Pet Mod [Gen 8] Crossover Chaos

"The sword fighter from Popstar who single-handedly took on the army of Haltmann Works Co. He was defeated and turned into a cyborg soldier who's been programmed to attack Kirby."
KPR_Mecha_Knight_Infobox.jpg

Pokémon: Mecha Knight
Type: Steel/Flying
Ability: Full Metal Body / Knightmare* / Intrepid Sword(HA)
*Knightmare: Slashing moves do 1.3x damage and bypass immunities.
Slashing moves
Stats: 80/120/100/90/100/110 (600)
Notable Moves: Mach Tornado*, All slashing moves (except Secret Sword and Solar Blade, or any other signature moves), Extreme Speed, Swords Dance, Brave Bird, Smart Strike, Iron Defense, Iron Head, Curse, Roost
*Mach Tornado: Physical Flying-type, 100 BP, 100% Accuracy, 15/24 PP, 30% chance to lower target's defense by 1, Slashing moves
 
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Gravity Monkey

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


Resub from like a year and a half ago
Pokémon: Niko
Type:

Ability: Sun Carrier — Drought clone / Technician / Telepath
Notable Moves: Fake Out, U-turn, Defog, Morning Sun, Knock Off, Bulldoze, Return, Parting Shot, Wish, Toxic, Yawn
Stats: 82 / 95 / 100 / 65 / 110 / 68 (BST: 520)
Reasoning:
- Why Sun Carrier? Well, Niko is litteraly carrying a sun in his adventure — even though the sun is, in this world, a lightbulb. Drought itself didn't really make sense, so I just changed the name a little bit.
- Why Technician? Because of the item fusion mechanic in One Shot.
- Why Telepath? Because of Niko's ability to communicate with the player through the game.
- Why Normal-type? Niko, in the game, is categorized as "the only living creature in the world" (at least before the DLC). Normal make sense because, unlike the other PNJs of the world, he is actually a normal dude irl.
- Why Ground-type? Even if Niko says the opposite, he's a cat. And cats don't like water. So does Ground type.
Competitive: Finally! A sun setter that actually resists stealth rock! With his good bulk and his excellent support movepool, Niko can function as an incredible defensive pivot. U-turn / Parting Shot allows him to keep momentum, while he can heal himself with Morning Sun or heal an ally with Wish. He also got access to Knock Off, Fake Out, Yawn and Defog. He also benefits of its own sunny day, because it improves Morning Sun and nullify his water weakness. He could also run a Tecnician set with Bulldoze and Fake Out. On the other side, he is particularly weak to physical wallbreakers and has two common weaknesses in Ice and Fighting.
 
“Be wary of stairs!”
Resubbing Oracle

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.
 
bringing these idiots back because i was asked

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



Pokémon: **Marisa Kirisame**
Type: Normal/Water
Ability: Levitate / Magician
Stats: 60/110/50/140/70/110 (540)
Notable Moves: Master Spark*, Hyper Beam, Tri-Attack, Extreme Speed, Return, Water Pulse, Liquidation, Flash Cannon, Dazzling Gleam, Earth Power, Ice Beam, Blizzard, Lunge, Signal Beam, Power Gem, Dark Pulse, Flamethrower, Fire Blast, Overheat, Flare Blitz, Draco Meteor, Wood Hammer, Rapid Spin, Focus Blast, Gunk Shot, Sludge Bomb, Taunt, U-Turn, Thunderbolt, Thunder, Cosmic Power
*Master Spark: Special Normal-type, 120 BP, 90% Accuracy, 5/8 PP, 10% chance to burn.
Signature Item: Mini-Hakkero: If user is Marisa Kirisame: Boosts light-based and Fire-type moves by 1.2x power (see Dark Crown for list of light moves, Master Spark is also included), negates recharge turns when KOing with a recharge move
Reasoning: The (allegedly) ordinary magician who lives in the Forest of Magic, stealing people's books and stuffing her face with mushrooms that probably aren't good for her. Normal because self-proclaimed ordinary human also yay Hyper Beam. Water because she has a minor water motif going on, her best special Water move is Water Pulse because she doesn't really make use of it. Her stats reflect how she is in the Touhou series: she specializes in blasting things with powerful magic and she's pretty fast, while also being no slouch with physical attacks, but she's not exactly wanting to take hits. Levitate because she float, Magician because she's a literal magician who also likes to swipe "held items". Tri-Attack, Return, and Liquidation for STAB. Extreme Speed because yay fast. She also gets shitloads of light/laser based moves, because she's... really fond of her lasers. This includes her signature move, the Master Spark. Ice moves because she briefly went through an ice phase in Hidden Star in Four Seasons. Fire moves because she's used quite a lot of fire attacks. Draco Meteor because she has an attack named basically the same thing. Wood Hammer because she can indeed just smack people with that broom of hers. Rapid Spin because she's had several attacks involving spinning. Focus Blast because generic special move. Gunk Shot and Sludge Bomb because she's had attacks in fighting games involving throwing potions at people. Electric moves because Master Spark. Cosmic Power because she has a lot of star-themed attacks. Her signature item, the Mini-Hakkero, is used for her light and heat-based magic, hence its effect, also yay Hyper Beam.

also trucc


Pokémon: **Big Rig**
Origin: Big Rigs: Over The Road Racing
Type: Steel/Ghost
Ability: Infinite Acceleration* / Flash Fire (Hidden)
*Infinite Acceleration: Only works on Big Rig and forces the user to start in base form. Works like Speed Boost, but upon hitting +6 Speed turns into Big Rig-Hyperspeed and clears Speed stat stages. Upon hitting +6 again as Big Rig-Hyperspeed, knocks out the opponent at the end of each turn.
(Big Rig-Hyperspeed can be selected outside of battle, but is forced to start in base if using Infinite Acceleration.)
Stats: 90/60/80/40/75/25 (370)
Stats (Hyperspeed): 90/60/80/40/75/255 (600)
Notable Moves: Extreme Speed, Iron Head, Flare Blitz, Wild Charge, Thunder, Thunder Wave, Morning Sun, Rapid Spin, Will-o-Wisp
Reasoning: The fastest truck, and possibly character, in gaming. Its most infamous trait is its ability to, when in reverse, accelerate almost infinitely (hence Infinite Acceleration copying Speed Boost, Big Rig having Extreme Speed, and Hyperspeed's 255 speed) until it becomes so fast it instantly wins the game (there's only one opponent in Big Rigs, so just an OHKO is fine). Its intangibility (due to the lack of collision on anything but the floor) gives Infinite Acceleration the effects of Infiltrator, as well as its secondary Ghost type. It's seemingly metal, hence Steel and Iron Head. It's shown on fire in the boxart, hence Flash Fire, Flare Blitz, and Will-o-Wisp. One of the trucks is literally named "Thunder", another contains "thunder" in the name, and the boxart refers to "18 Wheels of Thunder", hence its Electric moves. Morning Sun is because one of the trucks contains "Sunrise" in the name. Rapid Spin because it can be spun around fast if you turn while at high speeds.
 
