Pet Mod [Gen 8] Crossover Chaos


Pokemon: Rebel (Nuclear Throne)
Type: Dark
Ability: Immunity / Regenerator
Stats: 80 / 70 / 60 / 110 / 90 / 90
Moves: Flamethrower, Dark Pulse, Low Kick, Taunt, Work Up, Thunderbolt, Knock Off, Ally Summon (Create a Substitute. The substitute will use whatever move Rebel uses again at 1/4 power.)
Reasoning: Rebel is a bandit, a basic enemy from Nuclear Throne, that rebelled and left the wastelands with some other bandits to try and find the Nuclear Throne. Rebel is slightly more intelligent than a normal bandit but still dumber than almost any human. Dark type is because she left her tribe of bandits through force to pursue a selfish goal. The boss Big Bandit is Rebel's brother, and he tries to kill her on sight because she left the other bandits. Immunity is because in Nuclear Throne, radiation is collected for mutations (upgrades) and Poison status seems like the closest match to that effect. Regenerator is because Rebel restores 1/2 of her missing HP when going through a level-ending portal. Most moves are based off of weapons that can be found in-game. Ally Summon is based on Rebel's active ability, summoning an Ally with low health at the cost of her own health to help fight. Rebel has a high SpA because she focuses on long range fighting with her allies. The same goes for her SpD.


Pokemon: Plant (Nuclear Throne)
Type: Grass
Ability: Immunity / Intimidate
Stats: 80 / 100 / 80 / 60 / 70 / 110
Moves: Sticky Web, Leech Life, U-Turn, Power Whip, Flamethrower, Throat Chop, Jaw Lock, Drain Punch, Thunderbolt
Reasoning: Plant is Grass type because it is a plant. Immunity is for the same reasons as Rebel. Intimidate is because Plant is a vicious killer with little to no morals because of being a mutated plant. Sticky Web comes from Plant's active ability, a snare that slows enemies down. The other moves are based on weapons found in-game, as well as Leech Life, Jaw Lock, Throat Chop, and Drain Punch to show Plant's brutal attack style and how it eats enemies to regenerate health. Power Whip is just mandatory grass STAB. Plant has a high speed because it is faster than all the other characters in-game. The fairly high attack is also because Plant is a violent fighter who is known to eat enemies and fight with no mercy. Slightly higher defense over special defense is because Plant seems like a close-ranged fighter who would need more up-close protection.
 

Pokémon: Yuri
Franchise: Doki Doki Literature Club
Type:


Ability: Steelworker | Knife Collector (Tough Claws clone.)
Moves: Ornate Knife, Gear Grind, Hot Cup of Tea (see Iroh), Slash, Hyper Voice, Night Slash, X-Scissor, Shadow Claw, Shadow Ball, Dazzling Gleam, Dark Pulse, Play Rough, Cross Chop, Lunge, Psycho Cut, Air Slash, Swords Dance, Glare, Shift Gear
Stats: 65 HP/113 Atk/65 Def/96 SpA/86 SpD/57 Spe (482 BST)

Ornate Knife |
|
| 90 BP | 32 PP | 95% | Higher crit rate.

Yuri @ Assault Vest
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 SpA
Quiet Nature
- Ornate Knife
- Play Rough / Dazzling Gleam
- Air Slash
- Cross Chop

Yuri @ Razor Claw
Ability: Knife Collector
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ornate Knife
- Play Rough
- Cross Chop
- Shift Gear
Reasoning: Many of Yuri's moves come from her fondness of knives, as well as her Abilities. Gear Grind and Shift Gear come from her Wheel poem. Her Special moves are based on the deep topics she covers in her poems. Hot Cup of Tea because she provides the tea for the club.
 
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Cookie Butter

formerly the someone

First off, credits to Neosonic for making the original sub which I then edited
Pokémon: Yuri Lowell (Tales of Vesperia)
Type: Dark/Fighting
Ability: Justified/Skill Link
Moves: Dragon Swarm, Lone Wolf Charge, Fury Swipes, Arm Thrust, Comet Punch, Night Slash, Blaze Kick, Icicle Crash, Sacred Sword, Close Combat, Smack Down, Knock Off, Pursuit, Sucker Punch, Mach Punch, Sky Uppercut, Force Palm, Psycho Cut, Air Slash, Aerial Ace, Dual Chop, Shadow Claw, Vacuum Wave, Swords Dance, Focus Energy
Signature Moves
Dragon Swarm: Physical, Fighting-type, 25 BP, 100 Accuracy, 15 PP. Hits 2-5 times.
Lone Wolf Charge: Physical, Dark-type, 90 BP, 100 Accuracy. 20% chance to Flinch.
Signature Z-Moves:
Savage Wolf Fury - Upgrades from Yuri's Lone Wolf Charge with Abyssionium Z. Dark-type, base 40 power. Hits 5 times.
Heavenly Bladewing - Upgrades from Yuri's Psycho Cut with Vesperium Z. Psychic-type, base 200 power. Super-effective against Dark-types.
Stats: 90/120/80/60/80/130 (560)
Reasoning: Dark/Fighting type because he's a vigilante, a hoodlum like Scrafty and uses swords and axes in combat.
560 BST because another Tales of protagonist (Lloyd) has the same BST. Low SpA because he doesn't use magic at all.
Justified because of his actions as a vigilante.
Skill Link because he's the only character who can do infinite combos.
Moves are based on his moveset in his game of origin.
Z-Moves are based on his Mystic Artes AKA very strong attacks that can be used with certain conditions like Z-moves.

Pokémon: Barbos the Stormblast (Tales of Vesperia)
Typing: Electric/Flying
Ability: Iron Barbs / Steelworker / Motor Drive
Moves: Gear Grind, Shift Gear, Zing Zap, Rapid Spin, Fly, Knock Off, Sucker Punch, Foul Play, Throat Chop, Thief, Darkest Lariat, Beat Up, Hammer Arm, Switcheroo
Stats: 100/140/90/50/60/60 (500)
Reasoning: Electric/Flying because his magic gear sword gives him the power to control the wind, fly at will and shoot electric blasts. Also because of his name "Stormblast"
Steelworker because of his gear sword, steel ball as a hand, steel eye.
Iron Barbs because of his spiky metal hand, as well as his coat full of spikes (can't be seen on the picture)
Motor Drive because his sword has a motor (a magical one) and all blastia (basically magic balls that makes things like the sword work) absorb energy.
His moves are based on him being a villain, a swordsman and someone who uses gears and a steel ball to fight.
Pokémon: Hikage (Senran Kagura)
Typing: Poison
Ability: Unaware | Own Tempo | Unburden
Moves: Poison Jab, Acrobatics, Glare, Coil, Assassinate (See Maki Harukawa)
Stats: 75/105/60/75/60/135 (510)
Stats (Shinobi Transformation): 75/125/90/95/90/155 (630)
Must be holding Secret Ninja Art Scroll and can use Z-Move after transforming.
Signature Move: Pure Bliss (Poison type Outrage clone)

Form: Hikage-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Own Tempo
Stats: 75/155/60/125/60/135 (610)
Z-Move: Frenzy (200 BP | Poison | upgraded from Pure Bliss | Taunts self)

Reasoning: Poison and snake moves because her animal spirit is a snake, she looks snake-like, and she fights with poison.
Unaware and Own Tempo are because Hikage doesn't feel emotion and doesn't understand a lot of things. This is the case because of spoiler reasons.
For Unburden and her form change see below, it works the same as Naraku.

Pokémon: Naraku
Typing: Normal | Ghost
Ability: Steelworker | Unburden
Moves:
Physical: Shadow Sneak, Heavy Slam, Anchor Shot, High Jump Kick, Trop Kick, Rapid Spin, Acrobatics
Special: Hurricane, Shadow Ball, Water Shuriken
Status: Autotomize, Calm Mind, Healing Wish
For Flavor: All other Kick moves, Phantom Force, Gyro Ball
Stats: 75/125/60/75/60/105 (500)

Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Steelworker
Stats: 75/145/60/125/60/135 (600)
Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavy Slam | Removes entry hazards on the user's side of the field.)

Reasoning:
  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife and/or underworld, and even her name comes from Naraka (Buddhist hell). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku mainly uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish is related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts, the one chosen to be her Z-Move is Six Paths of Samsara, the one in the pic.
Sample Sets:
Naraku @ Grassy Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- High Jump Kick
- Spirit Shackle
- Trop Kick / Acrobatics

Naraku @ Secret Ninja Art Scroll
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heavy Slam
- Shadow Sneak / Spirit Shackle
- High Jump Kick
- Healing Wish
 
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Ninian_small.png

Why was Lord Elbert so... Lord Eliwood, why were you both... so kind to us? It’s... This is... This is all my fault... These nightmares... All these terrible things...
Pokémon: Ninian
Franchise: Fire Emblem
Type: Ice/Dragon
Ability: Dancer (HA: Snow Warning)
Moves: Dance, Freeze-Dry, Aurora Veil, Blizzard, Dragon Pulse, Draco Meteor, Icy Wind, Dragon Dance, Calm Mind, Lunar Dance, Fiery Dance, Encore, Recover, Hail, Rain Dance, Tailwind
Stats: 110/45/70/55/110/110 (BST: 500)

Dance | Normal | Status | — | 24 PP | — | Ally uses its last move again. (Similar to Instruct, but can only target an ally.)

Items:
- Nini's Grace: If held by Ninian, ally's Def. and Sp. Def. increase by 1 stage when Dance is used (but before the ally executes its move again).
- Filla's Might: If held by Ninian, ally's Atk. and Sp. Atk. increase by 1 stage when Dance is used (but before the ally executes its move again), but forces Dance to be last in its priority bracket.
- Set's Litany: If held by Ninian, ally's Spd increases by 1 stage when Dance is used (but before the ally executes its move again).
- Thor's Ire: If held by Ninian, ally gains the Focus Energy effect when Dance is used (but before the ally executes its move again).

Ninian @ Set's Litany
Ability: Snow Warning
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Dance
- Aurora Veil
- Freeze-Dry
- Encore

Reasoning: Ice/Dragon is fairly obvious as she's half Ice Dragon. Her statline corresponds to her growths in Blazing Blade, with Jumpluff-tier attacking stats and good HP, Sp. Def/Resistance, and Speed. In Fire Emblem, Dance grants the target another action and is only available on a few units (in this case, Ninian), though to balance the mechanic, Dance acts similarly to Instruct here. The items correspond to their effects in the original game; Set's Litany boosts Speed instead of Evasion for balance and since speed also controls evasion in FE. Snow Warning finds precedent on a varied assortment of Ice-type Pokémon. Fiery Dance is a combination of Ninian's ability to Dance and the fact that Filla (Fjalar) is the spirit of fire.
 
