Pet Mod [Gen 8] Crossover Chaos

Cookie Butter

formerly the someone
Pokémon: Furion (Monster Racers)
Type: Fire | Dragon
Ability: Speed Boost | Dragon's Fury
Signature Ability: Dragon's Fury - At 1/2 or less of its max HP, this Pokemon's Speed is doubled.
Stats: 80/105/85/95/85/150 (600)
Moves:
Viable: Flare Blitz, Extreme Speed, Wild Charge, Outrage, Dragon Claw, U-Turn, Burn Up, Earthquake, Flare Blitz, Roost
Flavor: Flame Charge, Fury Attack, Fury Cutter, Fury Swipes, Final Gambit, Agility
Signature Z-Move: Burning Impact - (175 BP | Fire | Physical | requires Flare Blitz and Turboflamium-Z | 100% burn chance)
Reasoning: The legendary and mascot of another monster catching game, Monster Racers. It's the fastest of all monsters in that game, therefore it gets great speed. In Monster Racers, it has a signature skill that increases its Speed when it's losing a race. Since Pokemon isn't about racing, but rather battling, "losing" becomes low HP. Roost come from it being able to grow fire wings whenever it wants, and being able to glide and so forth. The typing should be pretty self-explanatory, and the move choices as well. Burning Impact comes from Turbo, a special move that every monster has.

Sample Set:
Recoil Abuser
Furion @ Turboflamium-Z
Ability: Dragon's Fury
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Earthquake
- Roost
Pokémon: Tiamat-Femme Fatale
Franchise/Origin: Fate/Grand Order
Type: Water/Dragon
Ability: Parental Bond
Moves: Sing, Perish Song, Noble Roar, Disarming Voice, all TMs/HMs/TRs/Tutors
Stats: 110/90/110/120/110/20 (560)

Pokémon: Tiamat-Dragonoid
Franchise/Origin: Fate
Type: Water/Dragon
Ability: Primordial Sea
Can Gigantamax
G-Max Move:
(G-Max) Nammu Duranki: Water-type | Prevents the target's stats from being raised for one time.
Stats: 140/120/140/130/140/50 (720)

Reasoning: Type: Tiamat is a saltwater dragon goddess whose "true body" is the ocean itself.
Moves: Gets all teachable moves because Tiamat is the ancestor to all life on Earth, similar to Mew who (according to Dex entries) is the ancestor of all Pokémon.
Stats: As a Beast, Tiamat is on the same league as Nine-Tailed Tamamo, Kama-Mara and Goetia, who are multiversal threats of the Fate series. She has infinite energy and exists across space-time. However, she has a weaker, humanoid form where she holds back to not kill her "children" (every living thing on Earth). This humanoid form is just the brain of the Dragonoid form deep in the ocean, like the tip of an iceberg.
Abilities: Parental Bond because Tiamat is the mother of all life on Earth, and her main method of attacking is giving birth to Magical Beasts to attack for her.
Tiamat's Profile said:
The body of the Second Beast is the ocean itself, so it cannot move onto land. Instead, it is her children’s role to mop up the human race.
As for Dragonoid Tiamat, Primordial Sea (Japanese: Sea of the Beginning) is a perfect fit. In F/GO, she has the "Sea of Life: EX" Skill to display the fact that the "The Second Beast itself is the sea which gives rise to life".

Pokémon: Orion
Franchise/Origin: Fate/Grand Order
Type: Fighting
Ability: Stout Arm of Brutality / Long Reach / Sniper
Stout Arm of Brutality: This Pokémon's Fighting-type moves deal double damage to foes that are in the Bug or Monster Egg Group.
Moves:
Physical: Bowman of Three Stars, Arrow Shot, Drain Punch, Dynamic Punch, Hammer Arm, Close Combat, Mach Punch, Power-Up Punch, Sky Uppercut, Comet Punch, Meteor Mash, Fire Punch, Thunder Punch, Blaze Kick, Flame Wheel, Play Rough, Waterfall, Liquidation, Three Way (See Austin)
Special: Swift, Surf, Fire Spin, Snipe Shot, Tri-Attack
Status: Cosmic Power, Moonlight, Hold Hands, Focus Energy, Bulk Up, Slack Off, Attract, Captivate, Swagger, Rain Dance, Soak
Signature moves:
Bowman of Three Stars - Electric-type, Physical, 30 BP, 100% accuracy, 10 PP. Hits three times. Doesn't make contact.
Arrow Shot - Rock-type, Physical, 80 BP, 100% accuracy, 15 PP. Doesn't make contact. Increased critical hit ratio. Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Stats: 110/130/110/60/105/105 (620)

Form: Orion-Grand Archer
Stats: 120/140/120/70/115/115 (680)
Moves: Loses Hold Hands, but 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-Artemis
Type: Steel/Fairy
Ability: Affection of the Goddess / Long Reach / Sniper
Affection of the Goddess: 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:
  • Types: Fighting-type because Orion is the most skilled hunter hero, and fights not only with weapons but also his fists. Orion+Artemis' type is Steel/Fairy because she is a Moon goddess and literally a robot (you can see the cords coming out of her thigh in her sprite). This is Artemis' true form. Orion is turned into a small bear, so Artemis is the "main body" of the duo. However, the duo is considered to be Orion in Fate/Grand Order, it has Male gender in FGO's code, doesn't have the Goddess trait, and so on.
    Orion's Profile said:
    Upon summoning Orion, a hero of Greek Mythology, for some reason the goddess Artemis also came along.
  • Moves: 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, his Noble Phantasm (his ultimate attack, basically) lets him summon Artemis to give general buffs to all his stats, so it fits perfectly with Z-Hold Hands. Video here. When he's summoned with Artemis, she can use her own attacks like Moonblast, etc. Video here. Orion with Artemis loses his muscles but gains cuteness which is why he can use Nuzzle.
    • Orion isn't part-Electric type despite his signature moves being Electric-type because he uses the power of stars, but can't turn himself into plasma. His bow has a string of electricity, and he fires plasma arrows, but isn't plasma himself.
  • 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. Moreover, Grand Archer Orion is able to defeat someone who can destroy stars so that's 680 BST territory.
  • Abilities: 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. Stout Arm of Brutality is a Skill that gives bonus damage against "Beast" and "Demonic" trait foes in FGO, which are closer to Monster and Bug Egg Groups in Pokémon. Affection of the Godessis because both Artemis and Orion attack as partners in that form.
    • Despite being a Huge Power-like boost for Fighting-type moves against some Pokémon, most viable Pokémon are Undiscovered (and in V2, Human-like). Plus the major defensive threats of Bug and Monster Egg Group resist Fighting anyway. Not broken at all.
    • 252+ Atk Stout Arm of Brutality Orion Close Combat vs. 252 HP / 172+ Def Venusaur-Mega: 142-168 (39 - 46.1%) -- guaranteed 3HKO
    • 252+ Atk Stout Arm of Brutality Orion Close Combat vs. 252 HP / 76+ Def Slowbro-Mega: 111-132 (28.1 - 33.5%) -- 0.1% chance to 3HKO
    • You'd rather use Fire-type moves on Bug-types, and Electric-type moves on Mega Slowbro.
    • RIP Aggron tho
  • Z-Moves: Their Signature Z-moves are their Noble Phantasms, their ultimate attacks as mentioned above.
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Pokémon: Duck
Franchise/Origin: Liquid Webtoy
Typing: Normal / Water
Ability: Drizzle / Cloud Nine / Color Change
Moves: Hydro Pump, Scald, Hydro Cannon, Water Spout, Muddy Water, Surf, Waterfall, Water Gun, Steam Eruption, Eruption, Lava Plume, Sludge, Acid, Acid Spray, Sludge Bomb, Sludge Wave, Tar Shot, Apple Acid, Venoshock, Red Tears, Hot Cup of Tea, Toxic, Magma Storm, Haze, Mist, Icicle Crash, Icicle Spear, Avalanche, Blizzard, Ice Ball, Ice Beam, Ice Shard, Icy Wind, Egg Bomb, Block, every other magma or tangentially-water-based move we have between V2 and Expanded
Signature Move: Bomb Blast - Special | 100 BP | 10 PP | Normal | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Damp.
Bomb Throw - Physical | 100 BP | 10 PP | Fire | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Bulletproof.
Stats: 5/5/255/5/255/5 (530)

Reasoning: Duck is from Liquid Webtoy. Liquid Webtoy is a liquid simulation game where you can place water and change it into any liquid by dying it, as well as rainclouds, ice, magma and duck. There are also bombs in Liquid Webtoy to stir up the things placed. Duck is indestructible, taking no damage from the magma or bombs. It only gets red in contact with magma but doesn't get destroyed, and goes back to normal when not touching magma.
Pokémon: Mimi
Franchise/Origin: Super Paper Mario
Type: Bug/Steel
Ability: Disguise/Illusion/Gemologist
Gemologist- Rock-type Steelworker
Notable Moves: Transform, Diamond Storm, Power Gem, Shift Gear, Gear Grind, Pay Day, Sucker Punch, Pursuit, Stockpile, Spit Up, Teleport, Fly, Stealth Rock, Earthquake, Stone Edge, Copycat, Explosion, Infestation, Lunge
Signature Move:
Stats: 41/80/128/80/128/111 [BST 568]
Reasoning: Mimi does things.
 
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Toad confirmed in the Discord that only sequels that come out this week matter to the slate bonus, so that opens up Hollow Knight and Gungeon... >:D (even if i'm only subbing a boss from gungeon but still)

In the deepest darkness, there are beasts who wear faces stolen from your memories and pluck at the strings in your heart. Know yourself, and stay strong.
Pokémon: **Nosk**
Type: Poison/Bug
Type (Winged Nosk): Poison/Flying
Ability: Disguise / Illusion
Moves: Take Down, Lunge, Gunk Shot, Sludge Bomb, Sludge Wave, Sludge, Bounce, Gastro Acid, Acid, Acid Spray, Screech, Roar, Double-Edge, Copycat, Role Play, Struggle Bug, Cross Poison, Poison Jab, Toxic, Belch, Bug Bite, Fury Cutter, Mind Reader, Assurance, Fake Tears, Flatter, Snarl, Throat Chop, Block, Me First, Play Nice, Stomp, Sucker Punch, Venoshock, Infestation, Dream Eater, Psych Up
Winged Nosk gets Aerial Ace, Fly, and Acrobatics, but does away with Take Down, Double-Edge, and Stomp.
Stats: 87/112/90/90/83/93 [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.


Seated atop the Lead Throne, the Bullet King rules over the Leadfort's Gundead. He will hold court with any brave enough to reach his sanctum.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 70% Accuracy, 5-8PP. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 100/115/90/115/90/50 [BST 560]
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!
Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns, Haze and Clear Smog mostly from smoke pouring out of a gun after it fires. Finally Rapid Spin because some of his attacks involve spinning around a lot.

Bullet King @ Assault Vest
Quiet Nature
Ability: Mega Launcher / Levitate
EVs: 252 HP / 8 Atk / 248 SpA
- M6D Pistol / Dark Pulse
- Round of Bullets
- Aura Sphere
- Clear Smog

Bulky AV that screws over set-up sweepers. Levitate should only be considered if you're doing M6D Pistol, as with Dark Pulse, you're completely unresisted and have two moves boosted by Mega Launcher.

Bullet King @ Icium Z
Sassy Nature
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
- Rapid Spin
- Burning Flask
- Haze
- Metal Burst / Water Pulse

Spinner that can spread burns and heal when things get dicey. Still screws over mons that use boosts to wreck shop. Metal Burst is there so you can screw over wallbreakers that can't KO you, with Water Pulse as an alternative option if you want to punish the enemy for blocking your Burning Flask.

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Pokémon: **Delirium**
Type: Ghost/Psychic
Ability: Delirious Memory (When struck by an attack untransformed, it transforms into a random mon from that franchise at the end of the turn (If a realmon did it, Delirium transforms into a randomly chosen realmon), with four randbats moves for three more turns. This Pokemon is still able to transform into another mon if hit whilst transformed, resetting the timer. It transforms into that mon if it's the sole rep. V2 mons are prioritized, but in cases where V2 mons are the only reps in V2 but their franchises have reps in V1 too, those V1 mons are copied.)
Moves: Transform, Shuffle! (From Soul Elizabeth Ravenous), Role Play, Sludge Bomb, Teleport, Psyshock, Stomp, Any moves Mom's Heart would have, Any moves that ??? would share with Satan and/or The Lamb
Stats: 216/72/52/106/72/52 [BST 570]
Delirium is the boss of the Void, the area after the Chest/Dark Room unlocked after you beat Hush for the first time. (Hush for reference can be fought after Mom's Heart/It Lives! if less than thirty minutes have elapsed since the start of the playthrough, but it's quite a formidable opponent whose first few fights will likely beat you easy) Also it's prone to staticking up the screen a lot.

Reasoning: Transform, Shuffle!, Role Play, and Delirious Memory because its main gimmick in the fight is that though it has default attack patterns (including sending rings of white danmaku (psyshock) and occasionally exploding mint green danmaku (sludge bomb)), it'll more often than not copy the bosses you fought earlier in the run, changing its appearance to match. Stomp because the chances of Mom being unavailable as a transformation are negligible and as her, Delirium will only use the Stomp attack.. Psychic Type because staticking up screen and being Isaac's life flashing before his eyes, Ghost because of the latter reason and the skull-like appearance. Huge HP because it takes lots of punishment before finally going down, appropriate for a final boss, and to make it even more dangerous whilst transformed, though negligible armorscaling means the defenses aren't anywhere close to Hush's.

And since characters who only appear in one game count even if said game is among multiple installments, well...

"Geh ha ha ha ha! Thoust FOOLS!"
Pokémon: Rouxls Kaard
Type: Fairy/Psychic
Ability: Run Away / Wimp Out / Defeatist
Moves: U-Turn, Taunt, Parting Shot, Substitute, Reflect, Light Screen, Teleport, Fling, Trick, Swagger, Work Up, Life Dew
New Item: Control Crown (Destroys itself and confuses the holder unless held by Rouxls Kaard)
Stats: 55/45/75/45/75/120 [BST 415]
Reasoning: Rouxls Kaard is just a wimp who sets up puzzles... Yet for all his ham, his puzzles suck ass and once starved fresh dry of puzzles, he sics an enemy you defeated before on you, same stats and everything, and after that surrenders to your group unceremoniously, all in hilarious, over-the-top fashion. Wimp Out and Defeatist because he turns tail once things go south, which is likely to happen in the blink of an eye with him. Fairy because he's a Darkner, an entity hinted at to be entirely fantasy, even in-universe, and if the sole Darkner on your team being the White Mage of the bunch is any indication, Darkners have a stronger connection to magic in general than Lightners do. Psychic due to floating and not even being animated on the overworld, plus the aforementioned connection with magic. He is not a Dark-type because he's too inept at villainy to warrant the Dark typing in the first place. (The Dark type is also known as the Evil type in Japan; Kaard isn't even close to the same extent of villainy that the King of Spades' sheer cruelty and Jevil's complete insanity have reached.)