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Bringing this back because Rock


Pokémon: **Demigod of Rock** (Guitar Hero: Warriors of Rock)
Type: Rock/Ghost
Ability: Solid Rock / Punk Rock
Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Overdrive, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Parting Shot, Extreme Speed, Magma Storm, Dragon Dance, Shadow Ball, Destiny Bond, Spirit Shackle, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Perish Song
*Rock, Special, 90 BP, 100% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 175 BP Continental Crush
Z-Move: Scourge Dropkick - Rock, Physical, 185 BP | Demigod of Rock unleashes a fierce dropkick meant for taking out rogue mechanical creatures. Deals super-effective damage to Steel-types. Makes contact. | Move: Rock Slide | Z-Crystal: Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST
Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Abilities, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. Z-Move is based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played. The rest of the moves relate to the specific songs associated with him, and occasionally the artists thereof.
Setting Fire to Sleeping Giants: Sacred Fire | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Magma Storm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Shadow Ball, Destiny Bond
Deadfall: Spirit Shackle | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat
Sudden Death | Megadeth: Perish Song
 
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Due to popular demand, voting will return after a week long absence. You have one week to vote.
Pokémon: Drizzler (Splatoon 2)
Regional Variant: Lesser Salmonids
Typing: Steel/Poison
Ability: Umbrella Contraption - Levitate effects and Sand Spit effects that sets Toxic Clouds. When Sand Spit effects activate, this Pokémon lands for that turn.
Toxic Clouds: Same as GLaDOS. This damages Pokémon for 1/16th of their HP at the end of each turn, unless they're Poison, Ghost, or Steel-type, or have the abilities Poison Heal or Immunity. Lasts for 5 turns (8 if Toxic Rock is held).
Moves: Physical: Bounce, Gunk Shot, Poison Jab, Smart Strike
Special: Tide Shift (same as Lesser Salmonids), Surf, Acid Spray, Sludge Wave, Infestation
Status: Inky Terrain (same as Inkling/Lesser Salmonids), Baneful Bunker, Defog, Toxic, Splash, Flail, Minimize, Soak, Lock-On, Focus Energy, Soft-Boiled, Toxic Spikes
Stats: 150/63/92/73/82/35 (495)
Pokémon: Chain Chomp (Super Mario)
Type: Steel
Ability: Strong Jaw / Heatproof / Unchained
Unchained: 2x Speed
Stats: 50/105/165/55/75/50 (500)
Moves:
Physical: Gyro Ball, Anchor Shot, Iron Head, Bite, Crunch, Fire Fang, Poison Fang, Super Fang, Hyper Fang, Psychic Fangs, Jaw Lock, Heat Crash, Power Whip, Lunge, Bounce, Play Rough, Outrage, Rollout, Headbutt
Special: Overheat, Eruption, Inferno, Blue Flare, Snarl, Poison Gas, Clear Smog, Smog, Sludge Wave
Status: Spore, Slack Off, Roar, Howl, Growl, Lock-On, Haze
Reasoning: Abilities: Heatproof from Mario Galaxy, where Gold Chomps go through lava.
Moves: Gyro Ball and Rollout from Mario Galaxy. Anchot Shot from chains. Power Whip because long. Fire moves from Mario Sunshine. Poison moves and Haze from the Yellow head of the Underchomp. Blue Flare from the Blue head of the Underchomp.

Form: Underchomp (Super Paper Mario) (like a Mega)
Type: Fire/Poison
Ability: Flash Fire
Stats: 50/105/165/105/75/100 (600)

Form: Stone Chomp (Paper Mario)
Type: Rock
Moves: Same as Chain Chomp but with XYZ added and ABC removed.
Can't access the Underchomp Mega.
Pokémon: Possessed King Dedede
Regional Variant: King Dedede
Typing: Dark/Flying
Ability: Thick Fat / Comatose
Moves: King Dedede's movepool
Additions: Star Spit, Bite, Crunch, Dark Pulse, Shadow Ball, Nasty Plot, Slash, Brutal Swing, Lunge, Aerial Ace, False Swipe, Axe Strike (same as Carmilla)
Removals: None
Stats: 130/140/100/80/80/70 (600)
(When switching in with the Dedede Mask, Possessed King Dedede turns into Masked Dedede's Revenge, similar to a Primal Reversion.)
Form: Masked Dedede's Revenge
Stats: 130/170/120/90/90/100 (700)
Reasoning:
  • Stat changes are because Dark Matter has higher SpA than Attack, and Dedede in Possessed form does what looks like special attacks.
  • Star Spit, Bite, Crunch, Dark Pulse, Shadow Ball, Nasty Plot are from when Dedede was possessed by Dark Matter.
  • Slash, Brutal Swing, Lunge, Aerial Ace, False Swipe, Axe Strike and his renamed Masked Dedede "Primal" are from when Dedede was possessed by Taranza.
  • Comatose because there are literal ZZZ particles that come out of him in the first game Dark Matter possessed him.
Form: Possessed King Dedede-Yarn
Typing: Grass
Ability: Levitate / Hammer Royale
Moves: King Dedede's movepool
Additions: Cotton Guard
Removals: Electro Hammer
Stats: 130/150/130/70/70/70 (600)
Reasoning:
  • Cotton Guard because of yarn.
  • Dedede-Yarn is controlled by a pair of wooden sticks, like those of a puppeteer, so he gets mono Grass-type. Also, this Dedede is made of yarn, which is made of cotton, and Cotton Guard is Grass-type. Moreover, the thing that turned Kirby (not Dedede) into yarn was a Metamato, so probably the entire Kirby's Epic Yarn roster would be part Grass-type.
  • Flying-type is lost because Dedede-Yarn can't fly, the air doesn't stay inside him because he's made of yarn. The magical puppeteer woods have to get him up with strings to do aerial attacks.
  • Fighting-type is lost because it's not Dedede that's fighting, it's the wood thing controlling him, so there's no skill or competitiveness involved. One of the moves he does is spin like Sonic but with a hammer which is... uncharacteristic and not very effective.
  • Since the magical puppeteer woods levitate themselves, and can pull Dedede into the air, Dedede-Yarn gets Levitate.
  • Doesn't get Star Spit because he doesn't suck up anything in this form.
Form: Possessed King Dedede-Buff
Typing: Fighting
Ability: Iron Fist / Gluttony
Moves: King Dedede's movepool
Additions: Brick Break, Smack Down, Fling, Natural Gift, Grav Apple, Banana Toss (same as Donkey Kong)
Removals: Electro Hammer
Stats: 130/160/120/70/70/50 (600)
Reasoning:
  • Bulkier stats but slower because he got buff.
  • Brick Break and Smack Down because he breaks the floor, making everyone fall. The other moves are related to him throwing fruits as attacks.
Note: This does not include Dedede Clone or Shadow Dedede. They are not a possessed version of Dedede, but clones or counterparts.
Pokemon: Meta Ridley
Form of: Ridley
Type: Steel/Dragon
Abilities: Sturdy/Intimidate
Stats: 95/102/86/96/126/75 (580)
Moves: Steel Wing, Iron Tail, Iron Head, Metal Claw, Flash Cannon, Steel Beam, Dragon Claw, Dragon Rush, Dual Chop, Dragon Tail, Breaking Swipe, Outrage, Dragon Breath, Dragon Pulse, Draco Meteor, Crunch, Night Slash, Brutal Swing, Throat Chop, Pursuit, Knock Off, Punishment, Bite, Dark Pulse, Brave Bird, Acrobatics, Sky Drop, Wing Attack, Fly, Bounce, Air Slash, Heat Wave, Flame Burst, Fire Blast, Fury Swipes, Slash, Nasty Plot, Taunt, Torment, Whirlwind, Roar, Tailwind, Leer, Scary Face, Dragon Dance, Roost, Endure, Metal Sound
Overview: Right off the heels of Ridley’s victory is Meta Ridley. With redistributed stats, new abilities, and of course Steel typing with some extra Steel moves, it makes for a more defensive Ridley variant. Of course, you’re still a powerful setup user, but now you might add Roost onto your sets, or possibly Roost 3 Attacks. And Intimidate is reliable as a method of reducing the threat of physical attackers, so you can take on more Pokemon more efficiently.
Pokemon: Amaterasu
Type: Fire / Grass
Abilities: Trace/Grassy Surge
Signature Move: Celestial Brush (See Chibiterasu)
- Type: Fire
- Classification: Status
- PP: 1
- Effect: Works like Sketch, but instead of being replaced by the move that it sketches, it calls upon it. This lasts until the move is reset with an out of battle item. Essentially, this allows the user to have one slot contain any move, but only one.
Stats: 104/105/85/110/100/96 (Total: 600)
Other Notable Moves: Sunny Day, Morning Sun, Tackle, Bite, Synthesis, Grassy Terrain, Petal Blizzard, Petal Dance, Slash, Floral Healing, Seed Bomb, Whirlwind, Water Sport, Scald, Hydro Pump, Surf, Inferno, Energy Ball, Fire Blast, Fireball (see Mario, Bowser), Thunder, Blizzard, Thunderbolt, Hurricane, Helping Hand, Flame Charge, Fire Fang, Fire Lash, Power Whip, Vine Whip, Moonlight, Mist, Haze, Misty Terrain, Rock Climb, Teleport
Overview: Amaterasu has been designed as the Ubers version of Chibiterasu.
Pokemon: Yarn Yoshi
Type: Normal/Dragon
Ability: Fluffy/Crafty (If this Pokemon is holding a consumable item other than a berry, it will use it for its positive effects immediately upon entering the battle, regardless of the conditions, and before entry hazards affect it)
Signature Move: Yarn Ball
- Type: Normal
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 20 (max 32)
- Effect: Lowers the opposing Pokemon's Speed by one stage.
Stats: 120/100/57/93/80/100 (Total: 550)
Notable Moveset: Dragon Hammer, Dragon Dance, Cotton Guard, Softboiled, Egg Bomb, Return, Stomp, High Jump Kick, Bounce, Lick, Stockpile, Spit Up, Swallow, Knock Off, Bullet Seed, Crafty Shield, Baby-Doll Eyes, Rollout, Earthquake, Helping Hand, Switcheroo, Recycle
Overview: I crafted this submission for Yarn Yoshi with care. Normal typing is from mundane materials, Dragon is from regular Yoshi's loose connection with dragons. His abilities come from him being an adorable stuffed toy, and Crafty in particular gives him an assortment of unique sets involving its effect. Yarn Ball is based on how you can throw a ball of yarn at foes to either take them out or impede their movement. His low defense comes from being a plush, but that can be patched up with Fluffy or a Cotton Guard. Bullet Seed comes from the watermelon, which lets Yoshi spit seeds as a weapon. His main Dragon STAB comes from the fact that he becomes a hammer when he ground pounds.
Pokémon: **Dry Bowser**
Type: Ghost/Dark
Ability: Intimidate / Firebreather (Fire type steelworker)
Stats: 120/130/130/100/90/30 (600)
Notable Moves: all the same ones as Bowser with the additions of Shadow Bone, Bone Club, Bone Rush, Shadow Claw, Shadow Ball, Phantom Force, Shadow Sneak, Bounce, and Reanimate.
Reasoning: You'll notice that this is a slower and bulkier bowser, it tends to be the case with most regional variants already. Given that dry bowser is just dry bones + bowser he shares some moves from dry bones as well. This helps give him ghost stab and it's representative of his abilities in other games. The weird move on here is bounce which he mainly gets because, by way of being dead, he gets higher jumps. I went with ghost/dark as opposed to fire/ghost since he's still evil. Like being undead doesn't make you less evil, in fact it normally makes you more evil. However since he still has a lot of fire powers and is still heavily associated with the element I thought giving him a fire type version of steel worker would be fitting.
Pokémon: **Funky Kong**
Type: Flying / Fighting
Ability: Board Blocker(prevents taking damage and receiving effects from hazards) / Steelworker
Moves: Mach Punch, Earthquake, Bullet Punch, Knock Off, Bounce, Close Combat, Surf, Fly, High Horsepower, Payday, Acrobatics, Aerial Ace, Sky Attack, Sky Drop, Tailwind, Flying Press, High Jump Kick, Jump Kick, Sky Uppercut, Automize, Gear Grind, Shift Gear, Steel Wing, Repair, Rough Landing
Repair: Steel Type/Status/PP 10/The user heals itself by 50% of its max HP and removes any stat debuffs and status effects.
Rough Landing: It's just brave bird with a different name, and the user is grounded.
Stats: 100/120/80/60/80/100(540)

