that temporarily make some of the player's moves unusable. It then sets up while the player is distracted with the minions before attempting to one-shot the player with HYPER BEAM. However, like the move in Pokemon, if it fails to KO, the Bronze Automaton is vulnerable for one turn. The second part of the ability comes from Artifact, another ability it has. Artifact protects the Bronze Automaton from pretty much any negative effect that isn't direct damage. The other moves are other general Steel/Robot/Beam moves.
(NOTE: These are all a batch sub)
Pokémon: (From Left to Right) Vortex Pillar, Stardust Pillar, Nebula Pillar, Solar Pillar
Type: Rock/Bug (Vortex), Rock/Water (Stardust), Rock/Psychic (Nebula), Rock/Fire (Solar)
Ability: Long Reach (Vortex) / Swarming Minions (Stardust; Renamed Parental Bond) / Psychic Surge (Nebula) / Drought (Solar) / Levitate (HA for all)
Moves: Stone Edge, Ancient Power, Rock Slide, Power Gem, Moonblast, Moonlight, Infestation, Heavy Slam (950kg) (All), Attack Order, Defend Order, Thunderbolt, Thunder, Vortex Missile (Bug-type clone of Homing Missile, one of Austin Carter's signature moves from V2), Thunder Wave (Vortex), Water Pulse, Aqua Ring, Charge Beam, Dragon Pulse (Stardust, which also gets TWave), Psychic, Psyshock, Psychic Fangs, Dazzling Gleam (Nebula), Fire Blast, Flamethrower, Heat Crash, Fireball (See Bowser from V2), Solar Beam, Solar Blade, Fire Lash (Solar)
Stats (Vortex): 127/113/89/61/137/53 [BST 580]
Stats (Stardust): 127/61/137/113/89/53 [BST 580]
Stats (Nebula): 127/89/61/137/113/53 [BST 580]
Stats (Solar): 127/137/113/89/61/53 [BST 580]
Reasoning: Rock because they're all stone pillars. Bug on Vortex because of the hordes of alien locusts it sics on you, Psychic on Nebula because of all the cerebral imagery and stuff with its mooks (Plus Brain Suckler and Predictor), Fire on Solar because duh, and Water on Stardust due to the cephalopodian Flow Invaders and crustaceanesque Twinkle Poppers as well as the amorphous Star Cells; All are blue and though the shields over each pillar are all identical, it looks most watery over the Stardust Pillar. Moves based on their mooks, corresponding weapons, and attacks (Attacks get Vortex its Electric coverage and Solar the Fireball move; Weapons give Solar Fire Lash, Vortex Vortex Missile, Nebula Dazzling Gleam and Stardust Dragon Pulse), plus the abundance of enemies is grounds enough to give all of them Infestation (Alien Larvae/Hornets/Queens, Brain Sucklers, Milkyway Weavers, and Crawltipedes being examples) Finally stats: They don't move a lot, but taking them down is basically endurance. Preferences are: Attack/SpD for the Ranger themed Vortex Pillar, SpD/SpA for the Mage themed Nebula Pillar, Defense/Attack for the Melee themed Solar Pillar, and by process of elimination, SpA/Defense for the Summoner themed Stardust Pillar. The Nebula and Solar Pillars both favor offense because you're more likely to die against them faster than against the other two pillars. Prime Numbers because they're weird celestial things. Finally Long Reach and Swarming Minions for Vortex and Stardust because of the classes they represent, and Psychic Surge and Drought for the other two because of the background changing whenever you get near them. (Stardust doesn't get Drizzle because rain's a thing in Terraria and yet it doesn't rain near it any more than it does elsewhere)
Pokémon: Yamame Kurodani
Type: Poison/Ground
Abilities: Swarm / Manipulation of Illness (Poisoned contact attackers suffer -1Atk/SpD after they land their hit.) / Steadfast
Moves: Toxic, Toxic Thread, Venoshock, Venom Drench, Earthquake, Earth Power, Rock Slide, Stone Edge, Spider Web, Sticky Web, String Shot, Poison Jab, Electroweb, Work Up, Focus Energy Toxic Spikes, Infestation, Haze, Bug Bite, Lunge
Stats: 85/95/115/70/85/70 [BST 520]
Reasoning: Ground/Poison because illness manipulation and though her race is pretty much just "The Giant Enemy Spider", it's specifically an Earth Spider. Stats because she, being what she is and all, has rather high physical strength, making her ideal for construction work combined with general spider fare. Work Up because she loves herself some battle. Her playstyle here is to poison everything and weaken the enemy's Attack and Special Defense, which can help force switches. Ground and Rock moves because former is STAB and latter is Earth, Electroweb is just common among spiders and Poison moves are STABs that can also tie into illness manipulation. Haze ties into a spellcard with the flavor of plagued mist, and pretty much every spider gets Lunge so she gets that too
Pokémon: Orochi
Type: Dragon
Abilities: Eight Elemental Heads (x1.3 power on non-STAB moves.)
Moves: Dragon Pulse, Dragon Rush, Draco Meteor, Roar, Flamethrower, Fire Blast, Mystical Fire, Earthquake, Bulldoze, Earth Power, Thunder, Zap Cannon, Hydro Pump, Liquidation, Air Slash, Hurricane, Dark Pulse, Night Daze, Shadow Ball, Disable, Toxic, Venoshock, Sludge Bomb, Sludge Wave, Dazzling Gleam, Flash Cannon, Thrash, Tri Attack, Belch
Stats: 80/104/120/128/80/56 [BST 568]
Stats (True Orochi): 96/120/128/144/104/80 [BST 672]
Reasoning: Dragon because it is. Ability translates from it having eight heads, each with their own elements. Stats because it can strike at you, but each head prefers using elemental attacks. Moves are from each of said heads and stuff it does in battle, with no Thunderbolt because the Lightning Head, being the one on the back, is always clueless and can’t really catch what’s going on as well as the others can, so no 100% accuracy for you good sir. (Also this dude's a glutton who threatens to take out his own minions if their meal for him isn't up to his standards) Stats favor Defense because Ammy needs to intoxicate it first in order to damage it and SpA because though it will smash into the ground, it prefers to use elemental attacks. True Orochi’s BST is stronger because back then, he is said to have taken out Ammy at her peak and by the time he's unsealed, he still doesn't have most of his power back.