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Resubbing paint witch.

This powerful sorceress once turned Kirby into a rolling pink ball and Dream Land into a world made of paint. Her name is awfully similar to that of Claycia's, but no one knows for sure if the two are related.
Pokémon: Drawcia
(Note: Has a Soul forme accessed by giving her the Soul Orb to hold. Unlike other Soul Orb based formes, this forme change happens even outside of battle. Base is Sorceress and will forget the Soul-exclusive moves if it's removed, getting Inky Terrain as a moveslot if all of her moves were only accessible as Drawcia Soul.)
Type (Sorceress): Poison/Psychic
Type (Soul): Poison/Ghost
Ability (Sorceress): Levitate
Ability (Soul): Painted Soul (Ghost -ate + Sets up Inky Terrain upon switch-in (Grounded: x1.3 BP on moves if Poison-type, x0.667 Speed otherwise.)) (In other words, Ghost -ate + Inkling's signature ability Inky Surge)
Moves: Toxic, Psyshock, Sludge Bomb, Sludge Wave, Venoshock, Light Screen, Reflect, Barrier, Inky Terrain, Shadow Ball, Psychic, Ice Beam, Icicle Crash, Flamethrower, Thunderbolt, Gunk Shot, Toxic Spikes, Spikes, Venom Drench
Soul Exclusive: Shooter Cutter (See Marx), Heavy Slam, Flare Blitz, Fireball (See Bowser), Screech, Charge Beam, Body Slam, Acid Armor, Body Press
Stats (Sorceress): 90/80/70/130/120/110 [BST 600]
Stats (Soul): 90/150/80/150/160/70 [BST 700]
Reasoning: First up, Inky Terrain. Drawcia more or less did this on a galactic scale before the events of the game, turning all affected into painting and kickstarting the plot in the process. This includes turning Kirby into a limbless ball. Poison/Psychic because paint stuffs and Sorceress. Poison/Ghost as Soul because gigantic undead glob of paint. She gets moves that match her types naturally (Psyshock possibly for the projectiles you can send back at her), alongside Fire/Ice/Electric coverage (Para Sorceresses freeze on contact, whereas for Soul, Para Matters are summoned that either burn or freeze up and charge into you or attack with an electrified laser), Shooter Cutter (Does this in her fight), (T-)Spikes (Spikes can erupt from the ground in her fight and she can likely paint up caltrops anyway), Heavy Slam, Body Slam (Also does this in her fight), Acid Armor (Is paint), Barrier, Screens (Needs one of her projectiles reflected at her in order to be damageable), and Venom Drench (Paint Drench more like). Screech because... she lets out some bloodcurdling screams in her Soul form. Stats because base is a sorceress, but Soul uses Para Matters, paint rain, and most frequently, attempted contact damage and the occasional Shooter Cutter.

also new sub inbound, don’t mind the ccv2 winner who’s also the protag of his game in the artwork

Pokémon: King MacFrights
Type: Ghost/Steel
Ability: Defiant / Weak Armor / Kingly Majesty (Protects from Priority; It’s King Arthur’s Ability from CCEX.)
Moves: Spirit Shackle, First Impression, Smart Strike, King's Shield, Sacred Sword, Swords Dance, Spikes, Take Down, Double-Edge, Steel Beam
Stats: 50/120/120/50/80/100 [BST 520]
Reasoning: Ghost/Steel because he’s an armored ghost that jousts atop metal horse armor (yes really) and uses a sword and shield once his armor is destroyed. Stat Spread because though he does move about, is armored, and can subject Luigi to plenty of damage if the charge attack connects, his HP is among the lowest of all the bosses up until that point, though it cannot be depleted until the second phase. (Heck, p sure he’s tied with Chambrea for the lowest up to that point. Who just so happens to be an early-game boss that can only be damaged via swinging about.) Weak Armor because Phase 1 involves Luigi swinging his armor into the ground repeatedly, Phase 2 starting once the armor is gone. Defiant because Japanese name is Competitive Spirit and he fights in his own personal arena, implying this. Kingly Majesty for obvious reasons. (also the audience boos Luigi if MacFrights’ armor is damaged) Moveset is WIP but Spirit Shackle because some crossbows in the back will take pot shots at Luigi, Sacred Sword and King’s Shield because he has those in the second phase, and Smart Strike because Jousting. First Impression because Japanese name is Head-on Collision and this accurately sums up one of his attacks, where once one learns that he’s vulnerable to the Strobulb once he’s close enough, it becomes very easy to deal with. Also Spikes because his floor is loaded with spiky traps. Steel Beam because pretty much nearly every Steel type gets it (Even Diglett’s and Stunfisk’s regional variants), though I doubt you’ll use it with that base 50 SpA stat.
 
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ausma

token smogon furry
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"Hah! It's almost scary how good I am!"



Pokémon: Mona


Franchise/Origin: Persona/Persona 5

Type:

/


Abilities:

Ability 1: Pickpocket

Ability 2: Super Luck

HA: Persona Summon

(A unique ability only accessible by few Pokemon. If the user is Mona--use of Garu, Lucky Punch, and Dia will summon Zorro in that exact turn, who will be present for 3 consequential, active turns even if Mona switches out. When Zorro is on the field, Mona is fitted with an additional Flying typing. If one of these moves are used when Zorro is active, their effects (+ their chances of happening) and BP are doubled. Once Zorro retreats, however, Mona cannot summon him for 3 active turns, even if he switches out.

Moves:

Swords Dance, Purify, Leaf Blade, Psycho Cut, Hurricane, Gust, Twister, Shadow Claw, Slash, Garu, Lucky Punch, Dia, Shadow Ball, Extrasensory, Smart Strike, Iron Head, Superpower, Cut, Whirlwind, Silver Wind, Ominous Wind, Taunt, Work Up, Swagger, Roar, Air Slash, Growl, Scratch, Pay Day, Thief, Snatch, Substitute, Agility, Teeter Dance, Grass Knot, Power Whip, Work Up, Baton Pass, Comet Punch, Extreme Speed, Quick Attack, Shadow Sneak, Protect, Brutal Swing, Secret Sword, Phantom Force, Fury Attack, Fury Swipes, Confusion, Zen Headbutt, Attract, Foul Play, Payback, Parting Shot, Air Cutter, Night Slash, Bite, Crunch, Psychic Fangs, Night Daze, Dark Pulse

Signature move(s):

( 65 BP |
| Special | 85% Accuracy | 15 PP | If the move is super effective, has a 20% chance to confuse the opponent.)
( -- BP |
| Status | -- Accuracy | 15 PP | Move heals 35% of total HP to chosen ally or to user.)
( 50 BP | | Physical | 85% Accuracy | 10 PP | Increased crit ratio of +1, and a 20% chance to confuse the opponent.)

Stats:

HP: 60
Atk: 100
Def: 65
SpAtk: 100
SpDef: 65
Spd: 140

Reasoning:

Mona, simply put, seems nutty, and maybe even confusing at a first glance. However, many of his moves are based on many facets of his origin, character, and what would fit him.

- Many of his mentally based moves reflect his high ego and his self imposed nature.
- His wind/grass-esque elemental from Persona 5 equips him with several grass and wind-like attacks that reflect this.
- Both him and his persona are armed with bladed weapons, warranting use of many cutting and blade based attacks.
- He's literally a "Phantom Thief", so dark, inherently underhanded moves are up his alley. Additionally, his inherently Dark/Psychic typing is virtue to the mental/spiritual aspect of Personas as well as the fact he is apart of a group of thieves.
- He's also a damn cat, so... scratching/biting moves and speed (especially because he can turn into a getaway bus) is in the name of the game.
- The semi-luck based element is also a piece of his character, as there are times where luck wins him the gold.

As for his unique ability and his unique moves, they draw heavily from his origins and bring the unique flare of Persona to the Pokemon battlefield. The additional Flying type plays into his "wind-esque" element, and best translates the Persona mechanic into Pokemon. This not only gives his 3 unique moves a fun mechanic to reflect off of, but also gives Morgana himself a niche in the fact he can be equipped with terrifying, unique, immediate power. The side effects of his unique moves also play into their origin. "Super effective" attacks "knock down" the opponent in Persona, which merits Garu's side effect as well as Lucky Punch's. These moves without Morgana's Persona active, though, are underwhelming. Mona is also very frail and has only slightly above average offenses. Overall, however, despite his shortcomings, Mona is an incredibly dangerous threat, though requires finesse and skill to pilot to his max potential.

"We're on duty today, whether you like it or not. Can't sleep while the enemy plots!"



Pokémon: Agent 3

Franchise/Origin: Splatoon

Type:

/


Abilities:

Ability 1: Technician

Ability 2: Skill Link

HA: Calamari Resolve

(An ability unique to Agent 3--if the user is Agent 3 and uses No Retreat under 1/3 HP, he/she is capable of using Splashdown freely, and summons Inky Terrain.)

Moves:

Sludge Bomb, Snipe Shot, Water Gun, Sludge Wave, No Retreat, Work Up, Confide, Nasty Plot, Perish Song, Seed Bomb, Focus Blast, Lock-On, Laser Focus, Helping Hand, Quick Guard, Wide Guard, Protect, Gunk Shot, Play Rough, Rolling Kick, Superpower, Life Dew, Sing, Ink Charge, Splattershot, Ink Bomb, Splashdown, Arm Thrust, Pin Missile, Work Up, Double Kick, Swagger, Attract, Close Combat, Play Nice, Noble Roar, High Jump Kick, Jump Kick, Octazooka, Barrage, Acid Spray, Acid, Bubblebeam, Bubble, Sludge, Rapid Splat (Assumes Inkling-Kid form), Inky Terrain, Detect

Signature move(s):

( -- BP |
| Status | -- Accuracy | 5 PP | Heals 50% of health and gives 2 PP to Rapid Splat, Hero Splattershot and Ink Bomb. Only heals 25% if any weather but rain is active, and doesn't heal at all if rain is active.
( 30 BP |
| Physical (No Contact) (Ballistic) | 85% Accuracy | 3 PP | Hits 2-5 times.
( 120 BP |
| Physical (No Contact) (Ballistic) | -- Accuracy | 3 PP | Agent 3 throws an Ink Bomb onto the field. If the opponent uses an attacking move, they will take damage from the Ink Bomb. Ink Bomb vanishes after 2 turns if it is not set off.
( 150 BP |
| Physical | 100% Accuracy | 5 PP | A powerful move that can only be used at 100% HP. BP is boosted 1.3x by Inky Terrain.

