Pet Mod [Gen 8] Crossover Chaos


Pokémon: Troupple King
Origin: Shovel Knight
Type: Water/Grass
Ability: Dancer
Stats: 130/120/70/110/70/70 (570)
Notable Moves: Grav Apple, Dive, Earthquake, Attack Order, Outrage, Apple Acid, Surf, Sludge Bomb, Heal Order, Sweet Kiss, Life Dew, Decorate, Dragon Dance
Reasoning: A giant half-apple, half-trout forest god who rules over the smaller, presumably less godly half-apple half-trout Troupples. Water because he's a fish who swims and Grass because he's an apple. Dancer and Dragon Dance because of his ritual dance, and the fact that a good amount of the few non-Dragons with Dragon Dance are Water-types. Grav Apple and Attack Order because one of his attacks in his boss fight is having his Troupple subjects jump at you. Dive because he does do that. Earthquake because some of his dance moves make the screen shake. Outrage because he does do that if you jump in his lake. Surf because King Knight rides him after beating him. Sweet Kiss because he kisses his Troupple subjects in the dance he shows to Plague Knight, Heal Order because he does the same in his fight with King Knight to heal. He can spit ichor and gets moves for its various uses - Life Dew for giving Shovel Knight healing potions, Decorate for serving as Plague Knight's armor upgrades, Apple Acid and Sludge Bomb for attacking King Knight with it.
 
Time to get your votes in. Voting ends next weekend.
(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.
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.
Pokémon: Mona

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

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 (2015)

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: **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.
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.
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).
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.
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.
Sample Sets
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.
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.
Pokémon: Troupple King
Origin: Shovel Knight
Type: Water/Grass
Ability: Dancer
Stats: 130/120/70/110/70/70 (570)
Notable Moves: Grav Apple, Dive, Earthquake, Attack Order, Outrage, Apple Acid, Surf, Sludge Bomb, Heal Order, Sweet Kiss, Life Dew, Decorate, Dragon Dance
Reasoning: A giant half-apple, half-trout forest god who rules over the smaller, presumably less godly half-apple half-trout Troupples. Water because he's a fish who swims and Grass because he's an apple. Dancer and Dragon Dance because of his ritual dance, and the fact that a good amount of the few non-Dragons with Dragon Dance are Water-types. Grav Apple and Attack Order because one of his attacks in his boss fight is having his Troupple subjects jump at you. Dive because he does do that. Earthquake because some of his dance moves make the screen shake. Outrage because he does do that if you jump in his lake. Surf because King Knight rides him after beating him. Sweet Kiss because he kisses his Troupple subjects in the dance he shows to Plague Knight, Heal Order because he does the same in his fight with King Knight to heal. He can spit ichor and gets moves for its various uses - Life Dew for giving Shovel Knight healing potions, Decorate for serving as Plague Knight's armor upgrades, Apple Acid and Sludge Bomb for attacking King Knight with it.
 
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Brodaha's Melting
Cookie Butter's Tamamo
Ninetales Dragons' Mr. Peterson
(though i still stand by what i say when 42 spa could suffice instead)
 

Deleted member 503163

Guest

Pokémon: The Postal Dude
Franchise/Origin: Postal
Type: Normal/Dark
Ability: Prankster, Reckless, Steelworker
Moves: Will-O-Wisp, Flamethrower, Night Slash, Slash, Taunt, Torment, Nasty Plot, Bullet Punch, Psycho Cutter, Secret Sword, Sacred Sword, Shovel Bash, Thunder Wave, Thunder Punch, Bullet Seed, Bonemerang, Frustration, X-Scissor, Water Shuriken, Smart Strike, Hammer Arm, Water Spout, Snipe Shot, Toxic, Sludge Bomb, Self Destruct, Explosion, Close Combat, Low Kick, Comet Punch, Wood Hammer, Double Edge, Brine, Hyper Voice, Dark Pulse, Pay Day, Work Up, Swords Dance, Shotgun, Single Shot, Feline Silencer, Baton Bash
Signature move:
Shotgun:
Steel Physical Base Power 85, 10pp Accuracy 100, hits Adjacent Foes
Single Shot: Steel Physical Base Power 80 15pp Accuracy 100, No secondary effect
Feline Silencer: Dark Status 15pp raises Attack and Special Attack by 1. Bypasses bulletproof and soundproof for the next turn.
Baton Bash: Normal Physical Base Power 85 15pp, Accuracy 100, 20% chance of paralysis 10% chance of confusion
Stats: 80/120/70/120/70/110(570)

Reasoning: The Postal Dude, yes that is his name, is a dick. He's not pure evil but he is generally an asshole, and most of the time the players actions with him are ... bad. This is why he's a normal/dark type rather than mono dark. As for his movepool well these all come from shit he can do in the game. He can burn people with gasoline or matches(will-o-wisp), stuns people using a taser(thunder punch and thunder wave), gets access to a flamethrower(do I need to explain this one), has a variety of sharp weapons such katanas, machetes(bonemerang. It's a boomerang machete), and balis(night slash, slash, pyscho cutter, sacred sword, secret sword(the katana is also hard to get), swords dance), can punch pretty quickly with or without brass knuckles(bullet punch, close combat, comet punch, double edge), and he can do a mediocre low kick(again do I need to explain this one). Of course he also gets annoyed easily(frustration, work up) and will use his voice to take out his frustations(taunt, torment, hyper voice). He also pisses(Brine, Water Spout) on people and its a core mechanic of the game play for Postal 2. Of course he has some more unconventional weapons such as a toxic cow head(sludge bomb, toxic), garden sheers(x-scissor), actual scissors that he throws at people(Water shuriken), money(pay day), protester signs and ... a dildo(smart strike). Of course he still has batons(baton bash), sledge hammers(hammer arm and wood hammer), a shovel(shovel bash) explosives(self destruct, explosion), and a whole lot of guns(bullet seed, shotgun, single shot, snipe shot, dark pulse). However there is a move you might be confused about, Feline Silencer.The Postal Dude can use cats as gun silencers. I felt compelled to include it. As for the abilities well he's generally a dick who loves fucking with people, he pretty much gets himself in to dangerous situations 24/7, and he's pretty proficient with steel weaponry while not being made of or wearing metal.



1579411332448.png


Pokémon: Brad Armstrong
Franchise/Origin: LISA
Type
:Fighting
Ability:Iron Fist/Beserk/*Reckless*
Moves: Mach Punch, Mega Punch, Comet Punch, Bullet Punch, Headbutt, Head Smash, Double-Edge, Meteor Mash, Iron Head, Zen Headbutt, Fire Blast, Flying Press, High Jump Kick, Jump Kick, Sucker Punch, Low Kick, Crunch, Bite, Close Combat, Flare Blitz, Hyper Voice, Aura Sphere, Tackle, Rage, Force Palm, Arm Thrust, Skull Bash, Memento, Pyro Ball, Joy, Soup Drink
Signature move:
Joy
:Poison/Status/10PP/For five turns this pokemon's defense and special defense is raised by 6 stages. After 5 turns said stats return to normal and is poisoned.
Soup Drink:Water/Status/It's just milk drink but with soup.
Stats: 90/100/110/100/60/120

Reasoning: Brad Armstrong is depressing to say the least. Without spoiling too much about LISA all of his attacks are based on abilities he gets in the game, with the exception of three moves. Pyro Ball, Joy, and Soup Drink are all based on items in the game with the same effects. I'd go more in depth but LISA is a game that needs to be experienced.
Prior to the apocalypse happening Brad was a martial artist who ran a dojo, hence his fighting type. He mainly relies on punches and kicks. He even gets moves such as machine gun fist, surprise attack, and fire ball. However you can lose limbs and so sliding and biting eventually become more necessary due to a lack of arms. At the end of the game you get the skills: bite, scream, cry, burning head slide, fire blast, and charging headbutt. These are represented by crunch, hyper voice, flare blitz, fire blast, and skull bash respectively. He also gets memento due to visions of his late sister and his father haunting him constantly throughout the game.


1579482084737.png

Pokémon: Susano
Franchise/Origin: Okami
Type
: Fighting
Ability: Super Luck/Guts/Justified
Moves:Slash, Cut, Night Slash, Psycho Cutter, Sacred Sword, Moonlight, Leaf Blade, Swords Dance, Focus Energy, Cosmic Power, Smart Strike, Wood Hammer, First Impression, Solar Blade, Fury Cutter, Close Combat, Detect, Knock Off Celestial Cleaver, Divine Intervention.
Signature move:
Celestial Cleaver:
Fighting/Physical/It's just a fighting type megahorn.
Divine Intervention:Fighting/Status/10PP/Raises speed by one stage and pumps the user up.
Stats: 105/128/80/55/80/102

Reasoning: Susano is a lazy warrior who Amaterasu has to help out, a lot. Despite his laziness and cowardice he gets himself to all sorts of situations that, thanks to a white wolf, he comes out of alive. To those who have played the game before most of this moveset will make some sense. To those who have not played the game before, what are you doing? It's been ported to so many consoles at this point that you should probably go do that. However in the case that you're adamant about not playing the game let's just say that he has ties to the gods, the moon, and fate. This in turn explains divine intervention, cosmic power, moonlight, detect, smart strike, and solar blade(moonlight is just sunlight reflected off the moon). From there most of his other moves are more for generic swordsmen martial artist stuff, with celestial cleaver being the name of his finishing attack in Okami.
Okay so basically you help this drunken idiot throughout the first third of the game. Wherever you go he suddenly appears and he's in trouble. You normally help him via slashing shit to make it look like he's the one using that sword of his, however he manages to catch on real quick. He knows the gods are helping him and blames it on his relation to the hero Nagi. Unfortunately he resents his ancestor so much that he pulled out the sword that sealed Orochi. It isn't until his girlfriend gets kidnapped that he accepts his fate and helps to slay Orochi. Using the power of moonlight to enhance his blade, and some divine intervention, he chops off 7 of Orochi's eight heads. The last head he slices off himself with the celestial cleaver. After all that Susano is seen as a hero and its revealed that this idiot knew that Amaterasu was a god. He also gets fucked in a cave that has a huge statue to his ancestor.
 
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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.


E94E0E7C-7350-407C-9186-5EDAE6A76AC6.png

Pokemon: Ridley
Type: Dark/Dragon
Abilities: Moxie/Stakeout/Analytic
Stats: 102/126/96/95/86/75 (580)
Moves: Crunch, Night Slash, Brutal Swing, Throat Chop, Pursuit, Knock Off, Punishment, Bite, Dark Pulse, Dragon Claw, Dragon Rush, Dual Chop, Dragon Tail, Breaking Swipe, Outrage, Dragon Breath, Dragon Pulse, Draco Meteor, Brave Bird, Acrobatics, Sky Drop, Wing Attack, Fly, Bounce, Air Slash, Heat Wave, Flame Burst, Fire Blast, Fury Swipes, Slash, Steel Wing, Iron Tail, Nasty Plot, Taunt, Torment, Whirlwind, Roar, Tailwind, Leer, Scary Face, Dragon Dance, Roost, Endure
Overview: It’s freaking Ridley, what else is there to say? Dark/Dragon because he’s a space pirate dragon, who has ascended the ranks among them due to his cold, calculating mind and brutal attacks. Ridley revels in destruction, similar to Gyarados, which is why he gets Moxie. Stakeout is something Ridley would do, lying in wait for an approaching enemy for the opportune moment to strike. And Analytic is meant to represent the fact that it’s not just a giant monster you’re fighting, but rather a cold, calculated killer. His stats are high, but notably, his Speed is lower than Samus’ Speed due to Samus almost always having a mobility advantage over Ridley in some way, and his SpD is lower than his Defense due to Samus being able to take him on with her weaponry, but it’s implied his defense is at least passable. His moves consist of powerful Dark type moves full of nasty techniques Ridley would perform, Dragon and Fire moves representing his beast-like fighting and plasma breath, his Flying type attacks representing his wings and flight in his battles with Samus, including Steel Wing, and Iron Tail represents his tail skewer. Draco Meteor and Dragon Dance were added because Ridley could probably learn those techniques ingame. Roost was added as most other winged Pokemon learn it. Most of his other status moves were added because he’s easily capable of them, and Endure was added because he just flat out refuses to die. Of course, Ridley has a well known, alternate form, but I’ll save that one for a different sub...
 
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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 here's a new sub.