Names: Red Yoshi, Blue Yoshi, Yellow Yoshi (These three are a batch sub, but all are regional variants of Yoshi.)
Types: Dragon/Fire (Red), Dragon/Flying (Blue), Dragon/Ground (Yellow)
Abilities: Same as Green Yoshi
Stats: Same as Green Yoshi
Movepool: Same as Green Yoshi, who will also get Fly
Reasoning: Typings are because if either eats a shell, they gain the effects of the shell matching the Yoshi’s color on top of the effects of the shell itself on Green Yoshi (Red spits flames and in fact can’t even tongue enemies in Mario Maker 2, Blue grants flight, and Yellow causes mild tremors upon hitting the ground) Stats are unchanged because different Yoshis consistently play identically in Yoshi’s Island and Mario spinoffs. And Yoshi across all formes gets Fly because that’s what happens if he eats a blue shell.
Pokémon: Yoshitsune
Origin: Shin Megami Tensei
Type: Electric/Fighting
Abilities: God's Cut (Basically a renamed Saber Class) / Heroic Gemini (Has a 20% chance to use an attack again as long as it does damage.) / Vengeance Seal (Revives once in battle with 50% max HP when knocked out) (HA)
Stats: 90/116/98/94/98/122 (618)
Notable Moves: Hassou Tobi, Heat Riser, Power Charge, Thunderbolt, Thunder, Wild Charge, Focus Energy, Protect, Double Team, Sacred Sword, Air Cutter, Air Slash, Cross Poison, Cut, Fury Cutter, Leaf Blade, Behemoth Blade, Night Slash, Psycho Cut, Slash, X-Scissor, Noble Roar, Laser Focus, Swords Dance, Agility, Dash Slash, Cyclone Slash, Great Slash, Electroblade, Debilitate, Thunder Wave, Discharge, Charge,
New Moves: Hassou Tobi: Fighting, 15 BP, 85% Accuracy, 10 PP, Physical, Deals 8 hits, but takes 25% of the damage taken as recoil. Considered a slashing move.
Heat Riser: Normal, 10 PP, Status, Raises the user's Attack, Defense, and Accuracy by +1.
Power Charge: Normal, 5 PP, Status, Gives a buff that triples the power of the next physical move used within the next 3 turns.
Electroblade: Electric, 100 BP, 95% Accuracy, 10 PP, Physical, Considered a slashing move.
Debilitate: Normal, 10 PP, Status, Lowers the target's Attack, Defense, and Evasion by -1.
Reasoning: OK, we'll make this simple. Electric/Fighting for his inheritance of Electric in the Persona games, plus the Fighting type because it makes sense. Stats are basically doubled of the highest stats in the Persona games, and the abilities refer to a few skills he gains over the few games, and the moves are more reflected of that. Several signature moves to basically give him what he got over the Persona games, as well as a new Electric-type STAB to abuse off of God's Cut, and a bunch of sword moves, moves based off of a few passives, and Electric-type moves to fill the void.
Pokémon: Satan
Origin: Shin Megami Tensei
Type: Dark/Fire
Abilities: Absorb Ice (Immune to all Ice-type moves and restores for the damage done if possible.) / Sturdy / Regenerator (HA)
Stats: 100/124/110/118/110/104 (666)
Notable Moves: Black Viper, Mind Charge, Devil's base movepool and its Satan only moves, Ice Beam, All tail and slashing moves.
New Moves:
Black Viper: Normal, 140 BP, 100% Accuracy, 10 PP, Special, Always deals neutral damage.
Mind Charge: Normal, 5 PP, Status, Gives a buff that triples the power of the next physical move used within the next 3 turns.
Reasoning: And now the devil because we have that. Moves for being devil and some Persona stuff and a few more.
Pokémon: Puppet Yukari Yakumo
Origin: Touhou 7: Perfect Cherry Blossom (Touhou Puppet Dance Performance
Type: Normal/Psychic
Abilities: Placid (Works like Slow Start, but affects Special Attack and Speed instead, and when the countdown ends, she changes her appearance and ability to Serious). (Serious: Raises Special Attack and Speed by +1 at the end of each turn.)
Stats: 120/105/100/150/100/105 (680)
Moves: Play Nice, Yang Energy, Force Shield, Power Swap, Guard Swap, Psybeam, Weather Ball, Aerial Ace, Worry Seed, Luster Purge, Tri-Attack, Psychic, Hydro Pump, Fire Blast, Gravity Blast, Danmaku Dance, Darkness Dance, Shadow Claw, Double-Edge, Frenzied Joururi, Facade, Earthquake, Dark Arrow, Flower From Hell, Earthly Blessing, Lava Plume, Solar Beam, Flash Cannon, Thunder, Eye of Laplace, Shadow Ball, Focus Blast, Reflect, Safeguard, Confuse Ray, Rest, Protect, Torment, Dense Fog Bloom, Moonblast, Overrun, Passing Breeze, Destruction Realm, Limitless Realm, Hidden Power, St. Elmo's Fire
New Moves:
Yang Energy: ???, 55 BP, 100% Accuracy, 35 PP, Special, No special effects.
Force Shield: Electric, 10 PP, Status, Causes the user to become typeless for a turn. Wears down much like Protect if used consecutively.
Gravity Blast: Psychic, 150 BP, 100% Accuracy, 5 PP, Special, Deals less damage when the user's HP is lower.
Danmaku Dance: Normal, 120 BP, 100% Accuracy, 10 PP, Special, Attacks for 2-3 turns, then becomes confused after that.
Darkness Dance: Dark, 120 BP, 100% Accuracy, 10 PP, Special, Attacks for 2-3 turns, then becomes confused after that.
Frenzied Joururi: Normal, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Dark Arrow: Dark, 50 BP, 90% Accuracy, 10 PP, Physical, Hits twice.
Flower From Hell: Psychic, 80 BP, 100% Accuracy, 20 PP, Physical, Has a 30% chance to apply a Mind Reader effect.
Earthly Blessing: Normal, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power and matches its typing to match that of the Terrain's type.
Eye of Laplace: Dark, 80 BP, 100% Accuracy, 20 PP, Special, Has a increased critical hit chance.
Dense Fog Bloom: Water, 120 BP, 100% Accuracy, 10 PP, Special, Requires a charge turn beforehand, but is negated in rain.
Overrun: Normal, 100 BP, 100% Accuracy, 20 PP, Special, Hits both targets in a Double Battle.
Passing Breeze: Flying, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in weather and eliminates the effects of it.
Destruction Realm: Earth, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in terrain and eliminates the effects of it.
Limitless Realm: Psychic, 15 PP, Status, Eliminates the effects of all weather and terrains when used.
