Pet Mod [Gen 8] Crossover Chaos

Have the return of a ghost knight who ruled over the floor above Luigi’s suite.

Pokémon: King MacFrights
Type: Ghost/Steel
Ability: Defiant / Weak Armor / Kingly Majesty (Protects from Priority; It’s King Arthur’s Ability from CCEX.)
Moves: Spirit Shackle, First Impression, Smart Strike, King's Shield, Sacred Sword, Swords Dance, Spikes, Take Down, Double-Edge, Steel Beam, Close Combat, Taunt, Drill Run, Arrow Shot (From Orion), Fell Stinger, False Swipe, Revenge
Stats: 50/120/120/50/80/95 [BST 515]
Reasoning: Ghost/Steel because he’s an armored ghost that jousts atop metal horse armor (yes really) and uses a sword and shield once his armor is destroyed. Stat Spread because though he does move about, is armored, and can subject Luigi to plenty of damage if the charge attack connects, his HP is among the lowest of all the bosses up until that point, though it cannot be depleted until the second phase. (Heck, p sure he’s tied with Chambrea for the lowest up to that point. Who just so happens to be an early-game boss with an immunity to the Strobulb into Vacuum tactic.) Weak Armor because Phase 1 involves Luigi swinging his armor into the ground repeatedly, Phase 2 starting once the armor is gone. Defiant because Japanese name is Competitive Spirit and he fights in his own personal arena, implying this. Kingly Majesty for obvious reasons. (also the audience boos Luigi if MacFrights’ armor is damaged) Moveset is WIP but Spirit Shackle because some crossbows in the back will take pot shots at Luigi, Sacred Sword and King’s Shield because he has those in the second phase, and Smart Strike because Jousting. First Impression because Japanese name is Head-on Collision and this accurately sums up one of his attacks, where once one learns that he’s vulnerable to the Strobulb once he’s close enough, it becomes very easy to deal with. Also Spikes because his floor is loaded with spiky traps. Steel Beam because pretty much nearly every Steel type gets it (Even Diglett’s and Stunfisk’s regional variants), though I doubt you’ll use it with that base 50 SpA stat. Other moves are either explained by prior mentioned reasons or added with Escavalier, another armored jousting knight, as a reference.
Meanwhile here's another resub from last slate.
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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.
1583038607799.png

(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.
And did I ever say that King MacFrights will be my only ghost for the slate?

"Did you come for cherry blossom viewing? We do have a few empty places."
Pokémon: Yuyuko Saigyouji
Type: Ghost/Grass
Abilities (Casual): Gluttony / Cursed Body / Perish Body
Abilities (Serious; This one's for Ubers): Analytic / Flower Veil / Perish Body
Moves: Petal Blizzard, Petal Dance, Shadow Ball, Giga Drain, Flower Shield, Infestation, Mind Reader, Foresight, Perish Song, Night Shade, Strength Sap, (Casual Only) Stockpile, Swallow, Spit Up, (Serious Only) Quiver Dance
Stats (Casual): 108/80/60/104/108/60 [BST 520]
Stats (Serious): 120/92/64/140/120/64 [BST 600]
Reasoning: Casual and Serious formes because there's plenty of VERY flavorful additions that would break her horribly and she's the first boss of one game and the final boss in another, the former being the later game where she's CLEARLY holding back and just testing your player character. Ghost/Grass because she's the ghost of a human from a thousand years ago whose corpse was used to seal off the Saigyou Ayakashi, a malicious tree that lured in prey with its beauty only for said prey to expire under it. Gluttony and Stockpile (+Related moves) because she likes eating. A lot. Cursed Body because of her lore, Perish Body because the lives of everyone around her are always at her mercy, due to her power to instantly kill any person in the vicinity, though that power never comes into use. Analytic, Mind Reader, and Foresight because she's much smarter than her ditsy demeanor would suggest, possibly even beating out her close friend Yukari Yakumo, who pretty much has 98532904385 IQ. Infestation and Quiver Dance relate to butterflies, which her danmaku takes form of. Perish Song because death powers and she has a spellcard named "Subtle Melody 'Repository of Hirokawa'". Petal moves because of power over cherry blossom petals and stuff. Flower Veil because of her "Flowery Soul" spellcard and lore. And then there's Giga Drain and Strength Sap. It's probably powers over death, but Giga Drain certainly gets STAB and Strength Sap does let her weaken the strength of people like a ghost would. Shadow Ball and Night Shade are common among ghosts so she gets those. She moves very slowly in Imperishable Night when focused (Which she will be as part of the Netherworld team), but has a wide spread and long range and at full power can just snap people dead. Her stats are all divisible by four because “four” and “death” are homonyms in Japan and she has death powers.

I had no plans to resub this but Ticktock you’ve forced my hand. I’M SUBBING ANOTHER TOUHOU >:D

"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.)
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), Arrow Shot (From Orion), High Horsepower
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 (STAB and setup, on top of 120 Attack/115 Speed... No.), 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 and Arrow Shot are from her Archer Haniwa spellcard and her nonspells, High Horsepower is from the Cavalry Haniwa spellcard, 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 super-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.
 
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"CONGRATULATIONS! YOU FOUND ALL 7 NOTEBOOKS! NOW ALL YOU NEED TO DO IS: GET OUT WHILE YOU STILL CAN!!! HEH-HEEEEEEEH!"

Pokémon: Baldi
Type: Normal
Ability: Anger Point/Speed Boost
H. Ability: I Hear you! - Anytime a Sound move is used with Baldi on the field, Baldi locks on to the user and cannot miss them until either switch out. However, sound attacks directed at him deal 1.5x damage.
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Knock Off, Acrobatics, Barrage, Hyper Beam, Hyper Voice, Boomburst, U-Turn, Lunge, Beat Up, Taunt, Glare, Guillotine, Horn Drill, Protect
Stats: 90/135/105/60/105/105
Reasoning: Normal because he's just a violent math teacher from a kindergarten game. Anger Point because he gets angry every time a child gets a math problem wrong. Speed Boost because he gets faster and faster with every incorrect answer. He is very good at hunting by hearing and will know whenever the player makes noise. This also means, unfortunately for Baldi, that he can't deal well with loud and constant noise. He also has two instant kill moves because he kills you instantly when he gets you.

"I ALWAYS COME BACK."

Pokémon: Springtrap
Type: Dark/Steel
Ability: Magnet Pull/Child Killer - NFE Pokemon takes double damage.
H. Ability: Undead - Sturdy + STAB on ghost moves
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Knock Off, Night Slash, Shadow Claw, Recover, Nasty Plot, Will-o-Wisp, Pursuit, Iron Defense, Hone Claws, Smart Strike, Drain Punch.
Signature move: Jump Scare | Dark | Physical | 90 Power | 85% Accuracy | 15PP | Deals double damage to opponents switching out.
Stats: 145/105/90/45/90/110

Reasoning: Springtrap's typing is reminiscent of his child murderer persona and his cyborg body. His abilities are also reminiscent of this. Magnet Pull allows Springtrap to lure and trap steel types, his modus operandi for killing kids in the games. Child Killer is the obvious one. Undead is because he got crushed by the suit, yet still kept on with his murderous scumbag ways. Jump Scare is another obvious one. The FNAF games live and die on their Jump Scares. His stats reflect his strength as an animatronic and abnormal speed. He's also fairly bulky and has a large HP count to reflect his toughness. He gets crushed in his own suit Iron Maiden style and shut behind a door for 30 years and starts killing the instant he gets out. Fazbear Fright burns to the ground and he survived. It took getting stuck inside a burning building for a second time to finally kill him, and FNAF VR implied even that didn't stick entirely.

"Kill them... kill them all!"

Pokémon: Alma Wade
Type: Psychic/Ghost
Ability: Unstable/Sturdy
H. Ability: Shadow Tag
Moves: Phantom Force, Shadow Claw, Shadow Sneak, Shadow Ball, Psychic, Psyshock, Skill Swap, Psycho Shift, Topsy-Turvy, Recover, Will o Wisp, Scary Face, Mean Look, Curse, Moonblast, Moonlight, Giga Drain, Fiery Dance, Eruption, Heat Wave, Fire Blast, Inferno, Dark Pulse, Focus Blast, Sludge Bomb.
Signature move: Almaverse: Sets up the Almaverse for 5 turns. In the Alamverse:
  • At the end of each turn, each adjacent sleeping opponent takes damage equal to ⅕ of its maximum HP.
  • Boosts the power of Psychic type moves by 50%.
  • Immunities are canceled.
  • Burn damage is doubled.
  • Prevents healing moves.
Stats: 150/25/50/165/135/105

Reasoning: Ghost/Psychic as Alma is a super powerful Psychic that died and became a mental projection into the real world. Technically speaking, Alma is not a ghost - she is a mental projection of her own mind that exists on the physical and spiritual planes, but she was based on Sadako and acts like a ghost, so close enough. Unstable comes from the complete insanity given by her tragic backstory of experiments and forced pregnancies. Sturdy comes from her determination which is also the reason for her large HP. She literally refused to die for six days without life support, and when she finally did, it didn't stop her from trying to get revenge. Shadow Tag comes from her constant attempts to trap and… force herself on you in the second game. Movepool is mostly Ghost and Psychic attacks. Scary Face is for obvious reasons, Fire moves are from her pyromania. Stats are heavily skewed toward the Special side. She can cause untold amounts of damage with her mind, but her physical body is incredibly weak, being dead and rotting and all. The Almaverse is an entirely separate reality that formed in Alma's mind during her incarceration. Here, it is designed to do what it did in the game. Make everything hurt more.
 
resubs

Pokémon: Maxwell
Franchise: Scribblenauts
Type:


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

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

Bomb Blast |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof.