Reasoning: This is somethin' new. The Casper Slide part 2 featuring the Platnum Band, and this time we're gonna get funky (funky). Funky (funky). Everybody clap your hands. Alright so with that out of my system let's go over Funky Kong. Well for starters his abilities come from his roles in the games, namely those of being the mechanic who has works on vehicles or someone who makes weapons and sells them to the kongs. As for board blocker that comes from the Funky mode from DKC Tropical Freeze. In terms of his typing he's still a Kong who mainly focuses on melee attacks, but he also is really known for flying, and having a fucking banger of a song, specifically via his plane. Now most of his moves from Donkey Kong are gone but are now replaced. Overall he's much more acrobatic as well as he shows off doing flips and handstands in Tropical Freeze. Now you might be wondering, "well why does he have Gear Grind and Shift Gear" well this ties back to his mechanical nature, more so with Shift Gear since you shift gears in vehicles.
Pokemon: Ball Monokuma
Series: Danganronpa
Types:
173447
173448

Abilities: Tough Claws/Rotund/RecklessHA)
Rotund-Whenever this pokemon is hit by a move effected by bulletproof its speed is raised by a stage
Moves: All the moves Monokuma gets, except for execution, and it gains gunk shot, defense curl, rollout, and ice ball.
Stats: 90 HP/110 Atk/100 Def/ 60 SpA/100 SpD/110 Spe/570 BST

Reasonings: Ball Monokuma is weird and even for this weird series of visual novels I have never touched. As such I did some ... research about this rotund bear bot. It's evil and a robot hence the typing and it just rolls around slams into people at high speeds. It doesn't have execution because as far as I know these things have never killed anyone. It's abilities come from the fact that it just is all about high contact damage, the fact that it slams into things violently, and the way its defeated by way of a bullet causing it to roll. Listen I just chose to do this because Ball Monokuma is funny to look at.
Pokémon: Dark Pit
Type: Dark/Flying
Ability: Sniper / Defiant / Competitive [HA]
Stats: 80/115/80/115/80/110 [BST 580]
Some Moves: Pit's moves +Swagger, Taunt, Torment, Parting Shot, -Amnesia
Reasoning: Dark Pit has the same stat spread as good ol' Pitty (but with offenses evened out), which makes him a clone... But as it turns out, that's what he literally is. Dark-type because he's edgy and goes complete lone wolf until your sights are set on the Chaos Kin, which is where his work with Viridi starts for good. (He also works with you, considering you and her are working together to take down Hades and if you're KO'd, he gets KO'd too) Part-Flying because he actually CAN fly without outside assistance, unlike Pit, due to absorbing Pandora into his wings, which adds to the Dark type. (well her spirit at least; something happened to her body long before the events of the first kid icarus game) No Fairy because he's all edge and no holiness. Because the chapter where Pittoo takes the wheel gives him all the same options as Pit, he gets more or less Pit's moveset, minus Amnesia and plus Swagger/Taunt/Torment. Foul Play as more Dark-type coverage for Pittoo, and Defiant/Competitive because while he does go rogue against the Underworld, his other main target is Pitty Pat. Sniper because he tries to snipe Pit from afar at some point in Chapter 6 with... the Dark Pit Staff. (Staves are basically snipers) It being named after him more or less cements its status as his preferred weapon alongside the Silver Bow, so that's why his offenses are even.