St. Elmo's Fire: Fire, 65 BP, 100% Accuracy, 20 PP, Physical, Knock offs the opponent's item for the rest of the battle, and deals 50% more damage to them if they hold one.
Reasoning: Basing this off of the Power version of her in this game (basically the Regigigas of that game), which at least got buffed in the expansion, Shard of Dreams. Normal/Psychic sounds as close as its original typing as possible (Illusion/Void) based off of those type's colors. The stats are basically a straight rip of the original but buffed to be less min-maxed. The abilities are the exact same. Moves are mostly the moves that closely match Pokemon's OG moves, plus new ones based off of the ones in the game.
Pokémon: Bio Spark
Origin: Kirby Super Star
Type: Dark
Abilities: Clone Technique (Uses Substitute on switch-in, complete with the HP cut.)
Stats: 70/100/70/95/70/130 (535)
Notable Moves: Night Slash, Sucker Punch, Water Shuriken,
New Moves:
Reasoning
: Kirby time. Stats are referring to the hit-and-run tactic, Clone Technique since I guess Sub on switch could be cool. Typing from the sneaky Ninja. More on this thing later.
Pokémon: **Reimu Hakurei**
Origin: Touhou Project series
Type: Flying/Psychic
Ability: Levitate / Super Luck / Shrine Maiden of Paradise*
*Shrine Maiden of Paradise: User is immune to Dark and Ghost.
Stats: 90/100/90/95/140/85 (600)
Notable Moves: Fantasy Seal*, Pin Missile, Psycho Cut, Jump Kick, Petal Blizzard, Slack Off, Rapid Spin, Reflect, Light Screen, Psychic, Psyshock, Earth Power, Teleport, Muso Tensei (see Kenshiro in Expanded)
*Fantasy Seal: Flying-type, 90 BP, 10/16 PP, 100% Acc., Super effective against Dark and Ghost, category changes to match user's higher attacking stat, always hits if Special.
Reasoning: Lazy asshole shrine maiden. Flying-type with Levitate because she explicitly has "floating" listed as a power despite being from a series where everyone can fly anyway. Screens because barriers, teleport because yes, Psychic because those. Super Luck because she got mad luck yo. Shrine Maiden of Paradise because sealing away evil spririts is like 25% of her job description do you really wnat her to be weak to Spiritomb twice. She's got a more defensive stat spread due to having a small hitbox, which is about as close to being "durable" as you can get in a game like Touhou. Fantasy Seal is one of her attacks, usually being a homing energy shot but there's also a non-homing bunch of ofuda version. Pin Missile because she got the needles, Psychic moves for STAB, Jump Kick / Rapid Spin / Earth Power because she has those in the fighting game spinoffs, Petal Blizzard because Hidden Star in Four Seasons, Slack Off because lazy asshole. She gets Muso Tensei from Kenshiro because she has an attack that works like that and is a homophone of it in Japanese (Fantasy Nature).
Pokémon: Rocky
Origin: Kirby series
Type: Rock
Ability: Curling (When hit with an ally's Water, Ice, Flying, or Psychic move in Doubles/Triples, ignores the damage and instead uses a 90 BP Physical move of the corresponding type [names Splash Curling, Ice Curling, Clean Curling, and Geokinesis respectively] on the adjacent opponent.)
Stats: 50/50/130/30/100/20 (380)
Stats (Helper): 70/70/150/50/120/70 (530)
Notable Moves: Body Press, Rock Slide, Recover, Accelerock, Heavy Slam, Sky Uppercut, Aqua Jet, Rapid Spin, Bulk Up
Reasoning: A rock with eyes, feet, and a headband that is the main source of the Stone ability. Rock because it is. Curling comes from the Stone Ability's Friend Abilities in Kirby Star Allies, which allows Rocky to be infused with certain elements or telekinetically lifted to perform a strong attack. This is also why it gets Aqua Jet and Rapid Spin. Its Helper form is based on how Kirby Super Star and Kirby Star Allies have Rocky as the Helper/Friend corresponding to the Stone ability, this playable version being stronger and more mobile than the enemy one. Body Press, Accelerock, and Heavy Slam because its main attack is crashing into things from above. Rock Slide is just basic STAB. Recover because it appears to split apart and reconstruct itself rapidly when hit in Super Star. Sky Uppercut because of Stone Uppercut from Star Allies. Bulk Up due to a statue of a buff man being a staple form for the Stone ability to turn into, including in both of Rocky's playable appearances.
Pokemon: Yarn Yoshi
Type: Normal/Dragon
Ability: Fluffy/Crafty (If this Pokemon is holding a consumable item other than a berry, it will use it for its positive effects immediately upon entering the battle, regardless of the conditions, and before entry hazards affect it)
Signature Move: Yarn Ball
- Type: Normal
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Lowers the opposing Pokemon's Speed by one stage.
Stats: 120/100/57/93/80/100 (Total: 550)
Notable Moveset: Dragon Hammer, Dragon Dance, Cotton Guard, Softboiled, Egg Bomb, Return, Stomp, High Jump Kick, Bounce, Lick, Stockpile, Spit Up, Swallow, Knock Off, Bullet Seed, Crafty Shield, Baby-Doll Eyes, Rollout, Earthquake, Helping Hand, Switcheroo, Recycle
Overview: I crafted this submission for Yarn Yoshi with care. Normal typing is from mundane materials, Dragon is from regular Yoshi's loose connection with dragons. His abilities come from him being an adorable stuffed toy, and Crafty in particular gives him an assortment of unique sets involving its effect. Yarn Ball is based on how you can throw a ball of yarn at foes to either take them out or impede their movement. His low defense comes from being a plush, but that can be patched up with Fluffy or a Cotton Guard. Bullet Seed comes from the watermelon, which lets Yoshi spit seeds as a weapon. His main Dragon STAB comes from the fact that he becomes a hammer when he ground pounds.
Pokemon: Ori
Type: Fairy
Abilities: Pixilate/Soul Link (User heals 1/4th of their maximum health instead of taking damage if hit by physical or special Fairy moves, and they heal 1/16 of their total health at the end of each turn.)
Signature Moves:
Spirit Flame
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 25 (max 40)
Effect: Does not miss. Hits three times. (Light Move, affected by Dark Crown)