"I SAID, I thought you'd might be lonely, so I came here to see you! ...You're welcome."
Pokémon: Severa
Type: Fighting
Ability: Fierce Rival (Apply a Laser Focus status if an active teammate lands a crit.) / Armsthrift (Moves have a 20% chance to not consume PP. If this ability activates against Pressure, it and the further deduction caused by Pressure cancel each other out.) / Defiant
New Item: Selena's Blade (Only usable by Severa during her time as Camilla's retainer (That is to say the Older form (even though she's like 19 or smth in that form)) and thus its effects are nothing for others. When targeting or targeted by another mon, x1.25 on all stats if the boosts still wouldn't push her higher offense past the other mon's higher offense. If targeting a Steel-type: If the move is Fighting-type, it ignores the effectiveness of any types that resist it. (Not immunities; Steel/Ghosts are still immune to her STABs) Otherwise, if the move is slash-based, it just simply hits the Steel type for SE Damage.)
Moves: Sacred Sword, Psycho Cut, Solar Blade, Slash, Aerial Ace, Swords Dance, Close Combat, False Swipe, Air Slash, Fury Cutter, Work Up, Laser Focus, Thunderbolt, Brick Break, Retaliate, Swagger, Reversal, Smart Strike, Fury Cutter
Stats (Younger/Base): 75/120/80/50/80/100 [BST 505]
Stats (Older): 75/80/100/50/80/120 [BST 505]
Reasoning: Fighting because she's just a simple swordswoman who rejected the sky to carve out her own path distinct from her mother's. Armsthrift is an ability of her Mercenary class that she starts off with in Awakening, and Fierce Rival is... exactly what it does in Fates. Defiant because that’s her personality. No Night Slash and Yes Retaliate because harsh as she is, she cares for everyone deep down. Movepool is a bunch of sword based moves with Aegislash and Zacian as reference points, and Thunderbolt thrown in because any Sword class in the games she's in can use a Levin Sword, no exceptions, even if her SpA is too terrible to utilize that with. Swagger because prideful, and Reversal because of fighting spirit I guess. Stats for her Nohrian days were from taking the growths of her Bow Knight spread (Likely the more canon promotion and has the worst Strength among her growths, which she doesn't specialize in really) and with Defense and SpA cranked up a bit. (Defense was equalization between that Spread and the Hero Spread, SpA just simply to minmax it less and because her Magic modifier is neutral anyway) Her stat spread was different back in the Ylissean days, and thus the stats were shuffled accordingly, with Lucina as a reference point of sorts. Selena's Blade does exactly as it does in FE: Heroes. It gives a +3 Omniboost in combat against a unit whose Attack exceeds hers by 3 before said Omniboost would be applied and deals more damage against armored units, hence the added buffs against the Steel type. Still though... Selena's Blade effectiveness boosts are no joke. Aerial Ace annihilates Photoshop Flowey and Titan Dweevil, Psycho Cut makes short work of GLaDOS, and everything else is everything else I suppose.
 
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Pokémon: Pandora
Franchise: Kid Icarus
Type:

Ability: Levitate | Prankster | [HA] Cursed Body
Moves: Vacuum Breath, Dark Pulse, Crunch, Sucker Punch, Knock Off, Shadow Sneak, Shadow Ball, Hex, Phantom Force, Psychic, Psyshock, Zen Headbutt, Flame Charge, Flamethrower, Fire Blast, Fireball (see Bowser), Sludge Bomb, Dig, Bounce, Liquidation, Waterfall, Surf, Explosion, Will-O-Wisp, Calm Mind, Taunt, Disable, Encore, Confuse Ray, Switcheroo, Curse, Teleport
Stats: 101 HP/88 Atk/73 Def/102 SpA/127 SpD/63 Spe (554 BST)

Vacuum Breath |
|
| 85 BP | 8 PP | 100% | Damages and traps for 2 turns.

Pandora @ Iron Ball
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Hasty Nature
- Switcheroo
- Disable
- Encore / Taunt
- Vacuum Breath
Pandora becomes Amazon Pandora when exposed to Rewind Spring Water.


Pokémon: Amazon Pandora
Type:

Ability: Levitate | Prankster | [HA] Serene Grace
Moves: Capture Circle, Pandora's Box, Heart Blast, Dark Pulse, Dazzling Gleam, Draining Kiss, Shadow Ball, Psychic, Psyshock, Mirror Coat, Psycho Cut, Night Slash, X-Scissor, Sacred Sword, Aerial Ace, Sludge Bomb, Liquidation, Waterfall, Surf, Nasty Plot, Swords Dance, Taunt, Disable, Trick, Light Screen, Reflect, Confuse Ray, Teleport
Stats: 91 HP/108 Atk/63 Def/112 SpA/77 SpD/103 Spe (554 BST)

Capture Circle |
|
| 8 PP | Entry hazard that works once. Traps the opponent for 2 turns, and lowers their Speed by 1 stage. Can't be stacked.
Pandora's Box |
|
| 8 PP | Entry hazard that works once. Badly poisons the opponent. Can't be stacked.
Heart Blast |
|
| 40 BP | 24 PP | Hits 1-3 times.

Amazon Pandora @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Hasty Nature
- Capture Circle
- Light Screen
- Reflect
- Draining Kiss

Amazon Pandora @ Life Orb
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Dark Pulse
- Heart Blast
- Psychic
Reasoning: Pandora is the goddess of calamity. She uses tricks to her advantage. Both of these would explain the Dark-type. She's always floating, giving her Levitate, and Prankster goes back to her using tricks. She starts off in a form that resembles a ghost. In this form, she can use fire attacks, and also suck you in. She can bounce in the air or go underground, hence Bounce and Dig. Water moves since she went in the Rewind Spring. Going into the spring reverted her to Amazon Pandora, her original form. She can fire hearts, and use traps. She can also fight with a sword, giving her slashing moves and Swords Dance. She can create a barrier to reflect attacks, giving Mirror Coat and screens.
Great Fairy of Magic.PNG

Pokémon: Great Fairy of Magic
Franchise: The Legend of Zelda
Type:

Ability: Levitate
Moves: Magic Grant, Din's Fire, Aromatherapy, Dazzling Gleam, Draining Kiss, Giga Drain, Leaf Storm, Surf, Psychic, Psyshock, Hyper Voice, Barrier, Reflect, Light Screen, Misty Terrain, Leech Seed, Ingrain, Rain Dance, Aqua Ring, Wish, Teleport
Stats: 175 HP/33 Atk/43 Def/100 SpA/128 SpD/40 Spe (519 BST)

Magic Grant |
|
| 16 PP | One turn after this move is used, whichever Pokémon is on the user's side of the field has the PP of all their moves restored by 2.
Din's Fire |
|
| 75 BP | 24 PP | 100% | Hits everyone in a Double Battle. 50% chance to burn.

Great Fairy of Magic @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Din's Fire
- Aromatherapy
- Wish
- Magic Grant

Great Fairy of Magic @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Reflect
- Light Screen
- Leech Seed
- Din's Fire
Reasoning: Great Fairy of Magic is one of five Great Fairies in the Ocarina of Time/Majora's Mask timeline. This one focuses on magic, and can restore Link's magic, or give him magic in the first place. She always floats in the air. Surf, Aqua Ring and Rain Dance because she comes from a fountain, and Grass moves because she's covered with plants. Barrier, Reflect and Light Screen are from Nayru's Love, which she can give Link in Ocarina of Time. She can also give him Din's Fire, which is a dome of fire created around the user.

resub

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.
 

Pokemon: Steroids (Nuclear Throne)
Type: Fighting
Ability: Immunity / Hustle
Moves: Thunderbolt, Flamethrower, Body Slam, Dig, Superpower, Bulk Up, Fake Out, Giga Impact, Strength, Heavy Slam, Iron Defense
Stats: 80 / 110 / 110 / 80 / 55 / 65
Reasoning: I made Steroids to fulfill the same role in pokemon that he does in Nuclear Throne: Insane damage output, but at the cost of terrible accuracy and higher ammo (in this case PP) consumption. Fighting is because he's extremely muscular and strong. Hustle comes from his in-game ability, where he dual-wields weapons but has much lower accuracy than other characters. His moves are based around some weapons in-game and also his huge size and strength.


Pokemon: Hyper Crystal (Nuclear Throne)
Type: Rock
Ability: Levitate
Moves:
Stats:

Pokemon: Cursed Hyper Crystal
Type: Rock/Ghost
Ability: Levitate
Reasoning: wip
 
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T.I.A.

formerly Ticktock
Ryu SSBU.png

"You must defeat Shen Long in stand a chance."
Pokémon: Ryu (Can become Evil Ryu by learning Shun Goku Satsu and also works out of battle.)
Type: Fighting
Abilities: Iron Fist / Justified / Guts
Moves: Hadoken, Shoryuken, Tatsumaki Senpukyaku, Brick Break, Mega Punch, Mega Kick, Fireball (from Bowser), Dragon Fist (from Goku), Sky Uppercut, Rapid Spin, Aura Sphere, Bulk Up, Circle Throw, Close Combat, Counter, Detect, Double Kick, Fire Punch, Thunder Punch, Protect, Hyper Beam, Kamehameha (yes, from Goku again), Wild Charge, Storm Throw, Feint, High Jump Kick, Jump Kick, Drain Punch, Power-Up Punch, Low Kick, Low Sweep, Reversal, Rolling Kick, Seismic Toss, Triple Kick, Vital Throw, Vaccum Wave, Submission, Superpower, Shun Goku Satsu, Taunt
New Moves: Hadoken: Fighting/Special/100 BP/95% Accuracy/10 BP/Ballistics/Deals both Fighting and either Fire or Electric type damage depending on which is more effective. Can hit Ghost-types. Can be powered up by Mega Launcher.
Shoryuken: Fighting/Physical/110 BP/90% Accuracy/10 BP/Punch/Deals both Fighting and either Dragon or Electric type damage depending on which is more effective. Can hit airborne targets and grounds them for a turn.
Tatsumaki Senpukyaku: Fighting/Physical/50 BP/90% Accuracy/15 BP/Deals 2 hits in one turn. Can hit airborne targets.
Shun Goku Satsu: Fighting/Physical/150 BP/100% Accuracy/5 BP/Deals Fighting-type and Dark-type damage at the same time. Bypasses protection, but can't hit airborne targets.
Stats: 80/110/80/110/80/100 [BST 560]
Reasoning: Surprising no one though of doing this. Anyways, Fighting because....really, WHY would you question that. Iron Fist because fighting game, and Justified from the hatred of Akuma and his Satsuei no Hado. His 3 signature move being his famous special moves, and some other more representing them. A few fire and electric moves to represent his affinity to them, and for Kamehameha, I guess it could represent his Shinku Hadoken, which is sometimes represented as a laser. His stats are somewhat average, but being the main character, I guess it could be expected. The rest of them is basically every move I can think of representing a fighting game: punches, kicks, throws, Counter, Reversal. There may be a few missing. He also has a evil form, but that'll be coming later. And by later I mean right now. The Shun Goku Satsu, needed for that form, is also intentionally overpowered because it was the strongest move it got, and it being a grab makes it unable to be blocked, but it can't hit airborne targets (only Oni and Cyber Akuma have that). Guts is because Fighting-type attacker, so I guess it could work.

Pokémon: Evil Ryu
Type: Fighting/Dark
Abilities: Iron Fist / Moxie / Guts
Exclusive Moves (will lose these moves if he doesn't have Shun Goku Satsu): Teleport, Beat Up, Dark Pulse, Feint Attack, Foul Play, Knock Off, Nasty Plot, Obstruct, Payback, Assurance, Power Trip, Pursuit, Sucker Punch, Throat Chop, Topsy Turvy
Stats: 80/140/60/140/60/120 [BST 600]
Reasoning: When his Satsuei no Hado kicks in, he becomes Evil Ryu. Dark for the impure energy flowing through his body, Moxie for his urge to kill, and his more glass cannon driven stats are also a extension of this. Teleport for the Ashura Warp and Dark-type moves for STAB without going too out of hand.
 