And yeah, he loses his ability to fly after Pandora gets her body back, but explain Archen.
Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive / Extraordinary Specs (Super Luck clone)
Stats: 70/110/80/100/80/115 [BST 555]
Moves: Sacred Sword, Swords Dance, X-Scissor, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Flamethrower, Lock-On, Laser Focus, Aerial Ace, Agility, Dive, Thunderbolt, Deploy Missiles (From Galleom), Solar Blade, Psycho Cut
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else, and yes I scaled Kyoko off of that too) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), so she's Flying-type here. She was the former ultimate weapon for her army, on top of swordsmanship and other things, so that explains the Fighting type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Sacred Sword and Air Slash are both from her melee attacks, as well as Solar Beam and Psycho Cut just being common among sword users, and Charge Beam is from her normal fire from the energy pistol. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, Flamethrower is another unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it. (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.

And then there's Extraordinary Specs, based off of her Hyper in 100% Orange Juice. For the remainder of the turn, she ALWAYS rolls 6s, never higher, never lower (unless Delta Field happens). Kinda helps translate into high critrate and with Laser Focus.
Pokémon: Cuphead
Franchise: Cuphead
Type:

Ability: Skill Link
Moves: Peashooter, Chaser, Roundabout, Water Shuriken, Scald, Hydro Pump, Liquidation, Fire Blast, Focus Blast, Charge Beam, Signal Beam, Air Slash, Sludge Bomb, Bullet Seed, Seed Bomb, Pin Missile, Fly, Aerial Ace, Shadow Punch, Explosion, Rapid Spin, Lock-On, Teleport, Life Dew
Stats: 60 HP/116 Atk/50 Def/116 SpA/50 SpD/80 Spe (472 BST)

Peashooter |
|
| 20 BP | 16 PP | 90% | Hits 1-6 times.
Chaser |
|
| 10 BP | 16 PP | 100% | Ignores accuracy and evasion. Hits 1-6 times.
Roundabout |
|
| 10 BP | 16 PP | 85% | Hits 1-12 times.
Giant Ghost |
|
| 160 BP | Z-Move. Requires Shadow Punch and Cupheadium-Z. Removes anything from the user's side of the field that Rapid Spin would remove.

Cuphead can transform with the Cup Plane, which acts as a Mega Stone.

Pokémon: Plane Cuphead
Franchise: Cuphead
Type:

Ability: Skill Link
Stats: 60 HP/130 Atk/61 Def/130 SpA/61 SpD/130 Spe (572 BST)
Sample Sets
Cuphead @ Life Orb
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Liquidation
- Explosion
- Pin Missile

Cuphead @ Life Orb
Ability: Skill Link
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Peashooter / Chaser / Hydro Pump
- Charge Beam
- Fire Blast
- Focus Blast

Plane Cuphead @ Cup Plane
Ability: Skill Link
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Fire Blast
- Air Slash
- Peashooter / Roundabout / Hydro Pump
- Focus Blast
Reasoning: Cuphead's head is full of a liquid that resembles water. He fires shots supposedly made of liquid, and he fires them rapidly, nonstop. Peashooter, Chaser, and Roundabout are three of the shots he fires, with Peashooter being standard shots, Chaser being homing shots, and Roundabout being boomerang shots. He also has a shot that takes the form of spikes, and a charge blast that resembles fire. He can use a Smoke Bomb charm to teleport. One of his Super Attacks is Giant Ghost, which has him create a large ghostly version of himself, that does a spin attack. Sometimes, Cuphead uses a plane to fight. He can still fire shots in the plane. He can also use bombs, and become a bomb himself.
Pokémon: Shantae
Franchise: Shantae
Type:


Ability: Belly Dances (If Shantae uses a Ground-type move, she turns into Elephant Shantae before using the move. If Shantae uses a Poison-type move, she turns into Spider Shantae before using the move. If Shantae uses a Flying-type move, she turns into Harpy Shantae before using the move. While transformed, she can only use moves of her types. Spider Shantae can also use Sticky Web, Elephant Shantae can also use Body Slam, and Harpy Shantae can also use X-Scissor. Using these moves transforms base Shantae into the corresponding form. If she uses a move the form is incapable of using, she'll revert to base form before using it. Shantae also goes back to base form when switching out.) | [HA] Dancer
Moves: Elephant Stomp, Spider Venom, Harpy Talon, Play Rough, Dazzling Gleam, Power Whip, Bulldoze, Earthquake, Stomping Tantrum, Body Slam, Sludge Bomb, Sludge Wave, Air Slash, Aerial Ace, Fly, Brave Bird, X-Scissor, Crabhammer, Night Slash, Aqua Tail, Hyper Voice, Super Fang, Bounce, Ingrain, Energy Ball, Thunderbolt, Thunder, Flamethrower, Fireball (see Bowser), Mirror Coat, Recover, Wish, Healing Wish, Teleport, Light Screen, Sticky Web, Toxic Thread, Gastro Acid, Roost, Defog, Supersonic
Stats: 85 HP/95 Atk/75 Def/95 SpA/75 SpD/75 Spe (500 BST)

Elephant Stomp |
|
| 80 BP | 16 PP | 100% | Knocks the item off the target if they're holding one.
Spider Venom |
|
| 50 BP | 24 PP | 100% | Has +1 priority.
Harpy Talon |
|
| 50 BP | 24 PP | 100% | Has +1 priority. Doesn't make contact.

Pokémon: Elephant Shantae
Type:

Stats: 85 HP/150 Atk/130 Def/55 SpA/55 SpD/25 Spe (500 BST)

Pokémon: Spider Shantae
Type:

Stats: 85 HP/50 Atk/75 Def/115 SpA/75 SpD/100 Spe (500 BST)

Pokémon: Harpy Shantae
Type:

Stats: 85 HP/105 Atk/40 Def/105 SpA/45 SpD/120 Spe (500 BST)

Reasoning: Shantae is a half-genie, who fights by whipping her ponytail (Power Whip). She uses belly dances for different effects. She can use them to warp to different places (Teleport) or Heal (Recover). She can also use them to transform. Elephant, Spider, and Harpy are three of her transformations, and each come with signature moves. Elephant Shantae can stomp the ground and unearth items, Spider Shantae spits acid bullets, and Harpy Shantae shoots feathers. She has other forms too: Crab (Crabhammer), Tinkerbat (Night Slash), Mermaid (Aqua Tail), Bat (Hyper Voice, Supersonic), Dryad (Ingrain), Blobfish (Bounce), and Sophia III (Energy Ball). Shantae can use special items like fireballs (Fireball), flamethrowers (Flamethrower, Fire Blast), Storm Puffs (Thunderbolt, Thunder), and mirrors (Mirror Coat).
Pokémon: Cloud Strife
Franchise: Final Fantasy
Type:


Ability: Limit (The user has a gauge that fills when they take damage. The gauge is filled completely after taking 33% damage from anywhere. When the gauge is filled, certain attacks the user knows are replaced. X-Scissor is replaced with Cross-slash, Vacuum Wave is replaced with Blade Beam, Draco Meteor is replaced with Meteorain, and Hurricane is replaced with Finishing Touch. Other attacks simply gain 1.5x power. Once an attack is used, the gauge becomes empty.)
Moves: Sacred Sword, Power-Up Punch, Brick Break, Vacuum Wave, X-Scissor, Night Slash, Psycho Cut, Air Slash, Hurricane, Draco Meteor, Flamethrower, Ice Beam, Thunderbolt, Swords Dance
Stats: 95 HP/100 Atk/96 Def/100 SpA/100 SpD/109 Spe (600 BST)

Cross-slash |
|
| 130 BP | 100% | Can't be selected unless the user's Limit is full, and they know X-Scissor. 75% chance to paralyze.
Blade Beam |
|
| 130 BP | 100% | Can't be selected unless the user's Limit is full, and they know Vacuum Wave. Hits both opponents in a Double Battle.
Meteorain |
|
| 120 BP | 100% | Can't be selected unless the user's Limit is full, and they know Draco Meteor. Hits both opponents in a Double Battle.
Finishing Touch |
|
| 130 BP | 100% | Can't be selected unless the user's Limit is full, and they know Hurricane.
Omnislash |
|
| 12 BP | Z-Move. Requires Sacred Sword and Strifium-Z. Hits 15 times.