Bash
Type: Fairy
Classification: Special
Power: 30
Accuracy: -
PP: 10 (max 16)
Effect: Announces itself at the start of a turn when used. If a foe tries to attack the user with a contact move, it will fail and the user will retaliate with this attack. If the foe tries to attack the user with a ballistic move, it will fail and the user will retaliate with the ballistic move they used (Defaults to contact effect if it is a contact ballistic move). Otherwise, Ori will take half damage from the foe's attack. Has a higher chance to fail if used consecutively.
Stats: 85/110/60/120/70/125 (Total: 570)
Moves: Play Rough, Flame Burst, Mystical Fire, Overheat, Flash Cannon, Power Gem, Aura Sphere, Energy Ball, Air Slash, Wing Attack, Whirlwind, Stomp, Acrobatics, Extreme Speed, Calm Mind, Rock Climb, Jump Kick, Bounce, Will-O-Wisp, Nature Power, Tri Attack, U-Turn
Overview: Ori, the titular character of Ori and the Blind Forest, was born of the Spirit Tree, and is akin to a fey creature. Accompanied by Sein, the light of the Spirit Tree, Ori platforms their way through the dangerous, decaying world in order to save the harmony of nature. Ori's stats demonstrate Ori's traits in the game. Ori is rather frail, and can die rather easily even when at their strongest, but they have some incredible combat abilities, mostly reliant on Ori's incredible manuverability. Most of Ori's attacks come from being light based, but the other attacks come from Ori's overall traits (Acrobatics, Nature Power, U-Turn, Calm Mind), and the rest come from the abilities Ori acquires throughout the game (Wing Attack comes from Kuro's Feather). Will-O-Wisp, while still appropriate for Ori, is meant to refer to Ori's upcoming adventure. Finally, Ori's signature ability, Soul Link, is meant to parallel Ori's power to recover health via saving, as well as absorbing the life energy of the fallen members of his kind to regain their strength.
Pokémon: Guest
Franchise: Roblox
Type:


Ability: Technician | Regenerator
Moves: Bald Eagle, Ghost Ship, Uppercut Sword, Dreamwalker's Dagger, Land Shark Shooter, R-Orb, Dracovin's Wand, Scroll of Sevenless, Decoy Deploy, Double Damage Frog, EMP Shockmine, Anti-Ballistics Force Field, Rocket (see Austin Carter), Homing Missile (see Austin Carter), Headbutt, Slash, X-Scissor, Night Slash, Dragon Claw, Shadow Claw, Psycho Cut, Night Slash, Psychic, Rock Slide, Stone Edge, Fly, Ice Beam, Blizzard, Hurricane, Attack Order, Mirror Coat, Power Whip, Jump Kick, High Jump Kick, Hammer Arm, Swords Dance, Confuse Ray, Stealth Rock, Teleport, Spikes, Grassy Terrain, Agility, Recover, Hail, Defog
Stats: 110 HP/80 Atk/80 Def/80 SpA/80 SpD/70 Spe (500 BST)

Bald Eagle |
|
| 35 BP | 16 PP | Hits 1-3 times.
Ghost Ship |
|
| 120 BP | 8 PP | 90%
Uppercut Sword |
|
| 80 BP | 16 PP | 100% | Makes the target immune to Ground moves for two turns.
Dreamwalker's Dagger |
|
| 15 BP | 16 PP | 100% | Hits 5-6 times. Each hit has a 5% chance to ensleep.
Land Shark Shooter |
|
| 85 BP | 16 PP | 100%
R-Orb |
|
| 100 BP | 16 PP | 100% | The user flies into the air on the first turn, giving them the same immunity as Fly. They attack on the second turn.
Dracovin's Wand |
|
| 35 BP | 16 PP | 100% | Hits three times. The first hit deals Fire damage with a 10% chance to burn, the second hit deals Ice damage with a 10% chance to freeze, and the third hit deals Poison damage with a 10% chance to poison.
Scroll of Sevenless |
|
| 95 BP | 16 PP | 100%
Decoy Deploy |
|
| 150 BP | 8 PP | 100% | Works like Shell Trap.
Double Damage Frog |
|
| 8 PP | 85% | Lowers the target's Defense and Special Defense by 2 stages.
EMP Shockmine |
|
| 16 PP | 85% | Paralyzes the target and removes their item.
Anti-Ballistics Force Field |
|
| 16 PP | 100% | Has +4 priority. Protects the user from ballistic and Special moves. If the move blocked was non-contact, it is reflected at the attacker. This has the chance to fail if used consecutively, like Protect.