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Cookie Butter

formerly the someone
Black Alice.png

Pokémon: Black Alice
Typing: Dark/Dragon
Ability: Limber / Suction Cups / Cute Charm
Moves:
Damaging: Octolock, Octazooka, Gunk Shot, Belch, Poison Jab, Sludge Wave, Sludge Bomb, Poison Gas, Dragon Breath, Draco Meteor, Breaking Swipe, Dragon Rage, Dragon Tail, Dragon Pulse, Outrage, Foul Play, Play Rough, Crunch, Jaw Lock, Sucker Punch, Knock Off, Brutal Swing, Payback, Power Trip, Pursuit, Power Whip, Giga Drain, Horn Leech, Leech Life, Drain Punch, Bind, Wrap, Ancient Power, Blizzard, Icy Wind, Flare Blitz, Inferno, Fire Blast, Thunder, Earthquake, Tri Attack, Stored Power, Dark Pulse, Explosion, Lick, Draining Kiss
Status: Coil, Glare, Dragon Dance, Autotomize, Attract, Captivate, Tickle, Milk Drink, Nasty Plot, Lovely Kiss, Sweet Kiss, Strength Sap, Ingrain, Recycle, Stockpile, Swallow, Spit Up, Growth, Parting Shot, Teleport, Torment, Snatch, Substitute, Trick Room
Signature Move: Monster Lord's Cruelty (Dark-type Spacial Rend).
Stats: 93/98/96/120/100/103 (610)

All forms below are out-of-battle.

Form: Second Form Black Alice
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above. If Ultimate, all TMs/HMs/TRs/tutor moves.
Stats: 103/98/106/130/110/73 (620)
Stats (Ultimate): 113/108/116/130/120/93 (680)

Form: Third Form Black Alice
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above plus Summon Wind Spirit [+1 Acc/+2 Spe. Same as Promestein] and Summon Earth Spirit [+1 Atk/Def/SpD.Same as Promestein]. If Ultimate, all TMs/HMs/TRs/tutor moves.
Stats: 103/118/96/130/90/93 (630)
Stats (Ultimate): 113/133/106/135/100/103 (690)

Form: Final Form Black Alice
Ability: Elimination / Berserk / Gluttony
Elimination: Moves used by this Pokemon against trapped targets will always result in a critical hit.
Movepool Additions: All of the Ultimate version of her movepool, except No Retreat replaces Parting Shot and Teleport.
+Summon Water Spirit: +1 SpA/+2 Eva (banned due to Evasion clause)
+Summon Fire Spirit: +2 Atk/+1 SpA
Stats: 113/133/116/135/110/93 (700)
Reasoning:
  • Typing: Black Alice is the 8th Monster Lord, meaning the 8th direct descendant of the manifestation of darkness itself, plus she plotted to control the world (Dark). Her true form and that of her ancestors is that of lamias, monster girls with snake and/or dragon-like qualities, with Black Alice herself having a six-horned snake lower half in her full power form (Dragon).
  • Abilities: Limber, Suction Cups and Sticky Hold due to her tentacles. Shed Skin due to her snake qualities. Elimination because of her battle mechanics in the original game. Berserk because she was called as such in this form, due to her uncontrolled power. Gluttony because of how her runaway power warped her desire to "control the world" into "consume the world."
  • Move: The moves could be split into a few categories, fitting STAB, snake move because lamia, octopus moves because tentacles, drain and poison moves because she wants to consume everything, temptation moves (kisses and attract) from being a monster girl, elemental moves from being a magic expert. Ultimate forms get all TMs/HMs/TRs/tutor moves because she has the genes of all monsters, and can grow organs from all of them.
  • Signature Move: In Monster Girl Quest, summoning the four elemental spirits gives a wide range of buffs to the user. Black Alice's ally (Promestein) mass-produced elemental spirit clones, allowing her and her allies to use them. Black Alice is shown using all four types of elemental spirits. As for the Dark-type Spacial Rend clone, that move "completely erases all traces of the target's existence with its overwhelming darkness."
  • Stats: Her boss stats are pretty well-rounded, but she is said to have "incredibly high powered magic" so of course SpA would be higher. I tried to differentiate between her forms by shifting some points here and there. The difference between regular and Ultimate Second/Third Forms is that the regular is her own power (shown in a boss battle in the past), while the Ultimate form is after she absorbed Goddess Ilias (in the final moments of the game). As for the reason she's so strong, her final form is the 2nd strongest enemy in the original MGQ (the strongest is Goddes Ilias who throws out Big Bangs as regular attacks and who Black Alice absorbed, albeit imperfectly).

Chaos Alice.png

Pokémon: Goddess of Chaos Black Alice
Typing: ???
Ability: Mold Breaker
Moves: Final Form version of her movepool, plus regains Parting Shot and Teleport, plus Doom Desire.
Signature Move: Great Disaster (???-type Spacial Rend).
Stats: 113/133/116/135/120/113 (730)
Reasoning:
  • Type: In this form, Black Alice is the Goddess of Chaos. Chaos is nothing.
  • Abilities: Successfully merging darkness and light was thought to be impossible, until Black Alice did it, so she gets Mold Breaker. Chaos also "consumes space-time itself" so bypassing defensive abilities makes sense.
  • Stats: By somehow merging light and darkness and becoming the Goddess of Chaos, Black Alice surpassed the power of the other two Goddesses. Chaos consumes space-time itself and leaves nothing behind in its wake, and will continue to consume until absolutely nothing in existence remains. So this multiversal threat having high BST is logical.

Pokémon: Alicetroemeria
Typing: Dark/Psychic
Ability: Pretend Mage - x1.3 to Dark-type and Time-based moves; Dark-type and Time-based moves can always be selected.
Time-based moves: Ancient Power (also Relic Song and Roar of Time, though Black Alice doesn't get it)
Moves: Same as base Black Alice.
Stats: 93/98/96/120/100/103 (610) (Same as base Alice)
Reasoning: Alice's recruitable form, pretending to be a human mage.

Pokémon: Kogasa Tatara
Typing: Ghost/Water
Ability: Unaware / Unnerve / Levitate
Moves: Damaging - Scald, Shadow Ball, Hydro Pump, Water Pledge, Hurricane, Weather Ball, Liquidation, Dazzling Gleam, Flash Cannon, Aurora Beam, Signal Beam, Lick, Astonish, Hex, Night Shade, First Impression, Fake Out
Status - Rain Dance, Scary Face, Mean Look, Will-o-Wisp, Spotlight, Light Screen, Reflect, Flash, Roost
Signature Moves: Over the Rainbow (80 BP | Water | Special | 10 PP | 100 Accuracy | A rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Serene Grace Ability.)
Scare Attempt (70 BP | Ghost | Special | 10 PP | 100 Accuracy | If successful, the user switches out and is replaced immediately by a selected party member.) Flavor: The user attempts to scare the opponent. After an unsuccessful attempt, the user walks away in shame.
Stats: 100/40/95/85/100/70 (490)
Reasoning: WIP
Roost because basically most flying things in Pokemon get it, and the umbrella deserves some rest.
 
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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
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Resub

"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, Psychic, 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.

Potential Sets:

Mona @ Choice Specs
Ability: Persona Summon
EVs: 4 Def / 252 SpAtk / 252 Spe
Timid Nature
- Parting Shot
- Garu
- Psychic
- Dark Pulse

Mona @ Focus Sash
Ability: Persona Summon
EVs: 252 Atk/ 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Lucky Punch
- Zen Headbutt / Power Whip
- Extreme Speed

AND A NEW CHALLENGER

"Grass grows... birds fly... sun shines, and brother? I hurt people. I'm a Force a nature; if you were from, where I was from, you'd be fuckin' dead!"


1579490558867.png


Pokémon: Scout

Franchise/Origin: Team Fortress 2

Type:



Abilities
Steelworker
Quick Feet
Weapon Switch*
If the user uses a contact move, swap form to Scout-Melee and use the attack; if the user is Scout-Melee, all contact moves will hit twice. If the user uses a noncontact move, swap to Scout-Primary and use the attack. Starts off as Scout-Primary.
Moves: Extreme Speed, Bat Swing*, BONK! Atomic Punch*, Scattergun Spray*, Pistol Shot*, Quick Attack, Work Up, Mach Punch, Bullet Punch, Focus Energy, Bide, Counter, Mystical Fire, Shadow Bone, Double Kick, High Jump Kick, U-Turn, Parting Shot, Confide, Taunt, Torment, Wild Charge, Hyper Voice, Boomburst, Uproar, Fury Attack, Knock Off, Brutal Swing, Swagger, Substitute, Detect, Snore, Echoed Voice, Vacuum Wave, Facade, Screech

Signature moves:
Bat Swing | 35 BP |
|
| 15 PP (24 PP max) | 85% Accuracy | Hits 3 times.
Scattergun Spray | 110 BP |
|
| 5 PP (8 PP max) | 80% Accuracy | Non Contact.
BONK! Atomic Punch | -- BP |
|
| 5 PP (8 PP max) | -- Accuracy | Upon use, the user will become invulnerable for 3 consecutive turns. Can only use Taunt, Parting Shot, Confide, Swagger, Screech, and Torment when the effect is active, however.
Pistol Shot | 15 BP |
|
| 20 PP (32 PP max) | 80% Accuracy | No contact. Has +1 Priority and hits 2-5 times.

Stats:
Scout-Primary
HP: 60
Atk: 90
Def: 35
SpAtk: 40
SpDef: 30
Spd: 145

Scout-Melee
HP: 60
Atk: 65
Def: 35
SpAtk: 40
SpDef: 30
Spd: 170

Reasoning:
Scout is all about being an in your face, offensive merc with a mouth, and it shows in both his base game as well as his Crossover Chaos incarnation. Thanks to the unique ability to swap his weapon and thus his stats, he is all about multi-hits (thanks to the sheer speed of his Melee and his strong mobility in the base game) as well as dishing out sheer bullshit in his moves. All of his moves are references to his speed and his character, and his unique moves are based on his kit from Team Fortress 2. His stats and the BP of his moves make homage to the statistics in the game. Scattergun Spray has 110 BP, a reference to its max damage in the main game; Pistol Shot has 15 BP per hit, a reference to its max damage per shot in the main game; Bat Swing deals 35 BP per hit, a reference to the base damage of the move; and his HP/Def/Spdef all add up to 125, his total HP in the main game. Mystical Fire and Shadow Bone are very peculiar choices, however both make reference to Scream Fortress's Redmond v. Blutarch special where the mercs were blessed with magic spells.

Scout has several sets that he is able to run, which is a very deliberate reference to the ability to vary your loadouts in the main game as well. He can be a terrifying support/pivot with BONK! based sets utilizing Swagger, Taunt, Screech, and Parting Shot, perform with a Steelworker set to capitalize on his new STAB options, or run a Weapon Switch set to both better his speed and ravage the opposition with a myriad of multihits. It's worth noting he's very Ghost weak, as they are immune to most of his moves. However, make no mistake, because this merc with a mouth will blow you straight outta Boston.

Potential Sets:

Steelworker Revenge Killer

Scout-Primary @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Scattergun Spray
- High Jump Kick / Knock Off
- Extreme Speed

Weapon Change Revenge Killer / Substitute Buster

Scout-Primary @ Choice Band
Ability: Weapon Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Extreme Speed / Bat Swing
- High Jump Kick
- Knock Off / Shadow Bone / Wild Charge

Supportive Pivot

Scout-Primary @ Mental Herb
Ability: Steelworker / Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- BONK! Atomic Punch
- Scattergun Spray / Extreme Speed
- Screech / Taunt / Swagger
- Parting Shot

"Some people think they can outsmart me... maybe, maybe... but, I have yet to see man who can outsmart bullet."


1579576246928.png


Pokémon: Heavy

Franchise/Origin: Team Fortress 2

Type:



Abilities
Steelworker
Iron Fist
Weapon Switch*
If the user uses a contact move, swap form to Heavy-Melee and use the attack. If the user is Heavy-Melee, defense and special defense is multiplied by 1.3x. If the user uses a noncontact move, swap to Heavy-Primary and use the attack. Starts off as Heavy-Primary.
Moves: Bulk Up, Shotgun Spray*, Sandvich*, Sasha*, Screech, Close Combat, Superpower, Mystical Fire, Shadow Bone, Curse, Revenge, Mega Punch, Dynamic Punch, Power Up Punch, Comet Punch, Rock Smash, Hammer Arm, Sky Uppercut, Payback, Bide, Counter, Power Trip, Protect, Substitute, Fire Punch, Focus Punch, Knock Off, Facade, Follow Me, Wide Guard

Signature moves:
Shotgun Spray | 95 BP |
|
| 10 PP (16 PP max) | 85% Accuracy | Non Contact.
Sandvich | -- BP |
|
| 5 PP (8 PP max) | -- Accuracy | The user heals 100% of HP on use, however, the move cannot be used for 2 turns after being used. Can heal 50% of an ally's HP as well, however with the same downside.
Sasha | 10 BP |
|
| 10 PP (16 PP max) | 80% Accuracy | No contact. Hits 12-15 times. Almost always moves last (-1 priority).