Stats:

HP: 50
Atk: 110
Def: 85
SpAtk: 110
SpDef: 51
Spd: 79

Reasoning:

Agent 3 is a powerhouse through and through. Through hardened time as an Agent for the Squidbeak Splatoon, Agent 3 is fueled by the will to defend Inkopolis and the Great Zapfish; and, of course fight to the chorus of the Squid Sisters.

- Agent 3 is pure offensive havoc, just like he/she is in the Octo Expansion of Splatoon 2. His/her unique moves are all about offensive power, and his/her abilities only further enhance this in their own right. His/her arsenal is filled with a myriad of inky, ballistic attacks in a similar taste to the flavor of Splatoon as well.
- The Poison/Fighting typing is both a combination of Agent 3's spirit as well as his/her species as an Inkling. Due to the Inklings' vulnerability to water, the water typing isn't fit for them, but poison is the next best thing to represent ink.
- All of Agent 3's moves are based on ballistics, Inkling culture, and hand to hand (as represented in Smash Ultimate).
- To represent Inkling morale, Agent 3's shining trait is the ability to come back from what seems like a hardened defeat. This is represented through Agent 3's unique, powerful ability and nuclear, unique offensive options as an Inkling.
- The PP of Agent 3's unique moves barring Splashdown/Ink Charge are unable to be remedied by PP ups, however have a unique way of being restored in battle thanks to Ink Charge, a fundamental ammo-based mechanic unique to Splatoon that is represented on the battlefield. This not only gives Agent 3 semi-reliable recovery, but a way of replenishing PP for vital moves in his/her kit.

A lot of Agent 3's playstyle is based around sheer, unadulterated offensive pressure. Despite middling stats all around, unique, devastating moves allow for Agent 3 to become an absolute nuclear threat, as kin to his/her representation in Splatoon 2. However, Agent 3's biggest problem is his/her typing, horrible defenses, and a middling speed stat. Agent 3 needs strong team support as well as a strong pilot to fully maximize his/her potential to punch deep holes into the opposition.
 
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Pokémon: Mr. Frosty
Origin: Kirby's Adventure
Type: Ice
Type (Mr. Floaty): Water
Ability: Thick Fat / Refrigerate / Dancer (HA)
Ability: Thick Fat / Hydrate* / Dancer (HA)
*Hydrate: Water-type clone of Refrigerate
Stats: 110/130/80/80/80/60 (540)
Notable Moves: Icicle Crash, Ice Shard, Swords Dance, Teeter Dance, Crunch, Head Charge, Body Slam, Acrobatics, Rapid Spin, Gyro Ball, Liquidation, Aqua Jet
Reasoning: A strange, walrus-like creature whose pants have a butt window. Ice because he controls ice. Mr. Floaty controls liquid water instead, hence the change to Water. Thick Fat because he's thicc. Refrigerate and Hydrate because they have respective ice and water versions of attacks that resemble Rapid Spin and Head Charge. Dancer, Swords Dance, and Teeter Dance, because Mr. Frost and Mr. Floaty are mentioned as dancing in their description as Team Shimmy. Icicle Crash and Ice Shard because he throws ice at people. Crunch because he can munch on Kirby. Body Slam because he uses a duh. Acrobatics because he can do some acrobatic flips. Gyro Ball because spinning. Liquidation because Mr. Floaty can spew water, and Aqua Jet because he has a water-using charging attack.


Pokémon: Whispy Woods
Origin: Kirby's Dream Land
Type: Grass
Type (Whispy's Revenge): Grass/Poison
Ability: Forest Breeze* / Harvest
*Forest Breeze - User's Flying-type moves have 1.5x power.
Stats: 90/100/130/90/90/30 (530)
Stats (Whispy's Revenge): 100/130/130/120/90/30 (600)
Notable Moves: Grav Apple, Air Bullet*, Hurricane, Whirlwind, Defog, Crunch, Body Press, Fireball (see Bowser), Drill Run, Synthesis, Heavy Slam, Rock Slide, Gunk Shot, Poison Jab, Sludge Bomb
*Air Bullet: Physical Flying-type, 30 BP, 100% accuracy, 15/24 PP. Hits 3 times. Z- and Max power as a 90 BP move.
Reasoning: A tree that's really mad at a pink ball. Grass because tree is plant. Whispy's Revenge picks up Poison due to its purple leaves and purple apples that hurt Kirby when he inhales them. Forest Breeze is because wind/breath-based attacks are one of Whispy's specialties, but he obviously can't fly. Harvest because duh. Grav Apple due to Whispy's famous tactic of dropping apples on people. Air Bullet is his other classic move, where he breathes out three puffs of air. Hurricane is from a variant Whispy's Revenge uses of that attack. Whirlwind and Defog because of that, plus from that phase transition in Star Allies. Crunch because of his version of Inhale. Body Press and Heavy Slam because he can also jump on people in the Kirby Clash games. Fireball because he can drop super-hot apples that burst into flame in Star Allies. Drill Run because he had drills as Clanky Woods, and Rock Slide because Clanky Woods could also attack with rocks. Synthesis because he's a tree. Gunk Shot, Poison Jab and Sludge Bomb for the same reason as Whispy's Revenge's Poison-type.
 
resub

Pokemon: Cultist (Slay the Spire)
Type: Dark
Ability: Ritual (Gain +1 Attack at the end of each turn)
Moves: Taunt, Sucker Punch, Night Slash, Foul Play, Roost, Brave Bird, Feather Dance, Peck, Pluck, Wing Attack, Chatter, Aerial Ace, Uproar, Hyper Voice, Defog
Stats: 56/95/75/60/75/99 (BST: 460)
Reasoning: Despite it's appearance, the Cultist is not actually a bird, but a person wearing a bird costume. Whenever you fight one, they constantly Taunt and yell their battle cry, CAW CAW! In fact, you can get the Cultist mask and wear it yourself, causing you to do the same CAW CAW! at the start of each battle. The first action a Cultist takes is to perform an Ritual, which causes the Cultist to gain strength at the end of each turn. It only uses one attack, called Dark Strike.




"A blind ascetic who has come to "Evaluate" the Spire. Master of the divine Stances."
Pokemon: Watcher (Slay the Spire)
Type: Psychic
Ability: Miracle (The first move the Watcher uses has +1 priority)
Moves: Change Stance, Psychic, Zen Headbutt, Pay Day, Cross Chop, Bullet Punch, Protect, Close Combat, Miracle Eye, Karate Chop, Trick Room, Sand Attack, Photon Geyser, Judgement, Wish, Thunderbolt, Thunder

Change Stance- Changes the Watcher's ability to Stance of Wrath or Stance of Calm. If Watcher already has one of these abilities when it uses this move, it is a 50/50 chance of changing to the other, or changing back to Miracle.
Stance of Wrath: You deal and receive double damage.
Stance of Calm: Does nothing while it is active, upon using Change Stance again, gain +2 Speed


Stats: 72/105/85/99/105/85 (BST: 551)
Reasoning: The Watcher is the soon to be released 4th playable character in Slay the Spire, and she might be the most interesting one yet. Her main gimmick is her stances. Wrath and Calm are both accurate to the Stances in-game. The character actually has a third stance, but I didn't add it because I couldn't think of any way to keep it accurate without it being broken. A majority of her moves are based off of cards that the Watcher uses in game, even with some legendary signature moves. The Watcher uses physical attacks supplemented by her psychic powers. Miracle is based on her starting relic, which gives the Watcher one extra action to use each combat.
 
Voting slate begins now.
Pokemon: Rebel (Nuclear Throne)
Type: Dark
Ability: Immunity / Regenerator
Stats: 80 / 70 / 60 / 110 / 90 / 90
Moves: Flamethrower, Dark Pulse, Low Kick, Taunt, Work Up, Thunderbolt, Knock Off, Ally Summon (Create a Substitute. The substitute will use whatever move Rebel uses again at 1/4 power.)
Reasoning: Rebel is a bandit, a basic enemy from Nuclear Throne, that rebelled and left the wastelands with some other bandits to try and find the Nuclear Throne. Rebel is slightly more intelligent than a normal bandit but still dumber than almost any human. Dark type is because she left her tribe of bandits through force to pursue a selfish goal. The boss Big Bandit is Rebel's brother, and he tries to kill her on sight because she left the other bandits. Immunity is because in Nuclear Throne, radiation is collected for mutations (upgrades) and Poison status seems like the closest match to that effect. Regenerator is because Rebel restores 1/2 of her missing HP when going through a level-ending portal. Most moves are based off of weapons that can be found in-game. Ally Summon is based on Rebel's active ability, summoning an Ally with low health at the cost of her own health to help fight. Rebel has a high SpA because she focuses on long range fighting with her allies. The same goes for her SpD.
Pokemon: Plant (Nuclear Throne)
Type: Grass
Ability: Immunity / Intimidate
Stats: 80 / 100 / 80 / 60 / 70 / 110
Moves: Sticky Web, Leech Life, U-Turn, Power Whip, Flamethrower, Throat Chop, Jaw Lock, Drain Punch, Thunderbolt
Reasoning: Plant is Grass type because it is a plant. Immunity is for the same reasons as Rebel. Intimidate is because Plant is a vicious killer with little to no morals because of being a mutated plant. Sticky Web comes from Plant's active ability, a snare that slows enemies down. The other moves are based on weapons found in-game, as well as Leech Life, Jaw Lock, Throat Chop, and Drain Punch to show Plant's brutal attack style and how it eats enemies to regenerate health. Power Whip is just mandatory grass STAB. Plant has a high speed because it is faster than all the other characters in-game. The fairly high attack is also because Plant is a violent fighter who is known to eat enemies and fight with no mercy. Slightly higher defense over special defense is because Plant seems like a close-ranged fighter who would need more up-close protection.
Pokémon: Yuri
Franchise: Doki Doki Literature Club
Type:


Ability: Steelworker | Knife Collector (Tough Claws clone.)
Moves: Ornate Knife, Gear Grind, Hot Cup of Tea (see Iroh), Slash, Hyper Voice, Night Slash, X-Scissor, Shadow Claw, Shadow Ball, Dazzling Gleam, Dark Pulse, Play Rough, Cross Chop, Lunge, Psycho Cut, Air Slash, Swords Dance, Glare, Shift Gear
Stats: 65 HP/113 Atk/65 Def/96 SpA/86 SpD/57 Spe (482 BST)

Ornate Knife |
|
| 90 BP | 32 PP | 95% | Higher crit rate.