Sample Sets
Cloud Strife @ Strifium-Z
Ability: Limit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sacred Sword
- X-Scissor
- Night Slash
- Swords Dance

Cloud Strife @ Blunder Policy
Ability: Limit
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Vacuum Wave
- Draco Meteor
- Hurricane
- Ice Beam
Reasoning: Cloud wields the Buster Sword, which he uses for most of his attacks. Final Fantasy 7 has a Limit gauge for each character, that fills as they take damage. Characters can use a Limit Break once the gauge is full. Here, Cloud gets five of his Limit Breaks. Omnislash was made into a Z-Move, whereas the other four were turned into moves that can only be used after taking damage. Cloud also gets Flamethrower, Thunderbolt, and Ice Beam to represent Firaga, Thundaga, and Blizzaga. His stats here are translated from his stats in FF7. HP is taken from HP, Attack is taken from Strength, Defense is taken from Vitality, Special Attack is taken from Magic, and Special Defense is taken from Spirit. Speed was filled in in order to get Cloud's BST to 600.
Pokémon: Amy Rose
Franchise: Sonic
Type:


Ability: Floating Fall (At the end of each turn, if the user holds no item, they have a 50% chance to gain an Air Balloon.)
Moves: Amy Flash, Storming Heart, Rose Typhoon, Tantrum, Spin Dash, Hammer Arm, Low Sweep, Play Rough, Draining Kiss, Dazzling Gleam, Extrasensory, Future Sight, Zen Headbutt, Heart Stamp, Knock Off, Fly, Hurricane, Air Slash, Rapid Spin, Sweet Kiss, Lovely Kiss, Recover, Flash, Curse, Whirlwind, Defog, Tailwind
Stats: 60 HP/110 Atk/65 Def/100 SpA/65 SpD/128 Spe (528 BST)

Amy Flash |
|
| 100% | Paralyzes the target.
Storming Heart |
|
| 70 BP | 90% | Traps the opponent for two turns, dealing 1/8 of their max health as damage at the end of each turn.
Rose Typhoon |
|
| 105 BP | 90% | Hits all adjacent Pokémon in a Double Battle.
Tantrum |
|
| 80 BP | 100% | 40% chance to lower the target's Speed by 1.

Sample Sets
Amy Rose @ Leftovers
Ability: Floating Fall
EVs: 252 HP / 4 SpA / 252 Spe
Hasty Nature
- Draining Kiss
- Defog
- Amy Flash
- Knock Off