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

Pokémon: Pandora
Franchise: Kid Icarus
Type:

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

Vacuum Breath |
|
| 85 BP | 8 PP | 100% | Damages and traps for 2 turns.
Bomb Blast |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof.

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


Pokémon: Amazon Pandora
Type:

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

Capture Circle |
|
| 8 PP | Entry hazard that works once. Traps the opponent for 2 turns, and lowers their Speed by 1 stage. Can't be stacked.
Pandora's Box |
|
| 8 PP | Entry hazard that works once. Badly poisons the opponent. Can't be stacked.
Heart Blast |
|
| 40 BP | 24 PP | Hits 1-3 times. Each hit has a 10% chance to paralyze.

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

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

Pokémon: Mr. Peterson
Franchise: Hello Neighbor
Type:

Ability: Anger Point | Technician
Moves: Catch Grab, Bear Trap, Tomato, Sharkotron, Shovel Bash (see Shovel Knight), Pursuit, Dig, Drill Run, Stomping Tantrum, Bulldoze, Seed Bomb, Bullet Seed, Seismic Toss, Circle Throw, Storm Throw, Low Sweep, Crush Grip, Vice Grip, Spikes, Leech Seed, Grassy Terrain, Rototiller, Disable, Encore, Sticky Web
Stats: 155 HP/90 Atk/80 Def/30 SpA/38 SpD/107 Spe (500 BST)

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

Cookie Butter

formerly the someone
Pokémon: Matt (Wii Sports)
Typing: Normal/Fighting
Ability: Master Champion / Receiver / Sword of Swords (Same as Lloyd)
Master Champion - x1.33 damage on Matt's punch-based moves, x0.667 damage from incoming punch-based moves.
Moves: Physical: Speed Slice, Drain Punch, Mach Punch, Close Combat, Dynamic Punch, Focus Punch, Sucker Punch, Slash, Sacred Sword, Psycho Cut, X-Scissor, Knock Off, Night Slash, Fire Punch, Thunder Punch, Present
Special: Air Slash, Hyper Voice
Status: Court Change, Mat Block, Instruct, Celebrate, Cheering Support (Same as Isabelle)
Signature Move: Speed Slice - Normal | 70 BP | 10 PP | 100% Accuracy | +1 Priority, +1 crit ratio, slash based.
Signature Items:
Silver Glove - Master Champion in item form.
Purple Sword - Sword of Swords in item form.
Stats: 90/150/40/20/30/135 (465)
Reasoning: Matt is both a boxing and swordplay champion. However, in other sports, he's one of the worst Miis, that's why he's minmaxed. His Speed is high because he's also the Speed Slice champion. His signature items come from the fact that you receive those things after you beat him, and they're used in his first champion battles. Matt also plays different sports (some with courts, some with the catcher role) such as tennis, basketball and baseball, thus getting Court Change and Receiver. He also acts as a teacher, referee and coach. Present and Celebrate come from his Wii Party appearance.
Yes, Matt is meant for Ubers.
Pokémon: Tamamo
Typing: Rock/Ground
Ability: Fluffy / Breath of the Earth / Skill Link
Breath of the Earth: Immune to Rock-type and Ground-type moves, but grounds the user (affected by hazards). Ability is announced on switch-in. This ability can be ignored by foes who have used Summon Earth Spirit.
Moves: Physical: Earthquake, Magnitude, Bulldoze, Land's Wrath, Thousand Waves, Stone Edge, Rollout, Rock Blast, Tackle, Drain Punch, Mega Punch, Focus Punch, Arm Thrust, Tail Slap, Barrage, Iron Tail, Bind, Wrap, Lick
Special: Earth Power, Moonblast, Fire Blast, Flamethrower, Ancient Power, Tri Attack, Draining Kiss
Status: Defense Curl, Moonlight, Instruct, Tail Whip, Attract, Captivate, Lovely Kiss, Sweet Kiss, Stored Power, Stockpile, Swallow, Spit Up, Teleport, Will-o-Wisp, Strength Sap, Curse, Nasty Plot, Haze
Signature Moves: Nine Moons (12 BP | Rock | Physical | 100% Accuracy | Hits 9 times)
Word of Dispel - Refresh clone. Lets Tamamo use her "Mega Evolution."
Stats: 120/120/120/80/110/50 (600)

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

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

NatDex Ubers TL
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


Sora the OU soloer remake.png

Sora the Uber soloer.png

Pokémon: Kid Sora, Sora
Franchise: Kingdom Hearts
Ability: Friend Guard | Justified | [HA] Soul-Heart | [Mega] Levitate
(Kid Sora evolves into Sora after leveling up with an high level of friendship while holding an Oval Stone)
Signature Moves:
Gifted Miracle (Status | Fairy | - BP | - Accuracy | 5 PP | Restores the user's HP back to 100% and removes any active status effects the user may hold, however, the turn this move is used, the same also applies to the current opponent, bypasses Protect-sort moves and Substitute; Z-Power effect: Raises priority by 1 and forces the current opponent to flinch the current turn)
Z-Move: Trinity Limit (Special | Fairy | 200 BP | - Accuracy | - PP | Signature Z-Move, must know Zantetsuken and hold a Soranium Z, +10 BP with each positive stat change the user may hold (Like Stored Power), and resets the user's stat changes afterwards)
Zantetsuken (Physical | Fairy | 110 BP | 100 Accuracy | 5 PP | +2 Critical hit ratio, 10% chance to inflict Disable on the target, fails if the user takes a hit before the move is performed (Like Focus Punch), the move itself holds +0 Priority)
Ripple Drive (Special | Fairy | 100 BP | 100 Accuracy | 10 PP | 30% chance to cause flinching)
Moves:
(Kid Sora)
: Agility, Swords Dance, Sacred Sword, Gravity, Stopga (See Mickey Mouse), Ice Beam, Blizzard, Flamethrower, Fire Blast, Thunderbolt, Thunder, Hurricane, Earthquake, Astonish, Judgement, Extreme Speed, Close Combat, Bonemerang, Bone Rush, Moonblast, Trick, U-Turn, Pain Split, Synthesis, Floral Healing, Whirpool, Water Pulse, Fake Out, Magnetic Flux, Searing Shot, Glaciate, Teleport, Teeter Dance, Hyper Voice, Roar, Fly, Magnet Rise, Endure, Thunder Wave, Confuse Ray, Trump Card, Reflect, Light Screen, Play Rough, Fairy Lock, Disable, Gifted Miracle, Zantetsuken, Ripple Drive
(Sora): All previous but Trinity Limit, Telekinesis, Protect, Night Slash, Dark Pulse, Heart Swap, Hydro Pump, Draco Meteor, Sunny Day, Inky Terrain, Boomburst, Aura Sphere, Drill Run, Power Whip, Acrobatics, Refresh, Aromatheraphy, Sleep Powder, Minimize, Rage, Outrage, Sticky Web, Grav Apple, Giga Drain, Stomping Tantrum, Bullet Seed, Metal Claw, Shadow Sneak, Stockpile, Swallow, Spit Up, Behemoth Blade, Hammer Arm, Dig, Hyperspace Hole, Swift, Fleur Cannon, Flare Blitz, Wild Charge, Ice Punch, Icicle Crash, Sing, Conversion, Conversion 2, Celebrate, Attack Order, Ancient Power, Detect, Spiky Shield, King's Shield, Lunar Dance, Defog, Rapid Spin, Water Shuriken
Stats:
(Kid Sora): 60 / 115 / 80 / 105 / 45 / 90 (495 BST)
(Sora): 102 / 125 / 95 / 125 / 115 / 115 (677 BST)
Mega Sora: 102 / 165 / 95 / 165 / 135 / 115 (777 BST)
Reasoning: Sora is Fairy/Fighting type because of his extreme association with light, and being a Keyblade wielder is pretty blatant for Fighting type.
Friend Guard comes from his care to his friends
Justified comes from his nature being against the forces of darkness and being fairly like this
Soul-Heart comes from his strenght raising when his friends are at risk, plus a pun regarding the "heart" in his series being fairly related to souls and stuff like that.