Sample Sets
Yuri @ Assault Vest
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 SpA
Quiet Nature
- Ornate Knife
- Play Rough / Dazzling Gleam
- Air Slash
- Cross Chop

Yuri @ Razor Claw
Ability: Knife Collector
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ornate Knife
- Play Rough
- Cross Chop
- Shift Gear
Reasoning: Many of Yuri's moves come from her fondness of knives, as well as her Abilities. Gear Grind and Shift Gear come from her Wheel poem. Her Special moves are based on the deep topics she covers in her poems. Hot Cup of Tea because she provides the tea for the club.
First off, credits to Neosonic for making the original sub which I then edited
Pokémon: Yuri Lowell (Tales of Vesperia)
Type: Dark/Fighting
Ability: Justified/Skill Link
Moves: Dragon Swarm, Lone Wolf Charge, Fury Swipes, Arm Thrust, Comet Punch, Night Slash, Blaze Kick, Icicle Crash, Sacred Sword, Close Combat, Smack Down, Knock Off, Pursuit, Sucker Punch, Mach Punch, Sky Uppercut, Force Palm, Psycho Cut, Air Slash, Aerial Ace, Dual Chop, Shadow Claw, Vacuum Wave, Swords Dance, Focus Energy
Signature Moves
Dragon Swarm: Physical, Fighting-type, 25 BP, 100 Accuracy, 15 PP. Hits 2-5 times.
Lone Wolf Charge: Physical, Dark-type, 90 BP, 100 Accuracy. 20% chance to Flinch.
Signature Z-Moves:
Savage Wolf Fury - Upgrades from Yuri's Lone Wolf Charge with Abyssionium Z. Dark-type, base 40 power. Hits 5 times.
Heavenly Bladewing - Upgrades from Yuri's Psycho Cut with Vesperium Z. Psychic-type, base 200 power. Super-effective against Dark-types.
Stats: 90/120/80/60/80/130 (560)
Pokémon: Barbos the Stormblast (Tales of Vesperia)
Typing: Electric/Flying
Ability: Iron Barbs / Steelworker / Motor Drive
Moves: Gear Grind, Shift Gear, Zing Zap, Rapid Spin, Fly, Knock Off, Sucker Punch, Foul Play, Throat Chop, Thief, Darkest Lariat, Beat Up, Hammer Arm, Switcheroo
Stats: 100/140/90/50/60/60 (500)
Reasoning: Electric/Flying because his magic gear sword gives him the power to control the wind, fly at will and shoot electric blasts. Also because of his name "Stormblast"
Steelworker because of his gear sword, steel ball as a hand, steel eye.
Iron Barbs because of his spiky metal hand, as well as his coat full of spikes (can't be seen on the picture)
Motor Drive because his sword has a motor (a magical one) and all blastia (basically magic balls that makes things like the sword work) absorb energy.
His moves are based on him being a villain, a swordsman and someone who uses gears and a steel ball to fight.
Pokémon: Hikage (Senran Kagura)
Typing: Poison
Ability: Unaware | Own Tempo | Unburden
Moves: Poison Jab, Acrobatics, Glare, Coil, Assassinate (See Maki Harukawa)
Stats: 75/105/60/75/60/135 (510)
Stats (Shinobi Transformation): 75/125/90/95/90/155 (630)
Must be holding Secret Ninja Art Scroll and can use Z-Move after transforming.
Signature Move: Pure Bliss (Poison type Outrage clone)

Form: Hikage-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Own Tempo
Stats: 75/155/60/125/60/135 (610)
Z-Move: Frenzy (200 BP | Poison | upgraded from Pure Bliss | Taunts self)
Pokémon: Naraku
Typing: Normal | Ghost
Ability: Steelworker | Unburden
Moves:
Physical: Shadow Sneak, Heavy Slam, Anchor Shot, High Jump Kick, Trop Kick, Rapid Spin, Acrobatics
Special: Hurricane, Shadow Ball, Water Shuriken
Status: Autotomize, Calm Mind, Healing Wish
For Flavor: All other Kick moves, Phantom Force, Gyro Ball
Stats: 75/125/60/75/60/105 (500)

Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Steelworker
Stats: 75/145/60/125/60/135 (600)
Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavy Slam | Removes entry hazards on the user's side of the field.)

Reasoning:
  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife and/or underworld, and even her name comes from Naraka (Buddhist hell). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku mainly uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish is related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts, the one chosen to be her Z-Move is Six Paths of Samsara, the one in the pic.
Sample Sets:
Naraku @ Grassy Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- High Jump Kick
- Spirit Shackle
- Trop Kick / Acrobatics

Naraku @ Secret Ninja Art Scroll
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heavy Slam
- Shadow Sneak / Spirit Shackle
- High Jump Kick
- Healing Wish
Pokémon: Ninian
Franchise: Fire Emblem
Type: Ice/Dragon
Ability: Dancer (HA: Snow Warning)
Moves: Dance, Freeze-Dry, Aurora Veil, Blizzard, Dragon Pulse, Draco Meteor, Icy Wind, Dragon Dance, Calm Mind, Lunar Dance, Fiery Dance, Encore, Recover, Hail, Rain Dance, Tailwind
Stats: 110/45/70/55/110/110 (BST: 500)

Dance | Normal | Status | — | 24 PP | — | Ally uses its last move again. (Similar to Instruct, but can only target an ally.)

Items:
- Nini's Grace: If held by Ninian, ally's Def. and Sp. Def. increase by 1 stage when Dance is used (but before the ally executes its move again).
- Filla's Might: If held by Ninian, ally's Atk. and Sp. Atk. increase by 1 stage when Dance is used (but before the ally executes its move again), but forces Dance to be last in its priority bracket.
- Set's Litany: If held by Ninian, ally's Spd increases by 1 stage when Dance is used (but before the ally executes its move again).
- Thor's Ire: If held by Ninian, ally gains the Focus Energy effect when Dance is used (but before the ally executes its move again).

Sample Set(s)
Ninian @ Set's Litany
Ability: Snow Warning
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Dance
- Aurora Veil
- Freeze-Dry
- Encore

Reasoning: Ice/Dragon is fairly obvious as she's half Ice Dragon. Her statline corresponds to her growths in Blazing Blade, with Jumpluff-tier attacking stats and good HP, Sp. Def/Resistance, and Speed. In Fire Emblem, Dance grants the target another action and is only available on a few units (in this case, Ninian), though to balance the mechanic, Dance acts similarly to Instruct here. The items correspond to their effects in the original game; Set's Litany boosts Speed instead of Evasion for balance and since speed also controls evasion in FE. Snow Warning finds precedent on a varied assortment of Ice-type Pokémon. Fiery Dance is a combination of Ninian's ability to Dance and the fact that Filla (Fjalar) is the spirit of fire.
Pokémon: Drawcia
(Note: Has a Soul forme accessed by giving her the Soul Orb to hold. Unlike other Soul Orb based formes, this forme change happens even outside of battle. Base is Sorceress and will forget the Soul-exclusive moves if it's removed, getting Inky Terrain as a moveslot if all of her moves were only accessible as Drawcia Soul.)
Type (Sorceress): Poison/Psychic
Type (Soul): Poison/Ghost
Ability (Sorceress): Levitate
Ability (Soul): Painted Soul (Ghost -ate + Sets up Inky Terrain upon switch-in (Grounded: x1.3 BP on moves if Poison-type, x0.667 Speed otherwise.)) (In other words, Ghost -ate + Inkling's signature ability Inky Surge)
Moves: Toxic, Psyshock, Sludge Bomb, Sludge Wave, Venoshock, Light Screen, Reflect, Barrier, Inky Terrain, Shadow Ball, Psychic, Ice Beam, Icicle Crash, Flamethrower, Thunderbolt, Gunk Shot, Toxic Spikes, Spikes, Venom Drench
Soul Exclusive: Shooter Cutter (See Marx), Heavy Slam, Flare Blitz, Fireball (See Bowser), Screech, Charge Beam, Body Slam, Acid Armor, Body Press
Stats (Sorceress): 90/80/70/130/120/110 [BST 600]
Stats (Soul): 90/150/80/150/160/70 [BST 700]
Reasoning: First up, Inky Terrain. Drawcia more or less did this on a galactic scale before the events of the game, turning all affected into painting and kickstarting the plot in the process. This includes turning Kirby into a limbless ball. Poison/Psychic because paint stuffs and Sorceress. Poison/Ghost as Soul because gigantic undead glob of paint. She gets moves that match her types naturally (Psyshock possibly for the projectiles you can send back at her), alongside Fire/Ice/Electric coverage (Para Sorceresses freeze on contact, whereas for Soul, Para Matters are summoned that either burn or freeze up and charge into you or attack with an electrified laser), Shooter Cutter (Does this in her fight), (T-)Spikes (Spikes can erupt from the ground in her fight and she can likely paint up caltrops anyway), Heavy Slam, Body Slam (Also does this in her fight), Acid Armor (Is paint), Barrier, Screens (Needs one of her projectiles reflected at her in order to be damageable), and Venom Drench (Paint Drench more like). Screech because... she lets out some bloodcurdling screams in her Soul form. Stats because base is a sorceress, but Soul uses Para Matters, paint rain, and most frequently, attempted contact damage and the occasional Shooter Cutter.
Pokémon: King MacFrights
Type: Ghost/Steel
Ability: Defiant / Weak Armor / Kingly Majesty (Protects from Priority; It’s King Arthur’s Ability from CCEX.)
Moves: Spirit Shackle, First Impression, Smart Strike, King's Shield, Sacred Sword, Swords Dance, Spikes, Take Down, Double-Edge, Steel Beam
Stats: 50/120/120/50/80/100 [BST 520]
Reasoning: Ghost/Steel because he’s an armored ghost that jousts atop metal horse armor (yes really) and uses a sword and shield once his armor is destroyed. Stat Spread because though he does move about, is armored, and can subject Luigi to plenty of damage if the charge attack connects, his HP is among the lowest of all the bosses up until that point, though it cannot be depleted until the second phase. (Heck, p sure he’s tied with Chambrea for the lowest up to that point. Who just so happens to be an early-game boss that can only be damaged via swinging about.) Weak Armor because Phase 1 involves Luigi swinging his armor into the ground repeatedly, Phase 2 starting once the armor is gone. Defiant because Japanese name is Competitive Spirit and he fights in his own personal arena, implying this. Kingly Majesty for obvious reasons. (also the audience boos Luigi if MacFrights’ armor is damaged) Moveset is WIP but Spirit Shackle because some crossbows in the back will take pot shots at Luigi, Sacred Sword and King’s Shield because he has those in the second phase, and Smart Strike because Jousting. First Impression because Japanese name is Head-on Collision and this accurately sums up one of his attacks, where once one learns that he’s vulnerable to the Strobulb once he’s close enough, it becomes very easy to deal with. Also Spikes because his floor is loaded with spiky traps. Steel Beam because pretty much nearly every Steel type gets it (Even Diglett’s and Stunfisk’s regional variants), though I doubt you’ll use it with that base 50 SpA stat.
Pokémon: Mona