Stats:
Heavy-Primary
HP: 150
Atk: 105
Def: 75
SpAtk: 40
SpDef: 75
Spd: 10

Heavy-Melee
HP: 150
Atk: 65
Def: 75
SpAtk: 40
SpDef: 75
Spd: 50

Reasoning:
Heavy is, well, a tank, through and through. He's about dishing out extremely high damage as well as being able to take it, as homage to the main game he's from. Thanks to his heavy close quarters (punching) flavor as well as his heavy use of weaponry, he's blessed with Iron Fist and Steelworker respectively to fully mechanize him as a heavy threat. However, similar to his main game incarnation, he is abysmally slow, meaning that you'll either need to pull off a Bulk Up late game sweep, or you'll need to run him on Trick Room. While he's a menace in Trick Room, his main move--Sasha--suffers from negative priority, as a reference to how his weapon requires a spin-up before firing. While it's an absolutely brutal move in execution, it will require the user to carefully decide when to use it as even with Trick Room support, it will require Heavy to soak a hit before using it. To compensate, though, Heavy gets access to his precious Sandvich and Shotgun, both of which provide him with incredible recovery and a reliable Steelworker move outside of Sasha. Sandvich also requires coordination as it needs to recharge, but it provides both him and his allies with a great utility to make him able to take more heat.

Similar to his much faster counterpart, he has many sets he can run as merit of Weapon Change as well as his other abilities.

Potential Sets:

Steelworker TR Abuser / Wallbreaker

Heavy-Primary @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpDef
Adamant Nature
- Sasha / Shotgun Spray
- Close Combat
- Facade
- Knock Off / Sandvich

(If TR: 0 IVs speed, Brave nature)

Iron Fist TR Set Up Sweeper

Heavy-Primary @ Leftovers
Ability: Iron Fist
EVs: 248 HP / 8 Atk / 252 SpDef
Careful Nature
- Bulk Up
- Mega Punch
- Hammer Arm
- Sandvich

(If TR: 0 IVs speed, Sassy nature)

Weapon Change Set Up Sweeper

Heavy-Primary @ Leftovers
Ability: Weapon Change
EVs: 248 HP / 8 Atk / 252 SpDef
Careful Nature
- Bulk Up
- Facade / Mega Punch
- Substitute
- Sandvich
 
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Batter.png

Pokémon: The Batter
Franchise/Origin: OFF
Type: Fighting/Fairy
Ability: Justified, Inner Focus (Sheer Force)
Moves: Knock Off, Submission, Revenge, Reversal, Superpower, Bulk Up, Play Rough, Purify, Photon Geyser, Light of Ruin, Moonlight, Beat Up, Brutal Swing, Breaking Swipe, Darkest Lariat, Foul Play, U-Turn, Power Trip, Punishment, Taunt, Torment, Drum Beating, Meteor Assault, Detect, Counter, Retaliate, Slam, Work Up, Thrash, Smart Strike, Bolt Strike, Double Hit, Bludgeon (from Gale), Slap (from Austin) Homerun
Signature Move: Homerun (80 BP Physical Fighting type move. Does not make contact, 100% accuracy, does not affect pokemon with Bulletproof. Super effective against ghost types. Heals target's status condition in addition to doing damage. If so, heals user 50% health.)
Stats: 90/130/72/60/72/111 (535)
Battle-BadBatter.png

Pokémon: The Batter (Bad Batter Forme)
Franchise/Origin: OFF
Type: Fighting/Dark
Ability: Battery, Dark Aura (Levitate)
Moves: Same as above, except Ultimate Purification replaces Homerun.
Signature Move: Ultimate Purification (180 BP Physical Dark type move. Does not make contact, 100% accuracy. Lowers the user's Defense, Special Defense, and Speed by one stage after use.)
Stats: 90/130/72/60/72/111 (535)

Reasoning: The Batter is the main character from the haunting RPG, OFF. He's depicted as a baseball player, but is more than meets the eye. The Player controls The Batter's actions, following his goal of "purifying" the world in which he lives. This purification comes through as a fairy typing. Most of his moves revolve around baseball terms- he can swing a bat but is not depicted using his own limbs, thus: he learns moves that involve hitting and strikes, but not any punching or kicking moves. The batter, when seen through the perspective of one of the other characters in OFF, The Judge, is seen as the "Bad Batter," and The Player ends up fighting the character they'd been playing the whole time. This creature, given its hideous appearance, implies darkness and malevolence behind The Batter's goal of purification, thus it gains the dark typing. However, as this is just a perspective change, both formes function similarly, using a variety of dark type moves along with a smattering of baseball-themed attacks to send their opponents to the next plane.

Abilities and moves should be pretty self explanatory- things like the secondary effect of Homerun and Bad Batter forme getting Battery are basically puns/jokes on the original pokemon moves. Photon Geyser and Light of Ruin represent what "purify" means in OFF, which is more along the lines of death, exorcism, or smiting.
 
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Pokémon: Guardian
Origin: Minecraft
Type: Water/Rock
Ability: Swift Swim / Rough Skin
Stats: 80/60/90/100/70/70 (470)
Notable Moves: Surf, Power Gem, Flash Cannon, Signal Beam, Dragon Pulse, Ice Beam, Charge Beam, Spiky Shield, Splash
Reasoning: Laser shooty fish. Water because fish. Rock because its skin looks like rock and it drops both prismarine shards and prismarine crystals. Swift Swim and Surf is generic fish that lives in water stuff, Rough Skin and Spiky Shield because of its spines that can hurt you if you attack while they're extended, Splash because that's what it does if it's taken out of water. The rest of its moves are because it attacks with lasers.

(Guardian evolves into Elder Guardian... some way or another, and can use Eviolite.)

Pokémon: Elder Guardian
Origin: Minecraft
Type: Water/Rock
Ability: Mining Fatigue / Rough Skin
*Mining Fatigue: Prevents opponents from clearing hazards while the user is on the field.
Stats: 130/80/100/130/80/70 (590)
Notable Moves: As above + Curse
Reasoning: A miniboss version of the Guardian. Higher stats because they're stronger, Mining Fatigue is from the status they inflict on you that makes it harder to mine blocks, Curse because this is apparently some sort of curse going by the sound file name.
 
Resubbing Leo.

Nohrian law is blunt on the subject of traitors. There is only one punishment... The sentence is death.
Pokémon: **Leo**
Franchise: Fire Emblem
Type: Dark/Psychic
Ability: Pragmatic [Boosts move's power by 25% when attacking a target with <100% HP, and reduces incoming move's power by 25% when defending against an attacker with <100% HP.] (HA: Arena Trap)
Moves: Brynhildr [ 130 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, Grass Knot, Forest's Curse
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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Pokemon: Hexaghost (Slay the Spire)
Type: Ghost/Fire
Ability: Flame Body
Moves: Divider*, Inferno, Searing Shot, Will-O-Wisp, Shadow Ball, Tackle, Mystical Fire, Power Gem, Fire Blast, Overheat, Ember, Flamethrower, Hex, Curse, Work Up
-Divider (Ghost type Wring Out Clone, +3 Priority, only usable on the first turn out)
Stats: 120/50/65/120/90/55 (BST: 500)
Reasoning: Hexaghost is one of the three 1st Act bosses you fight in Slay the Spire. It generally uses fire based attacks, and the ghost typing is pretty self explanatory. It's signature move, Divider, is a move that it uses at the start of the fight, and only once . The move is interesting because you take more damage when you are at a higher HP. Flame Body is pretty self explanatory.

Work Up
Hexaghost @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Divider
- Fire Blast / Searing Shot
- Shadow Ball / Hex
- Work Up

Choice Specs
Hexaghost @ Choice Specs
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Divider
- Searing Shot / Fire Blast
- Hex / Shadow Ball
- Power Gem



Pokemon: Slime Boss (Slay the Spire)
Type: Poison
Ability:
Slime Boss: Split (Upon reaching 50% HP, this pokemon changes into Large Slimes, and this ability changes to Split 2)
Large Slimes: Split 2 (Upon reaching 25% HP, this pokemon changes into Medium Slimes, and this ability changes to Quartered. This pokemon takes 50% less damage from attacks, moves that would be split moves in double battles deal full damage.)
Medium Slimes: Quartered (This pokemon takes 75% less damage from attacks, moves that would be split moves in double battles deal full damage.)
Moves: Toxic, Sludge Bomb, Sludge Wave, Gunk Shot, Acid Armor, Lick, Slam, Heavy Slam, Heat Crash, Body Slam, Acid Spray, Tackle, Spikes, Acid, Toxic Spikes, Recover
Stats:
Slime Boss- 150/90/90/90/90/90 (BST: 600)
Large Slimes- 150/45/45/45/45/45 (BST: 375)
Medium Slimes- 150/23/23/23/23/23 (BST: 265)
Reasoning: Slime Boss is another Act 1 boss in Slay the Spire. It's gimmick is that when it reaches 50% HP, it divides into two weaker slimes, and those slimes divide into four slimes. It generally uses poisonous and slimy attacks, as well as slamming the opponent with it's large body. The slimes it splits into are called Acid slimes and Spike slimes.

Hazard Lead
Slime Boss @ Black Sludge
Ability: Split
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature / Timid Nature
- Gunk Shot / Sludge Bomb
- Spikes
- Toxic Spikes
- Recover



Pokemon: Guardian (Slay the Spire)
Type: Steel
Ability: Defense Mode (If this pokemon takes 12.5% damage or more in one turn, it transforms into Guardian-Defensive Mode until the end of next turn. When in Defensive Mode, this ability also has the effects of Rough Skin)
Moves: Double Iron Bash, Iron Head, Charge, Wild Charge, Whirlwind, Rollout, Double Hit, Flash Cannon, Hyper Beam, Iron Defense, King's Shield, Spikes, Rapid Spin, Clanging Scales
Stats:
Guardian: 100/125/50/50/50/125 (BST: 500)
Guardian-Defensive Mode: 100/50/125/50/125/50 (BST: 500)
Reasoning: The Guardian is the third and final Act 1 boss in Slay the Spire. It’s main mechanic is that it shifts between an offensive and defensive mode when it takes enough damage. When it is in defensive mode, all attacks dealt to it cause slight recoil. It is a robot, so that is where its Steel type comes from.
 
“You will die in a house fire!”

Pokémon: Oracle
Franchise/Origin: DotA 2
Type: Psychic/Fire
Ability: Levitate
Moves: Psychic, Psyshock, Flamethrower, Wish, Protect, Mystical Fire, Moonblast, Reflect, Light Screen, Shadow Ball, Dark Pulse, Mirror Coat, Magic Coat, Safeguard, Heal Block, Will-O-Wisp, Thunder Wave, Substitute, Fairy Lock
Signature move: Purifying Flames- 60 Power Fire Special Move. Casts wish. Switches the user out.
G-Max Move: G-Max False Promise- Replaces psychic moves. Inflicts heal block and torment.
Stats: (95/50/70/85/120/50) BST 470

“Commit! ...or don’t.”
Reasoning: Oracle is a character with some of the deepest mechanical complexity in gaming, and I tried to carry some of that utility over to his design here. With levitate to provide him a good unique defensive typing, and an incredible pivot move via Purifying Flames, Oracle has a great use as a special pivot who can provide unparalleled wish support to his allies.

Oracle does, however, suffer from passivity issues. Despite a decent movepool, his stats are somewhat lacking. His low speed and below average spatk stats can make him somewhat clunky to play with and his low physdef means that Oracle has a hard time dealing with physical attackers in general. But if you can play well, Oracle can be one of the most rewarding Pokémon to use.
 
Last edited:

Mintly

formerly Spook
is an Artist

Pokémon: Peppino Spaghetti
Franchise/Origin: Pizza Tower
Type:

Ability: Speed Boost
Moves: Seismic Toss, Circle Throw, Bite, Crunch, Vital Throw, Flame Charge, Flare Blitz, Return, Frustration, Rest, Sleep Talk, Snore, Mega Punch, Heavy Slam, Rush Tackle, Sludge Bomb, Body Slam
Signature move: Rush Tackle --- Normal --- BP Varies --- Physical --- 10 PP --- 100 Acc --- Power depends on how many speed stages the user has. 20 for none, 40 for 2, 80 for 4, 120 for 6.
Stats: 100/120/100/80/80/60
Reasoning: Peppino delivers from the game Pizza Tower! Sporting a wide variety of moves referencing his many feats such as Fire Peppino (Flame Charge/Flare Blitz), Bomb Peppino (Sludge Bomb), Knight Peppino (Heavy Slam), and his unique ability to run over his opponents at maximum speed, as well as his wide variety of grabbing moves!