Lastly, for the movepool:

Oh boy, I know the amount of coverage options is crazy, especially for regular Sora, but then again, he's actually one of those guys with the widest amount of variety on this regard, so I'll just go ahead and explain the custom stuff and the most seemingly out of place things.
Zantetsuken comes from a move of the same name, same with Gifted Miracle and Trinity Limit, Agility comes from the Larxene Card, Swords Dance from the Roxas Card, Sacred Sword because Keyblade, Gravity, Blizzard, Thunder and Fire Blast come from certain moves of similar/same names, with Ice Beam, Flamethrower and Thunderbolt coming from TMs here, Earthquake comes from Quake, Extreme Speed is based on Sonic Blade, Judgement is based on Ragnarok, Close Combat is based on Ars Arcanum, Bonemerang and Bone Rush are based on Strike Raid, Moonblast comes from Holy, Pain Split comes from Synchro, Synthesis comes from Curaga, Searing Shot comes from Mega Flare, Glaciate from Freeze, Fairy Lock from Keyblades locking things, and the list goes on for Kid Sora, now, for Sora, Night Slash and Dark Pulse come from Anti Form and Rage Form, Heart Swap from being able to exchange his own heart with the one of someone else as a Keyblade wielder, status-healing moves come from Esuna and the Panacea item, Inky Terrain comes from being able to do a poisonous weather, moves like Drill Run, Water Shuriken, Swift, Attack Order and Spiky Shield come from his Formchanges in KHIII, Behemoth Blade comes from his ability to use his Keyblade on this fashion even as a lion, Sing comes from his ability to sing as seein in Atlantica on KHII, Conversion anf Conversion 2 come from being able to adapt in Space Paranoids and The Grid, realms made of pure data, all other moves either go into "this move is based on another move that holds the same or similar effect" or "thanks to TMs", but in the end Sora remains as something to consider.

Ventus the ability passer.png

Pokémon: Ventus
Franchise: Kingdom Hearts
Ability: Aerilate | Scrappy | [HA] Soul-Heart
Signature Move:
Wayfinder Wish (Fairy | Status | 10 PP | - Accuracy | At the end of the next turn, the species at the user's position changes ability to another one depending on the Hidden Power type of the user that did the move, fails if the current species on the user's position already holds the same ability or an ability that can't be changed (Entrainment-sort of checking applies) or if the move is already in effect on the user's position; Z-Power effect: Sets up Reflect)
Hidden Power types and what they translate to Wayfinder Wish:
Fighting - Merciless
Flying - Aerilate
Psychic - Magic Bounce
Fire - Flash Fire
Steel - Dauntless Shield
Ice - Regenerator
Rock - Guts
Electric - Adaptability
Bug - Levitate
Dark - Pickpocket
Ghost - Magic Guard
Water - Mega Launcher
Dragon - Multiscale
Poison - Corrosion
Grass - Serene Grace
Ground - Sheer Force
Moves: Stopga (See Mickey Mouse), Flamethower, Fire Blast, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Earthquake, Magnetix Flux, Gravity, Grass Knot, Double-Edge, Sacred Sword, Close Combat, Play Rough, Moonblast, Toxic, Synthesis, Reflect, Light Screen, Parting Shot, Protect, Minimize, Sleep Powder, Thunder Wave, Confuse Ray, Fairy Lock, Refresh, Dark Pulse, Night Slash, Overdrive, Hyper Voice, Boomburst, Rapid Spin, Fleur Cannon, Defog, Teleport, Swords Dance, Healing Wish, Heart Swap, Wild Charge, Brave Bird, Roost, Wish
Stats: 80 / 95 / 75 / 105 / 125 / 110 (590 BST)
Reasoning: Ventus is fairly similar to Sora on this regard, so I'll go over the stuff that's different in reasoning and so on
Aerilate comes from his affiliation with wind, which while high and all, doesn't get enought priority to get the Flying type, hence why its placed here
Scrappy comes from being able to hit Heartless and other beings of very intangible nature

Lastly, for the movepool:

Wayfinder Wish is based on the Dimensional Links he's able to do, being able to also enhance someone else with new powers he may hold, for example, Regenerator comes from Cinderella, Dauntless Shield from Goofy, Magic Bounce from Aqua, Guts from Terra, Merciless from Zack, Levitate from Peter Pan and so on, Parting Shot comes from one of his moves holding the same name as Parting Shot in japanese, "Last Word", Overdrive and other sound moves come from one of his Formchanges that allows him to do electrical sound attacks, Brave Bird comes from being able to tackle the opponent on this fashion with his Keyblade Glider, and so on, just like Sora, everything else comes from less relevant moves that still remain flavorful, or TMs.


Reinhard breaks the metagame remake.png

Pokémon: Reinhard Heydrich
Franchise: Shinza Banshou
Ability: Intimidate | Imp Surge (Sets up Imp Terrain) | [HA] Niflheimr Fenriswolf (Allows the user to always move first, regardless of priority, this ability can't be suppressed)
Signature Moves:
Longinuslance Launch (Physical | Ghost | - BP | No accuracy check | 5 PP | A OHKO move, can hit the opponent even in the middle of a move like Fly, Dive, Dig or Phantom Force, bypasses Protect-sort moves and Substitute, + 6 Priority, also ignores abilities and Psychic Terrain. This move cannot be used successfully unless the user's current form, without considering Transform, is Reinhard Heydrich)
Fifth Universe of Gold (Status | Ghost | - BP | - Accuracy | 5 PP | The user gets the "I love everything" status. This status turns all of the attacks the user does being enhanced by a OHKO effect, while also ignoring abilities. This move cannot be used successfully unless the user's current form, without considering Transform, is Reinhard Heydrich; Z-Power effect: Raises all stats (Except Accuracy and Evasion) by 1)
Tubal Cain's Curse (Status | Poison | - BP | 90 Accuracy | 5 PP | Sets Inky Terrain and badly poisons the surrounding targets (like Earthquake); Z-Power effect: Lowers the target's speed by 2)
Thunder Sword (Physical | Electric | 95 BP | 100 Accuracy | 10 PP | Ignores the target's stat changes, 30% chance to paralyze)
Imp Terrain (Status | Dark | - BP | - Accuracy | 10 PP | During the effect, the power of Dark-type attacks made by grounded Pokemon is multiplied by 1.3, grounded Pokémon hold a 20% chance of being Cursed at the end of each turn unless it's a Dark or Normal type ; Camouflage transforms the user into a Dark type, Nature Power becomes Dark Pulse, and Secret Power has a 30% chance to cause flinching. Fails if the current terrain is Imp Terrain; Z-Power effect: Resets the user's stat changes)
G-Max Gladsheimr (Physical/Special | Ghost | - BP | - Accuracy | - PP | Signature G-Max move, Ghost-type move based, holds a 50% chance of giving a Curse status on the target)
Moves: Dark Pulse, Night Slash, Moonblast, Flash, Toxic, Teleport, Hypnosis, Attract, Reflect, Light Screen, Curse, Gravity, Cosmic Power, Stored Power, Power Trip, Telekinesis, Attack Order, Heal Order, Earthquake, Precipide Blades, Bonemerang, Bone Rush, Fire Blast, Flamethrower, Infestation, Searing Shot, Spikes, Oblivion Wing, Photon Geyser, Sacred Sword, Thunderbolt, Wild Charge, Burn Up, Flare Blitz, Drain Punch, Hammer Arm, Focus Punch, Close Combat, Superpower, Spirit Shackle, Snap Trap, Shadow Sneak, Shadow Bone, Moongeist Beam, Toxic Spikes, Spider Web, Sticky Web, Inferno, Stealth Rock, Defend Order, Baton Pass, Fire Lash, Magma Storm, Glare, Poison Jab, Cross Poison, Spectral Thief, Pursuit, all the signature moves above
Note: Longinuslance Launch, Fifth Universe of Gold and the Niflheimr Fenriswolf ability are banned for use in Ubers and AG as they are "unreleased"
Stats: 200 / 130 / 90 / 90 / 80 / 145 (735 BST)
Reasoning: I know, I know, he seems to be broken to the point it can seem like I did that on purpose, but the truth is that I had to actually nerf him a bit, as we can see with his main abilities being moves that are downright banned.
Reinhard is a Ghost/Dark type because of his huge ability to manipulate souls and be empowered by them, Dark typing comes from his very evil status, known for loving destruction and death, as his signature move Fifth Universe of Gold suggests.

Intimidate comes from his aura being usable to do this sort of reactions on whoever is on his path
Imp Surge comes from his powers being able to quickly turn the enviroment on this way
Niflheimr Fenriswolf comes from an ability of the same name he holds, and yes, the effect is pretty accurate, as ridiculous as it may sound.

Lastly, for the movepool:

Bug type moves come from the ways he can use his Legion, Bone moves and Earthquake come from Gladsheimr, Hypnosis and Attract come from his supernatural charisma that can do this stuff, Baton Pass comes from him being able to enhance his allies on a similar way, Curse comes from him being able to leave such on targets, hazard moves like Stealth Rock and Fire type moves come from the powers he has stolen from those that have joined his legion, the same going for Snap Trap, Oblivion Wing, Electric and Fighting type moves, Psychic type moves come from his affinity with those in particular, and finally, Ghost type moves also come from abilities he holds on those fashions, and the rest goes on a similar way.
 