Franchise/Origin: Persona/Persona 5

Type: /

Abilities:

Ability 1: Pickpocket

Ability 2: Super Luck

HA: Persona Summon

Persona Summon
(A unique ability only accessible by few Pokemon. If the user is Mona--use of Garu, Lucky Punch, and Dia will summon Zorro in that exact turn, who will be present for 3 consequential, active turns even if Mona switches out. When Zorro is on the field, Mona is fitted with an additional Flying typing. If one of these moves are used when Zorro is active, their effects (+ their chances of happening) and BP are doubled. Once Zorro retreats, however, Mona cannot summon him for 3 active turns, even if he switches out.


Moves:

Swords Dance, Purify, Leaf Blade, Psycho Cut, Hurricane, Gust, Twister, Shadow Claw, Slash, Garu, Lucky Punch, Dia, Shadow Ball, Extrasensory, Smart Strike, Iron Head, Superpower, Cut, Whirlwind, Silver Wind, Ominous Wind, Taunt, Work Up, Swagger, Roar, Air Slash, Growl, Scratch, Pay Day, Thief, Snatch, Substitute, Agility, Teeter Dance, Grass Knot, Power Whip, Work Up, Baton Pass, Comet Punch, Extreme Speed, Quick Attack, Shadow Sneak, Protect, Brutal Swing, Secret Sword, Phantom Force, Fury Attack, Fury Swipes, Confusion, Zen Headbutt, Attract, Foul Play, Payback, Parting Shot, Air Cutter, Night Slash, Bite, Crunch, Psychic Fangs, Night Daze, Dark Pulse

Signature move(s):

Garu
( 65 BP |
| Special | 85% Accuracy | 15 PP | If the move is super effective, has a 20% chance to confuse the opponent.)
Dia
( -- BP |
| Status | -- Accuracy | 15 PP | Move heals 35% of total HP to chosen ally or to user.)
Lucky Punch
( 50 BP | | Physical | 85% Accuracy | 10 PP | Increased crit ratio of +1, and a 20% chance to confuse the opponent.)

Stats:

HP: 60
Atk: 100
Def: 65
SpAtk: 100
SpDef: 65
Spd: 140

Reasoning:

Mona, simply put, seems nutty, and maybe even confusing at a first glance. However, many of his moves are based on many facets of his origin, character, and what would fit him.

- Many of his mentally based moves reflect his high ego and his self imposed nature.
- His wind/grass-esque elemental from Persona 5 equips him with several grass and wind-like attacks that reflect this.
- Both him and his persona are armed with bladed weapons, warranting use of many cutting and blade based attacks.
- He's literally a "Phantom Thief", so dark, inherently underhanded moves are up his alley. Additionally, his inherently Dark/Psychic typing is virtue to the mental/spiritual aspect of Personas as well as the fact he is apart of a group of thieves.
- He's also a damn cat, so... scratching/biting moves and speed (especially because he can turn into a getaway bus) is in the name of the game.
- The semi-luck based element is also a piece of his character, as there are times where luck wins him the gold.

As for his unique ability and his unique moves, they draw heavily from his origins and bring the unique flare of Persona to the Pokemon battlefield. The additional Flying type plays into his "wind-esque" element, and best translates the Persona mechanic into Pokemon. This not only gives his 3 unique moves a fun mechanic to reflect off of, but also gives Morgana himself a niche in the fact he can be equipped with terrifying, unique, immediate power. The side effects of his unique moves also play into their origin. "Super effective" attacks "knock down" the opponent in Persona, which merits Garu's side effect as well as Lucky Punch's. These moves without Morgana's Persona active, though, are underwhelming. Mona is also very frail and has only slightly above average offenses. Overall, however, despite his shortcomings, Mona is an incredibly dangerous threat, though requires finesse and skill to pilot to his max potential.
Pokémon: Agent 3

Franchise/Origin: Splatoon

Type:
/

Abilities:

Ability 1: Technician

Ability 2: Skill Link

HA: Calamari Resolve

Calamari Resolve
(An ability unique to Agent 3--if the user is Agent 3 and uses No Retreat under 1/3 HP, he/she is capable of using Splashdown freely, and summons Inky Terrain.)


Moves:

Sludge Bomb, Snipe Shot, Water Gun, Sludge Wave, No Retreat, Work Up, Confide, Nasty Plot, Perish Song, Seed Bomb, Focus Blast, Lock-On, Laser Focus, Helping Hand, Quick Guard, Wide Guard, Protect, Gunk Shot, Play Rough, Rolling Kick, Superpower, Life Dew, Sing, Ink Charge, Splattershot, Ink Bomb, Splashdown, Arm Thrust, Pin Missile, Work Up, Double Kick, Swagger, Attract, Close Combat, Play Nice, Noble Roar, High Jump Kick, Jump Kick, Octazooka, Barrage, Acid Spray, Acid, Bubblebeam, Bubble, Sludge, Rapid Splat (Assumes Inkling-Kid form), Inky Terrain, Detect

Signature move(s):

Ink Charge
( -- BP |
| Status | -- Accuracy | 5 PP | Heals 50% of health and gives 2 PP to Rapid Splat, Hero Splattershot and Ink Bomb. Only heals 25% if any weather but rain is active, and doesn't heal at all if rain is active.
Hero Splattershot
( 30 BP |
| Physical (No Contact) (Ballistic) | 85% Accuracy | 3 PP | Hits 2-5 times.
Ink Bomb
( 120 BP |
| Physical (No Contact) (Ballistic) | -- Accuracy | 3 PP | Agent 3 throws an Ink Bomb onto the field. If the opponent uses an attacking move, they will take damage from the Ink Bomb. Ink Bomb vanishes after 2 turns if it is not set off.
Splashdown
( 150 BP |
| Physical | 100% Accuracy | 5 PP | A powerful move that can only be used at 100% HP. BP is boosted 1.3x by Inky Terrain.

Stats:

HP: 50
Atk: 110
Def: 85
SpAtk: 110
SpDef: 51
Spd: 79

Reasoning:

Agent 3 is a powerhouse through and through. Through hardened time as an Agent for the Squidbeak Splatoon, Agent 3 is fueled by the will to defend Inkopolis and the Great Zapfish; and, of course fight to the chorus of the Squid Sisters.

- Agent 3 is pure offensive havoc, just like he/she is in the Octo Expansion of Splatoon 2. His/her unique moves are all about offensive power, and his/her abilities only further enhance this in their own right. His/her arsenal is filled with a myriad of inky, ballistic attacks in a similar taste to the flavor of Splatoon as well.
- The Poison/Fighting typing is both a combination of Agent 3's spirit as well as his/her species as an Inkling. Due to the Inklings' vulnerability to water, the water typing isn't fit for them, but poison is the next best thing to represent ink.
- All of Agent 3's moves are based on ballistics, Inkling culture, and hand to hand (as represented in Smash Ultimate).
- To represent Inkling morale, Agent 3's shining trait is the ability to come back from what seems like a hardened defeat. This is represented through Agent 3's unique, powerful ability and nuclear, unique offensive options as an Inkling.
- The PP of Agent 3's unique moves barring Splashdown/Ink Charge are unable to be remedied by PP ups, however have a unique way of being restored in battle thanks to Ink Charge, a fundamental ammo-based mechanic unique to Splatoon that is represented on the battlefield. This not only gives Agent 3 semi-reliable recovery, but a way of replenishing PP for vital moves in his/her kit.