Pokémon: Ranno
Franchise/Origin: Rivals of Aether
Type:

Ability: Poison Touch, Water Absorb
Moves: Focus Blast, Aura Sphere, Sludge Bomb, Low Kick, Sky Uppercut, Toxic, Sludge Wave, Gastro Acid, Bubble Beam, Bubble, Belch, Poison Jab, Vaccuum Wave, Close Combat, Cross Chop, Karate Chop, Rolling Kick, Triple Kick, Poison Bubble
Signature move: Poison Bubble --- Poison --- 0 BP --- Status --- 10 PP --- 100 Acc --- Ranno spits a Poison Bubble at the target, giving them Toxic and Lowering their speed by 1 stage.
Stats: 70/100/90/110/90/70
Reasoning: Ranno from Rivals of Aether enters the fray! Ranno is very similar to his in-game counterpart, being rather slow but very technical.
 

Gravity Monkey

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

Spoilers for Killing Harmony
From: Danganronpa V3: Killing Harmony
Typing:

Abilities: Steadfast / Survivor Perk* / Bulletproof
Stats: 80 / 103 / 75 / 75 / 100 / 112 (BST: 545)
Moves: Waterfall, Aqua Jet, Scald, Hydro Pump, Surf, Sucker Punch, Knock Off, Ice Beam, Giga Drain, Psychic, Psyshock, Zen Headbutt, Play Rough, Agility, Nasty Plot, Life Dew, Destiny Bond, Memento, Toxic Spikes, Toxic, Aromatherapy, Amnesia, Quick End*
*Survivor Perk: Download but raises by two stages. Only works once per match.
*Quick End: Grass-type HJK clone

Ultimate ???, Survivor and Adventurer, Rantaro is one of the 16 students of V3. I had to stretch stuff a little considering not a lot of info is available on him, plus he's not a fighting game character at all. Water because he's the Ultimate Adventurer and has a boat, Grass because he's an avocado. Bulletproof is a joke. He has stuff related to his desire to end the killing game fast (aka being sketchy), and also to dying fast lol. Also has STABs because he needed some and it relates to his boat ig. Life Dew/Aromatherapy/Toxic Spikes because apparently he found a cure for an African disease.
 
That's a lot of subs. Voting begins now, you have until next weekend to get them in.
Pokémon: The Postal Dude
Franchise/Origin: Postal
Type: Normal/Dark
Ability: Prankster, Reckless, Steelworker
Moves: Will-O-Wisp, Flamethrower, Night Slash, Slash, Taunt, Torment, Nasty Plot, Bullet Punch, Psycho Cutter, Secret Sword, Sacred Sword, Shovel Bash, Thunder Wave, Thunder Punch, Bullet Seed, Bonemerang, Frustration, X-Scissor, Water Shuriken, Smart Strike, Hammer Arm, Water Spout, Snipe Shot, Toxic, Sludge Bomb, Self Destruct, Explosion, Close Combat, Low Kick, Comet Punch, Wood Hammer, Double Edge, Brine, Hyper Voice, Dark Pulse, Pay Day, Work Up, Swords Dance, Shotgun, Single Shot, Feline Silencer, Baton Bash
Signature move:
Shotgun:
Steel Physical Base Power 85, 10pp Accuracy 100, hits Adjacent Foes
Single Shot: Steel Physical Base Power 80 15pp Accuracy 100, No secondary effect
Feline Silencer: Dark Status 15pp raises Attack and Special Attack by 1. Bypasses bulletproof and soundproof for the next turn.
Baton Bash: Normal Physical Base Power 85 15pp, Accuracy 100, 20% chance of paralysis 10% chance of confusion
Stats: 80/120/70/120/70/110(570)

Reasoning: The Postal Dude, yes that is his name, is a dick. He's not pure evil but he is generally an asshole, and most of the time the players actions with him are ... bad. This is why he's a normal/dark type rather than mono dark. As for his movepool well these all come from shit he can do in the game. He can burn people with gasoline or matches(will-o-wisp), stuns people using a taser(thunder punch and thunder wave), gets access to a flamethrower(do I need to explain this one), has a variety of sharp weapons such katanas, machetes(bonemerang. It's a boomerang machete), and balis(night slash, slash, pyscho cutter, sacred sword, secret sword(the katana is also hard to get), swords dance), can punch pretty quickly with or without brass knuckles(bullet punch, close combat, comet punch, double edge), and he can do a mediocre low kick(again do I need to explain this one). Of course he also gets annoyed easily(frustration, work up) and will use his voice to take out his frustations(taunt, torment, hyper voice). He also pisses(Brine, Water Spout) on people and its a core mechanic of the game play for Postal 2. Of course he has some more unconventional weapons such as a toxic cow head(sludge bomb, toxic), garden sheers(x-scissor), actual scissors that he throws at people(Water shuriken), money(pay day), protester signs and ... a dildo(smart strike). Of course he still has batons(baton bash), sledge hammers(hammer arm and wood hammer), a shovel(shovel bash) explosives(self destruct, explosion), and a whole lot of guns(bullet seed, shotgun, single shot, snipe shot, dark pulse). However there is a move you might be confused about, Feline Silencer.The Postal Dude can use cats as gun silencers. I felt compelled to include it. As for the abilities well he's generally a dick who loves fucking with people, he pretty much gets himself in to dangerous situations 24/7, and he's pretty proficient with steel weaponry while not being made of or wearing metal.
Pokémon: Brad Armstrong
Franchise/Origin: LISA
Type
:Fighting
Ability:Iron Fist/Beserk/*Reckless*
Moves: Mach Punch, Mega Punch, Comet Punch, Bullet Punch, Headbutt, Head Smash, Double-Edge, Meteor Mash, Iron Head, Zen Headbutt, Fire Blast, Flying Press, High Jump Kick, Jump Kick, Sucker Punch, Low Kick, Crunch, Bite, Close Combat, Flare Blitz, Hyper Voice, Aura Sphere, Tackle, Rage, Force Palm, Arm Thrust, Pyro Ball, Joy, Soup Drink
Signature move:
Joy
:Poison/Status/10PP/For five turns this pokemon's defense and special defense is raised by 6 stages. After 5 turns said stats return to normal and is poisoned.
Soup Drink:Water/Status/It's just milk drink but with soup.
Stats: 90/100/110/100/60/120

Reasoning: Brad Armstrong is depressing to say the least. Without spoiling too much about LISA all of his attacks are based on abilities he gets in the game, with the exception of three moves. Pyro Ball, Joy, and Soup Drink are all based on items in the game with the same effects. I'd go more in depth but LISA is a game that needs to be experienced.
Pokémon: Susano
Franchise/Origin: Okami
Type
: Fighting
Ability: Super Luck/Guts/Justified
Moves:Slash, Cut, Night Slash, Psycho Cutter, Sacred Sword, Moonlight, Leaf Blade, Swords Dance, Focus Energy, Cosmic Power, Smart Strike, Wood Hammer, First Impression, Solar Blade, Fury Cutter, Close Combat, Detect, Knock Off, Celestial Cleaver, Divine Intervention.
Signature move:
Celestial Cleaver:
Fighting/Physical/It's just a fighting type megahorn.
Divine Intervention:Fighting/Status/10PP/Raises speed by one stage and pumps the user up.
Stats: 105/128/80/55/80/102

Reasoning: Susano is a lazy warrior who Amaterasu has to help out, a lot. Despite his laziness and cowardice he gets himself to all sorts of situations that, thanks to a white wolf, he comes out of alive. To those who have played the game before most of this moveset will make some sense. To those who have not played the game before, what are you doing? It's been ported to so many consoles at this point that you should probably go do that. However in the case that you're adamant about not playing the game let's just say that he has ties to the gods, the moon, and fate. This in turn explains divine intervention, cosmic power, moonlight, detect, smart strike, and solar blade(moonlight is just sunlight reflected off the moon). From there most of his other moves are more for generic swordsmen martial artist stuff, with celestial cleaver being the name of his finishing attack in Okami.
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: Ridley
Type: Dark/Dragon
Abilities: Moxie/Stakeout/Analytic
Stats: 102/126/96/95/86/75 (580)
Moves: Crunch, Night Slash, Brutal Swing, Throat Chop, Pursuit, Knock Off, Punishment, Bite, Dark Pulse, Dragon Claw, Dragon Rush, Dual Chop, Dragon Tail, Breaking Swipe, Outrage, Dragon Breath, Dragon Pulse, Draco Meteor, Brave Bird, Acrobatics, Sky Drop, Wing Attack, Fly, Bounce, Air Slash, Heat Wave, Flame Burst, Fire Blast, Fury Swipes, Slash, Steel Wing, Iron Tail, Nasty Plot, Taunt, Torment, Whirlwind, Roar, Tailwind, Leer, Scary Face, Dragon Dance, Roost, Endure
Overview: It’s freaking Ridley, what else is there to say? Dark/Dragon because he’s a space pirate dragon, who has ascended the ranks among them due to his cold, calculating mind and brutal attacks. Ridley revels in destruction, similar to Gyarados, which is why he gets Moxie. Stakeout is something Ridley would do, lying in wait for an approaching enemy for the opportune moment to strike. And Analytic is meant to represent the fact that it’s not just a giant monster you’re fighting, but rather a cold, calculated killer. His stats are high, but notably, his Speed is lower than Samus’ Speed due to Samus almost always having a mobility advantage over Ridley in some way, and his SpD is lower than his Defense due to Samus being able to take him on with her weaponry, but it’s implied his defense is at least passable. His moves consist of powerful Dark type moves full of nasty techniques Ridley would perform, Dragon and Fire moves representing his beast-like fighting and plasma breath, his Flying type attacks representing his wings and flight in his battles with Samus, including Steel Wing, and Iron Tail represents his tail skewer. Draco Meteor and Dragon Dance were added because Ridley could probably learn those techniques ingame. Roost was added as most other winged Pokemon learn it. Most of his other status moves were added because he’s easily capable of them, and Endure was added because he just flat out refuses to die. Of course, Ridley has a well known, alternate form, but I’ll save that one for a different sub...
(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: Severa
Type: Fighting
Ability: Fierce Rival (Apply a Laser Focus status if an active teammate lands a crit.) / Armsthrift (Moves have a 20% chance to not consume PP. If this ability activates against Pressure, it and the further deduction caused by Pressure cancel each other out.) / Defiant
New Item: Selena's Blade (Only usable by Severa during her time as Camilla's retainer (That is to say the Older form (even though she's like 19 or smth in that form)) and thus its effects are nothing for others. When targeting or targeted by another mon, x1.25 on all stats if the boosts still wouldn't push her higher offense past the other mon's higher offense. If targeting a Steel-type: If the move is Fighting-type, it ignores the effectiveness of any types that resist it. (Not immunities; Steel/Ghosts are still immune to her STABs) Otherwise, if the move is slash-based, it just simply hits the Steel type for SE Damage.)
Moves: Sacred Sword, Psycho Cut, Solar Blade, Slash, Aerial Ace, Swords Dance, Close Combat, False Swipe, Air Slash, Fury Cutter, Work Up, Laser Focus, Thunderbolt, Brick Break, Retaliate, Swagger, Reversal, Smart Strike, Fury Cutter
Stats (Younger/Base): 75/120/80/50/80/100 [BST 505]
Stats (Older): 75/80/100/50/80/120 [BST 505]
Reasoning: Fighting because she's just a simple swordswoman who rejected the sky to carve out her own path distinct from her mother's. Armsthrift is an ability of her Mercenary class that she starts off with in Awakening, and Fierce Rival is... exactly what it does in Fates. Defiant because that’s her personality. No Night Slash and Yes Retaliate because harsh as she is, she cares for everyone deep down. Movepool is a bunch of sword based moves with Aegislash and Zacian as reference points, and Thunderbolt thrown in because any Sword class in the games she's in can use a Levin Sword, no exceptions, even if her SpA is too terrible to utilize that with. Swagger because prideful, and Reversal because of fighting spirit I guess. Stats for her Nohrian days were from taking the growths of her Bow Knight spread (Likely the more canon promotion and has the worst Strength among her growths, which she doesn't specialize in really) and with Defense and SpA cranked up a bit. (Defense was equalization between that Spread and the Hero Spread, SpA just simply to minmax it less and because her Magic modifier is neutral anyway) Her stat spread was different back in the Ylissean days, and thus the stats were shuffled accordingly, with Lucina as a reference point of sorts. Selena's Blade does exactly as it does in FE: Heroes. It gives a +3 Omniboost in combat against a unit whose Attack exceeds hers by 3 before said Omniboost would be applied and deals more damage against armored units, hence the added buffs against the Steel type. Still though... Selena's Blade effectiveness boosts are no joke. Aerial Ace annihilates Photoshop Flowey and Titan Dweevil, Psycho Cut makes short work of GLaDOS, and everything else is everything else I suppose.
Pokémon: Pandora
Franchise: Kid Icarus
Type:

Ability: Levitate | Prankster | [HA] Cursed Body
Moves: Vacuum Breath, Dark Pulse, Crunch, Sucker Punch, Knock Off, Shadow Sneak, Shadow Ball, Hex, Phantom Force, Psychic, Psyshock, Zen Headbutt, Flame Charge, Flamethrower, Fire Blast, Fireball (see Bowser), Sludge Bomb, Dig, Bounce, Liquidation, Waterfall, Surf, Explosion, Will-O-Wisp, Calm Mind, Taunt, Disable, Encore, Confuse Ray, Switcheroo, Curse, Teleport
Stats: 101 HP/88 Atk/73 Def/102 SpA/127 SpD/63 Spe (554 BST)

Vacuum Breath |
|
| 85 BP | 8 PP | 100% | Damages and traps for 2 turns.