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Funny poop knight


Pokémon: Dung Defender
Origin: Hollow Knight
Type: Ground/Poison
Ability: Stench / Justified
Stats: 100/110/80/60/60/95 (505)
Stats (White Defender): 130/140/90/70/70/105 (605)
Notable Moves: Belly Drum, Gunk Shot, Earthquake, Dig, Megahorn, Toxic Spikes, Rollout
Reasoning: The last of Hallownest's Five Great Knights, who's taken to living in the sewer and reminiscing about his heroic past. Ground/Poison because he fights by throwing shit at people (also giving Gunk Shot), digs during his fight (also giving Dig), and upon defeat drops a Charm that emits a poisonous cloud (also giving Stench). Justified because he's an honorable, heroic knight. Belly Drum is the first thing he does in the fight. Earthquake and Toxic Spikes from the attacks White Defender has where he hits the ground and sends what the wiki describes as "spikes" of dung at you. Megahorn because horns. Rollout because one of his attacks has him curl into a ball. While White Defender is a "dream boss" like Grey Prince Zote, he does not have the Psychic-type because the White Defender is a representation of Dung Defender's glorious past rather than simply a product of delusion.
 

Deleted member 503163

Guest

Pokémon: Metal Slime
Franchise/Origin: Dragon Quest
Type: Steel
Ability: Sturdy/Run Away/Filter
Notable moves: Incinerate, Flamethrower, Tackle, Iron Head, Pyro Ball, Protect
Stats: 4/25/255/25/255/152[BST 716]
Reasoning: Alright so this looks like it would be broken but it's not. Metal Slime is a novelty at best. The stats reflect it's Dragon Quest 11 iteration as that is the only one I have played. It has the highest defense in the game but the lowest health. It will runaway when it gets the chance. It is literally just a pile of metallic slime. Also it can't really do shit aside from tank one attack.
 

T.I.A.

formerly Ticktock

Pokémon: Yuugi Hoshiguma
Origin: Subterrarian Animisim
Type: Fighting/Rock
Abilities: Sheer Force / Iron Fist / Supernatural Phenomenon (All moves have their secondary effect always activate, and will always inflict a status condition if possible)
Stats: 100/140/100/60/70/80 (550)
Moves: Close Combat, Superpower, All punching moves, Hyper Voice, Boomburst, Roar, Bulk Up, Heat Wave, Stone Edge, Earthquake, Rock Slide, Shadow Ball, Shadow Claw
New Moves: None.
Reasoning: And now, your everyday Touhou submission. Yuugi is one of the Devas of the Mountain, and the 3rd stage boss of SA and Touhou 17.5. High Attack for her massive strength, and Fighting-type for that. Fighting moves for that, sound moves for her roars, Heat Wave for being able to create heat, Earthquake for her earth-shattering punches, and a few more for soon and later because I'm just tired of this right now. Signature ability refers to her ability to control phenomenia.

Well, Double Take then.
Pokémon: Mayumi Joutouguu
Origin: Wily Beast and Weakest Creature
Type: Fighting/Ground
Abilities: Inexhaustable Haniwa Army (All physical attacks are followed up with a 2nd use of the move, but with 25% of the original power and are Ground-type. Moves also don't take up PP.) / Weak Armor / Skill Link
Stats: 90/110/90/50/90/120 (550)
Moves: Thousand Arrows, Archer Haniwa, Fencer Haniwa, Calvary Haniwa, High Horsepower, Swords Dance, Sacred Sword, Close Combat, Retaliate, Lunge, Three Way (From Austin Carter back in V2), Arrow Shot (From Orion), Loyalty Boost, Stone Edge, Rock Slide, Drill Run, Earthquake, X-Scissor, No Retreat, Revenge, Rock Smash, Beat Up, Aerial Ace, Barrage, Fury Attack, Icicle Spear, Pin Missile,
New Moves:
Archer Haniwa: Ground, 20 BP, 100% Accuracy, 10 PP, Physical, Hits 2-5 times, can hit all opponents regardless of typing, ignoring Ground-type immunities.
Fencer Haniwa: Ground, 90 BP, 100% Accuracy, 15 PP, Physical, Ignores stat changes from the opponent.
Calvary Haniwa: Ground, 75 BP, 100% Accuracy, 15 PP, Physical, Breaks through screens.
Loyalty Boost: Normal, 5 PP, Status, Raises a random stat by +1. Gains an extra stat to boost at every +50 friendship recieved. At max happiness, it instead raises all stats by +2.
(How it works: 0-49: 1, 50-99: 2, 100-149: 3, 150-199: 4, 200-255: 5)
Reasoning: AND NOW, Mayumi: Me Addition. Her singature ability refers to her being the general of the HAC, and therefore gains back up from them as a result. The ability also prevents PP drops from the Inexhaustable part, as also part of her spell cards. Weak Armor for her somewhat fragile skin (being a terracotta thing is kinda fragile) and Skill Link from the army. Her 3 spell cards are also represented as moves with Archer, Fencer, and Calvary Haniwa. Other moves are also highlighted from these spell cards as well. Loyalty Boost is from her ability to convert loyalty into strength, and has that based on friendship. Most of the other moves are general stuff from an army general.

April Fool

Pokémon: Passionlip
Origin: Fate/Extra CCC
Type: Fighting/Fairy
Abilities: Trash Compaction / Masochistic Constitution (All opponents are drawn in towards her and ignores all other cases of redirection. Upon attacking her, the target has a 30% chance to be infatuated regardless of gender.) / Trash and Crash (Ignores defensive abilities, immunities and foe's defensive stat boosts with non-contact moves. Contact moves are also converted to non-contact moves.)
(Special Unreleased Event Ability: Trash and Crash EX: Always OHKOs the target with physical moves)
Stats: 110/140/120/90/120/60 (640)
Moves: Salome to Degenerate, Ioannes to Cage, Superpower, Play Rough, Fury Swipes, Fury Cutter, Dragon Claw, Crush Claw, Shadow Claw, Dash Slash, Cyclone Slash, Great Slash, Clamp, X-Scissor, Slash, Drain Punch, Swords Dance, Body Press, Fire Punch, Thunder Punch, Ice Punch, Meteor Mash, Mach Punch, Bullet Punch, Spirit Break, Body Slam, Power-Up Punch, Sacred Sword, Revenge, Reversal, Rocket Punch, Comet Punch, Follow Me, Charm, Crunch, Moonblast, Aura Sphere, Force Palm, Earthquake, Bulk Up.
New Moves:
Salome to Degenerate: Normal, 5 PP, Status, +4 Priority, Protects herself from all attacks for the turn, and anyone who comes into contact with her will have their Defense and Special Defense lowered by -1. Chance of success decays after each use.
Ioannes to Cage: Fairy, 80 BP, 80% Accuracy, 10 PP, Physical, Has a 10% chance to prevent the target from using physical moves for 2 turns.
Rocket Punch: Fighting, 95 BP, 100% Accuracy, 10 PP, Physical, No other effect.
New Z-Move: Brynhild Romantia: Fighting, 185 BP, Physical, +2 Priority. If the user is infatuated, this move will deal 50% more damage. Needs Noblephantasium-Z and Mach Punch.
Reasoning: Passionlip is BB, but with Big Boobs and Claws. A lot of slashing, claw-based, and punch moves for her main forms of attack, her abilities based off of her skills, some moves based off of her other boss skills, and her stats based off of her F/GO parameters. Not really much else to say other than that she's the basis of bulk offensive. The Fairy typing mainly kinda implies her girlish nature and Fighting for the sole fact that she has a massive requirement for fighting despite not wanting to.

April Fool
Stage 1

Pokémon: Meltlilith (Mysterious Alter Ego Λ)
Origin: Fate/Extra CCC (Fate/Grand Order)
Type: Water/Fighting
Ability: Meltlilith: Sadistic Constitution (Every time she attacks with a physical move, raises Attack by +1, but lowers Defense by -1.)
Mysterious Alter Ego Λ: Swan Lake (Increases the power of Special moves by 20%).
Stats: Meltlilith: 134/137/60/130/60/130 (641)
Mysterious Alter Ego Λ: 117/122/45/100/45/120 (499)
Moves: Meltlilith: Melt Virus, Bouncy Bubble, Giga Drain, Horn Leech, Leech Life, Strength Sap, Lunge, Waterfall, Surf, Whirlpool, Double Kick, Close Combat, Giselle, Focus Blast, High Jump Kick, Low Kick, Protect, Fury Attack, Low Sweep, Revenge, Sacred Sword, Triple Kick, Sky Uppercut, Icicle Spear, Hurricane, Air Slash, Nasty Plot, Swords Dance, Work Up, Calm Mind, Ice Beam, Icicle Crash, Freeze Dry, Ice Shard, Megahorn
Mysterious Alter Ego Λ: Same as Meltlilith, but -Melt Virus, Giselle, Sacred Sword, Megahorn +Beat Up, Hydro Pump, Brave Bird, Melt Envy, Aqua Jet, Drill Peck, Peck, Dive, Hydro Pump
New Moves:
Melt Virus: Water, 80% Accuracy, 5 PP, Status, Applies the "Melt Virus" condition. The opponent loses 5% of their max HP every turn, and lose -1 to a random stat. While the target is under this condition, the user heals for the same amount the target loses and also raises the user's stat lowered by the condition.
Giselle: Water, 50 BP, 100% Accuracy, 10 PP, Special, Hits 2 times.
Melt Envy: Water, 80% Accuracy, 10 PP, Status, Basically a Strength Sap that hits everyone on the field, but heals instead for 25% of all the Attack stats combined, and raises her own Attack by +1.
New Z-Moves: Meltlilith: Sarasvati Meltout: Water, 200 BP, Physical, Ignores all stat buffs and removes them. Needs Noblephantasium-Z and Waterfall.
Mysterious Alter Ego Λ: Blue Summer Palladion: Water, 175 BP, Physical, Ignores Defense stat buffs. Needs Noblephantasium-Z and Waterfall.
Reasoning: Meltlilith is BB, but with Long Leg and Sharp Kneecaps. She's also Fighting-type, but for a more sadisitic reason, and Water-type for the moves she also has are kinda water-based, especially her Noble Phantasm. Melt Virus is one of her skills, absorbing the data of her opponents by stabbing them with honey. Giselle is also based off of an attack from Fate Extra/CCC. Sadistic Constitution is also another skill she has, this time fit as an ability. Other moves show her on her data manipulation, kicks, absorbing moves, stabbing moves, and more to fill out her moves. Mysterious Alter Ego is her summer and weaker variant (kinda meant for OU, as base is for Ubers), having a few less moves and a few less moves, although she has a few more moves for her water manipulation and penguin helpers. Her stats are that of a glass cannon with high HP.
 