Amy Rose @ Choice Band
Ability: Floating Fall
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tantrum
- Play Rough
- Zen Headbutt
- Knock Off
Reasoning: Amy wields a hammer, which she can attack with quite aggressively, giving her Fighting-type. She's Fairy-type from using a lot of kiss-based moves. She also learns Psychic moves because she can use tarot cards, and wind moves because several of her attacks use whirlwinds. Recover is from Amy Heal, and Rapid Spin is from her spinning in some of her attacks. Floating Fall is a move she used in Sonic Advance 3, where she used a balloon to slow her fall. Amy Flash is from Sonic Adventure 2: Battle, where she immobilizes foes with a kiss. Storming Heart is from the same game, where she creates a whirlwind of hearts around a foe. Rose Typhoon is from Sonic and the Black Knight, where she creates a pink shockwave. Tantrum is from Sonic Chronicles: The Dark Brotherhood, where she does a strong hammer attack that can slow.
Pokémon: **Giga Bowser** (Gigantamax form of Bowser)
Franchise: Smash Bros.
Type: Same as Bowser
Abilities: Same as Bowser
Stats: Same as Bowser
G-Max Moves:
- Dark-type moves turn into G-Max Daimao Claw (Same effect as G-Max Wildfire)
- Electric-type moves turn into G-Max Shellshock (Sharply lowers foes' Speed)
- Steel-type moves turn into Ice-type moves and become G-Max Supercooled Edifice (Same effect as Disable on both foes)
Reasoning: In Smash, Giga Bowser's claw moves gain a darkness effect, which causes the foe to temporarily be consumed in a shadowy aura. Daimao is Japanese for Great Demon King, which is Bowser's title. Most shell-based attacks gain the electric effect, which increases freeze frames by 1.5x. It's also a pun on the term of the same name describing the trauma of battle. Whirling Fortress (represented by Gyro Ball) gains the freezing effect when used on the ground, which immobilizes the foe, hence the Disable effect.
Pokémon: **Ur-Ghast** (variant of Ghast)
Franchise: Minecraft (technically from a mod, but it's very popular one called Twilight Forest and is exclusive to that mod)
Type: Fire
Ability: Levitate
Stats: 130 (+60)/150 (+25)/80 (+20)/140(+50)/80 (+20)/80 (+0) (BST: 660 (+175))
New Mechanics: Pyro Ball and Fireball, when used by the Ur-Ghast (but not the Ghastlings), become 43 BP moves that hit exactly 3 times and have 95% accuracy (and has an accuracy check like Triple Kick). (Similar to how Water Shuriken changes on Ash-Greninja.)
Moves: Ghast's moves + Rain Dance, Thunderbolt, Thunder, Carminite Conjuration [110 BP, 100% accuracy, 5 PP, Electric, Special, does not make contact; The user generates a lightning strike to summon a Carminite Ghastling. Up to 3 Ghastlings can be on the battlefield at a time (if this move is used when there are 3 ghastlings, the move will still work, except that no Ghastling is summoned). The Carminite Ghastling has its own stats (2/70/1/60/1/80), inherits the Ur-Ghast's type, ability, and IVs/EVs (but not its item), and attacks with Pyro Ball. In Doubles, it will prioritize KOing the foe first, then doing the most damage. When the Ur-Ghast is attacked, both the Ur-Ghast and the Ghastlings will be hit, unlike a Substitute.], Wailing Tantrum [85 BP, 100% accuracy, Fire, 15 PP, Special, does not make contact; The user wails in a furious tantrum to damage the target with its tears. This move doubles in power if the Ur-Ghast is between 25% and 50% HP.]
Reasoning: The Ur-Ghast is a much stronger boss version of the Minecraft Ghast, hence the large stat increase. The Ur-Ghast summons rain during the Tantrum Phase (between 25% and 50% HP) and cries fiery tears during this time. The Electric-type moves come from the fact that the Ur-Ghast can summon Ghastling minions with a lightning strike; they are so weak that they die in a single hit. The damage affecting both the Ur-Ghast and the Ghastlings is for balance reasons. The new mechanics are due to the fact that, unlike the OG Ghast, the Ur-Ghast shoots 3 fireballs at once.
Pokémon: **Nitro Creeper** (variant of Creeper)
Franchise: Minecraft (technically from a mod, but it's very popular one called Natura and is exclusive to that mod)
Type: Grass
Ability: Nonexistent Fuse (If another Pokémon tries to attack the Nitro Creeper with a contact move, the Nitro Creeper uses Nitro Creeper Blast before the other Pokémon can even attack.)
Move: Nitro Creeper Blast [Grass, Physical, 400 BP, 100% Accuracy, 5 PP; User faints after using this move. Hits all Pokémon in Doubles.]
Stats: 75 (-20)/150 (+30)/50 (+0)/55 (+0)/50 (+0)/100 (+50) (BST: 480 (+60))
Reasoning: The Nitro Creeper is similar to the OG Creeper, but explodes much quicker and with a stronger blast, hence the stat differences and ability. In addition, there is no charged form since there's no lightning in the Nether, where it lives. Despite the stronger blast, Nitro Creeper Blast is weaker to trigger Pika Xreme since, due to it exploding quicker, it explodes farther away from the player, thus doing less damage.
Pokémon: **Marth**
Franchise: Fire Emblem
Type: Fighting
Ability: Charm [Boosts ally's Attack and Speed by 20%.] / Dancing Blade [Boosts Marth's Speed by 25%, but decreases Defense by 15%.] (HA: Fire Emblem [If at least one of the foes is Dragon-type or is an avatar of (Wyvern)KirbyRider1337 or Ninetales Dragons, in which case the entire team is KOed, increases Marth's Atk/Def/SpA/SpD/Spd by 10% and those foes lose 20% of their HP each turn.])
Moves: (Note: Very similar to Lucina's movepool) Sacred Sword, Close Combat, Knock Off, Detect, Quick Attack, Swords Dance, Smart Strike, U-turn, Ancient Power, Double-Edge, Dazzling Gleam, Thunderbolt, Power Gem, Stone Edge, Extreme Speed
Item: Falchion [All Fighting-type moves become super-effective against Dragon-types.] (Lucina gets this as well.)
Stats: 115/115/75/50/55/120 (BST: 530) (Same total as Lucina)
Reasoning: Charm and Dancing Blade are Marth's signature skills in later FE games. The Binding Shield, also known as the Fire Emblem, boosts all of Marth's stats slightly; in the Endgame, it removes all Earth Dragons from the map. Falchion is Marth's signature weapon, and does extra damage against dragons. Power Gem comes from the gems of the Binding Shield. Thunderbolt is due to the Levin Sword, which any sword unit can wield.
Pokémon: Kingprotea (cannot Dynamax because of size)
Origin: Fate Grand Order (Fate/Extra)
Type: Grass/Water
Ability: Pressure / Huge Scale (Takes 40% from all sources of direct damage, quadruples her weight, recharging moves don't have to recharge, and causes some moves to do double damage and never miss.
List of affected moves: Body Slam, Stomp, Astonish, Extrasensory, Needle Arm, Dragon Rush, Shadow Force, Steamroller, Heat Crash, Heavy Slam, Phantom Force, Flying Press, Malicious Moonsault, Double Iron Bash, Airavata King Size) (HA)
Stats: 165/145/115/70/115/110 (720)
Notable Moves: Power Whip, Liquidation, Earthquake, Milk Drink, Stomp, Swords Dance, Hammer Arm, Force Palm, Giga Drain, Hydro Pump, Energy Ball, Megahorn, Horn Leech, Superpower, Body Slam, Dragon Rush, Heavy Slam, Dragon Hammer, Dual Chop, Fire Punch, Outrage, Stone Edge, Magnitude, Bulk Up, Hydro Pump, Waterfall, Hurricane, Boomburst, Slam, Roar, Rock Wrecker, Giga Impact, Hyper Beam, Frenzy Plant, Fake Out, Teleport, Dynamic Punch, Growth, Infinite Growth
New Moves: Infinite Growth: Normal, 15 PP, Status, Adds +5 levels every time used, breaking even the Level 100 cap. These presist on switch-out
Z-Move : Airavata King Size Requires NPium-Z and Stomp. Deals double damage to targets who used Minimize already. Water-type, Physical, 170 BP.
Reasoning: The giant of the digital limits. Grass/Water for being related to growth and her NP. Pressure because it seems to be common, and Huge Scale to be more or less to reflect her growth spurt. Moves to relate to her typing, sheer power and sie, and a few dragon moves due to her relation to Tiamet. Milk Drink is also due to the milk ocean in her NP. Infinite Growth is referring to her ability to adjust her size.
Pokémon: ***Hammer Bro***
Origin: Super Mario Bros
Type: Rock/Dragon
Ability: Shell Armor / Skill Link / Rock Head (HA)
Stats: 75/105/120/105/70/80 (555)
Notable Moves: Barrage, Boomerang, Fireball, Icicle Spear, Rock Blast, Bullet Seed, Valor Up, Wood Hammer, Withdraw, Head Smash, Bone Club, Bonemerang, Bone Rush, Fly, Earthquake, Bulldoze, Thunderbolt, Thunder, Inferno, Fire Blast, Molotov (Closest thing to the fire wave), Shell Smash
New Moves: Boomerang: 70 BP, 95% Accuracy, 10 PP, Flying type, Physical, Hits 2 times; once on use, and again the next turn.
Valor Up: Just a renamed Cosmic Power.
Reasoning: Might as well. Abilities and types taken from a few subs back in the day. Stats show higher defense, but also mixed offensives. All their moves usually are what they use and a few more on their sub species.
Pokémon: Mecha Knight
Type: Steel/Flying
Ability: Full Metal Body / Knightmare* / Intrepid Sword(HA)
*Knightmare: Slashing moves do 1.3x damage and bypass immunities.
Slashing moves
Stats: 80/120/100/90/100/110 (600)
Notable Moves: Mach Tornado*, All slashing moves (except Secret Sword and Solar Blade, or any other signature moves), Extreme Speed, Swords Dance, Brave Bird, Smart Strike, Iron Defense, Iron Head, Curse, Roost
*Mach Tornado: Physical Flying-type, 100 BP, 100% Accuracy, 15/24 PP, 30% chance to lower target's defense by 1, Slashing moves
Pokémon: Niko
Type:


Ability: Sun Carrier — Drought clone / Technician / Telepath
Notable Moves: Fake Out, U-turn, Defog, Morning Sun, Knock Off, Bulldoze, Return, Parting Shot, Wish, Toxic, Yawn
Stats: 82 / 95 / 100 / 65 / 110 / 68 (BST: 520)
Reasoning:
- Why Sun Carrier? Well, Niko is litteraly carrying a sun in his adventure — even though the sun is, in this world, a lightbulb. Drought itself didn't really make sense, so I just changed the name a little bit.
- Why Technician? Because of the item fusion mechanic in One Shot.
- Why Telepath? Because of Niko's ability to communicate with the player through the game.
- Why Normal-type? Niko, in the game, is categorized as "the only living creature in the world" (at least before the DLC). Normal make sense because, unlike the other PNJs of the world, he is actually a normal dude irl.
- Why Ground-type? Even if Niko says the opposite, he's a cat. And cats don't like water. So does Ground type.
Competitive: Finally! A sun setter that actually resists stealth rock! With his good bulk and his excellent support movepool, Niko can function as an incredible defensive pivot. U-turn / Parting Shot allows him to keep momentum, while he can heal himself with Morning Sun or heal an ally with Wish. He also got access to Knock Off, Fake Out, Yawn and Defog. He also benefits of its own sunny day, because it improves Morning Sun and nullify his water weakness. He could also run a Tecnician set with Bulldoze and Fake Out. On the other side, he is particularly weak to physical wallbreakers and has two common weaknesses in Ice and Fighting.
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: **Reimu Hakurei**
Origin: Touhou Project
Type: Flying/Psychic
Ability: Levitate / Super Luck / Shrine Maiden of Paradise*
*Shrine Maiden of Paradise: User is immune to Dark and Ghost.
Stats: 90/100/90/95/140/85 (600)
Notable Moves: Fantasy Seal*, Pin Missile, Psycho Cut, Jump Kick, Petal Blizzard, Slack Off, Rapid Spin, Reflect, Light Screen, Psychic, Psyshock, Earth Power, Teleport, Muso Tensei (see Kenshiro in Expanded)
*Fantasy Seal: Flying-type, 90 BP, 10/16 PP, 100% Acc., Super effective against Dark and Ghost, category changes to match user's higher attacking stat, always hits if Special.
Reasoning: Lazy asshole shrine maiden. Flying-type with Levitate because she explicitly has "floating" listed as a power despite being from a series where everyone can fly anyway. Screens because barriers, teleport because yes, Psychic because those. Super Luck because she got mad luck yo. Shrine Maiden of Paradise because sealing away evil spririts is like 25% of her job description do you really wnat her to be weak to Spiritomb twice. She's got a more defensive stat spread due to having a small hitbox, which is about as close to being "durable" as you can get in a game like Touhou. Fantasy Seal is one of her attacks, usually being a homing energy shot but there's also a non-homing bunch of ofuda version. Pin Missile because she got the needles, Psychic moves for STAB, Jump Kick / Rapid Spin / Earth Power because she has those in the fighting game spinoffs, Petal Blizzard because Hidden Star in Four Seasons, Slack Off because lazy asshole. She gets Muso Tensei from Kenshiro because she has an attack that works like that and is a homophone of it in Japanese (Fantasy Nature).
Pokémon: **Marisa Kirisame**
Type: Normal/Water
Ability: Levitate / Magician
Stats: 60/110/50/140/70/110 (540)
Notable Moves: Master Spark*, Hyper Beam, Tri-Attack, Extreme Speed, Return, Water Pulse, Liquidation, Flash Cannon, Dazzling Gleam, Earth Power, Ice Beam, Blizzard, Lunge, Signal Beam, Power Gem, Dark Pulse, Flamethrower, Fire Blast, Overheat, Flare Blitz, Draco Meteor, Wood Hammer, Rapid Spin, Focus Blast, Gunk Shot, Sludge Bomb, Taunt, U-Turn, Thunderbolt, Thunder, Cosmic Power
*Master Spark: Special Normal-type, 120 BP, 90% Accuracy, 5/8 PP, 10% chance to burn.
Signature Item: Mini-Hakkero: If user is Marisa Kirisame: Boosts light-based and Fire-type moves by 1.2x power (see Dark Crown for list of light moves, Master Spark is also included), negates recharge turns when KOing with a recharge move
Reasoning: The (allegedly) ordinary magician who lives in the Forest of Magic, stealing people's books and stuffing her face with mushrooms that probably aren't good for her. Normal because self-proclaimed ordinary human also yay Hyper Beam. Water because she has a minor water motif going on, her best special Water move is Water Pulse because she doesn't really make use of it. Her stats reflect how she is in the Touhou series: she specializes in blasting things with powerful magic and she's pretty fast, while also being no slouch with physical attacks, but she's not exactly wanting to take hits. Levitate because she float, Magician because she's a literal magician who also likes to swipe "held items". Tri-Attack, Return, and Liquidation for STAB. Extreme Speed because yay fast. She also gets shitloads of light/laser based moves, because she's... really fond of her lasers. This includes her signature move, the Master Spark. Ice moves because she briefly went through an ice phase in Hidden Star in Four Seasons. Fire moves because she's used quite a lot of fire attacks. Draco Meteor because she has an attack named basically the same thing. Wood Hammer because she can indeed just smack people with that broom of hers. Rapid Spin because she's had several attacks involving spinning. Focus Blast because generic special move. Gunk Shot and Sludge Bomb because she's had attacks in fighting games involving throwing potions at people. Electric moves because Master Spark. Cosmic Power because she has a lot of star-themed attacks. Her signature item, the Mini-Hakkero, is used for her light and heat-based magic, hence its effect, also yay Hyper Beam.
Pokémon: **Big Rig**
Origin: Big Rigs: Over The Road Racing
Type: Steel/Ghost
Ability: Infinite Acceleration* / Flash Fire (Hidden)
*Infinite Acceleration: Only works on Big Rig and forces the user to start in base form. Works like Speed Boost, but upon hitting +6 Speed turns into Big Rig-Hyperspeed and clears Speed stat stages. Upon hitting +6 again as Big Rig-Hyperspeed, knocks out the opponent at the end of each turn.
(Big Rig-Hyperspeed can be selected outside of battle, but is forced to start in base if using Infinite Acceleration.)
Stats: 90/60/80/40/75/25 (370)
Stats (Hyperspeed): 90/60/80/40/75/255 (600)
Notable Moves: Extreme Speed, Iron Head, Flare Blitz, Wild Charge, Thunder, Thunder Wave, Morning Sun, Rapid Spin, Will-o-Wisp
Reasoning: The fastest truck, and possibly character, in gaming. Its most infamous trait is its ability to, when in reverse, accelerate almost infinitely (hence Infinite Acceleration copying Speed Boost, Big Rig having Extreme Speed, and Hyperspeed's 255 speed) until it becomes so fast it instantly wins the game (there's only one opponent in Big Rigs, so just an OHKO is fine). Its intangibility (due to the lack of collision on anything but the floor) gives Infinite Acceleration the effects of Infiltrator, as well as its secondary Ghost type. It's seemingly metal, hence Steel and Iron Head. It's shown on fire in the boxart, hence Flash Fire, Flare Blitz, and Will-o-Wisp. One of the trucks is literally named "Thunder", another contains "thunder" in the name, and the boxart refers to "18 Wheels of Thunder", hence its Electric moves. Morning Sun is because one of the trucks contains "Sunrise" in the name. Rapid Spin because it can be spun around fast if you turn while at high speeds.
Pokémon: **Demigod of Rock** (Guitar Hero: Warriors of Rock)
Type: Rock/Ghost
Ability: Solid Rock / Punk Rock
Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Rock Out*, Metal Sound, Metal Burst, Iron Head, Overdrive, Boomburst, Hyper Voice, Uproar, Roar, Sacred Fire, Parting Shot, Extreme Speed, Magma Storm, Dragon Dance, Shadow Ball, Destiny Bond, Spirit Shackle, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Perish Song
*Rock, Special, 90 BP, 100% Acc, 10 PP | Sound-based. Awakens Pokémon that are asleep. | Rockium Z: 175 BP Continental Crush
Z-Move: Scourge Dropkick - Rock, Physical, 185 BP | Demigod of Rock unleashes a fierce dropkick meant for taking out rogue mechanical creatures. Deals super-effective damage to Steel-types. Makes contact. | Move: Rock Slide | Z-Crystal: Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST
Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Abilities, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Ghost typing symbolizes having transcended mortality. His main songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. Z-Move is based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played. The rest of the moves relate to the specific songs associated with him, and occasionally the artists thereof.
Song-based moves
Setting Fire to Sleeping Giants: Sacred Fire | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Magma Storm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Shadow Ball, Destiny Bond
Deadfall: Spirit Shackle | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat
Sudden Death | Megadeth: Perish Song
 

Deleted member 503163

Guest
Pika Xreme's Big Rig
Depressed Gay's Funky Kong
Ninetales Dragons' Shantae
 

Congratulations to Pika Xreme, Ticktock and Ninetales Dragons for winning with Big Rig, Kingprotea and Shantae. Ninetales Dragons and Ticktock have earned the title, Parodius.