"To think that living humans were such strong creatures! This reality is just like a dream!"
Pokémon: Mayumi Joutouguu
Type: Ground/Fighting
Ability: Technician / Justified / Sturdy
New Move: Haniwa Arrows (Basically Thousand Arrows but 65BP and 15-24PP. Can't hit Ghost-types.)
New Move: Cavalry Haniwa (85BP Ground-type Shadow Bone but instead of lowering Defense it lowers Speed.)
Moves: Sacred Sword, Swords Dance, Fury Cutter, Smack Down, Bulldoze, Drill Run, Rock Polish, Lunge, Retaliate, X-Scissor, Aerial Ace, Three Way (From Austin Carter back in V2) ("No Holding Back" version would get TArrows)
Stats: 75/120/80/40/110/115 [BST 520]
Reasoning: Being a sentient ceramic doll skilled in various combat techniques (including archery, swordsmanship, and the equestrian), Mayumi naturally gets the Ground/Fighting type and Sturdy and Technician. For all its flavor, TArrows would completely and utterly break Mayumi, so she gets a toned-down variant instead. Justified because she is probably no more evil than even Eika, as Mayumi's just serving a woman who wants to protect human spirits. (even if they have as little freedom as they did even back before keiki took over) Haniwa Arrows is from her Archer Haniwa spellcard and her nonspells, Cavalry Haniwa is from the spellcard of the same name, Fencing Haniwa gives all those sword-based moves and Drill Run and Lunge, being ceramic opens up the possibility of Rock Polish. She's a fast-ish physical attacker with good Special bulk, but mediocre physical bulk, as the one physically-oriented playable character just so happens to be the one who's able to cut clean through the Haniwa in her spellcards like a hot Roukanken through butter. Notably, her Bug coverage, Fighting STAB, and Haniwa Arrows are all resisted by Ghost-types... Alluding to the Animal Spirit's devious, devious scheme in dragging your heroine into its home since the Haniwa seemingly hard-counter them.

And I may have done five subs, but, uh... Welp. It's NOT over.
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:(
I didn't design THIS!
Pokémon: Long Live The New Fresh
Type: Poison/Dark
Ability: Iron Fist / Unnerve / Gluttony
New Move: Corrupting Fist (Poison-type Fire Punch that inflicts regular poisoning instead of burning.)
Other Moves: Bulldoze, Mega Punch, Recover, Rapid Spin, Hammer Arm, Earthquake, Substitute, Growth, Rage, Flash Cannon, Dark Pulse, Self-Destruct, Earth Power, Needle Arm, Poison Jab, Brutal Swing, Darkest Lariat, Payback, Pay Day
Stats: 50/80/60/50/60/60 [BST 360]

Reasoning: Iron Fist because this guy punches a lot. Corrupting Fist is from how he punched and corrupted an ocean, and it's Poison because that's symbolized by said ocean becoming its color. Bulldoze and Earthquake because it sends shockwaves upon striking the ground, same for Earth Power. Sub because it masks one of its arms as a deathly pale Plant person. Growth because it does that in its fight and Rage because it gets infuriated once its own fist hits it. Recover because it regenerates its arm. Rapid Spin because it spins a bit. Flash Cannon because lasers. Self-Destruct because the fight ends with it getting slugged by all four of its arms in one go. Dark because of its aggressive demeanor (Beats up a friendly Plant in its first moments after breaking loose from its cave), intimidating appearance, trying to chomp down on you in its evos, using its essence to corrupt everything, and it being the main antagonist of JSaB, plus it resisting Hammer Arm would be strange considering it's defeated the first go around via it accidentally punching itself full force with four arms. Pay Day because Japanese name means Coin-for-a-Cat and this thing took design inspiration from a Cat. Fake Out might break its final form, though.

By leveling up whilst holding a Blue Power Triangle, Long Live The New Fresh can evolve into New Game.
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(Note that this guy has two each of arms and legs; They don't always show in his fights)
Pokémon: New Game
Type: Poison/Dark
Abilities: Punk Rock / Mega Launcher / Gluttony
Moves: Prior mentioned + Rock Slide, Rock Blast, Rollout, Bite, Crunch, Overdrive, Hyper Voice Boomburst, Wood Hammer, Spiky Shield, Body Slam, Dragon Pulse, Thunder Wave, Thunder Punch, Whirlwind
Stats: 80/90/60/100/60/60 [BST 460]

Reasoning: Poison stays for obvious reasons, both the corruption aspect and the parallels with Roxie and Toxtricity. Rock Slide because it summons rocks to fall on you as it shakes the ground. Rollout because it rolls a fair bit in its fight. Bite and Chomp because it tries to chomp down on you during its battle in a similar vein to Pacman. Overdrive because the thing rocks out atop its tower at some point, having already started by the time you enter the factory. Hyper Voice and Boomburst because those waves that show up in its fight certainly look like soundwaves and it even rocks out atop its tower too. Body Slam because it crashes into the ground once it's done rolling and you wouldn't want to get hit by it, though it also makes sense for the evo. And Wood Hammer because what it used to become itself was once part of a tree. Spiky Shield because it covers itself in spikes as it rolls across the screen. Dark because it's the same as before but powered up and need I mention what happens to the Cube. Mega Launcher and Dragon Pulse due to its ability to transform into a cannon. Thunder Wave and Thunder Punch because the two other triangles identical to the one it used to gain power were used as a defibrillator during the false Game Over segment at the end of its evo's fight to turn the tables.

By using a Red Power Triangle on New Game after losing 49HP in battle (just like with the Tart and Sweet Apples on Applin but with the added effect of Galar Mask’s evo prerequisite), New Game can evolve into Annihilate.
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Pokémon: Annihilate
Type: Poison/Bug
Abilities: Stakeout / Arena Trap / Strong Jaw
Moves: Prior mentioned + Red Tears (From 0^2), Bug Bite, Hyper Beam, Attack Order, Infestation, Endure, Assurance
Stats: 110/140/80/130/60/60 [BST 580]

Reasoning:
Evo Method because New Game gets desperate after you beat Final Boss and recover the last Power Triangle, takes back said triangle and jams if into itself, and now it became the thing you see at the start of Annihilate. Bug and Attack Order because you get swarmed by centipedes in its fight, Poison staying because its color scheme is unchanged and because of said color scheme's symbolism in JSaB. Red Tears because some liquidlike danmaku drips out of its eyes and... Yeah, that's certainly reddish alright. Hyper Beam because it occasionally attacks with a massive beam during its fight. Stakeout because if you try to continue from the following false Game Over sequence, it attacks and sends you back there. Endure because it still keeps on fighting a bit even after its health is completely depleted from when you turn the tables against it. Strong Jaw because a bite from it causes the false game over sequence in the first place, which also adds flavor to Crunch from its mid-evo. Similarly, it shrouds itself in spiky balls during the second part of Til It's Over, so New Game's Spiky Shield works here too, and smashing itself into the ground just seems like Body Slam to me. And Arena Trap because the screen's just lined with its spikey appendages.
 
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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.
 
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Pokemon: Witch
Franchise: Minecraft
Type:
Dark.png
/
Poison.png

Abilities: Magic Guard, Corrosion,
Stats: 80/70/80/90/85/80 (485 BST)
Notable Moves: Toxic, Will-O-Wisp, Hex, Dark Pulse, Sludge Bomb, Mystical Fire, Teleport, Spite, Ice Beam, Thunderbolt, Psychic, Flamethrower, Shadow Ball, Calm Mind, Nasty Plot, Aromatherapy, Reflect, Light Screen, Counter, Mirror Coat, Metronome, Rest, Sleep Talk, Substitute, Hypnosis, Nightmare, Dream Eater
Signature Moves:
Potion Of Healing |
Fairy.png
|
Status.png
| 10 PP | 100% | Heals the users health by 50%. Can also be used on allies.
Potion Of Traps |
Ghost.png
|
Status.png
| 10 PP | 100% | Traps the opponent for 3-5 turns. Fails if user switches out, opponent has U-Turn, Volt Switch, etc.
Potion Of Gravity |
Flying.png
|
Status.png
| 10 PP | 100% | Summons Gravity for 5 turns.
Potion Of Speed |
Psychic.png
|
Status.png
| 10 PP | 100% | Summons Trick Room for 3 turns.
Potion Of Darkness
Dark.png
|
Status.png
| 10 PP | 100% | Puts foe to sleep.

Reasoning: The Witch is an evil mob in Minecraft who is focused on using potions to damage the player, hence the reason the signature moves are all potions. The Witch uses Corrosion and Magic Guard as the abilities because witches are magical and carry special powers. The Witch is a very verstatile Pokemon since it can be used as a setup sweeper, cleric, and a support. It has a wide movepool, excellent typing and some decent stats.
 

Deleted member 503163

Guest

Pokémon: Colonel Noodle
Franchise/Origin:PaRappa The Rapper
Type: Normal/Dark
Ability: Rap Battle/Water Absorb
Rap Battle-If this pokemon is hit by a sound move its own sound moves have the power boosted by 30%.
Moves: Hyper Voice, Snarl, Scald, Steam Eruption, Flatter, Foul Play, Parting Shot, Power Trip, Taunt, Torment, Nasty Plot, Copycat, Mimic, Perish Song, Sing, Power Whip, Vine Whip, Overheat, Flamethrower, Diss
Signature move: Diss|Dark|80 Power|100% Accuracy|16 Max PP|It's a sound move with a 30% chance to lower the opponent's attack by one stage.
G-Max Move: Slurp It, suck it, I know you all like it!-Dark|Lowers the opponent's attack and special attack by 1 stage.
Stats: 90/60/80/120/80/100 [BST 530]

Reasoning: Somehow this dingus managed to turn all the food into noodles and amass an army because of it. However this is PaRappa the Rapper so through the power of dope rhymes and self belief he gets defeated, but he's the closest thing the game has to an antagonist so here he is. Hyper Voice, Snarl, Parting Shot, Taunt, Torment, and Sing are all there because of his rap capabilities. Flatter comes from the end of the rap where he realizes that PaRappa is right and all food is tasty. Power Trip because he lets the power of leading his own army go to his head. Perish Song because his rap is really the end of the story, thus perishing it. Copycat and Mimic come from him copying PaRappa's own catch phrase. Scald, Steam Eruption, Power Whip, and Vine Whip all come from his love of noodles, as does Water Absorb. Lastly Overheat and Flamethrower come from the fact that he was trained to be a chef, specifically a chef that caters towards burgers due to his father also he spits straight fire.



Pokémon: Instructor Mooseha
Franchise/Origin:PaRappa The Rapper
Type: Fighting
Ability: Stamina/Vital Spirit
Moves: Fly, Rock Climb, Hyper Voice, Instruct, Bounce, Low Kick, Hi Jump Kick, Jump Kick, Rapid Spin, Agility, Final Gambit, Explosion, Close Combat, Horn Attack, Megahorn, Mimic, Copycat
G-Max Move: When I say Boom Boom Boom You Say Bam Bam Bam!-Fighting| Locks the opponents into the same move for three turns.
Stats: 70/100/100/70/70/100 [BST 510]

Reasoning: Alright so Intructor Moosesha is the sistser of Instructor Mooselini from the first game. I went with her because I think her song is just better in every way. During her portion of the game she trains PaRappa to combat the noodle menace, see above, through jump rope, rock climbing, riding a bike, and using roller skates. You know standard military training. She instructs PaRappa throughout the song, tells him to kick, is surprisingly agile for a moose, and states "Remember, never go down without a fight" so uhh that sounds like a final gambit thing to do. Of course she has horns so horn moves were a must, and she does use her sister's iconic line so mimic and copycat are there for that, also explosion. Lastly fly is there because if you go into cool mode she just flies out of the level and watches from above.
 
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Pokémon form: **Pyra**
Type:

Ability: Power of the Aegis (gains ability to change into Mythra in battle [similar to Mega Evolution but reversible])
Notable Moves: Burning Sword, Blade Switch, Flare Blitz, Fire Lash, Fire Spin, Wil-O-Wisp, Swords Dance, sword-based moves.
Blazing End:
|
| 100 BP | 100% accuracy | 5 (8) PP | 50% chance to burn target | can only be used by Pyra
Blade Switch:
|
| same mechanic as relic voice | raises Speed by two stages | changes to Mythra form

Exclusive Z-Move: Burning Sword |
|
requires Blazing End | 180 BP | sets Sea of Fire
Stats: 70 / 140 / 85 / 90 / 70 / 115 (570 BST)

Pokémon form: **Mythra**
Type:

Ability: Power of the Aegis (gains ability to change into Pyra [similar to Mega Evolution but reversible])
Notable Moves: Sacred Arrow, Blade Switch, Calm Mind, Psychic, Psyshock, Focus Blast, Thunder, Thunderbolt, Shadow Ball.
Sacred Arrow:
|
| 125 BP | 100% accuracy | 5 (8) PP | can only be used by Mythra
Blade Switch:
|
| Relic Voice clone | raises Speed by two stages | changes to Pyra form

Exclusive Z-Move: Desolation |
| requires Sacred Arrow | 195 BP | Removes all terrain, hazards, screens, etc. from both sides of the field.
Stats: 70 / 90 / 70 / 140 / 85 / 115 (570 BST)

Reasoning: Pyra and Mythra are the legendary Aegis Blade. While they are the same Blade, they have different personalities, abilities and can switch from one to the other at any time during combat. Both Pyra and Mythra's moves and abilities reflect their abilities in Xenoblade 2. Pyra is a Fire elemental Blade whose level 3 special is Blazing End, a concentrated strike that incinerates its target. Her exclusive Z-Move, Burning Sword, is her level 4 special that strikes her target with a giant, burning sword that detonates on impact. Mythra on the other hand is a Light elemental Blade (Psychic type) whose level 4 special is Sacred Arrow, a volley of arrows made of light from the heavens to strike enemies.
Mythra's exclusive Z-move is called Desolation. At the end of Torna: The Golden Country DLC she and Malos fight at their full power above the Tornan titan. At her full power she not only annihilates Malos's forces but also sinks the continental titan itself. The realisation of the carnage and destruction she set upon the world caused her to go into shock, forcing her to create a seperate persona and seal herself away, not only to protect herself from her own power, but also the people of Alrest. thus leading into the main events of Xenoblade 2.
 