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Reasoning: Yoink. 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, Thousand Arrows is obviously needed here. 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) Thousand 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 and Fighting STAB 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.
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.

Ticktock Please ensure your submissions are unique.
 
Voting starts now; you have one week.
Pokémon: King MacFrights
Type: Ghost/Steel
Ability: Defiant / Weak Armor / Kingly Majesty (Protects from Priority; It’s King Arthur’s Ability from CCEX.)
Moves: Spirit Shackle, First Impression, Smart Strike, King's Shield, Sacred Sword, Swords Dance, Spikes, Take Down, Double-Edge, Steel Beam, Close Combat, Taunt, Drill Run, Arrow Shot (From Orion), Fell Stinger, False Swipe, Revenge
Stats: 50/120/120/50/80/95 [BST 515]
Reasoning: Ghost/Steel because he’s an armored ghost that jousts atop metal horse armor (yes really) and uses a sword and shield once his armor is destroyed. Stat Spread because though he does move about, is armored, and can subject Luigi to plenty of damage if the charge attack connects, his HP is among the lowest of all the bosses up until that point, though it cannot be depleted until the second phase. (Heck, p sure he’s tied with Chambrea for the lowest up to that point. Who just so happens to be an early-game boss with an immunity to the Strobulb into Vacuum tactic.) Weak Armor because Phase 1 involves Luigi swinging his armor into the ground repeatedly, Phase 2 starting once the armor is gone. Defiant because Japanese name is Competitive Spirit and he fights in his own personal arena, implying this. Kingly Majesty for obvious reasons. (also the audience boos Luigi if MacFrights’ armor is damaged) Moveset is WIP but Spirit Shackle because some crossbows in the back will take pot shots at Luigi, Sacred Sword and King’s Shield because he has those in the second phase, and Smart Strike because Jousting. First Impression because Japanese name is Head-on Collision and this accurately sums up one of his attacks, where once one learns that he’s vulnerable to the Strobulb once he’s close enough, it becomes very easy to deal with. Also Spikes because his floor is loaded with spiky traps. Steel Beam because pretty much nearly every Steel type gets it (Even Diglett’s and Stunfisk’s regional variants), though I doubt you’ll use it with that base 50 SpA stat. Other moves are either explained by prior mentioned reasons or added with Escavalier, another armored jousting knight, as a reference.
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: Yuyuko Saigyouji
Type: Ghost/Grass
Abilities (Casual): Gluttony / Cursed Body / Perish Body
Abilities (Serious; This one's for Ubers): Analytic / Flower Veil / Perish Body
Moves: Petal Blizzard, Petal Dance, Shadow Ball, Giga Drain, Flower Shield, Infestation, Mind Reader, Foresight, Perish Song, Night Shade, Strength Sap, (Casual Only) Stockpile, Swallow, Spit Up, (Serious Only) Quiver Dance
Stats (Casual): 108/80/60/104/108/60 [BST 520]
Stats (Serious): 120/92/64/140/120/64 [BST 600]
Reasoning: Casual and Serious formes because there's plenty of VERY flavorful additions that would break her horribly and she's the first boss of one game and the final boss in another, the former being the later game where she's CLEARLY holding back and just testing your player character. Ghost/Grass because she's the ghost of a human from a thousand years ago whose corpse was used to seal off the Saigyou Ayakashi, a malicious tree that lured in prey with its beauty only for said prey to expire under it. Gluttony and Stockpile (+Related moves) because she likes eating. A lot. Cursed Body because of her lore, Perish Body because the lives of everyone around her are always at her mercy, due to her power to instantly kill any person in the vicinity, though that power never comes into use. Analytic, Mind Reader, and Foresight because she's much smarter than her ditsy demeanor would suggest, possibly even beating out her close friend Yukari Yakumo, who pretty much has 98532904385 IQ. Infestation and Quiver Dance relate to butterflies, which her danmaku takes form of. Perish Song because death powers and she has a spellcard named "Subtle Melody 'Repository of Hirokawa'". Petal moves because of power over cherry blossom petals and stuff. Flower Veil because of her "Flowery Soul" spellcard and lore. And then there's Giga Drain and Strength Sap. It's probably powers over death, but Giga Drain certainly gets STAB and Strength Sap does let her weaken the strength of people like a ghost would. Shadow Ball and Night Shade are common among ghosts so she gets those. She moves very slowly in Imperishable Night when focused (Which she will be as part of the Netherworld team), but has a wide spread and long range and at full power can just snap people dead. Her stats are all divisible by four because “four” and “death” are homonyms in Japan and she has death powers.
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.)
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), Arrow Shot (From Orion), High Horsepower
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 (STAB and setup, on top of 120 Attack/115 Speed... No.), 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 and Arrow Shot are from her Archer Haniwa spellcard and her nonspells, High Horsepower is from the Cavalry Haniwa spellcard, 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 super-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.
Pokémon: Baldi
Type: Normal
Ability: Anger Point/Speed Boost
H. Ability: I Hear you! - Anytime a Sound move is used with Baldi on the field, Baldi locks on to the user and cannot miss them until either switch out. However, sound attacks directed at him deal 1.5x damage.
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Knock Off, Acrobatics, Barrage, Hyper Beam, Hyper Voice, Boomburst, U-Turn, Lunge, Beat Up, Taunt, Glare, Guillotine, Horn Drill, Protect
Stats: 90/135/105/60/105/105
Reasoning: Normal because he's just a violent math teacher from a kindergarten game. Anger Point because he gets angry every time a child gets a math problem wrong. Speed Boost because he gets faster and faster with every incorrect answer. He is very good at hunting by hearing and will know whenever the player makes noise. This also means, unfortunately for Baldi, that he can't deal well with loud and constant noise. He also has two instant kill moves because he kills you instantly when he gets you.
Pokémon: Springtrap
Type: Dark/Steel
Ability: Magnet Pull/Child Killer - NFE Pokemon takes double damage.
H. Ability: Undead - Sturdy + STAB on ghost moves
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Knock Off, Night Slash, Shadow Claw, Recover, Nasty Plot, Will-o-Wisp, Pursuit, Iron Defense, Hone Claws, Smart Strike, Drain Punch.
Signature move: Jump Scare | Dark | Physical | 90 Power | 85% Accuracy | 15PP | Deals double damage to opponents switching out.
Stats: 145/105/90/45/90/110

Reasoning: Springtrap's typing is reminiscent of his child murderer persona and his cyborg body. His abilities are also reminiscent of this. Magnet Pull allows Springtrap to lure and trap steel types, his modus operandi for killing kids in the games. Child Killer is the obvious one. Undead is because he got crushed by the suit, yet still kept on with his murderous scumbag ways. Jump Scare is another obvious one. The FNAF games live and die on their Jump Scares. His stats reflect his strength as an animatronic and abnormal speed. He's also fairly bulky and has a large HP count to reflect his toughness. He gets crushed in his own suit Iron Maiden style and shut behind a door for 30 years and starts killing the instant he gets out. Fazbear Fright burns to the ground and he survived. It took getting stuck inside a burning building for a second time to finally kill him, and FNAF VR implied even that didn't stick entirely.
Pokémon: Alma Wade
Type: Psychic/Ghost
Ability: Unstable/Sturdy
H. Ability: Shadow Tag
Moves: Phantom Force, Shadow Claw, Shadow Sneak, Shadow Ball, Psychic, Psyshock, Skill Swap, Psycho Shift, Topsy-Turvy, Recover, Will o Wisp, Scary Face, Mean Look, Curse, Moonblast, Moonlight, Giga Drain, Fiery Dance, Eruption, Heat Wave, Fire Blast, Inferno, Dark Pulse, Focus Blast, Sludge Bomb.
Signature move: Almaverse: Sets up the Almaverse for 5 turns. In the Alamverse:
  • At the end of each turn, each adjacent sleeping opponent takes damage equal to ⅕ of its maximum HP.
  • Boosts the power of Psychic type moves by 50%.
  • Immunities are canceled.
  • Burn damage is doubled.
  • Prevents healing moves.
Stats: 150/25/50/165/135/105

Reasoning: Ghost/Psychic as Alma is a super powerful Psychic that died and became a mental projection into the real world. Technically speaking, Alma is not a ghost - she is a mental projection of her own mind that exists on the physical and spiritual planes, but she was based on Sadako and acts like a ghost, so close enough. Unstable comes from the complete insanity given by her tragic backstory of experiments and forced pregnancies. Sturdy comes from her determination which is also the reason for her large HP. She literally refused to die for six days without life support, and when she finally did, it didn't stop her from trying to get revenge. Shadow Tag comes from her constant attempts to trap and… force herself on you in the second game. Movepool is mostly Ghost and Psychic attacks. Scary Face is for obvious reasons, Fire moves are from her pyromania. Stats are heavily skewed toward the Special side. She can cause untold amounts of damage with her mind, but her physical body is incredibly weak, being dead and rotting and all. The Almaverse is an entirely separate reality that formed in Alma's mind during her incarceration. Here, it is designed to do what it did in the game. Make everything hurt more.
Pokémon: Maxwell
Franchise: Scribblenauts
Type:


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

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

Bomb Blast |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof.