Just to let everyone know (for one last time), any v1 crossovers or regional variants of current crossovers can be submitted at any time but they won't get a bonus vote (unless they match the current bonus theme).

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

Cookie Butter

formerly the someone
Heads-up: In Age of War you play as a base and the goal is to destroy the enemy base. The base has HP, gains experience and attacks with turrets. In other words, to quote ToadBrigade, technically it's playable so why not.

Pokémon: Stone Age Base
Franchise/Origin: Age of War
Type: Rock
Ability: Long Reach / Skill Link / Slow Start
Moves: Attack Order, Defend Order, Wood Hammer, Barrage, Megahorn, Eruption, Ancient Power, Stone Edge, Rock Blast, Egg Bomb, Bone Club, Bone Rush, Bonemerang, Shadow Bone, Stealth Rock
Signature Z-Move: Volcanic Cataclysm: Requires Eruption. Calculated using the user's higher attack stat.
Stats: 60/80/120/40/45/5 (370)
Reasoning: The Stone Age Base sends out cavemen, slingshot men and dino riders against the enemy. Its long-range defensive options (turrets) include slingshots, egg throwers and catapults made of bone. Every Special move is unique to each Age, so I turned each one in a Signature Z-Move. In this case, the Special is dropping volcanic rocks that look more like meteors on the enemy.
Evolves into the Medieval Age Base.


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


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


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


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

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

Reasoning: Stats: Dreaded Giant's stats are scaled up from its game of origin. Gnome is the Spirit of Earth, a mythical creature with no defining traits to make one stat higher than the other.
Ability: Crystallands is based on the fact that it created a whole island of crystals. Diancie and Carbink are Fairy-type. Plus, the crystals were created with aer which is, to put it simply, magical natural energy. Aer Control comes from their ability to heal by absorbing said magical energy, which every attack in Tales of Vesperia has.
Moves: The Dreaded Giant itself eats the magical natural energy I mentioned earlier, is made up of it and uses it to attack. He also goes mad because of said energy. Nature's Madness comes form that fact. The rest of its moves are because it's a turtle-dragon thing that uses Water and Earth element attacks in its game of origin, as well as puffing up its chest and hitting on it. As a spirit of nature, Gnome gains control over lightning powers when evolving.
Pokémon: Mada (Shin Megami Tensei III: Nocturne)
Typing: Fire/Steel
Ability: Void Expel / Gluttony
Void Expel: Immune to Dark-type moves. This includes Status moves.
Moves: Physical: Double-Edge, Flare Blitz, Drain Punch, Hammer Arm, Counter, Beat Up
Special: Flamethrower, Ember, Lava Plume, Fire Blast, Gust, Air Slash, Hurricane, Shock Wave, Thunderbolt, Thunder, Icy Wind, Ice Beam, Blizzard, Giga Drain
Status: Haze, Teleport, Will-o-Wisp, Thunder Wave, Recover, Life Dew, Heal Bell, Heal Pulse, Wish, Healing Wish, Howl, Swallow, Stockpile, Curse, Confuse Ray, Focus Energy, Taunt
Signature Move: Intoxicate: Toxic clone with Corrosion effects.
War Cry: Noble Roar clone but -2 instead of -1.
Stats: 90/104/116/102/116/102 (630)
Reasoning: "A god in Hindu mythology, created by the sage Chyavana. His name means 'intoxication'. He is said to be able to grow so big, he can swallow all of the other gods."
—Shin Megami Tensei III: Nocturne compendium
Since Nocturne is an RPG, custom stuff is taken directly out of the game. Mada's stats are scaled up from Persona 5. Mada has lots of coverage because SMT demons can be created by merging two lesser demons, and those lesser demons can be of different elements and have different moves.
Pokémon: Sagume Kishin
Typing: Flying
Ability: Reverse Reality: This Pokémon's secondary effect activation chances are the inverse of what they usually are (10% chance move becomes 90%). A target affected by this Pokémon's Instruct also receives this effect. This ability cannot be traced, replaced or suppressed.
Moves: Chatter, Wing Attack, Brave Bird, Pin Missile, Roost, Curse, Topsy-Turvy, Feather Dance, Instruct, Teleport
Signature Z-Move: One-Winged White Heron (200 BP | Flying | Physical | must know Brave Bird | Calculated using the user's higher offensive stat.)
Signature Item: Occult Ball of Lunar Capital - Once per battle, allows Sagume Kishin to set a pure Ghost-type Substitute (named an Urban Legend) upon switch-in.
Stats: 100/80/85/130/95/110 (600)
Reasoning: Sagume is a divine spirit whose power is to reverse any situation she talks about (though the situation will be reversed in some way, not in any specific way). Being mono-Flying and Flying-type moves due to being one-winged and having bird-named spell cards. Sagume's signature item comes from the fact that she is responsible for the events of Urban Legend in Limbo where urban legends manifested.

Resub time
Pokémon: Kiara Sesshouin
Type: Psychic/Fairy
Abilities: Triage / Infiltrator
Moves:
Physical: Zen Headbutt, Heart Stamp, Play Rough, Submission, Close Combat, Arm Thrust, Force Palm, Drain Punch, Mach Punch, Dynamic Punch, Reversal, Attack Order, Sucker Punch, Beat Up, Power Trip, Pursuit, Foul Play, Lick, Shadow Claw, Shadow Sneak, Phantom Force, Dizzy Punch, Last Resort
Special: Dazzling Gleam, Draining Kiss, Moonblast, Disarming Voice, Psychic, Psybeam, Dream Eater, Future Sight, Extrasensory, Psyshock, Stored Power, Shadow Ball, Thunderbolt, Zap Cannon, Signal Beam, Focus Blast, Aura Sphere, Flash Cannon
Status: Play Nice, Baby-Doll Eyes, Lovely Kiss, Sweet Kiss, Attract, Heal Order, Defend Order, Nasty Plot, Barrier, Reflect, Light Screen, Magic Coat, Trick Room, Wonder Room, Magic Room, Curse, Healing Wish, Heal Pulse, Moonlight, Conversion, Conversion 2, Thunder Wave, Lock-On, Teleport
Thesis of Still Heart - 60 BP | Psychic | Special | 15 PP | --% Acc. | Ignores the target's type, always dealing neutral damage. Eliminates the target's stat changes.
Stats: 115/100/80/110/90/105 (600)

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

By equipping the Crown of the Beast, Heaven's Hole Kiara can become Beast III/R Kiara (works like Primal Reversion).
Form: Kiara Sesshouin-Beast III/R
Type: Dark/Fairy
Signature Ability: Ten Thousand Colored Stagnation - When Beast III/R is on field, every Vulnerable Lifeform opponent is under the effect of Attract. This Ability can't be ignored.
Stats: 145/140/100/150/120/125 (780)

Reasoning:
 
Last edited:

Deleted member 503163

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Pokémon: Thudley
Franchise/Origin: Super Paper Mario
Type: Ground/Fairy
Ability: Levitate
Moves: Earthquake, Body Slam, Body Press, Flying Press High Jump Kick, Bounce, Magnitude, Play Rough, Thousand Waves, Ground Pound
Signature move: Ground Pound: It's just another version of thousand arrows but it makes contact.
Stats: 100/120/120/30/120/90 (580)

Reasoning: Alright so Thudley is the almighty pixl who gives the Mario gang BUNS OF STEEL. You see he turns asses into weapons of ass destruction. As such all his moves relate to going up and coming back down as hard as you can. Also according to lore he was a former wrestler before turning into a pixl hence the wrestling moves. As for his typing, well his attacks moreso relate to how hard you hit the ground and he's also a pixie like thing. Also all the pixls float so that's why he gets levitate.
 

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