Pokémon: Alpha Hydranoid
Franchise/Origin: Bakugan
Type
: Dragon/Dark
Special Ability: Indigo Nightmare: boosts the power of dark/dragon moves by 30%(Dark/Fairy aura clone)
Notable Moves: Death Trident, Draco Meteor, Dragon Claw, Outrage, Dragon Pulse, Dark Pulse, Fire Blast, Earthquake, Crunch, Iron Tail, Recover
Signature move: Death Trident:

Dark Type move: 30 Base Power. Hits 3 times. Special


Stats
: 85/108/80/130/80/103

Reasoning: For the typing I think it's fairly self explanatory. He is a dragon and has the darkus attribute so I think dragon/dark was a very obvious choice to give. I gave him death trident as that is one of his signature attacks and it hits 3 times because he shoots 3 blasts from all 3 heads. along with some of other dragon/dark moves. The rest of the moves really were just added to fill in the whole as to whatever stabs can't hit. Iron tail is a powerful albeit inaccurate coverage for fairies, and flavor wise, it was one of hydranoids previous forms most common ways it defeated opponents. Recover has some flavor As hydranoid can regrow its heads. It's ability is based on one of its signature abilities that boost its g power so I gave it a dark aura effect. If that boost is too much I will nerf it down.
 

Deleted member 503163

Guest

Pokémon: Alpha Hydranoid
Franchise/Origin: Bakugan
Type
: Dragon/Dark
Special Ability: Indigo Nightmare: boosts the power of dark/dragon moves by 30%(Dark/Fairy aura clone)
Notable Moves: Death Trident, Draco Meteor, Dragon Claw, Outrage, Dragon Pulse, Dark Pulse, Fire Blast, Earthquake, Crunch, Iron Tail, Recover
Signature move: Death Trident:

Dark Type move: 30 Base Power. Hits 3 times. Special


Stats
: 85/108/80/130/80/103

Reasoning: For the typing I think it's fairly self explanatory. He is a dragon and has the darkus attribute so I think dragon/dark was a very obvious choice to give. I gave him death trident as that is one of his signature attacks and it hits 3 times because he shoots 3 blasts from all 3 heads. along with some of other dragon/dark moves. The rest of the moves really were just added to fill in the whole as to whatever stabs can't hit. Iron tail is a powerful albeit inaccurate coverage for fairies, and flavor wise, it was one of hydranoids previous forms most common ways it defeated opponents. Recover has some flavor As hydranoid can regrow its heads. It's ability is based on one of its signature abilities that boost its g power so I gave it a dark aura effect. If that boost is too much I will nerf it down.
Alright I like your enthusiasm, but uhh this pet mod is only for video game characters. However if you go to the crossover chaos expanded mod you can submit Alpha Hydranoid for that.
 

Pokémon: Ymir
Franchise: SMITE
Type:


Ability: Thick Fat | Ice Body | [HA] Frostbite (The user's Ice-type attacks have an added 5% chance to freeze. The user's attacks do double damage on frozen targets.)
Moves: Ice Wall, Terrain Freeze (see Pet Shop), Frost Breath, Icy Wind, Ice Beam, Freeze-Dry, Blizzard, Icicle Spear, Icicle Crash, Ice Punch, Ice Shard, Ice Hammer, Megahorn, Hammer Arm, Brick Break, Low Sweep, Power Gem, Rock Slide, Earthquake, Knock Off, Smart Strike, Meteor Mash, Wood Hammer, Aurora Veil, Hail, Stealth Rock, Block, Bulk Up, Rock Polish, Spikes
Stats: 150 HP/80 Atk/150 Def/80 SpA/80 SpD/60 Spe (600 BST)

Ice Wall |
|
| 24 PP | Works like Protect. If this move would fail, it instead prevents the opponent from switching out during the next turn.
Shards of Ice |
|
| 110 BP | Z-Move. Requires Icicle Crash and Ymirium-Z. Lowers the Speed of all opponents by 2, with a 30% chance to freeze each of them.


Chalice of Healing: Heals 12.5% damage the first three turns the user is out. Refills if the user switches out.
Ymir @ Chalice of Healing
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Adamant Nature
- Stealth Rock
- Ice Wall
- Earthquake
- Knock Off

Ymir @ Ymirium-Z
Ability: Frostbite
EVs: 252 HP / 220 Atk / 36 SpA
Brave Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Hammer Arm
Reasoning: Ymir is the Father of the Frost Giants. He carries a club, and attacks with ice moves. Frostbite is his passive ability from SMITE, which acts as a status effect similar to freezing. Enemies afflicted by it taking double damage from attacks. Ymir has the highest health out of all gods in SMITE, while also having the highest physical protection other than Jormungandr. Ice Wall is one of his abilities, which creates a wall of ice. It can either stop enemies from approaching, or stop them from leaving. His other abilities are an icicle ability, a freeze breath ability, and Shards of Ice, where he freezes himself and the area around him, slowing enemies, until he eventually attacks with icicles. This is also where Terrain Freeze comes from. Rock Slide, Rock Polish and Stealth Rock are from his artwork. Power Gem, Spikes, Wood Hammer, and Meteor Mash come from some of his skins.

Pokémon: Sol
Franchise: SMITE
Type:


Ability: Levitate | Flame Body | [HA] Solar Power
Moves: Radiance, Disapparate, Fire Blast, Flamethrower, Mystical Fire, Heat Wave, Fiery Dance, Incinerate, Burn Up, Fireball, Flame Charge, Fire Punch, Solar Beam, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse, Thunderbolt, Dazzling Gleam, Draining Kiss, Morning Sun, Sunny Day, Will-O-Wisp, Cosmic Power, Sweet Kiss, Lovely Kiss, Agility, Flash
Stats: 75 HP/110 Atk/75 Def/110 SpA/80 SpD/110 Spe (560 BST)

Radiance |
|
| 16 PP | Heals 25% damage, and burns opponents that make contact this turn.
Disapparate |
|
| 8 PP | Raises the user's Speed by 1, and burns opponents that make contact this turn. The next turn, the user is immune to attacks, but their moves are disabled and they can't switch out.
Supernova |
|
| 20 BP | Z-Move. Requires Fire Blast and Solium-Z. Hits 8 times.


Chalice of Healing: Heals 12.5% damage the first three turns the user is out. Refills if the user switches out.
Sol @ Solium-Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dazzling Gleam
- Thunderbolt
- Dark Pulse

Sol @ Chalice of Healing
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Cosmic Power
- Morning Sun
- Flamethrower
Reasoning: Sol is the Goddess of the Sun. Her real body is being chased by Skoll, but she fights using a manifestation of herself, which is made of fire. It attacks with fire, and floats around everywhere. She has low health and physical protection in SMITE, translating to low HP and Defense here. Her basic attack is weaker, but her abilities are decently strong. She has higher movement speed, as well as having a faster attack speed. Radiance is a move where she creates fire around herself, which heals her and attacks by burning. Disapparate is a move where she becomes faster and leaves a burning trail of fire, before temporarily becoming a ball of fire that is immune to damage, but can't do anything. Supernova is her ultimate, where she brings down eight pillars of fire. Her victory animation has her dancing around (Fiery Dance), and also kissing a warrior (Draining Kiss, Sweet Kiss, Lovely Kiss). Cosmic Power, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse and Thunderbolt come from some of her skins.
Dinosaur.PNG

Pokémon: Chrome Dino
Type:


Ability: Speed Boost | No Wi-Fi (Electric-type Pokemon have their Abilities negated.)
Moves: Jump Over, Outrage, Dragon Claw, Dragon Tail, Crunch, Jump Kick, High Jump Kick, Bounce, Quick Attack, Extreme Speed, Dragon Dance, Sandstorm, Agility
Stats: 255 HP/80 Atk/30 Def/30 SpA/30 SpD/80 Spe (505 BST)

Jump Over |
|
| 64 PP | The user has a 50% chance to avoid one move that targets them this turn. Fails if the Pokemon that targets them moves first.
Chrome Dino @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Adamant Nature
- Jump Over
- Protect
- Toxic
- Extreme Speed

Chrome Dino @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Jump Kick
- Extreme Speed
Reasoning: The dinosaur runs through a desert, jumping over obstacles. As he progresses, the game gets faster. He is Dragon-type because of Tyrantrum. He gets maximum health because he is capable of running for 17 million years straight, but he has low Defenses because he can be taken out by a single bird or cactus.
 
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Pokemon: **Broken Vessel** (Hollow Knight)
Type: Ghost/Poison
Ability: Innards Out
Moves: Gunk Shot, Shadow Sneak, Swords Dance, Sludge Wave, Flail, Shadow Claw, Sacred Sword, Toxic, Lunge, X-Scissor, Infected Balloon (Summon a substitute and poison the enemy.)
Stats: 70 / 105 / 100 / 75 / 95 / 105 | 550 BST
Reasoning: The Broken Vessel is a vessel like The Knight, but one who died and is being controlled by Lightseeds. Ghost is because it is a vessel like The Knight, and Poison because it is infected and being controlled by single infection cells. Innards Out is based on it's attack where it goes to the centre of the arena and sprays Infection from it's body in all directions. It's moves are attacks it can do in game and some bug moves to show that it used to be like The Knight. Fairly balanced stats with a higher attack and speed show it's rapid-fire melee approach to fighting, with decent special attack and bulk for its headbanging attack and pretty good health, respectively. The Infected Balloon move is based on the Broken Vessel summoning them throughout the battle to chase The Knight and deal damage.


Pokemon: **Hive Knight** (Hollow Knight)
Type: Bug/Fighting
Ability: Inner Focus / Scrappy
Moves: Lunge, Sacred Sword, Spikes, Teleport, Mach Punch, First Impression, Infestation, Quick Guard, Acrobatics, U-Turn, X-Scissor, Close Combat, Attack Order
Stats: 90 / 110 / 75 / 80 / 75 / 120 | 550 BST
Reasoning: Hive Knight was the Hive's best and most loyal knight, and still guards the queen even after she died. Bug is for obvious reasons. Fighting is because fighting type is associated with knights, as shown by Sirfetch'd and the Swords of Justice. Inner Focus is because of Hive Knight's unending loyalty even after the kingdom's collapse, and Scrappy shows that determination and fighting skill as well. His moves all show his mobility in combat and pretty much directly represent the attacks he uses in battle. Hive Knight is above all else very fast, and has a high attack stat as well to show his relentless fighting style and mastery over his nail. Hive Knight is fairly frail due to having relatively low health for a boss fought later in the game. Special attack isn't too low because Hive Knight can summon smaller bees to help fight and spiky balls that shoot spines in all directions.
 
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T.I.A.

formerly Ticktock
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(Warning: a LOT of new moves and forms.)
Pokémon: ***Puppet Suika Ibuki***
Note: Evolves at level 30, but instead of evolving, she adopts a new "Style" and you can choose from 3 styles. This does mean that Normal Suika is Eviolite Compatiable.
Origin: Touhou Puppet Dance Performance
Type: Normal/Power: Fighting/Ground
Defense: Fighting/Fire
Extra: Fire/Water
Abilities: Normal: Sheer Force
Defense: Sheer Force/Battle Mania (Fighting-type Magnet Pull)
Power: Drunkard (Always under the influence of confusion, but is also immune to the damaging aspect of confusion, so she instead skips a turn.)
Extra: Magic Guard/Final Form (Torrent clone, but for STAB moves)
Stats: Normal: 70/60/55/50/40/50 (325)
Defense: 110/100/100/70/100/60 (540)
Power: 140/145/90/100/45/100 (640)
Extra: 80/65/105/120/80/90 (540)
Moves: Moves for all forms: Harden, Yin Energy, Karate Chop, Rock Slide, Block, Sandstorm, Corkscrew, Frenzied Joururi, Facade, Rock Tomb, Lost Crisis, Brick Break, Protect, Substitute, Sleep Talk, Reflect, Safeguard, Confuse Ray, Rest, Destruction Rift, Limitless Realm, Hidden Power
For Defense/Power/Extra: Fire Punch, Double-Edge, Rocky Barrage, Focus Punch, Fire Blast, Focus Blast, Gravity Blast, Taunt, Overrun
For Defense/Power: Brave Burst, Hammer Arm, Close Combat
For Defense/Extra: Thermit, Flame Charge, Blaze Kick, Superpower, Lava Plume, Heat Wave, Torment, Swords Dance
For Power/Extra: Meteor Assault, Power Gem, Earthquake
For Defense Only: Struggle Bug, Mach Punch, Drain Punch, Exploding Blaze, Low Kick, Crush Claw, Flare Blitz, Bulk Up, Circle Throw
For Power Only: Pursuit, Feint, Slack Off, Encore, Earthen Feast, Counter, Energy Ball, Thunder, Toxic, Dense Fog Bloom
For Extra Only: Spikes, Confide, Growl, Amnesia, Fire Wall, Slime Shot, Lazy Mist, Aquasonic, Geyser, Eruption, Rock Polish, Water Spout, Waterfall Drop, Thief, Evil-Crushing Arrow, Hydro Pump
New Moves:
Yin Energy: ???, 55 BP, 100% Accuracy, 35 PP, Physical, No special effects.
Corkscrew: Fighting, 50 BP, 90% Accuracy, 10 PP, Physical, Has a 70% chance to raise the user's Attack by 1.
Frenzied Joururi: Normal, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Lost Crisis: Dark, 60 BP, 100% Accuracy, 10 PP, Physical, Doubles in power when used in terrain and eliminates the effects of it.
Earthly Influence: Normal, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power and matches its typing to match that of the Terrain's type.
Destruction Rift: Earth, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in terrain and eliminates the effects of it.
Limitless Realm: Psychic, 15 PP, Status, Eliminates the effects of all weather and terrains when used.
Rocky Barrage: Rock, 80 BP, 100% Accuracy, 20 PP, Physical, Has a increased critical hit ratio.
Gravity Blast: Psychic, 120 BP, 100% Accuracy, 5 PP, Special, Deals less damage when the opponent's HP is lower.
Overrun: Normal, 100 BP, 100% Accuracy, 20 PP, Special, Hits both targets in a Double Battle.
Brave Burst: Fighting, 90 BP, 100% Accuracy, 15 PP, Special, No special effects.
Thermit: Fire, 90% Accuracy, 10 PP, Status, Inflicts a Heavy Burn. Its similar to Burn, but the damage doubles every turn like Toxic.
Fire Wall: Fire, 65 BP, 100% Accuracy, 20 PP, Special, Destroys the opponent's item for the rest of the battle, and deals 50% more damage to them if they hold one.
Slime Shot: Water, 55 BP, 100% Accuracy, 15 PP, Special, Lowers the opponent's Speed by 1.
Lazy Mist: Water, 80 BP, 100% Accuracy, 20 PP, Special, Has a 30% chance to inflict Weaken. This status prevents the healing from moves, much like Heal Block.
Aquasonic: Water, 40 BP, 100% Accuracy, 20 PP, Special, Has +1 priority.
Geyser: Water, 60 BP, 100% Accuracy, 10 PP, Special, Always lands a critical hit.
Waterfall Drop: Water, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Evil-Crushing Arrow: Fairy, 95 BP, 100% Accuracy, 15 PP, Physical, Has a 10% chance to flinch the opponent.
Exploding Blaze: Fire, 80 BP, 100% Accuracy, 20 PP, Physical, Has a 30% chance to inflict a Burn.
Earthen Feast: Ground, 120 BP, 85% Accuracy, 5 PP, Special, Has a 10% chance to lower the opponent's Accuracy by 1.
Dense Fog Bloom: Water, 120 BP, 100% Accuracy, 10 PP, Special, Requires a charge turn beforehand, but is negated in rain.
Reasoning: Puppet Suika has only appeared in TPDP, so this counts. Other than that, she's basically taken from the game straight up barring a few moves removed and other aspects changed to be their Pokemon counterparts. Those that don't have a counterpart are created instead. Drunkard used to be a Truant clone, but it has been changed to be more original (and fitting).
 