A lot of Agent 3's playstyle is based around sheer, unadulterated offensive pressure. Despite middling stats all around, unique, devastating moves allow for Agent 3 to become an absolute nuclear threat, as kin to his/her representation in Splatoon 2. However, Agent 3's biggest problem is his/her typing, horrible defenses, and a middling speed stat. Agent 3 needs strong team support as well as a strong pilot to fully maximize his/her potential to punch deep holes into the opposition.
Pokémon: Mr. Frosty
Origin: Kirby's Adventure
Type: Ice
Type (Mr. Floaty): Water
Ability: Thick Fat / Refrigerate / Dancer (HA)
Ability: Thick Fat / Hydrate* / Dancer (HA)
*Hydrate: Water-type clone of Refrigerate
Stats: 110/130/80/80/80/60 (540)
Notable Moves: Icicle Crash, Ice Shard, Swords Dance, Teeter Dance, Crunch, Head Charge, Body Slam, Acrobatics, Rapid Spin, Gyro Ball, Liquidation, Aqua Jet
Reasoning: A strange, walrus-like creature whose pants have a butt window. Ice because he controls ice. Mr. Floaty controls liquid water instead, hence the change to Water. Thick Fat because he's thicc. Refrigerate and Hydrate because they have respective ice and water versions of attacks that resemble Rapid Spin and Head Charge. Dancer, Swords Dance, and Teeter Dance, because Mr. Frost and Mr. Floaty are mentioned as dancing in their description as Team Shimmy. Icicle Crash and Ice Shard because he throws ice at people. Crunch because he can munch on Kirby. Body Slam because he uses a duh. Acrobatics because he can do some acrobatic flips. Gyro Ball because spinning. Liquidation because Mr. Floaty can spew water, and Aqua Jet because he has a water-using charging attack.
Pokémon: Whispy Woods
Origin: Kirby's Dream Land
Type: Grass
Type (Whispy's Revenge): Grass/Poison
Ability: Forest Breeze* / Harvest
*Forest Breeze - User's Flying-type moves have 1.5x power.
Stats: 90/100/130/90/90/30 (530)
Stats (Whispy's Revenge): 100/130/130/120/90/30 (600)
Notable Moves: Grav Apple, Air Bullet*, Hurricane, Whirlwind, Defog, Crunch, Body Press, Fireball (see Bowser), Drill Run, Synthesis, Heavy Slam, Rock Slide, Gunk Shot, Poison Jab, Sludge Bomb
*Air Bullet: Physical Flying-type, 30 BP, 100% accuracy, 15/24 PP. Hits 3 times. Z- and Max power as a 90 BP move.
Reasoning: A tree that's really mad at a pink ball. Grass because tree is plant. Whispy's Revenge picks up Poison due to its purple leaves and purple apples that hurt Kirby when he inhales them. Forest Breeze is because wind/breath-based attacks are one of Whispy's specialties, but he obviously can't fly. Harvest because duh. Grav Apple due to Whispy's famous tactic of dropping apples on people. Air Bullet is his other classic move, where he breathes out three puffs of air. Hurricane is from a variant Whispy's Revenge uses of that attack. Whirlwind and Defog because of that, plus from that phase transition in Star Allies. Crunch because of his version of Inhale. Body Press and Heavy Slam because he can also jump on people in the Kirby Clash games. Fireball because he can drop super-hot apples that burst into flame in Star Allies. Drill Run because he had drills as Clanky Woods, and Rock Slide because Clanky Woods could also attack with rocks. Synthesis because he's a tree. Gunk Shot, Poison Jab and Sludge Bomb for the same reason as Whispy's Revenge's Poison-type.
Pokemon: Cultist (Slay the Spire)
Type: Dark
Ability: Ritual (Gain +1 Attack at the end of each turn)
Moves: Taunt, Sucker Punch, Night Slash, Foul Play, Roost, Brave Bird, Feather Dance, Peck, Pluck, Wing Attack, Chatter, Aerial Ace, Uproar, Hyper Voice, Defog
Stats: 56/95/75/60/75/99 (BST: 460)
Reasoning: Despite it's appearance, the Cultist is not actually a bird, but a person wearing a bird costume. Whenever you fight one, they constantly Taunt and yell their battle cry, CAW CAW! In fact, you can get the Cultist mask and wear it yourself, causing you to do the same CAW CAW! at the start of each battle. The first action a Cultist takes is to perform an Ritual, which causes the Cultist to gain strength at the end of each turn. It only uses one attack, called Dark Strike.
Pokemon: Watcher (Slay the Spire)
Type: Psychic
Ability: Miracle (The first move the Watcher uses has +1 priority)
Moves: Change Stance, Psychic, Zen Headbutt, Pay Day, Cross Chop, Bullet Punch, Protect, Close Combat, Miracle Eye, Karate Chop, Trick Room, Sand Attack, Photon Geyser, Judgement, Wish, Thunderbolt, Thunder

Change Stance mechanics
Change Stance- Changes the Watcher's ability to Stance of Wrath or Stance of Calm. If Watcher already has one of these abilities when it uses this move, it is a 50/50 chance of changing to the other, or changing back to Miracle.
Stance of Wrath: You deal and receive double damage.
Stance of Calm: Does nothing while it is active, upon using Change Stance again, gain +2 Speed


Stats: 72/105/85/99/105/85 (BST: 551)
Reasoning: The Watcher is the soon to be released 4th playable character in Slay the Spire, and she might be the most interesting one yet. Her main gimmick is her stances. Wrath and Calm are both accurate to the Stances in-game. The character actually has a third stance, but I didn't add it because I couldn't think of any way to keep it accurate without it being broken. A majority of her moves are based off of cards that the Watcher uses in game, even with some legendary signature moves. The Watcher uses physical attacks supplemented by her psychic powers. Miracle is based on her starting relic, which gives the Watcher one extra action to use each combat.
 
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Squawkerz’ Watcher
Cookie Butter’s Barbos the Stormblast
Pika Xreme’s Whispy Woods


Y'alls hit it out of the park with these! :D
 
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Congratulations to Brodaha, Pika Xreme and KirbyRider1337 (deja vu) for winning with Rebel, Whispy Woods and Drawcia. I broke a tie between Drawcia and Watcher.

This week drew the curtain on the 2010s, which has been touted as one of the greatest decades for video games. The bonus theme for this week includes any character that debuted in a game in the 2010s. These characters can be from new entries in classic franchises such as the Champions from BotW or characters from brand new IPs such as Aloy from Horizon Zero Dawn.

Also a quick reminder that you can resubmit alternate versions of previous winning submissions as forms.

Submissions for the current slate close in one week.
Have fun!​
 
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New Subs

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 (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, Charge Beam, Dragon Pulse (Stardust, which also gets TWave), Psychic, Psyshock, Dazzling Gleam (Nebula), Fire Blast, Flamethrower, Heat Crash, Fireball (See Bowser from V2), Solar Beam, Solar Blade, Fire Lash (Solar)
Stats (Vortex): 127/137/61/89/113/53 [BST 580]
Stats (Stardust): 127/89/113/137/61/53 [BST 580]
Stats (Nebula): 127/61/89/113/137/53 [BST 580]
Stats (Solar): 127/113/137/61/89/53 [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 Stardust is mono Rock because nothing else fits tbh. Moves based on their mooks, corresponding weapons, and attacks (Attacks get Vortex its Electric coverage, Solar Fireball, and Nebula its preference of SpD over SpA; 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 (Bug soldiers, 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 Pillar, lacking anything to attack outside of its mooks, gets SpD > SpA and thus a ripple effect of sorts happens. Prime Numbers because they're weird celestial things.

Meanwhile here's a resub

In the deepest darkness, there are beasts who wear faces stolen from your memories and pluck at the strings in your heart. Know yourself, and stay strong.
Pokémon: **Nosk**
Type: Poison/Bug
Type (Winged Nosk): Poison/Flying
Ability: Disguise / Illusion
Moves: Take Down, Lunge, Gunk Shot, Sludge Bomb, Sludge Wave, Sludge, Bounce, Gastro Acid, Acid, Acid Spray, Screech, Roar, Double-Edge, Copycat, Role Play, Struggle Bug, Cross Poison, Poison Jab, Toxic, Belch, Bug Bite, Fury Cutter, Mind Reader, Assurance, Fake Tears, Flatter, Snarl, Throat Chop, Block, Me First, Play Nice, Stomp, Sucker Punch, Venoshock, Infestation, Dream Eater, Psych Up
Winged Nosk gets Aerial Ace, Fly, and Acrobatics, but does away with Take Down, Double-Edge, and Stomp.
Stats: 87/112/95/90/78/93 [BST 545] (Winged Nosk also has this spread)
Reasoning: Nosk is a terror that lurks deep within Deepnest, mimicking the loved ones of any poor souls who draw too close to its nest. Stats aren't too high, but that's to balance out both its abilities being good and the paranoia that would ensue involving its abilities, essentially causing a guessing game of sorts. Poison/Bug because it's an arthropod that attacks with infection. Either it has a sturdy disguise up that blocks the first hit in battle, or a weaker disguise of one of its teammates. Pair it with, say, an unhooded Hyness and what the foe thought was super effective turns out to be resisted. (unless you're galeem using a stab move but that's beside the point) Anyways, its moves are based off of things it does in-game (those being: Charging and hopping across the map, attacking with acid all over the place, and jumping above you with acid leaking out of the ceiling, presumably from itself), Cross-Poison being a reasonable use of its front appendages, and other moves from its shrieks and copycat nature.

Also Winged Nosk keeps its acid attacks and, well, flies. Illusion makes well for a fake-out fight concerning Hornet, too. Pair with an Electric/Water mon and you take fuck-all nothing from that combo’s weaknesses.
 
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ausma

token smogon furry
is a Site Content Manageris a Top Social Media Contributoris a Top Artistis a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Top Team Rater Alumnusis a Smogon Discord Contributor Alumnus
OU Forum Leader
Ahh yes I can resub both of my subs B)

"Hah! It's almost scary how good I am!"



Pokémon: Mona

Franchise/Origin: Persona/Persona 5 (2016-2017)

Type:

/


Abilities:

Ability 1: Pickpocket

Ability 2: Super Luck

HA: Persona Summon

(A unique ability only accessible by few Pokemon. If the user is Mona--use of Garu, Lucky Punch, and Dia will summon Zorro in that exact turn, who will be present for 3 consequential, active turns even if Mona switches out. When Zorro is on the field, Mona is fitted with an additional Flying typing. If one of these moves are used when Zorro is active, their effects (+ their chances of happening) and BP are doubled. Once Zorro retreats, however, Mona cannot summon him for 3 active turns, even if he switches out.

Moves:

Swords Dance, Purify, Leaf Blade, Psycho Cut, Hurricane, Gust, Twister, Shadow Claw, Slash, Garu, Lucky Punch, Dia, Shadow Ball, Extrasensory, Smart Strike, Iron Head, Superpower, Cut, Whirlwind, Silver Wind, Ominous Wind, Taunt, Work Up, Swagger, Roar, Air Slash, Growl, Scratch, Pay Day, Thief, Snatch, Substitute, Agility, Teeter Dance, Grass Knot, Power Whip, Work Up, Baton Pass, Comet Punch, Extreme Speed, Quick Attack, Shadow Sneak, Protect, Brutal Swing, Secret Sword, Phantom Force, Fury Attack, Fury Swipes, Confusion, Zen Headbutt, Attract, Foul Play, Payback, Parting Shot, Air Cutter, Night Slash, Bite, Crunch, Psychic Fangs, Night Daze, Dark Pulse

Signature move(s):

( 65 BP |
| Special | 85% Accuracy | 15 PP | If the move is super effective, has a 20% chance to confuse the opponent.)
( -- BP |
| Status | -- Accuracy | 15 PP | Move heals 35% of total HP to chosen ally or to user.)
( 50 BP | | Physical | 85% Accuracy | 10 PP | Increased crit ratio of +1, and a 20% chance to confuse the opponent.)

Stats:

HP: 60
Atk: 100
Def: 65
SpAtk: 100
SpDef: 65
Spd: 140

Reasoning:

Mona, simply put, seems nutty, and maybe even confusing at a first glance. However, many of his moves are based on many facets of his origin, character, and what would fit him.