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

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

Vacuum Breath |
|
| 85 BP | 8 PP | 100% | Damages and traps for 2 turns.
Bomb Blast |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof.

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

Pokémon: Amazon Pandora
Type:

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

Capture Circle |
|
| 8 PP | Entry hazard that works once. Traps the opponent for 2 turns, and lowers their Speed by 1 stage. Can't be stacked.
Pandora's Box |
|
| 8 PP | Entry hazard that works once. Badly poisons the opponent. Can't be stacked.
Heart Blast |
|
| 40 BP | 24 PP | Hits 1-3 times. Each hit has a 10% chance to paralyze.

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

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


Ability: Anger Point | Technician
Moves: Catch Grab, Bear Trap, Tomato, Sharkotron, Shovel Bash (see Shovel Knight), Pursuit, Dig, Drill Run, Stomping Tantrum, Bulldoze, Seed Bomb, Bullet Seed, Seismic Toss, Circle Throw, Storm Throw, Low Sweep, Crush Grip, Vice Grip, Spikes, Leech Seed, Grassy Terrain, Rototiller, Disable, Encore, Sticky Web
Stats: 155 HP/90 Atk/80 Def/30 SpA/38 SpD/107 Spe (500 BST)

Catch Grab |
|
| 48 PP | 100% | -3 priority. Returns the target to the party, and brings out the Pokémon that came before them. If the target is the first Pokémon out, or the Pokémon that came before them has fainted, the target's stat changes are reset instead.
Bear Trap |
|
| 24 PP | Grounded entry hazard. Deals damage like Stealth Rock, while using Steel type effectiveness. Also causes flinch on the first turn out, unless the Pokémon resists Steel. Can't be stacked.
Tomato |
|
| 32 PP | 100% | Lowers accuracy by 1 stage.
Sharkotron |
|
| 90 BP | 24 PP | 100% | Hits one turn after use.

Sample Sets
Mr. Peterson @ Focus Sash
Ability: Technician
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Catch Grab
- Jar of Glue
- Bear Trap / Spikes
- Bulldoze / Seismic Toss

Reasoning: Mr. Peterson is the neighbor whose house you infiltrate. However, to prevent you from doing so, he makes use of traps and other items. Whenever he sees you, he gets angry. When he reaches you, he grabs you and puts you back at your house. Bear traps, tomatoes, and a shark robot are some of the items he uses. Glue is one of the other items, which is represented with Sticky Web. It is also implied he's buried somebody with a shovel.
Pokémon: Matt (Wii Sports)
Typing: Normal/Fighting
Ability: Master Champion / Receiver / Sword of Swords (Same as Lloyd)
Master Champion - x1.33 damage on Matt's punch-based moves, x0.667 damage from incoming punch-based moves.
Moves: Physical: Speed Slice, Drain Punch, Mach Punch, Close Combat, Dynamic Punch, Focus Punch, Sucker Punch, Slash, Sacred Sword, Psycho Cut, X-Scissor, Knock Off, Night Slash, Fire Punch, Thunder Punch, Present
Special: Air Slash, Hyper Voice
Status: Court Change, Mat Block, Instruct, Celebrate, Cheering Support (Same as Isabelle)
Signature Move: Speed Slice - Normal | 70 BP | 10 PP | 100% Accuracy | +1 Priority, +1 crit ratio, slash based.
Signature Items:
Silver Glove - Master Champion in item form.
Purple Sword - Sword of Swords in item form.
Stats: 90/150/40/20/30/135 (465)
Reasoning: Matt is both a boxing and swordplay champion. However, in other sports, he's one of the worst Miis, that's why he's minmaxed. His Speed is high because he's also the Speed Slice champion. His signature items come from the fact that you receive those things after you beat him, and they're used in his first champion battles. Matt also plays different sports (some with courts, some with the catcher role) such as tennis, basketball and baseball, thus getting Court Change and Receiver. He also acts as a teacher, referee and coach. Present and Celebrate come from his Wii Party appearance.
Yes, Matt is meant for Ubers.
Pokémon: Tamamo
Typing: Rock/Ground
Ability: Fluffy / Breath of the Earth / Skill Link
Breath of the Earth: Immune to Rock-type and Ground-type moves, but grounds the user (affected by hazards). Ability is announced on switch-in. This ability can be ignored by foes who have used Summon Earth Spirit.
Moves: Physical: Earthquake, Magnitude, Bulldoze, Land's Wrath, Thousand Waves, Stone Edge, Rollout, Rock Blast, Tackle, Drain Punch, Mega Punch, Focus Punch, Arm Thrust, Tail Slap, Barrage, Iron Tail, Bind, Wrap, Lick
Special: Earth Power, Moonblast, Fire Blast, Flamethrower, Ancient Power, Tri Attack, Draining Kiss
Status: Defense Curl, Moonlight, Instruct, Tail Whip, Attract, Captivate, Lovely Kiss, Sweet Kiss, Stored Power, Stockpile, Swallow, Spit Up, Teleport, Will-o-Wisp, Strength Sap, Curse, Nasty Plot, Haze
Signature Moves: Nine Moons (12 BP | Rock | Physical | 100% Accuracy | Hits 9 times)
Word of Dispel - Refresh clone. Lets Tamamo use her "Mega Evolution."
Stats: 120/120/120/80/110/50 (600)

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

Reasoning: Rock/Ground type because her element attribute is Earth (she still uses Fire moves tho). Fluffy because one of the bad ends in Monster Girl Quest is "Touch Fluffy Tail" (hers). Sig ability because her fighting style is being immune to all damage by bringing the power of earth into her. Skill Link because she uses many multi-hit moves in her original game. Moves and "Mega" are based on her boss battles and general monster girl powers. Unlike Promestein, Tamamo isn't recruitable and playable, so had I less stuff to work with.
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
Pokémon: Kid Sora, Sora
Franchise: Kingdom Hearts
Ability: Friend Guard | Justified | [HA] Soul-Heart | [Mega] Levitate
(Kid Sora evolves into Sora after leveling up with an high level of friendship while holding an Oval Stone)
Signature Moves:
Gifted Miracle (Status | Fairy | - BP | - Accuracy | 5 PP | Restores the user's HP back to 100% and removes any active status effects the user may hold, however, the turn this move is used, the same also applies to the current opponent, bypasses Protect-sort moves and Substitute; Z-Power effect: Raises priority by 1 and forces the current opponent to flinch the current turn)
Z-Move: Trinity Limit (Special | Fairy | 200 BP | - Accuracy | - PP | Signature Z-Move, must know Zantetsuken and hold a Soranium Z, +10 BP with each positive stat change the user may hold (Like Stored Power), and resets the user's stat changes afterwards)
Zantetsuken (Physical | Fairy | 110 BP | 100 Accuracy | 5 PP | +2 Critical hit ratio, 10% chance to inflict Disable on the target, fails if the user takes a hit before the move is performed (Like Focus Punch), the move itself holds +0 Priority)
Ripple Drive (Special | Fairy | 100 BP | 100 Accuracy | 10 PP | 30% chance to cause flinching)
Moves:
(Kid Sora)
: Agility, Swords Dance, Sacred Sword, Gravity, Stopga (See Mickey Mouse), Ice Beam, Blizzard, Flamethrower, Fire Blast, Thunderbolt, Thunder, Hurricane, Earthquake, Astonish, Judgement, Extreme Speed, Close Combat, Bonemerang, Bone Rush, Moonblast, Trick, U-Turn, Pain Split, Synthesis, Floral Healing, Whirpool, Water Pulse, Fake Out, Magnetic Flux, Searing Shot, Glaciate, Teleport, Teeter Dance, Hyper Voice, Roar, Fly, Magnet Rise, Endure, Thunder Wave, Confuse Ray, Trump Card, Reflect, Light Screen, Play Rough, Fairy Lock, Disable, Gifted Miracle, Zantetsuken, Ripple Drive
(Sora): All previous but Trinity Limit, Telekinesis, Protect, Night Slash, Dark Pulse, Heart Swap, Hydro Pump, Draco Meteor, Sunny Day, Inky Terrain, Boomburst, Aura Sphere, Drill Run, Power Whip, Acrobatics, Refresh, Aromatheraphy, Sleep Powder, Minimize, Rage, Outrage, Sticky Web, Grav Apple, Giga Drain, Stomping Tantrum, Bullet Seed, Metal Claw, Shadow Sneak, Stockpile, Swallow, Spit Up, Behemoth Blade, Hammer Arm, Dig, Hyperspace Hole, Swift, Fleur Cannon, Flare Blitz, Wild Charge, Ice Punch, Icicle Crash, Sing, Conversion, Conversion 2, Celebrate, Attack Order, Ancient Power, Detect, Spiky Shield, King's Shield, Lunar Dance, Defog, Rapid Spin, Water Shuriken
Stats:
(Kid Sora): 60 / 115 / 80 / 105 / 45 / 90 (495 BST)
(Sora): 102 / 125 / 95 / 125 / 115 / 115 (677 BST)
Mega Sora: 102 / 165 / 95 / 165 / 135 / 115 (777 BST)
Reasoning: Sora is Fairy/Fighting type because of his extreme association with light, and being a Keyblade wielder is pretty blatant for Fighting type.
Friend Guard comes from his care to his friends
Justified comes from his nature being against the forces of darkness and being fairly like this
Soul-Heart comes from his strenght raising when his friends are at risk, plus a pun regarding the "heart" in his series being fairly related to souls and stuff like that.