Resubbing Ur-Ghast.


Pokémon: **Ur-Ghast** (only appears in Minecraft, and only appears in a single mod for the Java edition)
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 (2/70/1/60/1/81), 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.
 
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Dammit I can't sub the American Sports Team for this as they were in 2 games

oh, well; Let's go with these absolute lads instead:

1582561803745.png


Pokémon: C. Round
Origin: DELTARUNE
Type: Normal
Ability: Klutz/Pickup
Moves: Struggle, Flail, Bounce, Tackle, Bide, Belly Drum, Block, Body Slam, Celebrate, Chip Away, Covet, Headbutt, Lock On, Pound
Z-Move: (Optional)
Stats: 20/30/35/30/35/25

Reasoning: C. Round is very much like Tyrogue and Magikarp, where you have to live with the bogus for a little bit in order to get the stronger Mon later. However, even now it's got a movepool that doesn't immediately doom it to the depths of EXP Share, and has base stats mostly in the 30s, as well as a Typing that doesn't forsake it too much.

EVOLVE to K. Round at Level 20 or higher with King's Rock equipped



Pokémon: K. Round
Type: Normal/Steel
Ability: Pickup/Flash Fire
Moves: All C. Round moves plus Swords Dance, Dragon Dance, After You, Attract, Barrage, Baton Pass, Boomburst, Court Change, Double Slap, Double Edge, Encore, Endure, Feint, Focus Energy, Focus Punch, Focus Blast, Growth, Harden, Hold Back, Lucky Chant, Metronome, Minimize, Play Nice, Play Rough, Payday, Stomp, Swagger, Thrash, Uproar, Anchor Shot, Double Iron Bash, Rollout, King's Shield, Gear Up, Iron Defense, Magnet Bomb, Meteor Mash, Smart Strike, Teeter Dance, Revelation Dance, Fiery Dance
G-Max Move: G-Max Crown Boogie: K. Round unleashes the funk, causing everyone to dance! Status move; Increases all stats by 1 stage (including accuracy and evasiveness), locks all other mons on the field to use Teeter Dance for 1 turn; User and its allies immune to confusion for 1 turn. Replaces moves affected by Dancer.
Stats: 60/85/90/80/100/60

Reasoning: Once the boi grabs the crown, he bulks up, grows, and boogies down! Steel is added due to grabbing the Crown (which is essential to K. Round); he is a decent Tank, Flash Fire covering the mon's biggest weakness. Z-Crown Boogie is a unique move, making the "move lock" properties of moves like Outrage into a status effect of sorts; K. Round mixes a funky, dance-based movepool with moves based on it's actions and a decent stat pool to become an all-rounder of sorts with it's own funky twist.

1583242852798.jpeg


Pokémon: Kusanagi (Yata Mirror)
Franchise/Origin: The King Of Fighters (2003)
Type: Dark/Fire
Regional Variation: of Kyo Kusanagi
Ability: Adaptability/Yata Mirror
Signature Ability: Yata Mirror: Upon entry, this Pokemon gives the opponent a secondary Dark typing and, if higher than its own stats, copies the mon's highest stat. Fails if the opponent is already Dark Type, overrides other type replacements (except ones done by items)
Moves: Dark Wave, Fireball, Orochinagi, 108 Shiki, Fire Punch, Dynamic Punch, Breaking Swipe, Brutal Swing, Counter, Storm Throw, Vital Throw, Close Combat, Brick Break, Bulk Up, Cross Chop, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Low Kick, Revenge, Triple Kick, Assurance, Beat Up, Crunch, Darkest Lariat, Feint Attack, Foul Play, Knock Off, Power Trip, Sucker Punch, Throat Chop, Blast Burn, Blaze Kick, Burn Up, Flame Burst, Flame Charge, Flare Blitz, Heat Crash, Incinerate, Pyro Ball, Sacred Fire, Searing Shot
Signature move:
  • Dark Wave: Fire a wave of Kusanagi flame which travels along the ground! 80 BP. Fire Type. 20% chance to burn, Grounded move.
  • Fireball: Spin around, covering yourself in flames and traveling upward! 90 BP. Fire Type.
  • Orochinagi: After a turn of charging yourself in flame, fire off a devastating wave of Kusanagi fire! 120 BP. Fire Type. 40% chance to burn. Waste a turn charging, cannot be canceled. 20% chance to burn self on charging turn.
  • 108 Shiki: Charge up a massive punch to blow away the enemy's defenses! 100 BP. Fighting Type. Break down screens. Moves last in priority bracket.
Stats: 90/90/80/80/85/60

Reasoning: Kusanagi works on a technicality; This Kusanagi, which is born of the Yata Mirror in KOF 2003, has only appeared in one game to date; However, the character of Kusanagi appeared once before, in the non-canon KOF 2002, as a "perfect clone" of Kyo created by NESTS. The then-corrupted Yata Mirror allows for Dark Typing to come to the forefront, along with moves that utilize that STAB; all four signature moves are based on moves that Kyo and his clones actually use in game, and the flame is a reference to the Flames Of Kusanagi, the mystical fire that Kyo (and technically his clones) are able to use. He serves as one of the possible penultimate bosses of 2003, so his stats are close to, but not in the realm of, legendaries and pseudos.
 
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"What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
152968

Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up

“Blood! Darkness! I Shall drown the world in both!”
Image result for soul calibur nightmare
Image result for night terror soul calibur

Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.

"It's a rule that you should take care of weary travelers!"
Witch
View attachment 153006
Goddess
View attachment 153007
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance

"As if I care-It's not like I asked them to wait for me, and since when did you become so full of yourself to talk back to me?"
Witch
View attachment 153014
Goddess
View attachment 153015
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge

"I have to say, I'm an instant fan. Looks like you've got a date with an angel! "
View attachment 152879
Pokémon: Alice Angel
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.3x base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. Poison moves are because ink in that period was toxic. TM Moves are for coverage.
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
 

Bobsican

Powerscaler at heart
is a Top Tiering Contributor
Pulseman.png

Pokémon: Pulseman
Franchise:
Pulseman
Ability: Download | Motor Drive | [HA] Electric Surge
Signature Move: Sparkling State (Status | Electric | No accuracy check | 15 PP | Raises Speed by 2 and Sp. Defense by 1, also grants a Charge status on the user, boosting the power of the next Electric type move by 2. After the Charge status' use, lowers the user's speed by 2. Z-Power effect: Grants Magnet Rise status on the user and raises Defense by 1)
Moves: Mega Kick, Thunder Punch, Trick, Zap Cannon, Techno Blast, Thunder Wave, Magnet Rise, Signal Beam, Low Kick, Bounce, Electroweb, Volt Tackle, Thunderbolt, Thunder, Teleport, Shock Wave, Volt Switch, Wild Charge, Electric Terrain, Eerie Impulse, Superpower, Electro Ball, Conversion, Conversion 2, Extreme Speed, Rapid Spin, Extreme Speed, Agility, Charge, Charge Beam, Discharge, Zippy Zap, Thundershock
Stats: 85 / 80 / 70 / 90 / 95 / 128 (548 BST)
Reasoning: Pulseman is Electric/Normal type because of his relation with electricity, and as a C-Life being, is an hybrid of a "normal" human with a digital girl, which makes Normal consistent as the Porygon line are of this nature and hold such typing, among other things.
Download comes from his digital nature, making this reasonable
Motor Drive comes from his ability to increase his speed after becoming charged
Electric Surge comes from being able to fill his surroundings with electricity on a somewhat similar fashion

Lastly, for the movepool:

All Electric type moves come from his affinity with it, which he can use in that many ways, including Volt Tackle, which japanese name is the same as his main move.
Conversion and Conversion 2 come from his digital being nature, being able to adapt on this fashion.
Extreme Speed and Zippy Zap come from his Lightning Dash technique, which allows him to quickly move on a similar fashion.
Agility comes based from his signature move, while inferior, it's still flavorful enought to be in for the same reason it can be weird to see someone with Fire Blast but not Flamethrower.
Techno Blast comes based on the way one of his moves is performed, also granting a viable Normal-type STAB options for special sets and potentially removes the lack of coverage options issue with a Drive, although this sacrifices the item slot, but it can be worth it as the sheer speed and natural setup option allows for viable pseudo BoltBeam sets.
Moves like Low Kick, Mega Kick, Rapid Spin and Superpower come from his minor degree in martial arts.
Everything else comes from TMs/Tutor moves, which are in the realm of reasonable stuff being in
 
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Pokémon: **Kragg** (Rivals of Aether)
Type: Rock/Grass
Ability: Solid Rock / Control Earth*
*terrain counterpart of Cloud Nine
Moves: Stone Edge, Rock Blast, Rock Slide, Wall Run**, Earth Pillar***, Wood Hammer, Earthquake, Megahorn, High Jump Kick, Close Combat, Superpower, Low Kick, Accelerock, Sucker Punch, U-turn, Knock Off, Rapid Spin, Smart Strike, Sky Uppercut, Body Press, Seismic Toss, Circle Throw, Brick Break, Low Sweep, Bulldoze, Trop Kick, Rock Tomb, Smack Down, Steamroller, Rock Throw, Rollout, Reversal, Ancient Power, Energy Ball, Nature Power, Stealth Rock, Spikes, Synthesis, Wide Guard
**Rock, Physical, 70 BP, 100% Acc, 15 PP | The user curls up into a ball and performs a rolling technique intended to scale walls. | Becomes Grass-type if the target is weaker to Grass than to Rock. Causes the user to switch out. | Z-Move: 140 BP Continental Crush
***Rock, Physical, 100 BP, 95% Acc, 5 PP | The user jumps above the target and creates a pillar of earth beneath its feet. | Has a 50% chance to raise both defenses by 1 stage each. Cannot be used under Gravity. | Z-Move: 180 BP Continental Crush
Stats: 100/99/120/55/85/76 | 535 BST
Reasoning: "RIVALS OF AETHER is an indie fighting game set in a world where civilizations wage war by summoning the power of Fire, Water, Air, and Earth." - official website
Kragg is known as "The Earth's Bastion." He controls the earth and defends the Aetherian Forest, thus Rock/Grass. He's classified as a Wall Runner, sporting a massive body but being able to roll around at high speeds. His movepool and Abilities are extrapolated from his profile.
 
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completely redid this fucker again

Rise! Oh, Dark Lord of Despair!
Crush the stars! Lay waste to care!

Pokémon: Void Termina (Demon God)
Origin: Kirby: Star Allies
Type: Dark
Ability: Unaware / Iron Fist
Stats: 100/140/150/80/150/50 (670)
Stats (True Destroyer of Worlds): 100/180/150/120/150/70 (770)
(Transforms into his True Destroyer of Worlds form while holding the Jamba Heart.)
Notable Moves: Night Slash, Sacred Sword, Hammer Arm, Stomp, Earthquake, X-Scissor, Flare Blitz, Icicle Crash, Wild Charge, Strength Sap (does not get Return)
Reasoning: The first form of the final boss of Kirby: Star Allies. Dark-type because the form is officially named the "Demon God". Unaware because the following form's flavor text suggests this form may not even be sentient. Iron Fist and Hammer Arm because his main attack is punching the ground. Night Slash, Sacred Sword, and X-Scissor come from his sword attacks, while Flare Blitz, Icicle Crash, and Wild Charge come from his ability to infuse said swords with fire, ice and lightning. Stomp and Earthquake from his ability to cause shockwaves by stomping the ground. Strength Sap for reasons detailed with the next form. In Soul Melter EX, Void Termina is fought as a stronger form known as the "true destroyer of worlds".

Pokémon: Void Termina (First Core)
Origin: Kirby: Star Allies
Type: Poison
Ability: Cursed Body
Stats: 90/70/100/100/100/5 (465)
Notable Moves: Red Tears (see 0), Strength Sap, Dark Pulse, Shadow Ball
Reasoning: Void Termina's heart, and the second form of him you fight. It's Poison-type for the same reason I made Red Tears, one of its attacks, Poison-type in the first place. Cursed Body because I couldn't think of anything better. Strength Sap because Void Termina was summoned by absorbing the power of the Cult of Jamba Heart's members (who you can see partially engulfed in this stage of the fight in Story Mode). Dark Pulse and Shadow Ball from its shadowy projectiles.