- Many of his mentally based moves reflect his high ego and his self imposed nature.
- His wind/grass-esque elemental from Persona 5 equips him with several grass and wind-like attacks that reflect this.
- Both him and his persona are armed with bladed weapons, warranting use of many cutting and blade based attacks.
- He's literally a "Phantom Thief", so dark, inherently underhanded moves are up his alley. Additionally, his inherently Dark/Psychic typing is virtue to the mental/spiritual aspect of Personas as well as the fact he is apart of a group of thieves.
- He's also a damn cat, so... scratching/biting moves and speed (especially because he can turn into a getaway bus) is in the name of the game.
- The semi-luck based element is also a piece of his character, as there are times where luck wins him the gold.

As for his unique ability and his unique moves, they draw heavily from his origins and bring the unique flare of Persona to the Pokemon battlefield. The additional Flying type plays into his "wind-esque" element, and best translates the Persona mechanic into Pokemon. This not only gives his 3 unique moves a fun mechanic to reflect off of, but also gives Morgana himself a niche in the fact he can be equipped with terrifying, unique, immediate power. The side effects of his unique moves also play into their origin. "Super effective" attacks "knock down" the opponent in Persona, which merits Garu's side effect as well as Lucky Punch's. These moves without Morgana's Persona active, though, are underwhelming. Mona is also very frail and has only slightly above average offenses. Overall, however, despite his shortcomings, Mona is an incredibly dangerous threat, though requires finesse and skill to pilot to his max potential.

"We're on duty today, whether you like it or not. Can't sleep while the enemy plots!"



Pokémon: Agent 3

Franchise/Origin: Splatoon (2015)

Type:

/


Abilities:

Ability 1: Technician

Ability 2: Skill Link

HA: Calamari Resolve

(An ability unique to Agent 3--if the user is Agent 3 and uses No Retreat under 1/3 HP, he/she is capable of using Splashdown freely, and summons Inky Terrain.)

Moves:

Sludge Bomb, Snipe Shot, Water Gun, Sludge Wave, No Retreat, Work Up, Confide, Nasty Plot, Perish Song, Seed Bomb, Focus Blast, Lock-On, Laser Focus, Helping Hand, Quick Guard, Wide Guard, Protect, Gunk Shot, Play Rough, Rolling Kick, Superpower, Life Dew, Sing, Ink Charge, Splattershot, Ink Bomb, Splashdown, Arm Thrust, Pin Missile, Work Up, Double Kick, Swagger, Attract, Close Combat, Play Nice, Noble Roar, High Jump Kick, Jump Kick, Octazooka, Barrage, Acid Spray, Acid, Bubblebeam, Bubble, Sludge, Rapid Splat (Assumes Inkling-Kid form), Inky Terrain, Detect

Signature move(s):

( -- BP |
| Status | -- Accuracy | 5 PP | Heals 50% of health and gives 2 PP to Rapid Splat, Hero Splattershot and Ink Bomb. Only heals 25% if any weather but rain is active, and doesn't heal at all if rain is active.
( 30 BP |
| Physical (No Contact) (Ballistic) | 85% Accuracy | 3 PP | Hits 2-5 times.
( 120 BP |
| Physical (No Contact) (Ballistic) | -- Accuracy | 3 PP | Agent 3 throws an Ink Bomb onto the field. If the opponent uses an attacking move, they will take damage from the Ink Bomb. Ink Bomb vanishes after 2 turns if it is not set off.
( 150 BP |
| Physical | 100% Accuracy | 5 PP | A powerful move that can only be used at 100% HP. BP is boosted 1.3x by Inky Terrain.

Stats:

HP: 50
Atk: 110
Def: 85
SpAtk: 110
SpDef: 51
Spd: 79

Reasoning:

Agent 3 is a powerhouse through and through. Through hardened time as an Agent for the Squidbeak Splatoon, Agent 3 is fueled by the will to defend Inkopolis and the Great Zapfish; and, of course fight to the chorus of the Squid Sisters.

- Agent 3 is pure offensive havoc, just like he/she is in the Octo Expansion of Splatoon 2. His/her unique moves are all about offensive power, and his/her abilities only further enhance this in their own right. His/her arsenal is filled with a myriad of inky, ballistic attacks in a similar taste to the flavor of Splatoon as well.
- The Poison/Fighting typing is both a combination of Agent 3's spirit as well as his/her species as an Inkling. Due to the Inklings' vulnerability to water, the water typing isn't fit for them, but poison is the next best thing to represent ink.
- All of Agent 3's moves are based on ballistics, Inkling culture, and hand to hand (as represented in Smash Ultimate).
- To represent Inkling morale, Agent 3's shining trait is the ability to come back from what seems like a hardened defeat. This is represented through Agent 3's unique, powerful ability and nuclear, unique offensive options as an Inkling.
- The PP of Agent 3's unique moves barring Splashdown/Ink Charge are unable to be remedied by PP ups, however have a unique way of being restored in battle thanks to Ink Charge, a fundamental ammo-based mechanic unique to Splatoon that is represented on the battlefield. This not only gives Agent 3 semi-reliable recovery, but a way of replenishing PP for vital moves in his/her kit.

A lot of Agent 3's playstyle is based around sheer, unadulterated offensive pressure. Despite middling stats all around, unique, devastating moves allow for Agent 3 to become an absolute nuclear threat, as kin to his/her representation in Splatoon 2. However, Agent 3's biggest problem is his/her typing, horrible defenses, and a middling speed stat. Agent 3 needs strong team support as well as a strong pilot to fully maximize his/her potential to punch deep holes into the opposition.
 
mangarrow Don't forget to put two asterisks outside the character name to mark that he/she qualifies for the bonus theme!

I've made up my mind as well. I will follow you down the path you've chosen.
Pokémon: **Azura**
Franchise: Fire Emblem Fates (2015-16)
Type: Water
Ability: Healing Descant [At start of every turn, heals ally by 25%] / Inspiring Song [When user uses Vallite Song or Lost in Thoughts All Alone, grants ally +1 Speed and the Focus Energy effect, but treats Azura's Speed as 0.75x when using these moves] (HA: Liquid Voice)
Moves: Vallite Song [ — | Water | Status | — | 15 PP | Target ally uses its last-used move again. (Similar to Instruct, but can only target an ally) ], Liquidation, Sparkling Aria, Aqua Ring, Hyper Voice, Sing, Close Combat, Aqua Jet, Light Screen, Reflect, Calm Mind
Signature Item: Azura's Pendant (When held by Azura, allows Vallite Song to be upgraded to the Z-Move Lost in Thoughts All Alone.)
Signature Z-Move: Lost in Thoughts All Alone [ — | Water | Special | — | 1 PP | Targets everything around her, including allies. When it hits a foe, cuts HP by 75% (like Guardian of Alola) and reverts foe's Mega Evolutions and Dynamax. When it hits an ally, does the same thing as Vallite Song. User faints after this move is used. ]
Stats: 65/110/55/65/70/125 (BST: 490)
Reasoning: Azura is Water-type due to her ability to manipulate water. Azura's stats correspond to her growths in Fates. Healing Descant and Inspiring Song are both signature skills of Azura, which grant effects roughly corresponding to the above (the 0.75x speed reduction is for balance purposes). Azura's song refreshes allies, just like Dance (see my previous sub of Ninian for reasoning details), though the move is renamed Vallite Song to avoid confusion with the move Sing that already exists in Pokémon. When Azura sings Lost in Thoughts All Alone with her pendant, it can potentially quell dragons (e.g. Garon) at its strongest, albeit at great cost to her health, hence the Mega and Dynamax-reverting effect as well as her fainting after use.

Nohrian law is blunt on the subject of traitors. There is only one punishment... The sentence is death.
Pokémon: **Leo**
Franchise: Fire Emblem Fates (2015-16)
Type: Dark/Psychic
Ability: Pragmatic [Boosts move's power by 30% when attacking a target with <100% HP, and reduces incoming move's power by 30% when defending against an attacker with <100% HP.] (HA: Arena Trap)
Moves: Brynhildr [ 140 BP | Ground | Special | 80% Accuracy | 5 PP | Raises user's Sp. Def. by 2 stages. ], Psychic, Psyshock, Dark Pulse, Earth Power, Recover, Calm Mind, Mirror Coat, Counter, Mind Reader, Disable, Nasty Plot, Shadow Ball, Focus Blast, Ice Beam, Iron Defense, Stored Power, Giga Drain, Switcheroo, Gravity, Toxic
Stats: 75/65/90/125/110/75 (BST: 540)
Reasoning: Canonically, Leo is a dark mage; in addition, the Dark typing is generally associated with pragmatism (in contrast to the Fighting type). He is given the Psychic type due to his ability to manipulate gravity with Brynhildr (see Orbeetle). His stats correspond to his growths in FE Fates. Pragmatic is Leo's personal skill, weakening the foe when it is not at full HP. Since Brynhildr manipulates the earth and gravity to ensnare the foe, Leo is given Arena Trap as a hidden ability. Brynhildr has the effect of reducing magic damage by 50%, hence the Sp. Def.-raising effect.
 
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Cookie Butter

formerly the someone

Pokémon: Orion
Debut: December 2019 (Orion), September 2015 (Orion and Artemis)
Franchise/Origin: Fate/Grand Order
Type: Fighting
Ability: Curse of Scorpio / Long Range / Sniper
Curse of Scorpio: This Pokémon's Fighting-type moves hit foes that are Bug-type, or in the Bug Egg Group, super effectively, not taking Bug-type and Poison-type resistances into account. This does not stack. This Pokemon takes super-effective damage from Bug-type moves. Whenever this Pokemon is poisoned, it is changed into bad poison instead.
Moves:
Physical: Drain Punch, Dynamic Punch, Hammer Arm, Mach Punch, Power-Up Punch, Sky Uppercut, Comet Punch, Meteor Mash, Fire Punch, Thunder Punch, Blaze Kick, Flame Wheel, Play Rough, Waterfall, Liquidation
Special: Swift, Surf, Fire Spin, Snipe Shot
Status: Cosmic Power, Moonlight, Hold Hands, Focus Energy, Bulk Up, Slack Off, Attract, Captivate, Swagger, Rain Dance, Soak
Signature moves:
Hunter's Arrow - Rock-type, Physical, 80 BP, 100% accuracy, 10 PP. Super-effective against Flying-type Pokémon regardless of their secondary type.
Bowman of Three Stars - Electric-type, Physical, 30 BP, 100% accuracy, 10 PP. Hits three times.
Stats: 110/130/110/60/105/105 (620)

Form: Grand Archer Orion
Stats: 120/140/120/70/115/115 (680)
Moves: Loses Hold Hands. Gains a signature Z-Move.
Signature Z-Move: Ortygia Amore Mio - Electric-type, Physical, 180 BP, upgraded from Bowman of Three Stars. Halves the foe's defense when calculating this move's damage. The user faints after using this move.