Sample Sets
Pandora @ Iron Ball
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Hasty Nature
- Switcheroo
- Disable
- Encore / Taunt
- Vacuum Breath
Pandora becomes Amazon Pandora when exposed to Rewind Spring Water.

Pokémon: Amazon Pandora
Type:

Ability: Levitate | Prankster | [HA] Serene Grace
Moves: Capture Circle, Pandora's Box, Heart Blast, Dark Pulse, Dazzling Gleam, Draining Kiss, Shadow Ball, Psychic, Psyshock, Mirror Coat, Psycho Cut, Night Slash, X-Scissor, Sacred Sword, Aerial Ace, Sludge Bomb, Liquidation, Waterfall, Surf, Nasty Plot, Swords Dance, Taunt, Disable, Trick, Light Screen, Reflect, Confuse Ray, Teleport
Stats: 91 HP/108 Atk/63 Def/112 SpA/77 SpD/103 Spe (554 BST)

Capture Circle |
|
| 8 PP | Entry hazard that works once. Traps the opponent for 2 turns, and lowers their Speed by 1 stage. Can't be stacked.
Pandora's Box |
|
| 8 PP | Entry hazard that works once. Badly poisons the opponent. Can't be stacked.
Heart Blast |
|
| 40 BP | 24 PP | Hits 1-3 times.

Sample Sets
Amazon Pandora @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Hasty Nature
- Capture Circle
- Light Screen
- Reflect
- Draining Kiss

Amazon Pandora @ Life Orb
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Dark Pulse
- Heart Blast
- Psychic
Reasoning: Pandora is the goddess of calamity. She uses tricks to her advantage. Both of these would explain the Dark-type. She's always floating, giving her Levitate, and Prankster goes back to her using tricks. She starts off in a form that resembles a ghost. In this form, she can use fire attacks, and also suck you in. She can bounce in the air or go underground, hence Bounce and Dig. Water moves since she went in the Rewind Spring. Going into the spring reverted her to Amazon Pandora, her original form. She can fire hearts, and use traps. She can also fight with a sword, giving her slashing moves and Swords Dance. She can create a barrier to reflect attacks, giving Mirror Coat and screens.
Pokémon: Great Fairy of Magic
Franchise: The Legend of Zelda
Type:


Ability: Levitate
Moves: Magic Grant, Din's Fire, Aromatherapy, Dazzling Gleam, Draining Kiss, Giga Drain, Leaf Storm, Surf, Psychic, Psyshock, Hyper Voice, Barrier, Reflect, Light Screen, Misty Terrain, Leech Seed, Ingrain, Rain Dance, Aqua Ring, Wish, Teleport
Stats: 175 HP/33 Atk/43 Def/100 SpA/128 SpD/40 Spe (519 BST)

Magic Grant |
|
| 16 PP | One turn after this move is used, whichever Pokémon is on the user's side of the field has the PP of all their moves restored by 2.
Din's Fire |
|
| 75 BP | 24 PP | 100% | Hits everyone in a Double Battle. 50% chance to burn.

Sample Sets
Great Fairy of Magic @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Din's Fire
- Aromatherapy
- Wish
- Magic Grant

Great Fairy of Magic @ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Reflect
- Light Screen
- Leech Seed
- Din's Fire
Reasoning: Great Fairy of Magic is one of five Great Fairies in the Ocarina of Time/Majora's Mask timeline. This one focuses on magic, and can restore Link's magic, or give him magic in the first place. She always floats in the air. Surf, Aqua Ring and Rain Dance because she comes from a fountain, and Grass moves because she's covered with plants. Barrier, Reflect and Light Screen are from Nayru's Love, which she can give Link in Ocarina of Time. She can also give him Din's Fire, which is a dome of fire created around the user.
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.

Sample Sets
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.
Pokemon: Steroids (Nuclear Throne)
Type: Fighting
Ability: Immunity / Hustle
Moves: Thunderbolt, Flamethrower, Body Slam, Dig, Superpower, Bulk Up, Fake Out, Giga Impact, Strength, Heavy Slam, Iron Defense
Stats: 80 / 110 / 110 / 80 / 55 / 65
Reasoning: I made Steroids to fulfill the same role in pokemon that he does in Nuclear Throne: Insane damage output, but at the cost of terrible accuracy and higher ammo (in this case PP) consumption. Fighting is because he's extremely muscular and strong. Hustle comes from his in-game ability, where he dual-wields weapons but has much lower accuracy than other characters. His moves are based around some weapons in-game and also his huge size and strength.
Pokémon: Ryu (Can become Evil Ryu by learning Shun Goku Satsu and also works out of battle.)
Type: Fighting
Abilities: Iron Fist / Justified / Guts
Moves: Hadoken, Shoryuken, Tatsumaki Senpukyaku, Brick Break, Mega Punch, Mega Kick, Fireball (from Bowser), Dragon Fist (from Goku), Sky Uppercut, Rapid Spin, Aura Sphere, Bulk Up, Circle Throw, Close Combat, Counter, Detect, Double Kick, Fire Punch, Thunder Punch, Protect, Hyper Beam, Kamehameha (yes, from Goku again), Wild Charge, Storm Throw, Feint, High Jump Kick, Jump Kick, Drain Punch, Power-Up Punch, Low Kick, Low Sweep, Reversal, Rolling Kick, Seismic Toss, Triple Kick, Vital Throw, Vaccum Wave, Submission, Superpower, Shun Goku Satsu, Taunt
New Moves: Hadoken: Fighting/Special/100 BP/95% Accuracy/10 BP/Ballistics/Deals both Fighting and either Fire or Electric type damage depending on which is more effective. Can hit Ghost-types. Can be powered up by Mega Launcher.
Shoryuken: Fighting/Physical/110 BP/90% Accuracy/10 BP/Punch/Deals both Fighting and either Dragon or Electric type damage depending on which is more effective. Can hit airborne targets and grounds them for a turn.
Tatsumaki Senpukyaku: Fighting/Physical/50 BP/90% Accuracy/15 BP/Deals 2 hits in one turn. Can hit airborne targets.
Shun Goku Satsu: Fighting/Physical/150 BP/100% Accuracy/5 BP/Deals Fighting-type and Dark-type damage at the same time. Bypasses protection, but can't hit airborne targets.
Stats: 80/110/80/110/80/100 [BST 560]
Reasoning: Surprising no one though of doing this. Anyways, Fighting because....really, WHY would you question that. Iron Fist because fighting game, and Justified from the hatred of Akuma and his Satsuei no Hado. His 3 signature move being his famous special moves, and some other more representing them. A few fire and electric moves to represent his affinity to them, and for Kamehameha, I guess it could represent his Shinku Hadoken, which is sometimes represented as a laser. His stats are somewhat average, but being the main character, I guess it could be expected. The rest of them is basically every move I can think of representing a fighting game: punches, kicks, throws, Counter, Reversal. There may be a few missing. He also has a evil form, but that'll be coming later. And by later I mean right now. The Shun Goku Satsu, needed for that form, is also intentionally overpowered because it was the strongest move it got, and it being a grab makes it unable to be blocked, but it can't hit airborne targets (only Oni and Cyber Akuma have that). Guts is because Fighting-type attacker, so I guess it could work.

Pokémon: Evil Ryu
Type: Fighting/Dark
Abilities: Iron Fist / Moxie / Guts
Exclusive Moves (will lose these moves if he doesn't have Shun Goku Satsu): Teleport, Beat Up, Dark Pulse, Feint Attack, Foul Play, Knock Off, Nasty Plot, Obstruct, Payback, Assurance, Power Trip, Pursuit, Sucker Punch, Throat Chop, Topsy Turvy
Stats: 80/140/60/140/60/120 [BST 600]
Reasoning: When his Satsuei no Hado kicks in, he becomes Evil Ryu. Dark for the impure energy flowing through his body, Moxie for his urge to kill, and his more glass cannon driven stats are also a extension of this. Teleport for the Ashura Warp and Dark-type moves for STAB without going too out of hand.
Pokémon: Black Alice
Typing: Dark/Dragon
Ability: Limber / Suction Cups / Cute Charm
Moves:
Damaging: Octolock, Octazooka, Gunk Shot, Belch, Poison Jab, Sludge Wave, Sludge Bomb, Poison Gas, Dragon Breath, Draco Meteor, Breaking Swipe, Dragon Rage, Dragon Tail, Dragon Pulse, Outrage, Foul Play, Play Rough, Crunch, Jaw Lock, Sucker Punch, Knock Off, Brutal Swing, Payback, Power Trip, Pursuit, Power Whip, Giga Drain, Horn Leech, Leech Life, Drain Punch, Bind, Wrap, Ancient Power, Blizzard, Icy Wind, Flare Blitz, Inferno, Fire Blast, Thunder, Earthquake, Tri Attack, Stored Power, Dark Pulse, Explosion, Lick, Draining Kiss
Status: Coil, Glare, Dragon Dance, Autotomize, Attract, Captivate, Tickle, Milk Drink, Nasty Plot, Lovely Kiss, Sweet Kiss, Strength Sap, Ingrain, Recycle, Stockpile, Swallow, Spit Up, Growth, Parting Shot, Teleport, Torment, Snatch, Substitute, Trick Room
Signature Move: Monster Lord's Cruelty (Dark-type Spacial Rend).
Stats: 93/98/96/120/100/103 (610)

All forms below are out-of-battle.