Pokémon: Void Termina (Angel)
Origin: Kirby: Star Allies
Type: Flying
Ability: Serene Grace
Stats: 100/140/130/100/130/90 (690)
Stats (True Destroyer of Worlds): 100/160/130/160/130/110 (790)
(Transforms into his True Destroyer of Worlds form while holding the Jamba Heart.)
Notable Moves: Brave Bird, Axe Strike (see Camilla), Night Slash, Earthquake, Arrow Shot*, Flare Blitz, Icicle Crash, Jamba Spear (see Zan Partizanne), Pin Missile, Oblivion Wing, Judgment, Dark Pulse, Flash Cannon, Hyper Beam, Charge Beam (Does not get Return)
*Arrow Shot: Physical Rock-type Snipe Shot.
Reasoning: The third form of Void Termina that is fought. Flying because it's a winged creature that flies. Serene Grace because its official name is the "angel" form (check Serene Grace's Japanese name for more info). Brave Bird because it uses a divebombing attack. Axe Strike, Night Slash, and Earthquake from its axe attack. Arrow Shot, Flare Blitz, and Icicle Crash from its arrow attack (Arrow Shot was a 'generic arrow move' that wound up getting made on Discord but it hasn't been used in a winning sub yet so I might as well clarify). Jamba Spear and Pin Missile from the spear attack. Oblivion Wing, Dark Pulse, Flash Cannon, Hyper Beam, and Charge Beam from the laser crown. (Oblivion Wing and Judgment are legendary signature moves, but with Void Termina being a god of destruction that has wings in this form I figured Oblivion Wing fit. Judgment is handled in more detail below.)

Pokémon: Void Termina (Final Core)
Origin: Kirby: Star Allies
Type: Water
Type (Void Soul): Water/Ghost
Ability: Protean
Ability (Void): Illuminate
Stats: 120/110/110/110/110/90 (650)
Stats (Void Soul): 120/140/130/140/130/90 (750)
Stats (Void): 120/160/140/170/140/100 (830)
(Void Termina's Final Core becomes Void Soul when holding the Soul Orb, and Void when holding the Shimmering Star.)
Notable Moves: Surf, Shooter Cutter (see Marx), Waterfall, Shadow Ball, Judgment, Flash Cannon, Hyper Beam, Charge Beam, Power Gem, Double-Edge, Spiky Shield, Attack Order, Dark Pulse, Psychic, Flare Blitz, Morning Sun
Reasoning: The end of the Void Termina fight. Water because it summons minions that look similar to it and have the elemental properties of water, and resembles liquid at some points of the fight. Ghost because Soul. Protean because it's constantly changing its face, Void has Illuminate because it's really glowy and also balance reasons. Surf from it flooding the arena in its stronger forms. Shooter Cutter is an attack it uses in its stronger forms. Shadow Ball because it launches a lot of round projectiles in its opening barrage. It really loves to spam lasers, hence Judgment, Flash Cannon, Hyper Beam, Charge Beam, and Power Gem. Since Void is the origin of all things (...if you're playing the Japanese version) it gets to use the signature beam-spam of Pokémon's own creation deity. Double-Edge because of its tackles, Flare Blitz from the flaming version Void uses, Morning Sun because that attack is called "Deadly Sun" officially. Spiky Shield because of the attack where it becomes spiky. Attack Order because it can summon minions as well as brainwash your own allies - the attack it uses for the latter is also where it gets Dark Pulse and Psychic.
 
Voting time once again.
Pokémon: Furion (Monster Racers)
Type: Fire | Dragon
Ability: Speed Boost | Dragon's Fury
Signature Ability: Dragon's Fury - At 1/2 or less of its max HP, this Pokemon's Speed is doubled.
Stats: 80/105/85/95/85/150 (600)
Moves:
Viable: Flare Blitz, Extreme Speed, Wild Charge, Outrage, Dragon Claw, U-Turn, Burn Up, Earthquake, Flare Blitz, Roost
Flavor: Flame Charge, Fury Attack, Fury Cutter, Fury Swipes, Final Gambit, Agility
Signature Z-Move: Burning Impact - (175 BP | Fire | Physical | requires Flare Blitz and Turboflamium-Z | 100% burn chance)
Reasoning: The legendary and mascot of another monster catching game, Monster Racers. It's the fastest of all monsters in that game, therefore it gets great speed. In Monster Racers, it has a signature skill that increases its Speed when it's losing a race. Since Pokemon isn't about racing, but rather battling, "losing" becomes low HP. Roost come from it being able to grow fire wings whenever it wants, and being able to glide and so forth. The typing should be pretty self-explanatory, and the move choices as well. Burning Impact comes from Turbo, a special move that every monster has.

Sample Set:
Recoil Abuser
Furion @ Turboflamium-Z
Ability: Dragon's Fury
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Wild Charge
- Earthquake
- Roost
Pokémon: Tiamat-Femme Fatale
Franchise/Origin: Fate/Grand Order
Type: Water/Dragon
Ability: Parental Bond
Moves: Sing, Perish Song, Noble Roar, Disarming Voice, all TMs/HMs/TRs/Tutors
Stats: 110/90/110/120/110/20 (560)

Pokémon: Tiamat-Dragonoid
Franchise/Origin: Fate
Type: Water/Dragon
Ability: Primordial Sea
Can Gigantamax
G-Max Move:
(G-Max) Nammu Duranki: Water-type | Prevents the target's stats from being raised for one time.
Stats: 140/120/140/130/140/50 (720)

Reasoning: Type: Tiamat is a saltwater dragon goddess whose "true body" is the ocean itself.
Moves: Gets all teachable moves because Tiamat is the ancestor to all life on Earth, similar to Mew who (according to Dex entries) is the ancestor of all Pokémon.
Stats: As a Beast, Tiamat is on the same league as Nine-Tailed Tamamo, Kama-Mara and Goetia, who are multiversal threats of the Fate series. She has infinite energy and exists across space-time. However, she has a weaker, humanoid form where she holds back to not kill her "children" (every living thing on Earth). This humanoid form is just the brain of the Dragonoid form deep in the ocean, like the tip of an iceberg.
Abilities: Parental Bond because Tiamat is the mother of all life on Earth, and her main method of attacking is giving birth to Magical Beasts to attack for her.
Tiamat's Profile said:
The body of the Second Beast is the ocean itself, so it cannot move onto land. Instead, it is her children’s role to mop up the human race.
As for Dragonoid Tiamat, Primordial Sea (Japanese: Sea of the Beginning) is a perfect fit. In F/GO, she has the "Sea of Life: EX" Skill to display the fact that the "The Second Beast itself is the sea which gives rise to life".
Pokémon: Orion
Franchise/Origin: Fate/Grand Order
Type: Fighting
Ability: Stout Arm of Brutality / Long Reach / Sniper
Stout Arm of Brutality: This Pokémon's Fighting-type moves deal double damage to foes that are in the Bug or Monster Egg Group.
Moves:
Physical: Bowman of Three Stars, Arrow Shot, Drain Punch, Dynamic Punch, Hammer Arm, Close Combat, Mach Punch, Power-Up Punch, Sky Uppercut, Comet Punch, Meteor Mash, Fire Punch, Thunder Punch, Blaze Kick, Flame Wheel, Play Rough, Waterfall, Liquidation, Three Way (See Austin)
Special: Swift, Surf, Fire Spin, Snipe Shot, Tri-Attack
Status: Cosmic Power, Moonlight, Hold Hands, Focus Energy, Bulk Up, Slack Off, Attract, Captivate, Swagger, Rain Dance, Soak
Signature moves:
Bowman of Three Stars - Electric-type, Physical, 30 BP, 100% accuracy, 10 PP. Hits three times. Doesn't make contact.
Arrow Shot - Rock-type, Physical, 80 BP, 100% accuracy, 15 PP. Doesn't make contact. Increased critical hit ratio. Ignores the effects of opposing Pokémon's Abilities and moves that draw in moves.
Stats: 110/130/110/60/105/105 (620)

Form: Orion-Grand Archer
Stats: 120/140/120/70/115/115 (680)
Moves: Loses Hold Hands, but 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-Artemis
Type: Steel/Fairy
Ability: Affection of the Goddess / Long Reach / Sniper
Affection of the Goddess: 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:
  • Types: Fighting-type because Orion is the most skilled hunter hero, and fights not only with weapons but also his fists. Orion+Artemis' type is Steel/Fairy because she is a Moon goddess and literally a robot (you can see the cords coming out of her thigh in her sprite). This is Artemis' true form.Orion is turned into a small bear, so Artemis is the "main body" of the duo. However, the duo is considered to be Orion in Fate/Grand Order, it has Male gender in FGO's code, doesn't have the Goddess trait, and so on.
    Orion's Profile said:
    Upon summoning Orion, a hero of Greek Mythology, for some reason the goddess Artemis also came along.
  • Moves: 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, his Noble Phantasm (his ultimate attack, basically) lets him summon Artemis to give general buffs to all his stats, so it fits perfectly with Z-Hold Hands. Video here. When he's summoned with Artemis, she can use her own attacks like Moonblast, etc. Video here. Orion with Artemis loses his muscles but gains cuteness which is why he can use Nuzzle.
    • Orion isn't part-Electric type despite his signature moves being Electric-type because he uses the power of stars, but can't turn himself into plasma. His bow has a string of electricity, and he fires plasma arrows, but isn't plasma himself.
  • 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. Moreover, Grand Archer Orion is able to defeat someone who can destroy stars so that's 680 BST territory.
  • Abilities: 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. Stout Arm of Brutality is a Skill that gives bonus damage against "Beast" and "Demonic" trait foes in FGO, which are closer to Monster and Bug Egg Groups in Pokémon. Affection of the Godessis because both Artemis and Orion attack as partners in that form.
    • Despite being a Huge Power-like boost for Fighting-type moves against some Pokémon, most viable Pokémon are Undiscovered (and in V2, Human-like). Plus the major defensive threats of Bug and Monster Egg Group resist Fighting anyway. Not broken at all.
    • 252+ Atk Stout Arm of Brutality Orion Close Combat vs. 252 HP / 172+ Def Venusaur-Mega: 142-168 (39 - 46.1%) -- guaranteed 3HKO
    • 252+ Atk Stout Arm of Brutality Orion Close Combat vs. 252 HP / 76+ Def Slowbro-Mega: 111-132 (28.1 - 33.5%) -- 0.1% chance to 3HKO
    • You'd rather use Fire-type moves on Bug-types, and Electric-type moves on Mega Slowbro.
    • RIP Aggron tho
  • Z-Moves: Their Signature Z-moves are their Noble Phantasms, their ultimate attacks as mentioned above.
Pokémon: Duck
Franchise/Origin: Liquid Webtoy
Typing: Normal / Water
Ability: Drizzle / Cloud Nine / Color Change
Moves: Hydro Pump, Scald, Hydro Cannon, Water Spout, Muddy Water, Surf, Waterfall, Water Gun, Steam Eruption, Eruption, Lava Plume, Sludge, Acid, Acid Spray, Sludge Bomb, Sludge Wave, Tar Shot, Apple Acid, Venoshock, Red Tears, Hot Cup of Tea, Toxic, Magma Storm, Haze, Mist, Icicle Crash, Icicle Spear, Avalanche, Blizzard, Ice Ball, Ice Beam, Ice Shard, Icy Wind, Egg Bomb, Block, every other magma or tangentially-water-based move we have between V2 and Expanded
Signature Move: Bomb Blast - Special | 100 BP | 10 PP | Normal | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Damp.
Bomb Throw - Physical | 100 BP | 10 PP | Fire | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Bulletproof.
Stats: 5/5/255/5/255/5 (530)

Reasoning: Duck is from Liquid Webtoy. Liquid Webtoy is a liquid simulation game where you can place water and change it into any liquid by dying it, as well as rainclouds, ice, magma and duck. There are also bombs in Liquid Webtoy to stir up the things placed. Duck is indestructible, taking no damage from the magma or bombs. It only gets red in contact with magma but doesn't get destroyed, and goes back to normal when not touching magma.
Pokémon: Mimi
Franchise/Origin: Super Paper Mario
Type: Bug/Steel
Ability: Disguise/Illusion/Gemologist
Gemologist- Rock-type Steelworker
Notable Moves: Transform, Diamond Storm, Power Gem, Shift Gear, Gear Grind, Pay Day, Sucker Punch, Pursuit, Stockpile, Spit Up, Teleport, Fly, Stealth Rock, Earthquake, Stone Edge, Copycat, Explosion, Infestation, Lunge
Signature Move:
Stats: 41/80/128/80/128/111 [BST 568]
Reasoning: Mimi does 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: 87/112/90/90/83/93 [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: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 70% Accuracy, 5-8PP. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 100/115/90/115/90/50 [BST 560]
Bio
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!
Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns, Haze and Clear Smog mostly from smoke pouring out of a gun after it fires. Finally Rapid Spin because some of his attacks involve spinning around a lot.

Sample Sets
Bullet King @ Assault Vest
Quiet Nature
Ability: Mega Launcher / Levitate
EVs: 252 HP / 8 Atk / 248 SpA
- M6D Pistol / Dark Pulse
- Round of Bullets
- Aura Sphere
- Clear Smog

Bulky AV that screws over set-up sweepers. Levitate should only be considered if you're doing M6D Pistol, as with Dark Pulse, you're completely unresisted and have two moves boosted by Mega Launcher.

Bullet King @ Icium Z
Sassy Nature
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
- Rapid Spin
- Burning Flask
- Haze
- Metal Burst / Water Pulse

Spinner that can spread burns and heal when things get dicey. Still screws over mons that use boosts to wreck shop. Metal Burst is there so you can screw over wallbreakers that can't KO you, with Water Pulse as an alternative option if you want to punish the enemy for blocking your Burning Flask.
Pokémon: **Delirium**
Type: Ghost/Psychic
Ability: Delirious Memory (When struck by an attack untransformed, it transforms into a random mon from that franchise at the end of the turn (If a realmon did it, Delirium transforms into a randomly chosen realmon), with four randbats moves for three more turns. This Pokemon is still able to transform into another mon if hit whilst transformed, resetting the timer. It transforms into that mon if it's the sole rep. V2 mons are prioritized, but in cases where V2 mons are the only reps in V2 but their franchises have reps in V1 too, those V1 mons are copied.)
Moves: Transform, Shuffle! (From Soul Elizabeth Ravenous), Role Play, Sludge Bomb, Teleport, Psyshock, Stomp, Any moves Mom's Heart would have, Any moves that ??? would share with Satan and/or The Lamb
Stats: 216/72/52/106/72/52 [BST 570]
Bio
Delirium is the boss of the Void, the area after the Chest/Dark Room unlocked after you beat Hush for the first time. (Hush for reference can be fought after Mom's Heart/It Lives! if less than thirty minutes have elapsed since the start of the playthrough, but it's quite a formidable opponent whose first few fights will likely beat you easy) Also it's prone to staticking up the screen a lot.