Lastly, for the movepool:

Oh boy, I know the amount of coverage options is crazy, especially for regular Sora, but then again, he's actually one of those guys with the widest amount of variety on this regard, so I'll just go ahead and explain the custom stuff and the most seemingly out of place things.
Zantetsuken comes from a move of the same name, same with Gifted Miracle and Trinity Limit, Agility comes from the Larxene Card, Swords Dance from the Roxas Card, Sacred Sword because Keyblade, Gravity, Blizzard, Thunder and Fire Blast come from certain moves of similar/same names, with Ice Beam, Flamethrower and Thunderbolt coming from TMs here, Earthquake comes from Quake, Extreme Speed is based on Sonic Blade, Judgement is based on Ragnarok, Close Combat is based on Ars Arcanum, Bonemerang and Bone Rush are based on Strike Raid, Moonblast comes from Holy, Pain Split comes from Synchro, Synthesis comes from Curaga, Searing Shot comes from Mega Flare, Glaciate from Freeze, Fairy Lock from Keyblades locking things, and the list goes on for Kid Sora, now, for Sora, Night Slash and Dark Pulse come from Anti Form and Rage Form, Heart Swap from being able to exchange his own heart with the one of someone else as a Keyblade wielder, status-healing moves come from Esuna and the Panacea item, Inky Terrain comes from being able to do a poisonous weather, moves like Drill Run, Water Shuriken, Swift, Attack Order and Spiky Shield come from his Formchanges in KHIII, Behemoth Blade comes from his ability to use his Keyblade on this fashion even as a lion, Sing comes from his ability to sing as seein in Atlantica on KHII, Conversion anf Conversion 2 come from being able to adapt in Space Paranoids and The Grid, realms made of pure data, all other moves either go into "this move is based on another move that holds the same or similar effect" or "thanks to TMs", but in the end Sora remains as something to consider.
Pokémon: Ventus
Franchise: Kingdom Hearts
Ability: Aerilate | Scrappy | [HA] Soul-Heart
Signature Move:
Wayfinder Wish (Fairy | Status | 10 PP | - Accuracy | At the end of the next turn, the species at the user's position changes ability to another one depending on the Hidden Power type of the user that did the move, fails if the current species on the user's position already holds the same ability or an ability that can't be changed (Entrainment-sort of checking applies) or if the move is already in effect on the user's position; Z-Power effect: Sets up Reflect)
Hidden Power types and what they translate to Wayfinder Wish:
Fighting - Merciless
Flying - Aerilate
Psychic - Magic Bounce
Fire - Flash Fire
Steel - Dauntless Shield
Ice - Regenerator
Rock - Guts
Electric - Adaptability
Bug - Levitate
Dark - Pickpocket
Ghost - Magic Guard
Water - Mega Launcher
Dragon - Multiscale
Poison - Corrosion
Grass - Serene Grace
Ground - Sheer Force
Moves: Stopga (See Mickey Mouse), Flamethower, Fire Blast, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Earthquake, Magnetix Flux, Gravity, Grass Knot, Double-Edge, Sacred Sword, Close Combat, Play Rough, Moonblast, Toxic, Synthesis, Reflect, Light Screen, Parting Shot, Protect, Minimize, Sleep Powder, Thunder Wave, Confuse Ray, Fairy Lock, Refresh, Dark Pulse, Night Slash, Overdrive, Hyper Voice, Boomburst, Rapid Spin, Fleur Cannon, Defog, Teleport, Swords Dance, Healing Wish, Heart Swap, Wild Charge, Brave Bird, Roost, Wish
Stats: 80 / 95 / 75 / 105 / 125 / 110 (590 BST)
Reasoning: Ventus is fairly similar to Sora on this regard, so I'll go over the stuff that's different in reasoning and so on
Aerilate comes from his affiliation with wind, which while high and all, doesn't get enought priority to get the Flying type, hence why its placed here
Scrappy comes from being able to hit Heartless and other beings of very intangible nature

Lastly, for the movepool:

Wayfinder Wish is based on the Dimensional Links he's able to do, being able to also enhance someone else with new powers he may hold, for example, Regenerator comes from Cinderella, Dauntless Shield from Goofy, Magic Bounce from Aqua, Guts from Terra, Merciless from Zack, Levitate from Peter Pan and so on, Parting Shot comes from one of his moves holding the same name as Parting Shot in japanese, "Last Word", Overdrive and other sound moves come from one of his Formchanges that allows him to do electrical sound attacks, Brave Bird comes from being able to tackle the opponent on this fashion with his Keyblade Glider, and so on, just like Sora, everything else comes from less relevant moves that still remain flavorful, or TMs.
Pokémon: Reinhard Heydrich
Franchise: Shinza Banshou
Ability: Intimidate | Imp Surge (Sets up Imp Terrain) | [HA] Niflheimr Fenriswolf (Allows the user to always move first, regardless of priority, this ability can't be suppressed)
Signature Moves:
Longinuslance Launch (Physical | Ghost | - BP | No accuracy check | 5 PP | A OHKO move, can hit the opponent even in the middle of a move like Fly, Dive, Dig or Phantom Force, bypasses Protect-sort moves and Substitute, + 6 Priority, also ignores abilities and Psychic Terrain. This move cannot be used successfully unless the user's current form, without considering Transform, is Reinhard Heydrich)
Fifth Universe of Gold (Status | Ghost | - BP | - Accuracy | 5 PP | The user gets the "I love everything" status. This status turns all of the attacks the user does being enhanced by a OHKO effect, while also ignoring abilities. This move cannot be used successfully unless the user's current form, without considering Transform, is Reinhard Heydrich; Z-Power effect: Raises all stats (Except Accuracy and Evasion) by 1)
Tubal Cain's Curse (Status | Poison | - BP | 90 Accuracy | 5 PP | Sets Inky Terrain and badly poisons the surrounding targets (like Earthquake); Z-Power effect: Lowers the target's speed by 2)
Thunder Sword (Physical | Electric | 95 BP | 100 Accuracy | 10 PP | Ignores the target's stat changes, 30% chance to paralyze)
Imp Terrain (Status | Dark | - BP | - Accuracy | 10 PP | During the effect, the power of Dark-type attacks made by grounded Pokemon is multiplied by 1.3, grounded Pokémon hold a 20% chance of being Cursed at the end of each turn unless it's a Dark or Normal type ; Camouflage transforms the user into a Dark type, Nature Power becomes Dark Pulse, and Secret Power has a 30% chance to cause flinching. Fails if the current terrain is Imp Terrain; Z-Power effect: Resets the user's stat changes)
G-Max Gladsheimr (Physical/Special | Ghost | - BP | - Accuracy | - PP | Signature G-Max move, Ghost-type move based, holds a 50% chance of giving a Curse status on the target)
Moves: Dark Pulse, Night Slash, Moonblast, Flash, Toxic, Teleport, Hypnosis, Attract, Reflect, Light Screen, Curse, Gravity, Cosmic Power, Stored Power, Power Trip, Telekinesis, Attack Order, Heal Order, Earthquake, Precipide Blades, Bonemerang, Bone Rush, Fire Blast, Flamethrower, Infestation, Searing Shot, Spikes, Oblivion Wing, Photon Geyser, Sacred Sword, Thunderbolt, Wild Charge, Burn Up, Flare Blitz, Drain Punch, Hammer Arm, Focus Punch, Close Combat, Superpower, Spirit Shackle, Snap Trap, Shadow Sneak, Shadow Bone, Moongeist Beam, Toxic Spikes, Spider Web, Sticky Web, Inferno, Stealth Rock, Defend Order, Baton Pass, Fire Lash, Magma Storm, Glare, Poison Jab, Cross Poison, Spectral Thief, Pursuit, all the signature moves above
Note: Longinuslance Launch, Fifth Universe of Gold and the Niflheimr Fenriswolf ability are banned for use in Ubers and AG as they are "unreleased"
Stats: 200 / 130 / 90 / 90 / 80 / 145 (735 BST)
Reasoning: I know, I know, he seems to be broken to the point it can seem like I did that on purpose, but the truth is that I had to actually nerf him a bit, as we can see with his main abilities being moves that are downright banned.
Reinhard is a Ghost/Dark type because of his huge ability to manipulate souls and be empowered by them, Dark typing comes from his very evil status, known for loving destruction and death, as his signature move Fifth Universe of Gold suggests.