Form: Second Form Black Alice
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above. If Ultimate, all TMs/HMs/TRs/tutor moves.
Stats: 103/98/106/130/110/73 (620)
Stats (Ultimate): 113/108/116/130/120/93 (680)

Form: Third Form Black Alice
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above plus Summon Wind Spirit [+1 Acc/+2 Spe. Same as Promestein] and Summon Earth Spirit [+1 Atk/Def/SpD.Same as Promestein]. If Ultimate, all TMs/HMs/TRs/tutor moves.
Stats: 103/118/96/130/90/93 (630)
Stats (Ultimate): 113/133/106/135/100/103 (690)

Form: Final Form Black Alice
Ability: Elimination / Berserk / Gluttony
Elimination: Moves used by this Pokemon against trapped targets will always result in a critical hit.
Movepool Additions: All of the Ultimate version of her movepool, except No Retreat replaces Parting Shot and Teleport.
+Summon Water Spirit: +1 SpA/+2 Eva (banned due to Evasion clause)
+Summon Fire Spirit: +2 Atk/+1 SpA
Stats: 113/133/116/135/110/93 (700)
Reasoning:
  • Typing: Black Alice is the 8th Monster Lord, meaning the 8th direct descendant of the manifestation of darkness itself, plus she plotted to control the world (Dark). Her true form and that of her ancestors is that of lamias, monster girls with snake and/or dragon-like qualities, with Black Alice herself having a six-horned snake lower half in her full power form (Dragon).
  • Abilities: Limber, Suction Cups and Sticky Hold due to her tentacles. Shed Skin due to her snake qualities. Elimination because of her battle mechanics in the original game. Berserk because she was called as such in this form, due to her uncontrolled power. Gluttony because of how her runaway power warped her desire to "control the world" into "consume the world."
  • Move: The moves could be split into a few categories, fitting STAB, snake move because lamia, octopus moves because tentacles, drain and poison moves because she wants to consume everything, temptation moves (kisses and attract) from being a monster girl, elemental moves from being a magic expert. Ultimate forms get all TMs/HMs/TRs/tutor moves because she has the genes of all monsters, and can grow organs from all of them.
  • Signature Move: In Monster Girl Quest, summoning the four elemental spirits gives a wide range of buffs to the user. Black Alice's ally (Promestein) mass-produced elemental spirit clones, allowing her and her allies to use them. Black Alice is shown using all four types of elemental spirits. As for the Dark-type Spacial Rend clone, that move "completely erases all traces of the target's existence with its overwhelming darkness."
  • Stats: Her boss stats are pretty well-rounded, but she is said to have "incredibly high powered magic" so of course SpA would be higher. I tried to differentiate between her forms by shifting some points here and there. The difference between regular and Ultimate Second/Third Forms is that the regular is her own power (shown in a boss battle in the past), while the Ultimate form is after she absorbed Goddess Ilias (in the final moments of the game). As for the reason she's so strong, her final form is the 2nd strongest enemy in the original MGQ (the strongest is Goddes Ilias who throws out Big Bangs as regular attacks and who Black Alice absorbed, albeit imperfectly)
Pokémon: Goddess of Chaos Black Alice
Typing: ???
Ability: Mold Breaker
Moves: Final Form version of her movepool, plus regains Parting Shot and Teleport, plus Doom Desire.
Signature Move: Great Disaster (???-type Spacial Rend).
Stats: 113/133/116/135/120/113 (730)
Reasoning:
  • Type: In this form, Black Alice is the Goddess of Chaos. Chaos is nothing.
  • Abilities: Successfully merging darkness and light was thought to be impossible, until Black Alice did it, so she gets Mold Breaker. Chaos also "consumes space-time itself" so bypassing defensive abilities makes sense.
  • Stats: By somehow merging light and darkness and becoming the Goddess of Chaos, Black Alice surpassed the power of the other two Goddesses. Chaos consumes space-time itself and leaves nothing behind in its wake, and will continue to consume until absolutely nothing in existence remains. So this multiversal threat having high BST is logical.
Pokémon: Alicetroemeria
Typing: Dark/Psychic
Ability: Pretend Mage - x1.3 to Dark-type and Time-based moves; Dark-type and Time-based moves can always be selected.
Time-based moves: Ancient Power (also Relic Song and Roar of Time, though Black Alice doesn't get it)
Moves: Same as base Black Alice.
Stats: 93/98/96/120/100/103 (610) (Same as base Alice)
Reasoning: Alice's recruitable form, pretending to be a human mage.
Pokémon: Kogasa Tatara
Typing: Ghost/Water
Ability: Unaware / Unnerve / Levitate
Moves: Damaging - Scald, Shadow Ball, Hydro Pump, Water Pledge, Hurricane, Weather Ball, Liquidation, Dazzling Gleam, Flash Cannon, Aurora Beam, Signal Beam, Lick, Astonish, Hex, Night Shade, First Impression, Fake Out
Status - Rain Dance, Scary Face, Mean Look, Will-o-Wisp, Spotlight, Light Screen, Reflect, Flash, Roost
Signature Moves: Over the Rainbow (80 BP | Water | Special | 10 PP | 100 Accuracy | A rainbow appears on the user's side for 4 turns, which doubles secondary effect chances but does not stack with the Serene Grace Ability.)
Scare Attempt (70 BP | Ghost | Special | 10 PP | 100 Accuracy | If successful, the user switches out and is replaced immediately by a selected party member.) Flavor: The user attempts to scare the opponent. After an unsuccessful attempt, the user walks away in shame.
Stats: 100/40/95/85/100/70 (490)
Reasoning: WIP
Roost because basically most flying things in Pokemon get it, and the umbrella deserves some rest.
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, Psychic, 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.

Potential Sets:

Mona @ Choice Specs
Ability: Persona Summon
EVs: 4 Def / 252 SpAtk / 252 Spe
Timid Nature
- Parting Shot
- Garu
- Psychic
- Dark Pulse

Mona @ Focus Sash
Ability: Persona Summon
EVs: 252 Atk/ 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Lucky Punch
- Zen Headbutt / Power Whip
- Extreme Speed
Pokémon: Scout

Franchise/Origin: Team Fortress 2

Type:

Abilities
Steelworker
Quick Feet
Weapon Switch*
Weapon Switch
If the user uses a contact move, swap form to Scout-Melee and use the attack; if the user is Scout-Melee, all contact moves will hit twice. If the user uses a noncontact move, swap to Scout-Primary and use the attack. Starts off as Scout-Primary.
Moves: Extreme Speed, Bat Swing*, BONK! Atomic Punch*, Scattergun Spray*, Pistol Shot*, Quick Attack, Work Up, Mach Punch, Bullet Punch, Focus Energy, Bide, Counter, Mystical Fire, Shadow Bone, Double Kick, High Jump Kick, U-Turn, Parting Shot, Confide, Taunt, Torment, Wild Charge, Hyper Voice, Boomburst, Uproar, Fury Attack, Knock Off, Brutal Swing, Swagger, Substitute, Detect, Snore, Echoed Voice, Vacuum Wave, Facade, Screech

Signature moves:
Bat Swing | 35 BP |
|
| 15 PP (24 PP max) | 85% Accuracy | Hits 3 times.
Scattergun Spray | 110 BP |
|
| 5 PP (8 PP max) | 80% Accuracy | Non Contact.
BONK! Atomic Punch | -- BP |
|
| 5 PP (8 PP max) | -- Accuracy | Upon use, the user will become invulnerable for 3 consecutive turns. Can only use Taunt, Parting Shot, Confide, Swagger, Screech, and Torment when the effect is active, however.
Pistol Shot | 15 BP |
|
| 20 PP (32 PP max) | 80% Accuracy | No contact. Has +1 Priority and hits 2-5 times.

Stats:
Scout-Primary
HP: 60
Atk: 90
Def: 35
SpAtk: 40
SpDef: 30
Spd: 145

Scout-Melee
HP: 60
Atk: 65
Def: 35
SpAtk: 40
SpDef: 30
Spd: 170

Reasoning:
Scout is all about being an in your face, offensive merc with a mouth, and it shows in both his base game as well as his Crossover Chaos incarnation. Thanks to the unique ability to swap his weapon and thus his stats, he is all about multi-hits (thanks to the sheer speed of his Melee and his strong mobility in the base game) as well as dishing out sheer bullshit in his moves. All of his moves are references to his speed and his character, and his unique moves are based on his kit from Team Fortress 2. His stats and the BP of his moves make homage to the statistics in the game. Scattergun Spray has 110 BP, a reference to its max damage in the main game; Pistol Shot has 15 BP per hit, a reference to its max damage per shot in the main game; Bat Swing deals 35 BP per hit, a reference to the base damage of the move; and his HP/Def/Spdef all add up to 125, his total HP in the main game. Mystical Fire and Shadow Bone are very peculiar choices, however both make reference to Scream Fortress's Redmond v. Blutarch special where the mercs were blessed with magic spells.

Scout has several sets that he is able to run, which is a very deliberate reference to the ability to vary your loadouts in the main game as well. He can be a terrifying support/pivot with BONK! based sets utilizing Swagger, Taunt, Screech, and Parting Shot, perform with a Steelworker set to capitalize on his new STAB options, or run a Weapon Switch set to both better his speed and ravage the opposition with a myriad of multihits. It's worth noting he's very Ghost weak, as they are immune to most of his moves. However, make no mistake, because this merc with a mouth will blow you straight outta Boston.

Potential Sets:

Steelworker Revenge Killer

Scout-Primary @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Scattergun Spray
- High Jump Kick / Knock Off
- Extreme Speed

Weapon Change Revenge Killer / Substitute Buster

Scout-Primary @ Choice Band
Ability: Weapon Change
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- U-Turn
- Extreme Speed / Bat Swing
- High Jump Kick
- Knock Off / Shadow Bone / Wild Charge

Supportive Pivot

Scout-Primary @ Mental Herb
Ability: Steelworker / Quick Feet
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- BONK! Atomic Punch
- Scattergun Spray / Extreme Speed
- Screech / Taunt / Swagger
- Parting Shot
Pokémon: Heavy

Franchise/Origin: Team Fortress 2

Type:


Abilities
Steelworker
Iron Fist
Weapon Switch*
Weapon Switch
If the user uses a contact move, swap form to Heavy-Melee and use the attack. If the user is Heavy-Melee, defense and special defense is multiplied by 1.3x. If the user uses a noncontact move, swap to Heavy-Primary and use the attack. Starts off as Heavy-Primary.
Moves: Bulk Up, Shotgun Spray*, Sandvich*, Sasha*, Screech, Close Combat, Superpower, Mystical Fire, Shadow Bone, Curse, Revenge, Mega Punch, Dynamic Punch, Power Up Punch, Comet Punch, Rock Smash, Hammer Arm, Sky Uppercut, Payback, Bide, Counter, Power Trip, Protect, Substitute, Fire Punch, Focus Punch, Knock Off, Facade, Follow Me, Wide Guard

Signature moves:
Shotgun Spray | 95 BP |
|
| 10 PP (16 PP max) | 85% Accuracy | Non Contact.
Sandvich | -- BP |
|
| 5 PP (8 PP max) | -- Accuracy | The user heals 100% of HP on use, however, the move cannot be used for 2 turns after being used. Can heal 50% of an ally's HP as well, however with the same downside.
Sasha | 10 BP |
|
| 10 PP (16 PP max) | 80% Accuracy | No contact. Hits 12-15 times. Almost always moves last (-1 priority).

Stats:
Heavy-Primary
HP: 150
Atk: 105
Def: 75
SpAtk: 40
SpDef: 75
Spd: 10

Heavy-Melee
HP: 150
Atk: 65
Def: 75
SpAtk: 40
SpDef: 75
Spd: 50

Reasoning:
Heavy is, well, a tank, through and through. He's about dishing out extremely high damage as well as being able to take it, as homage to the main game he's from. Thanks to his heavy close quarters (punching) flavor as well as his heavy use of weaponry, he's blessed with Iron Fist and Steelworker respectively to fully mechanize him as a heavy threat. However, similar to his main game incarnation, he is abysmally slow, meaning that you'll either need to pull off a Bulk Up late game sweep, or you'll need to run him on Trick Room. While he's a menace in Trick Room, his main move--Sasha--suffers from negative priority, as a reference to how his weapon requires a spin-up before firing. While it's an absolutely brutal move in execution, it will require the user to carefully decide when to use it as even with Trick Room support, it will require Heavy to soak a hit before using it. To compensate, though, Heavy gets access to his precious Sandvich and Shotgun, both of which provide him with incredible recovery and a reliable Steelworker move outside of Sasha. Sandvich also requires coordination as it needs to recharge, but it provides both him and his allies with a great utility to make him able to take more heat.

Similar to his much faster counterpart, he has many sets he can run as merit of Weapon Change as well as his other abilities.