Reasoning: Transform, Shuffle!, Role Play, and Delirious Memory because its main gimmick in the fight is that though it has default attack patterns (including sending rings of white danmaku (psyshock) and occasionally exploding mint green danmaku (sludge bomb)), it'll more often than not copy the bosses you fought earlier in the run, changing its appearance to match. Stomp because the chances of Mom being unavailable as a transformation are negligible and as her, Delirium will only use the Stomp attack.. Psychic Type because staticking up screen and being Isaac's life flashing before his eyes, Ghost because of the latter reason and the skull-like appearance. Huge HP because it takes lots of punishment before finally going down, appropriate for a final boss, and to make it even more dangerous whilst transformed, though negligible armorscaling means the defenses aren't anywhere close to Hush's.
Pokémon: Long Live The New Fresh
Type: Poison/Dark
Ability: Iron Fist / Unnerve / Gluttony
New Move: Corrupting Fist (Poison-type Fire Punch that inflicts regular poisoning instead of burning.)
Other Moves: Bulldoze, Mega Punch, Recover, Rapid Spin, Hammer Arm, Earthquake, Substitute, Growth, Rage, Flash Cannon, Dark Pulse, Self-Destruct, Earth Power, Needle Arm, Poison Jab, Brutal Swing, Darkest Lariat, Payback, Pay Day
Stats: 50/80/60/50/60/60 [BST 360]

Reasoning: Iron Fist because this guy punches a lot. Corrupting Fist is from how he punched and corrupted an ocean, and it's Poison because that's symbolized by said ocean becoming its color. Bulldoze and Earthquake because it sends shockwaves upon striking the ground, same for Earth Power. Sub because it masks one of its arms as a deathly pale Plant person. Growth because it does that in its fight and Rage because it gets infuriated once its own fist hits it. Recover because it regenerates its arm. Rapid Spin because it spins a bit. Flash Cannon because lasers. Self-Destruct because the fight ends with it getting slugged by all four of its arms in one go. Dark because of its aggressive demeanor (Beats up a friendly Plant in its first moments after breaking loose from its cave), intimidating appearance, trying to chomp down on you in its evos, using its essence to corrupt everything, and it being the main antagonist of JSaB, plus it resisting Hammer Arm would be strange considering it's defeated the first go around via it accidentally punching itself full force with four arms. Pay Day because Japanese name means Coin-for-a-Cat and this thing took design inspiration from a Cat. Fake Out might break its final form, though.

By leveling up whilst holding a Blue Power Triangle, Long Live The New Fresh can evolve into New Game.

(Note that this guy has two each of arms and legs; They don't always show in his fights)
Pokémon: New Game
Type: Poison/Dark
Abilities: Punk Rock / Mega Launcher / Gluttony
Moves: Prior mentioned + Rock Slide, Rock Blast, Rollout, Bite, Crunch, Overdrive, Hyper Voice Boomburst, Wood Hammer, Spiky Shield, Body Slam, Dragon Pulse, Thunder Wave, Thunder Punch, Whirlwind
Stats: 80/90/60/100/60/60 [BST 460]

Reasoning: Poison stays for obvious reasons, both the corruption aspect and the parallels with Roxie and Toxtricity. Rock Slide because it summons rocks to fall on you as it shakes the ground. Rollout because it rolls a fair bit in its fight. Bite and Chomp because it tries to chomp down on you during its battle in a similar vein to Pacman. Overdrive because the thing rocks out atop its tower at some point, having already started by the time you enter the factory. Hyper Voice and Boomburst because those waves that show up in its fight certainly look like soundwaves and it even rocks out atop its tower too. Body Slam because it crashes into the ground once it's done rolling and you wouldn't want to get hit by it, though it also makes sense for the evo. And Wood Hammer because what it used to become itself was once part of a tree. Spiky Shield because it covers itself in spikes as it rolls across the screen. Dark because it's the same as before but powered up and need I mention what happens to the Cube. Mega Launcher and Dragon Pulse due to its ability to transform into a cannon. Thunder Wave and Thunder Punch because the two other triangles identical to the one it used to gain power were used as a defibrillator during the false Game Over segment at the end of its evo's fight to turn the tables.

By using a Red Power Triangle on New Game after losing 49HP in battle (just like with the Tart and Sweet Apples on Applin but with the added effect of Galar Mask’s evo prerequisite), New Game can evolve into Annihilate.

Pokémon: Annihilate
Type: Poison/Bug
Abilities: Stakeout / Arena Trap / Strong Jaw
Moves: Prior mentioned + Red Tears (From 0^2), Bug Bite, Hyper Beam, Attack Order, Infestation, Endure, Assurance
Stats: 110/140/80/130/60/60 [BST 580]

Reasoning:
Spoiler Zone Here
Evo Method because New Game gets desperate after you beat Final Boss and recover the last Power Triangle, takes back said triangle and jams if into itself, and now it became the thing you see at the start of Annihilate. Bug and Attack Order because you get swarmed by centipedes in its fight, Poison staying because its color scheme is unchanged and because of said color scheme's symbolism in JSaB. Red Tears because some liquidlike danmaku drips out of its eyes and... Yeah, that's certainly reddish alright. Hyper Beam because it occasionally attacks with a massive beam during its fight. Stakeout because if you try to continue from the following false Game Over sequence, it attacks and sends you back there. Endure because it still keeps on fighting a bit even after its health is completely depleted from when you turn the tables against it. Strong Jaw because a bite from it causes the false game over sequence in the first place, which also adds flavor to Crunch from its mid-evo. Similarly, it shrouds itself in spiky balls during the second part of Til It's Over, so New Game's Spiky Shield works here too, and smashing itself into the ground just seems like Body Slam to me. And Arena Trap because the screen's just lined with its spikey appendages.
Pokémon: Mayumi Joutouguu
Type: Ground/Fighting
Ability: Technician / Justified / Sturdy
New Move: Haniwa Arrows (Basically Thousand Arrows but 65BP and 15-24PP. Can't hit Ghost-types.)
New Move: Cavalry Haniwa (85BP Ground-type Shadow Bone but instead of lowering Defense it lowers Speed.)
Moves: Sacred Sword, Swords Dance, Fury Cutter, Smack Down, Bulldoze, Drill Run, Rock Polish, Lunge, Retaliate, X-Scissor, Aerial Ace, Three Way (From Austin Carter back in V2) ("No Holding Back" version would get TArrows)
Stats: 75/120/80/40/110/115 [BST 520]
Reasoning: Being a sentient ceramic doll skilled in various combat techniques (including archery, swordsmanship, and the equestrian), Mayumi naturally gets the Ground/Fighting type and Sturdy and Technician. For all its flavor, TArrows would completely and utterly break Mayumi, so she gets a toned-down variant instead. Justified because she is probably no more evil than even Eika, as Mayumi's just serving a woman who wants to protect human spirits. (even if they have as little freedom as they did even back before keiki took over) Haniwa Arrows is from her Archer Haniwa spellcard and her nonspells, Cavalry Haniwa is from the spellcard of the same name, Fencing Haniwa gives all those sword-based moves and Drill Run and Lunge, being ceramic opens up the possibility of Rock Polish. She's a fast-ish physical attacker with good Special bulk, but mediocre physical bulk, as the one physically-oriented playable character just so happens to be the one who's able to cut clean through the Haniwa in her spellcards like a hot Roukanken through butter. Notably, her Bug coverage, Fighting STAB, and Haniwa Arrows are all resisted by Ghost-types... Alluding to the Animal Spirit's devious, devious scheme in dragging your heroine into its home since the Haniwa seemingly hard-counter them.
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: Witch
Franchise: Minecraft
Type:
Dark.png
/
Poison.png

Abilities: Magic Guard, Corrosion,
Stats: 80/70/80/90/85/80 (485 BST)
Notable Moves: Toxic, Will-O-Wisp, Hex, Dark Pulse, Sludge Bomb, Mystical Fire, Teleport, Spite, Ice Beam, Thunderbolt, Psychic, Flamethrower, Shadow Ball, Calm Mind, Nasty Plot, Aromatherapy, Reflect, Light Screen, Counter, Mirror Coat, Metronome, Rest, Sleep Talk, Substitute, Hypnosis, Nightmare, Dream Eater

Signature Moves:
Potion Of Healing |
Fairy.png
|
Status.png
| 10 PP | 100% | Heals the users health by 50%. Can also be used on allies.
Potion Of Traps |
Ghost.png
|
Status.png
| 10 PP | 100% | Traps the opponent for 3-5 turns. Fails if user switches out, opponent has U-Turn, Volt Switch, etc.
Potion Of Gravity |
Flying.png
|
Status.png
| 10 PP | 100% | Summons Gravity for 5 turns.
Potion Of Speed |
Psychic.png
|
Status.png
| 10 PP | 100% | Summons Trick Room for 3 turns.
Potion Of Darkness
Dark.png
|
Status.png
| 10 PP | 100% | Puts foe to sleep.

Reasoning: The Witch is an evil mob in Minecraft who is focused on using potions to damage the player, hence the reason the signature moves are all potions. The Witch uses Corrosion and Magic Guard as the abilities because witches are magical and carry special powers. The Witch is a very verstatile Pokemon since it can be used as a setup sweeper, cleric, and a support. It has a wide movepool, excellent typing and some decent stats.
Pokémon: Colonel Noodle
Franchise/Origin:PaRappa The Rapper
Type: Normal/Dark
Ability: Rap Battle/Water Absorb
Rap Battle-If this pokemon is hit by a sound move its own sound moves have the power boosted by 30%.
Moves: Hyper Voice, Snarl, Scald, Steam Eruption, Flatter, Foul Play, Parting Shot, Power Trip, Taunt, Torment, Nasty Plot, Copycat, Mimic, Perish Song, Sing, Power Whip, Vine Whip, Overheat, Flamethrower, Diss
Signature move: Diss|Dark|80 Power|100% Accuracy|16 Max PP|It's a sound move with a 30% chance to lower the opponent's attack by one stage.
G-Max Move: Slurp It, suck it, I know you all like it!-Dark|Lowers the opponent's attack and special attack by 1 stage.
Stats: 90/60/80/120/80/100 [BST 530]

Reasoning: Somehow this dingus managed to turn all the food into noodles and amass an army because of it. However this is PaRappa the Rapper so through the power of dope rhymes and self belief he gets defeated, but he's the closest thing the game has to an antagonist so here he is. Hyper Voice, Snarl, Parting Shot, Taunt, Torment, and Sing are all there because of his rap capabilities. Flatter comes from the end of the rap where he realizes that PaRappa is right and all food is tasty. Power Trip because he lets the power of leading his own army go to his head. Perish Song because his rap is really the end of the story, thus perishing it. Copycat and Mimic come from him copying PaRappa's own catch phrase. Scald, Steam Eruption, Power Whip, and Vine Whip all come from his love of noodles, as does Water Absorb. Lastly Overheat and Flamethrower come from the fact that he was trained to be a chef, specifically a chef that caters towards burgers due to his father also he spits straight fire.
Pokémon: Instructor Mooseha
Franchise/Origin:PaRappa The Rapper
Type: Fighting
Ability: Stamina/Vital Spirit
Moves: Fly, Rock Climb, Hyper Voice, Instruct, Bounce, Low Kick, Hi Jump Kick, Jump Kick, Rapid Spin, Agility, Final Gambit, Explosion, Close Combat, Horn Attack, Megahorn, Mimic, Copycat
G-Max Move: When I say Boom Boom Boom You Say Bam Bam Bam!-Fighting| Locks the opponents into the same move for three turns.
Stats: 70/100/100/70/70/100 [BST 510]

Reasoning: Alright so Intructor Moosesha is the sistser of Instructor Mooselini from the first game. I went with her because I think her song is just better in every way. During her portion of the game she trains PaRappa to combat the noodle menace, see above, through jump rope, rock climbing, riding a bike, and using roller skates. You know standard military training. She instructs PaRappa throughout the song, tells him to kick, is surprisingly agile for a moose, and states "Remember, never go down without a fight" so uhh that sounds like a final gambit thing to do. Of course she has horns so horn moves were a must, and she does use her sister's iconic line so mimic and copycat are there for that, also explosion. Lastly fly is there because if you go into cool mode she just flies out of the level and watches from above.
Pokémon form: **Pyra**
Type:

Ability: Power of the Aegis (gains ability to change into Mythra in battle [similar to Mega Evolution but reversible])
Notable Moves: Burning Sword, Blade Switch, Flare Blitz, Fire Lash, Fire Spin, Wil-O-Wisp, Swords Dance, sword-based moves.
Blazing End:
|
| 100 BP | 100% accuracy | 5 (8) PP | 50% chance to burn target | can only be used by Pyra
Blade Switch:
|
| same mechanic as relic voice | raises Speed by two stages | changes to Mythra form

Exclusive Z-Move: Burning Sword |
|
requires Blazing End | 180 BP | sets Sea of Fire
Stats: 70 / 140 / 85 / 90 / 70 / 115 (570 BST)

Pokémon form: **Mythra**
Type:

Ability: Power of the Aegis (gains ability to change into Pyra [similar to Mega Evolution but reversible])
Notable Moves: Sacred Arrow, Blade Switch, Calm Mind, Psychic, Psyshock, Focus Blast, Thunder, Thunderbolt, Shadow Ball.
Sacred Arrow:
|
| 125 BP | 100% accuracy | 5 (8) PP | can only be used by Mythra
Blade Switch:
|
| Relic Voice clone | raises Speed by two stages | changes to Pyra form

Exclusive Z-Move: Desolation |
| requires Sacred Arrow | 195 BP | Removes all terrain, hazards, screens, etc. from both sides of the field.
Stats: 70 / 90 / 70 / 140 / 85 / 115 (570 BST)

Reasoning: Pyra and Mythra are the legendary Aegis Blade. While they are the same Blade, they have different personalities, abilities and can switch from one to the other at any time during combat. Both Pyra and Mythra's moves and abilities reflect their abilities in Xenoblade 2. Pyra is a Fire elemental Blade whose level 3 special is Blazing End, a concentrated strike that incinerates its target. Her exclusive Z-Move, Burning Sword, is her level 4 special that strikes her target with a giant, burning sword that detonates on impact. Mythra on the other hand is a Light elemental Blade (Psychic type) whose level 4 special is Sacred Arrow, a volley of arrows made of light from the heavens to strike enemies.