Form: Orion and Artemis
Type: Steel/Fairy
Ability: Whimsical Bond / Long Range / Sniper
Whimsical Bond: Parental Bond clone
Stats: 80/70/80/110/80/100 (520)
Moves (differences to regular Orion):
Physical: +Smart Strike, Iron Head, Nuzzle
-Drain Punch, Dynamic Punch, Sky Uppercut, Fire Punch, Thunder Punch, Blaze Kick, Waterfall, Liquidation
Special: +Moonblast, Flash Cannon, Aurora Beam, Stored Power, Psyshock
-None
Status: +Lunar Dance, Baby-Doll Eyes, Calm Mind, Gravity, Life Dew
-Swagger, Bulk Up
Signature Z-Move: Tri-Star Amore Mio - Fairy-type, Special, 180 BP, upgraded from Moonblast. Lowers the target's Attack by 2 stages.

Reasoning: Fighting type because Orion is the most skilled hunter hero. Orion+Artemis' type is Steel/Fairy because she is a Moon goddess and literally a robot. She's the "main body" of the duo because Orion is turned into a small bear.
Moves are because Orion fights with both bow+arrow and his fists. Cosmic moves because of him being a constellation and having blessings from the Moon goddess. He has Fire+Electric moves from plasma-coated attacks (coming from the stars in his constellation). He has Water moves because he's the son of Poseidon and has the "Blessings of Poseidon" Skill that lets him control water and rain. Play Rough and Attract because he's a womanizer. Hold Hands because he holds hands with Artemis, Z-Hold Hands is very similar to his Noble Phantasm's effects.
When he's summoned with Artemis, she can use her own attacks like Moonblast etc. Orion with Artemis loses his muscles but gains cuteness which is why he can use Nuzzle.
Stats are based on Orion's parameters (both Orion and Orion+Artemis have parameter sheets), so they're in line with other Fate characters in CC V2. Orion can also be summoned as Grand Archer, which grants him a special container. Servants in a Grand container are extremely strong. They have stats higher than all non-Grand Servants, and of course stats higher than themselves in regular containers.
Sniper and Long Reach are because both Orion and Artemis are skilled archers (Orion is always summoned in the Archer class). Orion is called the best hunter and Artemis is a goddess of hunt. Their signature abilities are from Skills that they have in Fate. Whimsical Bond is because both Artemis and Orion attack. Curse of Scorpio is because Orion's natural enemy is Scorpio (the constellation of Scorpion), he killed it but got killed by it.
Their Signature Z-moves are their Noble Phantasms (AKA special attacks that all Servants have, to the uninitiated).

Icon.png

Pokémon: Naraku
Typing: Normal | Ghost
Ability: Steelworker | Unburden
Moves:
Physical: Shadow Sneak, Heavy Slam, Anchor Shot, High Jump Kick, Trop Kick, Rapid Spin, Acrobatics
Special: Hurricane, Shadow Ball, Water Shuriken
Status: Autotomize, Calm Mind, Healing Wish
For Flavor: All other Kick moves, Phantom Force, Gyro Ball
Stats: 75/125/60/75/60/105 (500)

Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Steelworker
Stats: 75/145/60/125/60/135 (600)
Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavy Slam | Removes entry hazards on the user's side of the field.)

Reasoning:
  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife and/or underworld, and even her name comes from Naraka (Buddhist hell). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku mainly uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish is related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts, the one chosen to be her Z-Move is Six Paths of Samsara, the one in the pic.
Sample Sets:
Naraku @ Grassy Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- High Jump Kick
- Spirit Shackle
- Trop Kick / Acrobatics

Naraku @ Secret Ninja Art Scroll
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heavy Slam
- Shadow Sneak / Spirit Shackle
- High Jump Kick
- Healing Wish
Pokémon: Tamamo
Typing: Rock/Ground
Ability: Fluffy / Breath of the Earth / Skill Link
Breath of the Earth: Immune to Rock-type and Ground-type moves, but grounds the user (affected by hazards). Ability is announced on switch-in. This ability can be ignored by foes who have used Summon Earth Spirit.
Moves: Physical: Earthquake, Magnitude, Bulldoze, Land's Wrath, Thousand Waves, Stone Edge, Rollout, Rock Blast, Tackle, Drain Punch, Mega Punch, Focus Punch, Arm Thrust, Tail Slap, Barrage, Iron Tail, Bind, Wrap, Lick
Special: Earth Power, Moonblast, Fire Blast, Flamethrower, Ancient Power, Tri Attack, Draining Kiss
Status: Defense Curl, Moonlight, Instruct, Tail Whip, Attract, Captivate, Lovely Kiss, Sweet Kiss, Stored Power, Stockpile, Swallow, Spit Up, Teleport, Will-o-Wisp, Strength Sap, Curse, Nasty Plot, Haze
Signature Moves: Nine Moons (12 BP | Rock | Physical | 100% Accuracy | Hits 9 times)
Word of Dispel (Celebrate clone) (lets Tamamo use her "Mega Evolution" meaning she can't ever use this move's Z-Move effect)
Stats: 120/120/120/80/110/50 (600)

Form: Ancestor Tamamo (works the same as Mega Rayquaza, uses team's Mega slot and must know Word of Dispel)
Ability: Skill Link
Stats: 120/130/130/130/120/70 (700)

Reasoning: Rock/Ground type because her element attribute is Earth (she still uses Fire moves tho). Fluffy because one of the bad ends in Monster Girl Quest is "Touch Fluffy Tail" (hers). Sig ability because her fighting style is being immune to all damage by bringing the power of earth into her. Skill Link because she uses many multi-hit moves in her original game. Moves and "Mega" are based on her boss battles and general monster girl powers. Unlike Promestein, Tamamo isn't recruitable and playable, so had I less stuff to work with.
 
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60194C89-A36D-4404-AE66-B7AF98B2C60C.jpeg

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.
 

Pokemon: **Melting** (Nuclear Throne)
Type: Normal/Ghost
Ability: Immunity / Brain Capacity (This pokemon gains +1 Atk and SpA for every fainted pokemon.)
Moves: Explosion, Yawn, Shadow Ball, Thunderbolt, Flamethrower, Shadow Claw, Dig
Stats: 20 / 85 / 50 / 85 / 50 / 90 | 380 BST
Reasoning: Melting is a high risk/high reward character starting with only 2 max hp but a strong active ability and the added effect of levelling up faster. The active ability is a corpse explosion that blows up all corpses on the screen. I translated this to pokemon by making Melting stronger the more fainted pokemon there are in a game. This makes Melting a very strong late game sweeper that unfortunately dies to any light breeze. Normal/Ghost is because Melting is undead, painfully trapped between life and death. Explosion is because of his corpse explosion ability. Yawn is because Melting is always tired. Shadow Claw is for STAB, and the rest are based on weapons in-game.
 

Pokémon: Mr. Peterson
Franchise: Hello Neighbor
Type:

Ability: Anger Point | Technician
Moves: Catch Grab, Bear Trap, Jar of Glue, Tomato, Sharkotron, Shovel Bash (see Shovel Knight), Pursuit, Dig, Drill Run, Stomping Tantrum, Bulldoze, Seed Bomb, Bullet Seed, Seismic Toss, Circle Throw, Storm Throw, Low Sweep, Crush Grip, Vice Grip, Spikes, Leech Seed, Grassy Terrain, Rototiller, Disable, Encore
Stats: 155 HP/90 Atk/80 Def/12 SpA/56 SpD/107 Spe (500 BST)

Catch Grab |
|
| 48 PP | 100% | -3 priority. Returns the target to the party, and brings out the Pokémon that came before them. If the target is the first Pokémon out, or the Pokémon that came before them has fainted, the target's stat changes are reset instead.
Bear Trap |
|
| 24 PP | Grounded entry hazard. Deals damage like Stealth Rock, while using Steel type effectiveness. Also causes flinch on the first turn out, unless the Pokémon resists Steel. Can't be stacked.
Jar of Glue |
|
| 32 PP | Grounded entry hazard. Lowers Speed by 1 stage. Can't be stacked.
Tomato |
|
| 32 PP | 100% | Lowers accuracy by 1 stage.
Sharkotron |
|
| 90 BP | 24 PP | 100% | Hits one turn after use.
Mr. Peterson @ Focus Sash
Ability: Technician
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Catch Grab
- Jar of Glue
- Bear Trap / Spikes
- Bulldoze / Seismic Toss
Reasoning: Mr. Peterson is the neighbor whose house you infiltrate. However, to prevent you from doing so, he makes use of traps and other items. Whenever he sees you, he gets angry. When he reaches you, he grabs you and puts you back at your house. Bear traps, jars of glue, tomatoes, and a shark robot are some of the items he uses. It is also implied he's buried somebody with a shovel.
 

Gravity Monkey

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

According to Pika if my discord pfp is an anime girl I'm legally obligated to sub her in CC
From: Danganronpa: Trigger Happy Havoc
Typing:

Abilities: Inner Focus / Intimidate / Ultimate Detective
Stats: 68 / 75 / 80 / 98 / 127 / 87 (BST: 535)
Moves:
Special: Psychic, Psyshock, Future Sight, Doom Desire, Dark Pulse, Sludge Bomb, Sludge Wave, Earth Power
Status: Parting Shot, Teleport, Spikes, Stealth Rock, Recover, Work Up, Trick, Disable, Trick Room, Deduction
Ultimate Detective
: Reveals opponent's ability, items and one random move upon switch in
Deduction: Special Psychic-type Strength Sap (Dark-types are immune)

Kyoko is the Ultimate ??? in DR 1, later revealed to be the ultimate detective. She is extremely composed and stoic, to the point that it sometimes startles others, hence Inner Focus and Intimidate. Psychic type because she smart. Deduction comes from DR's trial phases, where Kyoko's usually correct deductions make other arguments ineffective while strengthening her owns. Spikes and Stealth Rock because she examines fields, also Sludge stuff because of that one scene where she falls in the trash to go save Makoto.
 

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