Potential Sets:

Steelworker TR Abuser / Wallbreaker

Heavy-Primary @ Choice Band
Ability: Steelworker
EVs: 248 HP / 252 Atk / 8 SpDef
Adamant Nature
- Sasha / Shotgun Spray
- Close Combat
- Facade
- Knock Off / Sandvich

(If TR: 0 IVs speed, Brave nature)

Iron Fist TR Set Up Sweeper

Heavy-Primary @ Leftovers
Ability: Iron Fist
EVs: 248 HP / 8 Atk / 252 SpDef
Careful Nature
- Bulk Up
- Mega Punch
- Hammer Arm
- Sandvich

(If TR: 0 IVs speed, Sassy nature)

Weapon Change Set Up Sweeper

Heavy-Primary @ Leftovers
Ability: Weapon Change
EVs: 248 HP / 8 Atk / 252 SpDef
Careful Nature
- Bulk Up
- Facade / Mega Punch
- Substitute
- Sandvich
Pokémon: The Batter
Franchise/Origin: OFF
Type: Fighting/Fairy
Ability: Justified, Inner Focus (Sheer Force)
Moves: Knock Off, Submission, Revenge, Reversal, Superpower, Bulk Up, Play Rough, Purify, Photon Geyser, Light of Ruin, Moonlight, Beat Up, Brutal Swing, Breaking Swipe, Darkest Lariat, Foul Play, U-Turn, Power Trip, Punishment, Taunt, Torment, Drum Beating, Meteor Assault, Detect, Counter, Retaliate, Slam, Work Up, Thrash, Smart Strike, Bolt Strike, Double Hit, Bludgeon (from Gale), Slap (from Austin) Homerun
Signature Move: Homerun (80 BP Physical Fighting type move. Does not make contact, 100% accuracy, does not affect pokemon with Bulletproof. Super effective against ghost types. Heals target's status condition in addition to doing damage. If so, heals user 50% health.)
Stats: 90/130/72/60/72/111 (535)

Pokémon: The Batter (Bad Batter Forme)
Franchise/Origin: OFF
Type: Fighting/Dark
Ability: Battery, Dark Aura (Levitate)
Moves: Same as above, except Ultimate Purification replaces Homerun.
Signature Move: Ultimate Purification (180 BP Physical Dark type move. Does not make contact, 100% accuracy. Lowers the user's Defense, Special Defense, and Speed by one stage after use.)
Stats: 90/130/72/60/72/111 (535)

Reasoning: The Batter is the main character from the haunting RPG, OFF. He's depicted as a baseball player, but is more than meets the eye. The Player controls The Batter's actions, following his goal of "purifying" the world in which he lives. This purification comes through as a fairy typing. Most of his moves revolve around baseball terms- he can swing a bat but is not depicted using his own limbs, thus: he learns moves that involve hitting and strikes, but not any punching or kicking moves. The batter, when seen through the perspective of one of the other characters in OFF, The Judge, is seen as the "Bad Batter," and The Player ends up fighting the character they'd been playing the whole time. This creature, given its hideous appearance, implies darkness and malevolence behind The Batter's goal of purification, thus it gains the dark typing. However, as this is just a perspective change, both formes function similarly, using a variety of dark type moves along with a smattering of baseball-themed attacks to send their opponents to the next plane.

Abilities and moves should be pretty self explanatory- things like the secondary effect of Homerun and Bad Batter forme getting Battery are basically puns/jokes on the original pokemon moves. Photon Geyser and Light of Ruin represent what "purify" means in OFF, which is more along the lines of death, exorcism, or smiting.
Pokémon: Guardian
Origin: Minecraft
Type: Water/Rock
Ability: Swift Swim / Rough Skin
Stats: 80/60/90/100/70/70 (470)
Notable Moves: Surf, Power Gem, Flash Cannon, Signal Beam, Dragon Pulse, Ice Beam, Charge Beam, Spiky Shield, Splash
Reasoning: Laser shooty fish. Water because fish. Rock because its skin looks like rock and it drops both prismarine shards and prismarine crystals. Swift Swim and Surf is generic fish that lives in water stuff, Rough Skin and Spiky Shield because of its spines that can hurt you if you attack while they're extended, Splash because that's what it does if it's taken out of water. The rest of its moves are because it attacks with lasers.

(Guardian evolves into Elder Guardian... some way or another, and can use Eviolite.)

Pokémon: Elder Guardian
Origin: Minecraft
Type: Water/Rock
Ability: Mining Fatigue / Rough Skin
*Mining Fatigue: Prevents opponents from clearing hazards while the user is on the field.
Stats: 130/80/100/130/80/70 (590)
Notable Moves: As above + Curse
Reasoning: A miniboss version of the Guardian. Higher stats because they're stronger, Mining Fatigue is from the status they inflict on you that makes it harder to mine blocks, Curse because this is apparently some sort of curse going by the sound file name.
Pokémon: **Leo**
Franchise: Fire Emblem
Type: Dark/Psychic
Ability: Pragmatic [Boosts move's power by 25% when attacking a target with <100% HP, and reduces incoming move's power by 25% when defending against an attacker with <100% HP.] (HA: Arena Trap)
Moves: Brynhildr [ 130 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, Grass Knot, Forest's Curse
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.
Pokemon: Hexaghost (Slay the Spire)
Type: Ghost/Fire
Ability: Flame Body
Moves: Divider*, Inferno, Searing Shot, Will-O-Wisp, Shadow Ball, Tackle, Mystical Fire, Power Gem, Fire Blast, Overheat, Ember, Flamethrower, Hex, Curse, Work Up
-Divider (Ghost type Wring Out Clone, +3 Priority, only usable on the first turn out)
Stats: 120/50/65/120/90/55 (BST: 500)
Reasoning: Hexaghost is one of the three 1st Act bosses you fight in Slay the Spire. It generally uses fire based attacks, and the ghost typing is pretty self explanatory. It's signature move, Divider, is a move that it uses at the start of the fight, and only once . The move is interesting because you take more damage when you are at a higher HP. Flame Body is pretty self explanatory.

Sample Sets
Work Up
Hexaghost @ Heavy-Duty Boots
Ability: Flame Body
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Divider
- Fire Blast / Searing Shot
- Shadow Ball / Hex
- Work Up

Choice Specs
Hexaghost @ Choice Specs
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 0 Atk
- Divider
- Searing Shot / Fire Blast
- Hex / Shadow Ball
- Power Gem
Pokemon: Slime Boss (Slay the Spire)
Type: Poison
Ability:
Slime Boss: Split (Upon reaching 50% HP, this pokemon changes into Large Slimes, and this ability changes to Split 2)
Large Slimes: Split 2 (Upon reaching 25% HP, this pokemon changes into Medium Slimes, and this ability changes to Quartered. This pokemon takes 50% less damage from attacks, moves that would be split moves in double battles deal full damage.)
Medium Slimes: Quartered (This pokemon takes 75% less damage from attacks, moves that would be split moves in double battles deal full damage.)
Moves: Toxic, Sludge Bomb, Sludge Wave, Gunk Shot, Acid Armor, Lick, Slam, Heavy Slam, Heat Crash, Body Slam, Acid Spray, Tackle, Spikes, Acid, Toxic Spikes, Recover
Stats:
Slime Boss- 150/90/90/90/90/90 (BST: 600)
Large Slimes- 150/45/45/45/45/45 (BST: 375)
Medium Slimes- 150/23/23/23/23/23 (BST: 265)
Reasoning: Slime Boss is another Act 1 boss in Slay the Spire. It's gimmick is that when it reaches 50% HP, it divides into two weaker slimes, and those slimes divide into four slimes. It generally uses poisonous and slimy attacks, as well as slamming the opponent with it's large body. The slimes it splits into are called Acid slimes and Spike slimes.

Sample Sets
Hazard Lead
Slime Boss @ Black Sludge
Ability: Split
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature / Timid Nature
- Gunk Shot / Sludge Bomb
- Spikes
- Toxic Spikes
- Recover
Pokemon: Guardian (Slay the Spire)
Type: Steel
Ability: Defense Mode (If this pokemon takes 12.5% damage or more in one turn, it transforms into Guardian-Defensive Mode until the end of next turn. When in Defensive Mode, this ability also has the effects of Rough Skin)
Moves: Double Iron Bash, Iron Head, Charge, Wild Charge, Whirlwind, Rollout, Double Hit, Flash Cannon, Hyper Beam, Iron Defense, King's Shield, Spikes, Rapid Spin, Clanging Scales
Stats:
Guardian: 100/125/50/50/50/125 (BST: 500)
Guardian-Defensive Mode: 100/50/125/50/125/50 (BST: 500)
Reasoning: The Guardian is the third and final Act 1 boss in Slay the Spire. It’s main mechanic is that it shifts between an offensive and defensive mode when it takes enough damage. When it is in defensive mode, all attacks dealt to it cause slight recoil. It is a robot, so that is where its Steel type comes from.
Pokémon: Oracle
Franchise/Origin: DotA 2
Type: Psychic/Fire
Ability: Levitate
Moves: Psychic, Psyshock, Flamethrower, Wish, Protect, Mystical Fire, Moonblast, Reflect, Light Screen, Shadow Ball, Dark Pulse, Mirror Coat, Magic Coat, Safeguard, Heal Block, Will-O-Wisp, Thunder Wave, Substitute, Fairy Lock
Signature move: Purifying Flames- 60 Power Fire Special Move. Casts wish. Switches the user out.
G-Max Move: G-Max False Promise- Replaces psychic moves. Inflicts heal block and torment.
Stats: (95/50/70/85/120/50) BST 470

“Commit! ...or don’t.”
Reasoning: Oracle is a character with some of the deepest mechanical complexity in gaming, and I tried to carry some of that utility over to his design here. With levitate to provide him a good unique defensive typing, and an incredible pivot move via Purifying Flames, Oracle has a great use as a special pivot who can provide unparalleled wish support to his allies.

Oracle does, however, suffer from passivity issues. Despite a decent movepool, his stats are somewhat lacking. His low speed and below average spatk stats can make him somewhat clunky to play with and his low physdef means that Oracle has a hard time dealing with physical attackers in general. But if you can play well, Oracle can be one of the most rewarding Pokémon to use.
Pokémon: Peppino Spaghetti
Franchise/Origin: Pizza Tower
Type:


Ability: Speed Boost
Moves: Seismic Toss, Circle Throw, Bite, Crunch, Vital Throw, Flame Charge, Flare Blitz, Return, Frustration, Rest, Sleep Talk, Snore, Mega Punch, Heavy Slam, Rush Tackle, Sludge Bomb, Body Slam
Signature move: Rush Tackle --- Normal --- BP Varies --- Physical --- 10 PP --- 100 Acc --- Power depends on how many speed stages the user has. 20 for none, 40 for 2, 80 for 4, 120 for 6.
Stats: 100/120/100/80/80/60
Reasoning: Peppino delivers from the game Pizza Tower! Sporting a wide variety of moves referencing his many feats such as Fire Peppino (Flame Charge/Flare Blitz), Bomb Peppino (Sludge Bomb), Knight Peppino (Heavy Slam), and his unique ability to run over his opponents at maximum speed, as well as his wide variety of grabbing moves!
Pokémon: Ranno
Franchise/Origin: Rivals of Aether
Type:


Ability: Poison Touch, Water Absorb
Moves: Focus Blast, Aura Sphere, Sludge Bomb, Low Kick, Sky Uppercut, Toxic, Sludge Wave, Gastro Acid, Bubble Beam, Bubble, Belch, Poison Jab, Vaccuum Wave, Close Combat, Cross Chop, Karate Chop, Rolling Kick, Triple Kick, Poison Bubble
Signature move: Poison Bubble --- Poison --- 0 BP --- Status --- 10 PP --- 100 Acc --- Ranno spits a Poison Bubble at the target, giving them Toxic and Lowering their speed by 1 stage.
Stats: 70/100/90/110/90/70
Reasoning: Ranno from Rivals of Aether enters the fray! Ranno is very similar to his in-game counterpart, being rather slow but very technical.
From: Danganronpa V3: Killing Harmony
Typing:


Abilities: Steadfast / Survivor Perk* / Bulletproof
Stats: 80 / 103 / 75 / 75 / 100 / 112 (BST: 545)
Moves: Waterfall, Aqua Jet, Scald, Hydro Pump, Surf, Sucker Punch, Knock Off, Ice Beam, Giga Drain, Psychic, Psyshock, Zen Headbutt, Play Rough, Agility, Nasty Plot, Life Dew, Destiny Bond, Memento, Toxic Spikes, Toxic, Aromatherapy, Amnesia, Quick End*
*Survivor Perk: Download but raises by two stages. Only works once per match.
*Quick End: Grass-type HJK clone

Ultimate ???, Survivor and Adventurer, Rantaro is one of the 16 students of V3. I had to stretch stuff a little considering not a lot of info is available on him, plus he's not a fighting game character at all. Water because he's the Ultimate Adventurer and has a boat, Grass because he's an avocado. Bulletproof is a joke. He has stuff related to his desire to end the killing game fast (aka being sketchy), and also to dying fast lol. Also has STABs because he needed some and it relates to his boat ig. Life Dew/Aromatherapy/Toxic Spikes because apparently he found a cure for an African disease.

Also welcome to the new faces from this slate, there is a Discord server to discuss all things related to this Pet Mod.
 
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