Torna Spoilers
Mythra's exclusive Z-move is called Desolation. At the end of Torna: The Golden Country DLC she and Malos fight at their full power above the Tornan titan. At her full power she not only annihilates Malos's forces but also sinks the continental titan itself. The realisation of the carnage and destruction she set upon the world caused her to go into shock, forcing her to create a seperate persona and seal herself away, not only to protect herself from her own power, but also the people of Alrest. thus leading into the main events of Xenoblade 2.
Pokémon: Ymir
Franchise: SMITE
Type:


Ability: Thick Fat | Ice Body | [HA] Frostbite (The user's Ice-type attacks have an added 5% chance to freeze. The user's attacks do double damage on frozen targets.)
Moves: Ice Wall, Terrain Freeze (see Pet Shop), Frost Breath, Icy Wind, Ice Beam, Freeze-Dry, Blizzard, Icicle Spear, Icicle Crash, Ice Punch, Ice Shard, Ice Hammer, Megahorn, Hammer Arm, Brick Break, Low Sweep, Power Gem, Rock Slide, Earthquake, Knock Off, Smart Strike, Meteor Mash, Wood Hammer, Aurora Veil, Hail, Stealth Rock, Block, Bulk Up, Rock Polish, Spikes
Stats: 150 HP/80 Atk/150 Def/80 SpA/80 SpD/60 Spe (600 BST)

Ice Wall |
|
| 24 PP | Works like Protect. If this move would fail, it instead prevents the opponent from switching out during the next turn.
Shards of Ice |
|
| 110 BP | Z-Move. Requires Icicle Crash and Ymirium-Z. Lowers the Speed of all opponents by 2, with a 30% chance to freeze each of them.

Chalice of Healing: Heals 12.5% damage the first three turns the user is out. Refills if the user switches out.
Sample Sets
Ymir @ Chalice of Healing
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpD
Adamant Nature
- Stealth Rock
- Ice Wall
- Earthquake
- Knock Off

Ymir @ Ymirium-Z
Ability: Frostbite
EVs: 252 HP / 220 Atk / 36 SpA
Brave Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Hammer Arm
Reasoning: Ymir is the Father of the Frost Giants. He carries a club, and attacks with ice moves. Frostbite is his passive ability from SMITE, which acts as a status effect similar to freezing. Enemies afflicted by it taking double damage from attacks. Ymir has the highest health out of all gods in SMITE, while also having the highest physical protection other than Jormungandr. Ice Wall is one of his abilities, which creates a wall of ice. It can either stop enemies from approaching, or stop them from leaving. His other abilities are an icicle ability, a freeze breath ability, and Shards of Ice, where he freezes himself and the area around him, slowing enemies, until he eventually attacks with icicles. This is also where Terrain Freeze comes from. Rock Slide, Rock Polish and Stealth Rock are from his artwork. Power Gem, Spikes, Wood Hammer, and Meteor Mash come from some of his skins.
Pokémon: Sol
Franchise: SMITE
Type:


Ability: Levitate | Flame Body | [HA] Solar Power
Moves: Radiance, Disapparate, Fire Blast, Flamethrower, Mystical Fire, Heat Wave, Fiery Dance, Incinerate, Burn Up, Fireball, Flame Charge, Fire Punch, Solar Beam, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse, Thunderbolt, Dazzling Gleam, Draining Kiss, Morning Sun, Sunny Day, Will-O-Wisp, Cosmic Power, Sweet Kiss, Lovely Kiss, Agility, Flash
Stats: 75 HP/110 Atk/75 Def/110 SpA/80 SpD/110 Spe (560 BST)

Radiance |
|
| 16 PP | Heals 25% damage, and burns opponents that make contact this turn.
Disapparate |
|
| 8 PP | Raises the user's Speed by 1, and burns opponents that make contact this turn. The next turn, the user is immune to attacks, but their moves are disabled and they can't switch out.
Supernova |
|
| 20 BP | Z-Move. Requires Fire Blast and Solium-Z. Hits 8 times.

Chalice of Healing: Heals 12.5% damage the first three turns the user is out. Refills if the user switches out.
Sample Sets
Sol @ Solium-Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dazzling Gleam
- Thunderbolt
- Dark Pulse

Sol @ Chalice of Healing
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Will-O-Wisp
- Cosmic Power
- Morning Sun
- Flamethrower
Reasoning: Sol is the Goddess of the Sun. Her real body is being chased by Skoll, but she fights using a manifestation of herself, which is made of fire. It attacks with fire, and floats around everywhere. She has low health and physical protection in SMITE, translating to low HP and Defense here. Her basic attack is weaker, but her abilities are decently strong. She has higher movement speed, as well as having a faster attack speed. Radiance is a move where she creates fire around herself, which heals her and attacks by burning. Disapparate is a move where she becomes faster and leaves a burning trail of fire, before temporarily becoming a ball of fire that is immune to damage, but can't do anything. Supernova is her ultimate, where she brings down eight pillars of fire. Her victory animation has her dancing around (Fiery Dance), and also kissing a warrior (Draining Kiss, Sweet Kiss, Lovely Kiss). Cosmic Power, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse and Thunderbolt come from some of her skins.
Pokémon: Chrome Dino
Type:


Ability: Speed Boost | No Wi-Fi (Electric-type Pokemon have their Abilities negated.)
Moves: Jump Over, Outrage, Dragon Claw, Dragon Tail, Crunch, Jump Kick, High Jump Kick, Bounce, Quick Attack, Extreme Speed, Dragon Dance, Sandstorm, Agility
Stats: 255 HP/80 Atk/30 Def/30 SpA/30 SpD/80 Spe (505 BST)

Jump Over |
|
| 64 PP | The user has a 50% chance to avoid one move that targets them this turn. Fails if the Pokemon that targets them moves first.
Sample Sets
Chrome Dino @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Adamant Nature
- Jump Over
- Protect
- Toxic
- Extreme Speed

Chrome Dino @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Jump Kick
- Extreme Speed
Reasoning: The dinosaur runs through a desert, jumping over obstacles. As he progresses, the game gets faster. He is Dragon-type because of Tyrantrum. He gets maximum health because he is capable of running for 17 million years straight, but he has low Defenses because he can be taken out by a single bird or cactus.
 
Pokemon: **Broken Vessel** (Hollow Knight)
Type: Ghost/Poison
Ability: Innards Out
Moves: Gunk Shot, Shadow Sneak, Swords Dance, Sludge Wave, Flail, Shadow Claw, Sacred Sword, Toxic, Lunge, X-Scissor, Infected Balloon (Summon a substitute and poison the enemy.)
Stats: 70 / 105 / 100 / 75 / 95 / 105 | 550 BST
Reasoning: The Broken Vessel is a vessel like The Knight, but one who died and is being controlled by Lightseeds. Ghost is because it is a vessel like The Knight, and Poison because it is infected and being controlled by single infection cells. Innards Out is based on it's attack where it goes to the centre of the arena and sprays Infection from it's body in all directions. It's moves are attacks it can do in game and some bug moves to show that it used to be like The Knight. Fairly balanced stats with a higher attack and speed show it's rapid-fire melee approach to fighting, with decent special attack and bulk for its headbanging attack and pretty good health, respectively. The Infected Balloon move is based on the Broken Vessel summoning them throughout the battle to chase The Knight and deal damage.
Pokemon: **Hive Knight** (Hollow Knight)
Type: Bug/Fighting
Ability: Inner Focus / Scrappy
Moves: Lunge, Sacred Sword, Spikes, Teleport, Mach Punch, First Impression, Infestation, Quick Guard, Acrobatics, U-Turn, X-Scissor, Close Combat, Attack Order
Stats: 90 / 110 / 75 / 80 / 75 / 120 | 550 BST
Reasoning: Hive Knight was the Hive's best and most loyal knight, and still guards the queen even after she died. Bug is for obvious reasons. Fighting is because fighting type is associated with knights, as shown by Sirfetch'd and the Swords of Justice. Inner Focus is because of Hive Knight's unending loyalty even after the kingdom's collapse, and Scrappy shows that determination and fighting skill as well. His moves all show his mobility in combat and pretty much directly represent the attacks he uses in battle. Hive Knight is above all else very fast, and has a high attack stat as well to show his relentless fighting style and mastery over his nail. Hive Knight is fairly frail due to having relatively low health for a boss fought later in the game. Special attack isn't too low because Hive Knight can summon smaller bees to help fight and spiky balls that shoot spines in all directions.
Pokémon: ***Puppet Suika Ibuki***
Note: Evolves at level 30, but instead of evolving, she adopts a new "Style" and you can choose from 3 styles. This does mean that Normal Suika is Eviolite Compatiable.
Origin: Touhou Puppet Dance Performance
Type: Normal/Power: Fighting/Ground
Defense: Fighting/Fire
Extra: Fire/Water
Abilities: Normal: Sheer Force
Defense: Sheer Force/Battle Mania (Fighting-type Magnet Pull)
Power: Drunkard (Always under the influence of confusion, but is also immune to the damaging aspect of confusion, so she instead skips a turn.)
Extra: Magic Guard/Final Form (Torrent clone, but for STAB moves)
Stats: Normal: 70/60/55/50/40/50 (325)
Defense: 110/100/100/70/100/60 (540)
Power: 140/145/90/100/45/100 (640)
Extra: 80/65/105/120/80/90 (540)
Moves: Moves for all forms: Harden, Yin Energy, Karate Chop, Rock Slide, Block, Sandstorm, Corkscrew, Frenzied Joururi, Facade, Rock Tomb, Lost Crisis, Brick Break, Protect, Substitute, Sleep Talk, Reflect, Safeguard, Confuse Ray, Rest, Destruction Rift, Limitless Realm, Hidden Power
For Defense/Power/Extra: Fire Punch, Double-Edge, Rocky Barrage, Focus Punch, Fire Blast, Focus Blast, Gravity Blast, Taunt, Overrun
For Defense/Power: Brave Burst, Hammer Arm, Close Combat
For Defense/Extra: Thermit, Flame Charge, Blaze Kick, Superpower, Lava Plume, Heat Wave, Torment, Swords Dance
For Power/Extra: Meteor Assault, Power Gem, Earthquake
For Defense Only: Struggle Bug, Mach Punch, Drain Punch, Exploding Blaze, Low Kick, Crush Claw, Flare Blitz, Bulk Up, Circle Throw
For Power Only: Pursuit, Feint, Slack Off, Encore, Earthen Feast, Counter, Energy Ball, Thunder, Toxic, Dense Fog Bloom
For Extra Only: Spikes, Confide, Growl, Amnesia, Fire Wall, Slime Shot, Lazy Mist, Aquasonic, Geyser, Eruption, Rock Polish, Water Spout, Waterfall Drop, Thief, Evil-Crushing Arrow, Hydro Pump
New Moves:
Full List
Yin Energy: ???, 55 BP, 100% Accuracy, 35 PP, Physical, No special effects.
Corkscrew: Fighting, 50 BP, 90% Accuracy, 10 PP, Physical, Has a 70% chance to raise the user's Attack by 1.
Frenzied Joururi: Normal, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Lost Crisis: Dark, 60 BP, 100% Accuracy, 10 PP, Physical, Doubles in power when used in terrain and eliminates the effects of it.
Earthly Influence: Normal, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power and matches its typing to match that of the Terrain's type.
Destruction Rift: Earth, 60 BP, 100% Accuracy, 10 PP, Special, Doubles in power when used in terrain and eliminates the effects of it.
Limitless Realm: Psychic, 15 PP, Status, Eliminates the effects of all weather and terrains when used.
Rocky Barrage: Rock, 80 BP, 100% Accuracy, 20 PP, Physical, Has a increased critical hit ratio.
Gravity Blast: Psychic, 120 BP, 100% Accuracy, 5 PP, Special, Deals less damage when the opponent's HP is lower.
Overrun: Normal, 100 BP, 100% Accuracy, 20 PP, Special, Hits both targets in a Double Battle.
Brave Burst: Fighting, 90 BP, 100% Accuracy, 15 PP, Special, No special effects.
Thermit: Fire, 90% Accuracy, 10 PP, Status, Inflicts a Heavy Burn. Its similar to Burn, but the damage doubles every turn like Toxic.
Fire Wall: Fire, 65 BP, 100% Accuracy, 20 PP, Special, Destroys the opponent's item for the rest of the battle, and deals 50% more damage to them if they hold one.
Slime Shot: Water, 55 BP, 100% Accuracy, 15 PP, Special, Lowers the opponent's Speed by 1.
Lazy Mist: Water, 80 BP, 100% Accuracy, 20 PP, Special, Has a 30% chance to inflict Weaken. This status prevents the healing from moves, much like Heal Block.
Aquasonic: Water, 40 BP, 100% Accuracy, 20 PP, Special, Has +1 priority.
Geyser: Water, 60 BP, 100% Accuracy, 10 PP, Special, Always lands a critical hit.
Waterfall Drop: Water, 100 BP, 100% Accuracy, 10 PP, Physical, No special effects.
Evil-Crushing Arrow: Fairy, 95 BP, 100% Accuracy, 15 PP, Physical, Has a 10% chance to flinch the opponent.
Exploding Blaze: Fire, 80 BP, 100% Accuracy, 20 PP, Physical, Has a 30% chance to inflict a Burn.
Earthen Feast: Ground, 120 BP, 85% Accuracy, 5 PP, Special, Has a 10% chance to lower the opponent's Accuracy by 1.
Dense Fog Bloom: Water, 120 BP, 100% Accuracy, 10 PP, Special, Requires a charge turn beforehand, but is negated in rain.
Reasoning: Puppet Suika has only appeared in TPDP, so this counts. Other than that, she's basically taken from the game straight up barring a few moves removed and other aspects changed to be their Pokemon counterparts. Those that don't have a counterpart are created instead. Drunkard used to be a Truant clone, but it has been changed to be more original (and fitting).
Pokémon: **Ur-Ghast** (only appears in Minecraft, and only appears in a single mod for the Java edition)
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 (2/70/1/60/1/81), 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: C. Round
Origin: DELTARUNE
Type: Normal
Ability: Klutz/Pickup
Moves: Struggle, Flail, Bounce, Tackle, Bide, Belly Drum, Block, Body Slam, Celebrate, Chip Away, Covet, Headbutt, Lock On, Pound
Z-Move: (Optional)
Stats: 20/30/35/30/35/25

Reasoning: C. Round is very much like Tyrogue and Magikarp, where you have to live with the bogus for a little bit in order to get the stronger Mon later. However, even now it's got a movepool that doesn't immediately doom it to the depths of EXP Share, and has base stats mostly in the 30s, as well as a Typing that doesn't forsake it too much.