Sample Sets
Guest @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Double Damage Frog
- Land Shark Shooter
- Dreamwalker's Dagger
- Bald Eagle

Guest @ Leftovers
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Psychic
- EMP Shockmine
- Anti-Ballistics Force Field
Reasoning: A guest is what you played as if you didn't have an account. Guests that play Catalog Heaven have access to all the gear regular players have. Technician is from using gear, and Regenerator is because players' health regenerates over time. Many sword and claw gear is available, giving Guest slashing moves.
Here are the gear that give Guest Pokémon moves:
  • Psychokinesis Glove: Psychic, Rock Slide, Stone Edge, Stealth Rock
  • Speed Coil: Agility
  • Gravity Coil: Jump Kick, High Jump Kick
  • Blizzard Wand: Ice Beam, Blizzard, Hail
  • Beehive: Attack Order
  • Healing Potion: Recover
  • Tornado Summoner: Hurricane, Defog
  • Vine Staff: Power Whip, Grassy Terrain
  • Confusoray 672: Confuse Ray
  • Spikesplosion: Spikes
Now here are the gear that became their own moves:
  • Bald Eagle: Creates up to three eagles that can attack.
  • Ghost Ship: Creates a huge ghostly ship.
  • Uppercut Sword: Slashes while sending the opponent up.
  • Dreamwalker's Dagger: Hits with multiple daggers while ensleeping.
  • Land Shark Shooter: Fires a shark across the ground.
  • R-Orb: Lets the user fly up and launch an energy orb.
  • Dracovin's Wand: Can hit with fire, ice, or poison.
  • Scroll of Sevenless: Creates explosions.
  • Decoy Deploy: Creates a decoy of the user, that explodes when attacked.
  • Double Damage Frog: Causes damage the target takes to be doubled.
  • EMP Shockmine: Removes the opponent's equipped gear, and prevents them from moving.
  • Anti-Ballistics Force Field: Creates a forcefield that reflects projectiles.
Pokémon: Maxwell
Franchise: Scribblenauts
Type:




Ability: Prankster
Moves: signature moves (see below), all entry hazards, all weather, Light Screen, Reflect, Flamethrower, Fire Blast, Ice Beam, Blizzard, Thunderbolt, Thunder, Thunder Wave, Hurricane, Air Slash, Energy Ball, Focus Blast, Will-o-Wisp, Surf, Waterfall, Boomburst, Hyper Voice, Rock Slide, Stone Edge, Fly, Iron Defense, Flash Cannon, Smart Strike, Power Whip, Earthquake, Earth Power, Dragon Tail, Draco Meteor, Leech Seed, Brick Break, Whirlwind, Gunk Shot, Sludge Wave, Sludge Bomb, X-Scissor, Signal Beam, Moonblast, Moonlight, Shadow Ball, Night Shade, Psyshock, Psycho Cut, Icicle Crash, Icicle Spear, Rock Blast, Barrier, Confuse Ray, Cosmic Power, Spiky Shield, Cotton Guard, Defog, Electro Ball, Dark Pulse, Ice Shard, Grass Knot, Flash, Heal Bell, Milk Drink, Nasty Plot, String Shot, Tailwind, Toxic Thread, Gastro Acid, Swords Dance, Sacred Sword, Morning Sun, Rock Polish
Stats: 80 HP/80 Atk/80 Def/80 SpA/80 SpD/80 Spe (480 BST)

Plain |
|
| 32 PP | 100% | The target (user or foe) has Normal added to their typing.
Strong |
|
| 32 PP | 100% | The target (user or foe) has Fighting added to their typing.
Winged |
|
| 32 PP | 100% | The target (user or foe) has Flying added to their typing.
Poisonous |
|
| 32 PP | 100% | The target (user or foe) has Poison added to their typing.
Insectile |
|
| 32 PP | 100% | The target (user or foe) has Bug added to their typing.
Ghostly |
|
| 32 PP | 100% | The target (user or foe) has Ghost added to their typing.
Rocky |
|
| 32 PP | 100% | The target (user or foe) has Rock added to their typing.
Metallic |
|
| 32 PP | 100% | The target (user or foe) has Steel added to their typing.
Groundable |
|
| 32 PP | 100% | The target (user or foe) has Ground added to their typing.
Grassy |
|
| 32 PP | 100% | The target (user or foe) has Grass added to their typing.
Burning |
|
| 32 PP | 100% | The target (user or foe) has Fire added to their typing.
Aquatic |
|
| 32 PP | 100% | The target (user or foe) has Water added to their typing.
Electrical |
|
| 32 PP | 100% | The target (user or foe) has Electric added to their typing.
Telekinetic |
|
| 32 PP | 100% | The target (user or foe) has Psychic added to their typing.
Icy |
|
| 32 PP | 100% | The target (user or foe) has Ice added to their typing.
Dragon-Like |
|
| 32 PP | 100% | The target (user or foe) has Dragon added to their typing.
Evil |
|
| 32 PP | 100% | The target (user or foe) has Dark added to their typing.
Lunar |
|
| 32 PP | 100% | The target (user or foe) has Fairy added to their typing.

Reasoning: Maxwell has a magic notebook, and everything he writes in it becomes real. He can use the notebook to create nearly anything, even galaxies. He can also control anything he creates. From Scribblenauts Unlimited onwards, he can also apply adjectives to others by writing the adjectives down. Adding adjectives to something adds properties to it. The whole plot of Scribblenauts Unlimited happened because Maxwell played a prank on somebody, which is why he has Prankster.
Pokémon: King Metal Slime
Franchise/Origin: Dragon Quest
Type: Steel/Water
Regional Variation: N/A
Ability
: Wonder Metal: Increases Defense by 3 stages upon switch-in. All attacks made by or against this Pokemon are type-neutral (Excluding Immunities). Doubles Experienced gained for the battle.
Moves: Stockpile, Bide, Defense Curl, Calm Mind, Stored Power, Gear Grind, Gyro Ball, Heavy Slam, Automatize, Iron Defense, King's Shield, Mirror Shot, Meteor Mash, Steel Beam, Metal Burst, Bubble, Bubble Beam, Aqua Ring, Whirlpool, Pay Day, Baton Pass, U-Turn, Volt Switch, Dragon Tail, Storm Throw, Wish
Signature move: N/A
G-Max Move: N/A
Stats
: 50/85/130/70/130/80