EVOLVE to K. Round at Level 20 or higher with King's Rock equipped

Pokémon: K. Round
Type: Normal/Steel
Ability: Pickup/Flash Fire
Moves: All C. Round moves plus Swords Dance, Dragon Dance, After You, Attract, Barrage, Baton Pass, Boomburst, Court Change, Double Slap, Double Edge, Encore, Endure, Feint, Focus Energy, Focus Punch, Focus Blast, Growth, Harden, Hold Back, Lucky Chant, Metronome, Minimize, Play Nice, Play Rough, Payday, Stomp, Swagger, Thrash, Uproar, Anchor Shot, Double Iron Bash, Rollout, King's Shield, Gear Up, Iron Defense, Magnet Bomb, Meteor Mash, Smart Strike, Teeter Dance, Revelation Dance, Fiery Dance
G-Max Move: G-Max Crown Boogie: K. Round unleashes the funk, causing everyone to dance! Status move; Increases all stats by 1 stage (including accuracy and evasiveness), locks all other mons on the field to use Teeter Dance for 1 turn; User and its allies immune to confusion for 1 turn. Replaces moves affected by Dancer.
Stats: 60/85/90/80/100/60

Reasoning: Once the boi grabs the crown, he bulks up, grows, and boogies down! Steel is added due to grabbing the Crown (which is essential to K. Round); he is a decent Tank, Flash Fire covering the mon's biggest weakness. Z-Crown Boogie is a unique move, making the "move lock" properties of moves like Outrage into a status effect of sorts; K. Round mixes a funky, dance-based movepool with moves based on it's actions and a decent stat pool to become an all-rounder of sorts with it's own funky twist.
Pokémon: Kusanagi (Yata Mirror)
Franchise/Origin: The King Of Fighters (2003)
Type: Dark/Fire
Regional Variation: of Kyo Kusanagi
Ability: Adaptability/Yata Mirror
Signature Ability: Yata Mirror: Upon entry, this Pokemon gives the opponent a secondary Dark typing and, if higher than its own stats, copies the mon's highest stat. Fails if the opponent is already Dark Type, overrides other type replacements (except ones done by items)
Moves: Dark Wave, Fireball, Orochinagi, 108 Shiki, Fire Punch, Dynamic Punch, Breaking Swipe, Brutal Swing, Counter, Storm Throw, Vital Throw, Close Combat, Brick Break, Bulk Up, Cross Chop, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Low Kick, Revenge, Triple Kick, Assurance, Beat Up, Crunch, Darkest Lariat, Feint Attack, Foul Play, Knock Off, Power Trip, Sucker Punch, Throat Chop, Blast Burn, Blaze Kick, Burn Up, Flame Burst, Flame Charge, Flare Blitz, Heat Crash, Incinerate, Pyro Ball, Sacred Fire, Searing Shot
Signature move:
  • Dark Wave: Fire a wave of Kusanagi flame which travels along the ground! 80 BP. Fire Type. 20% chance to burn, Grounded move.
  • Fireball: Spin around, covering yourself in flames and traveling upward! 90 BP. Fire Type.
  • Orochinagi: After a turn of charging yourself in flame, fire off a devastating wave of Kusanagi fire! 120 BP. Fire Type. 40% chance to burn. Waste a turn charging, cannot be canceled. 20% chance to burn self on charging turn.
  • 108 Shiki: Charge up a massive punch to blow away the enemy's defenses! 100 BP. Fighting Type. Break down screens. Moves last in priority bracket.
Stats: 90/90/80/80/85/60

Reasoning: Kusanagi works on a technicality; This Kusanagi, which is born of the Yata Mirror in KOF 2003, has only appeared in one game to date; However, the character of Kusanagi appeared once before, in the non-canon KOF 2002, as a "perfect clone" of Kyo created by NESTS. The then-corrupted Yata Mirror allows for Dark Typing to come to the forefront, along with moves that utilize that STAB; all four signature moves are based on moves that Kyo and his clones actually use in game, and the flame is a reference to the Flames Of Kusanagi, the mystical fire that Kyo (and technically his clones) are able to use. He serves as one of the possible penultimate bosses of 2003, so his stats are close to, but not in the realm of, legendaries and pseudos.
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he's magic and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Sample Sets
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up
Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Sample Sets
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sample Sets
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
Pokémon: Alice Angel
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.3x base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. Poison moves are because ink in that period was toxic. TM Moves are for coverage.
Sample Set
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
Pokémon: Pulseman
Franchise:
Pulseman
Ability: Download | Motor Drive | [HA] Electric Surge
Signature Move: Sparkling State (Status | Electric | No accuracy check | 15 PP | Raises Speed by 2 and Sp. Defense by 1, also grants a Charge status on the user, boosting the power of the next Electric type move by 2. After the Charge status, lowers the user's speed by 2. Z-Power effect: Grants Magnet Rise status on the user and raises Defense by 1)
Moves: Mega Kick, Thunder Punch, Trick, Zap Cannon, Techno Blast, Thunder Wave, Magnet Rise, Signal Beam, Low Kick, Bounce, Electroweb, Volt Tackle, Thunderbolt, Thunder, Teleport, Shock Wave, Volt Switch, Wild Charge, Electric Terrain, Eerie Impulse, Superpower, Electro Ball, Conversion, Conversion 2, Extreme Speed, Rapid Spin, Extreme Speed, Agility, Charge, Charge Beam, Discharge, Zippy Zap, Thundershock
Stats: 85 / 80 / 70 / 90 / 95 / 128 (548 BST)
Reasoning: Pulseman is Electric/Normal type because of his relation with electricity, and as a C-Life being, is an hybrid of a "normal" human with a digital girl, which makes Normal consistent as the Porygon line are of this nature and hold such typing, among other things.
Download comes from his digital nature, making this reasonable
Motor Drive comes from his ability to increase his speed after becoming charged
Electric Surge comes from being able to fill his surroundings with electricity on a somewhat similar fashion

Lastly, for the movepool:

All Electric type moves come from his affinity with it, which he can use in that many ways, including Volt Tackle, which japanese name is the same as his main move.
Conversion and Conversion 2 come from his digital being nature, being able to adapt on this fashion.
Extreme Speed and Zippy Zap come from his Lightning Dash technique, which allows him to quickly move on a similar fashion.
Agility comes based from his signature move, while inferior, it's still flavorful enought to be in for the same reason it can be weird to see someone with Fire Blast but not Flamethrower.
Techno Blast comes based on the way one of his moves is performed, also granting a viable Normal-type STAB options for special sets and potentially removes the lack of coverage options issue with a Drive, although this sacrifices the item slot, but it can be worth it as the sheer speed and natural setup option allows for viable pseudo BoltBeam sets.
Moves like Low Kick, Mega Kick, Rapid Spin and Superpower come from his minor degree in martial arts.
Everything else comes from TMs/Tutor moves, which are in the realm of reasonable stuff being in
Pokémon: **Kragg** (Rivals of Aether)
Type: Rock/Grass
Ability: Solid Rock / Control Earth*
*terrain counterpart of Cloud Nine
Moves: Stone Edge, Rock Blast, Rock Slide, Wall Run**, Earth Pillar***, Wood Hammer, Earthquake, Megahorn, High Jump Kick, Close Combat, Superpower, Low Kick, Accelerock, Sucker Punch, U-turn, Knock Off, Rapid Spin, Smart Strike, Sky Uppercut, Body Press, Seismic Toss, Circle Throw, Brick Break, Low Sweep, Bulldoze, Trop Kick, Rock Tomb, Smack Down, Steamroller, Rock Throw, Rollout, Reversal, Ancient Power, Energy Ball, Nature Power, Stealth Rock, Spikes, Synthesis, Wide Guard
**Rock, Physical, 70 BP, 100% Acc, 15 PP | The user curls up into a ball and performs a rolling technique intended to scale walls. | Becomes Grass-type if the target is weaker to Grass than to Rock. Causes the user to switch out. | Z-Move: 140 BP Continental Crush
***Rock, Physical, 100 BP, 95% Acc, 5 PP | The user jumps above the target and creates a pillar of earth beneath its feet. | Has a 50% chance to raise both defenses by 1 stage each. Cannot be used under Gravity. | Z-Move: 180 BP Continental Crush
Stats: 100/99/120/55/85/76 | 535 BST
Reasoning: "RIVALS OF AETHER is an indie fighting game set in a world where civilizations wage war by summoning the power of Fire, Water, Air, and Earth." - official website
Kragg is known as "The Earth's Bastion." He controls the earth and defends the Aetherian Forest, thus Rock/Grass. He's classified as a Wall Runner, sporting a massive body but being able to roll around at high speeds. His movepool and Abilities are extrapolated from his profile.
Pokémon: Void Termina (Demon God)
Origin: Kirby: Star Allies
Type: Dark
Ability: Unaware / Iron Fist
Stats: 100/140/150/80/150/50 (670)
Stats (True Destroyer of Worlds): 100/180/150/120/150/70 (770)
(Transforms into his True Destroyer of Worlds form while holding the Jamba Heart.)
Notable Moves: Night Slash, Sacred Sword, Hammer Arm, Stomp, Earthquake, X-Scissor, Flare Blitz, Icicle Crash, Wild Charge, Strength Sap (does not get Return)
Reasoning: The first form of the final boss of Kirby: Star Allies. Dark-type because the form is officially named the "Demon God". Unaware because the following form's flavor text suggests this form may not even be sentient. Iron Fist and Hammer Arm because his main attack is punching the ground. Night Slash, Sacred Sword, and X-Scissor come from his sword attacks, while Flare Blitz, Icicle Crash, and Wild Charge come from his ability to infuse said swords with fire, ice and lightning. Stomp and Earthquake from his ability to cause shockwaves by stomping the ground. Strength Sap for reasons detailed with the next form. In Soul Melter EX, Void Termina is fought as a stronger form known as the "true destroyer of worlds".

Pokémon: Void Termina (First Core)
Origin: Kirby: Star Allies
Type: Poison
Ability: Cursed Body
Stats: 90/70/100/100/100/5 (465)
Notable Moves: Red Tears (see 0), Strength Sap, Dark Pulse, Shadow Ball
Reasoning: Void Termina's heart, and the second form of him you fight. It's Poison-type for the same reason I made Red Tears, one of its attacks, Poison-type in the first place. Cursed Body because I couldn't think of anything better. Strength Sap because Void Termina was summoned by absorbing the power of the Cult of Jamba Heart's members (who you can see partially engulfed in this stage of the fight in Story Mode). Dark Pulse and Shadow Ball from its shadowy projectiles.

Pokémon: Void Termina (Angel)
Origin: Kirby: Star Allies
Type: Flying
Ability: Serene Grace
Stats: 100/140/130/100/130/90 (690)
Stats (True Destroyer of Worlds): 100/160/130/160/130/110 (790)
(Transforms into his True Destroyer of Worlds form while holding the Jamba Heart.)
Notable Moves: Brave Bird, Axe Strike (see Camilla), Night Slash, Earthquake, Arrow Shot*, Flare Blitz, Icicle Crash, Jamba Spear (see Zan Partizanne), Pin Missile, Oblivion Wing, Judgment, Dark Pulse, Flash Cannon, Hyper Beam, Charge Beam (Does not get Return)
*Arrow Shot: Physical Rock-type Snipe Shot.
Reasoning: The third form of Void Termina that is fought. Flying because it's a winged creature that flies. Serene Grace because its official name is the "angel" form (check Serene Grace's Japanese name for more info). Brave Bird because it uses a divebombing attack. Axe Strike, Night Slash, and Earthquake from its axe attack. Arrow Shot, Flare Blitz, and Icicle Crash from its arrow attack (Arrow Shot was a 'generic arrow move' that wound up getting made on Discord but it hasn't been used in a winning sub yet so I might as well clarify). Jamba Spear and Pin Missile from the spear attack. Oblivion Wing, Dark Pulse, Flash Cannon, Hyper Beam, and Charge Beam from the laser crown. (Oblivion Wing and Judgment are legendary signature moves, but with Void Termina being a god of destruction that has wings in this form I figured Oblivion Wing fit. Judgment is handled in more detail below.)

Pokémon: Void Termina (Final Core)
Origin: Kirby: Star Allies
Type: Water
Type (Void Soul): Water/Ghost
Ability: Protean
Ability (Void): Illuminate
Stats: 120/110/110/110/110/90 (650)
Stats (Void Soul): 120/140/130/140/130/90 (750)
Stats (Void): 120/160/140/170/140/100 (830)
(Void Termina's Final Core becomes Void Soul when holding the Soul Orb, and Void when holding the Shimmering Star.)
Notable Moves: Surf, Shooter Cutter (see Marx), Waterfall, Shadow Ball, Judgment, Flash Cannon, Hyper Beam, Charge Beam, Power Gem, Double-Edge, Spiky Shield, Attack Order, Dark Pulse, Psychic, Flare Blitz, Morning Sun
Reasoning: The end of the Void Termina fight. Water because it summons minions that look similar to it and have the elemental properties of water, and resembles liquid at some points of the fight. Ghost because Soul. Protean because it's constantly changing its face, Void has Illuminate because it's really glowy and also balance reasons. Surf from it flooding the arena in its stronger forms. Shooter Cutter is an attack it uses in its stronger forms. Shadow Ball because it launches a lot of round projectiles in its opening barrage. It really loves to spam lasers, hence Judgment, Flash Cannon, Hyper Beam, Charge Beam, and Power Gem. Since Void is the origin of all things (...if you're playing the Japanese version) it gets to use the signature beam-spam of Pokémon's own creation deity. Double-Edge because of its tackles, Flare Blitz from the flaming version Void uses, Morning Sun because that attack is called "Deadly Sun" officially. Spiky Shield because of the attack where it becomes spiky. Attack Order because it can summon minions as well as brainwash your own allies - the attack it uses for the latter is also where it gets Dark Pulse and Psychic.
 

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