Reasoning: King Metal Slime is a happy king, and he's here to spread his joy! His Defensive Ability, high Def/Spd, and series of defense/return moves are all inspired by Metal Slime fights in DQ proper, which extends to the King Metal Slime (if I remember right); Also shiny King Metal Slime is gold :3
Kite Class Shuttle (Starsector)
Type: Steel
Ability: Levitate
Moves: Flash Cannon, Steel Beam, U-Turn, Parting Shot, Foul Play, Toxic, Fire Blast, Omni-Shield, Stealth Rocks, Explosion
Signature move: Omni-Shield
Protects the user similar to protect. If opponent makes contact, their SpAtk is lowered by 1 stage.
Stats: 50/50/80/75/80/130

Reasoning: The kite class shuttle is a fast little shit which will, as it suggests, kite you for like 10 years if you don’t kill it immediately.
Levitate because it flies.
I gave it flash cannon and steel beam because it comes equipped with ballistic turrets.
U-Turn because it’s a spaceship. Parting shot because it has a tendency to retreat.
Foul Play and toxic because this thing is toxic to play against ingame
Fire Blast because the kite comes equipped with 2 small missile hardpoints.
Omni Shield because the kite has a shield which can be rotated around the craft to block projectiles in all directions- one of only a few ships with that capability.
Stealth rocks because the kite itself is a fucking hazard
Explosion because the ship explodes upon death.

Kite Class Shuttle (Starsector)
Type: Steel/Normal
Regional Variation: Stock Variant (S)
Ability: Levitate
Moves: Omni-Shield, Explosion
Stats: 50/50/80/50/80/130

Reasoning: The stock variant of the kite with no weaponry.
Pokemon: Wither
Franchise: Minecraft
Type:
Fire.png
/
Dark.png


Ability: Levitate
Signature Ability: Wither Rage: Turns into a Charged Wither at 50% or less HP. All attacks will deal 2x more damage and takes no damage from non-contact moves. These effects can only be used once.
Stats: 110/80/75/120/85/100 (570 BST)
Notable Moves: Flamethrower, Fire Blast, Dark Pulse, Head Smash, Sludge Wave, Nasty Plot, Flame Burst, Headbutt, Body Slam, Sludge Bomb, Skull Bash, Hex, Will-O-Wisp, Giga Impact, Counter, Mirror Coat, Reflect, Light Screen,
Signature Move: Skull Attack |
Dark.png
|
Special.png
| 95 BP | 10 PP | 95% | The Wither drops one of its skulls from below the opponent. This might also burn or poison the opponent.

Reasoning: The Wither is a Fire type because it is from the Nether, which is a dimension filled with fire. It is a dark type because it is evil and has a sinister look to it. It's ability is Levitate because it usually floats in the air. For its signature ability, Wither Rage, you have to fight if off with a Diamond Sword when it transforms into the Charged Wither so I decided to make it useful as possible. It has 110 HP because in Minecraft, it takes time to kill the wither and 100 Speed because it is the fastest enemy/mob in Minecraft. Skull Attack is the main attack the Wither uses in Minecraft, given the description. In Minecraft, the skull heads do also have a chance to poison you, the burn chance was given for typing.
 

Deleted member 503163

Guest
Kirbyrider1337's Yamata no Orochi, Pika Xreme's Rocky, Kirbyrider1337's Yoshi Variants
 
Pika Xreme's Reimu Hakurei
Cookie Butter's Age of War Base
Stealthbomber16's Kite Class Shuttle


Bio Spark would've been my second place vote if his movepool was more fleshed out
 
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Congratulations to Pika Xreme, KirbyRider1337 for winning with Reimu Hakurei, Yamata no Orochi and Celestial Pillars. Pika Xreme has earned the title, Mario and Sonic at the Tokyo Olympic Games, and KirbyRider1337 has earned the title, Poker Night at the Inventory.

This theme is for characters that have appeared in games that have only one game to that franchise's name or have only appeared in one game themselves. Games such as Wonderful 101, Bully and a plethora of indie games count for this theme as well as characters who have had one appearance in a franchise such as Rex from Xenoblade 2 or CJ from GTA: San Andreas.

As always submissions for the current slate close in one week.
Have fun!​
 
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