Intimidate comes from his aura being usable to do this sort of reactions on whoever is on his path
Imp Surge comes from his powers being able to quickly turn the enviroment on this way
Niflheimr Fenriswolf comes from an ability of the same name he holds, and yes, the effect is pretty accurate, as ridiculous as it may sound.

Lastly, for the movepool:

Bug type moves come from the ways he can use his Legion, Bone moves and Earthquake come from Gladsheimr, Hypnosis and Attract come from his supernatural charisma that can do this stuff, Baton Pass comes from him being able to enhance his allies on a similar way, Curse comes from him being able to leave such on targets, hazard moves like Stealth Rock and Fire type moves come from the powers he has stolen from those that have joined his legion, the same going for Snap Trap, Oblivion Wing, Electric and Fighting type moves, Psychic type moves come from his affinity with those in particular, and finally, Ghost type moves also come from abilities he holds on those fashions, and the rest goes on a similar way.
Pokémon: Dung Defender
Origin: Hollow Knight
Type: Ground/Poison
Ability: Stench / Justified
Stats: 100/110/80/60/60/95 (505)
Stats (White Defender): 130/140/90/70/70/105 (605)
Notable Moves: Belly Drum, Gunk Shot, Earthquake, Dig, Megahorn, Toxic Spikes, Rollout
Reasoning: The last of Hallownest's Five Great Knights, who's taken to living in the sewer and reminiscing about his heroic past. Ground/Poison because he fights by throwing shit at people (also giving Gunk Shot), digs during his fight (also giving Dig), and upon defeat drops a Charm that emits a poisonous cloud (also giving Stench). Justified because he's an honorable, heroic knight. Belly Drum is the first thing he does in the fight. Earthquake and Toxic Spikes from the attacks White Defender has where he hits the ground and sends what the wiki describes as "spikes" of dung at you. Megahorn because horns. Rollout because one of his attacks has him curl into a ball. While White Defender is a "dream boss" like Grey Prince Zote, he does not have the Psychic-type because the White Defender is a representation of Dung Defender's glorious past rather than simply a product of delusion.
Pokémon: Metal Slime
Franchise/Origin: Dragon Quest
Type: Steel
Ability: Sturdy/Run Away/Filter
Notable moves: Incinerate, Flamethrower, Tackle, Iron Head, Pyro Ball, Protect
Stats: 4/25/255/25/255/152[BST 716]
Reasoning: Alright so this looks like it would be broken but it's not. Metal Slime is a novelty at best. The stats reflect it's Dragon Quest 11 iteration as that is the only one I have played. It has the highest defense in the game but the lowest health. It will runaway when it gets the chance. It is literally just a pile of metallic slime. Also it can't really do shit aside from tank one attack.
Pokémon: Yuugi Hoshiguma
Origin: Subterrarian Animisim
Type: Fighting/Rock
Abilities: Sheer Force / Iron Fist / Supernatural Phenomenon (All moves have their secondary effect always activate, and will always inflict a status condition if possible)
Stats: 100/140/100/60/70/80 (550)
Moves: Close Combat, Superpower, All punching moves, Hyper Voice, Boomburst, Roar, Bulk Up, Heat Wave, Stone Edge, Earthquake, Rock Slide, Shadow Ball, Shadow Claw
New Moves: None.
Reasoning: And now, your everyday Touhou submission. Yuugi is one of the Devas of the Mountain, and the 3rd stage boss of SA and Touhou 17.5. High Attack for her massive strength, and Fighting-type for that. Fighting moves for that, sound moves for her roars, Heat Wave for being able to create heat, Earthquake for her earth-shattering punches, and a few more for soon and later because I'm just tired of this right now. Signature ability refers to her ability to control phenomenia.
Pokémon: Mayumi Joutouguu
Origin: Wily Beast and Weakest Creature
Type: Fighting/Ground
Abilities: Inexhaustable Haniwa Army (All physical attacks are followed up with a 2nd use of the move, but with 25% of the original power and are Ground-type. Moves also don't take up PP.) / Weak Armor / Skill Link
Stats: 90/110/90/50/90/120 (550)
Moves: Thousand Arrows, Archer Haniwa, Fencer Haniwa, Calvary Haniwa, High Horsepower, Swords Dance, Sacred Sword, Close Combat, Retaliate, Lunge, Three Way (From Austin Carter back in V2), Arrow Shot (From Orion), Loyalty Boost, Stone Edge, Rock Slide, Drill Run, Earthquake, X-Scissor, No Retreat, Revenge, Rock Smash, Beat Up, Aerial Ace, Barrage, Fury Attack, Icicle Spear, Pin Missile,
New Moves:
Archer Haniwa: Ground, 20 BP, 100% Accuracy, 10 PP, Physical, Hits 2-5 times, can hit all opponents regardless of typing, ignoring Ground-type immunities.
Fencer Haniwa: Ground, 90 BP, 100% Accuracy, 15 PP, Physical, Ignores stat changes from the opponent.
Calvary Haniwa: Ground, 75 BP, 100% Accuracy, 15 PP, Physical, Breaks through screens.
Loyalty Boost: Normal, 5 PP, Status, Raises a random stat by +1. Gains an extra stat to boost at every +50 friendship recieved. At max happiness, it instead raises all stats by +2.
(How it works: 0-49: 1, 50-99: 2, 100-149: 3, 150-199: 4, 200-255: 5)
Reasoning: AND NOW, Mayumi: Me Addition. Her singature ability refers to her being the general of the HAC, and therefore gains back up from them as a result. The ability also prevents PP drops from the Inexhaustable part, as also part of her spell cards. Weak Armor for her somewhat fragile skin (being a terracotta thing is kinda fragile) and Skill Link from the army. Her 3 spell cards are also represented as moves with Archer, Fencer, and Calvary Haniwa. Other moves are also highlighted from these spell cards as well. Loyalty Boost is from her ability to convert loyalty into strength, and has that based on friendship. Most of the other moves are general stuff from an army general.
Pokémon: Passionlip
Origin: Fate/Extra CCC
Type: Fighting/Fairy
Abilities: Breast Valley (Reduces all indirect damage by 50%, and is immune to stat debuffs.) / Masochistic Constitution (All opponents are drawn in towards her and ignores all other cases of redirection. Upon attacking her, the target has a 30% chance to be infatuated regardless of gender.) / Trash and Crash (Ignores defensive abilities, immunities and foe's defensive stat boosts with non-contact moves. Contact moves are also converted to non-contact moves.)
(Special Unreleased Event Ability: Trash and Crash EX: Always OHKOs the target with physical moves)
Stats: 110/140/120/90/120/60 (640)
Moves: Salome to Degenerate, Ioannes to Cage, Superpower, Play Rough, Fury Swipes, Fury Cutter, Dragon Claw, Crush Claw, Shadow Claw, Dash Slash, Cyclone Slash, Great Slash, Clamp, X-Scissor, Slash, Drain Punch, Swords Dance, Body Press, Fire Punch, Thunder Punch, Ice Punch, Meteor Mash, Mach Punch, Bullet Punch, Spirit Break, Body Slam, Power-Up Punch, Sacred Sword, Revenge, Reversal, Rocket Punch, Comet Punch, Follow Me, Charm, Crunch, Moonblast, Aura Sphere, Force Palm, Earthquake, Bulk Up.
New Moves:
Salome to Degenerate: Normal, 5 PP, Status, +4 Priority, Protects herself from all attacks for the turn, and anyone who comes into contact with her will have their Defense and Special Defense lowered by -1. Chance of success decays after each use.
Ioannes to Cage: Fairy, 80 BP, 80% Accuracy, 10 PP, Physical, Has a 10% chance to prevent the target from using physical moves for 2 turns.
Rocket Punch: Fighting, 95 BP, 100% Accuracy, 10 PP, Physical, No other effect.
New Z-Move: Brynhild Romantia: Fighting, 185 BP, Physical, +2 Priority. If the user is infatuated, this move will deal 50% more damage. Needs Noblephantasium-Z and Mach Punch.
Reasoning: Passionlip is BB, but with Big Boobs and Claws. A lot of slashing, claw-based, and punch moves for her main forms of attack, her abilities based off of her skills, some moves based off of her other boss skills, and her stats based off of her F/GO parameters. Not really much else to say other than that she's the basis of bulk offensive. The Fairy typing mainly kinda implies her girlish nature and Fighting for the sole fact that she has a massive requirement for fighting despite not wanting to.
Pokémon: Meltlilith (Mysterious Alter Ego Λ)
Origin: Fate/Extra CCC (Fate/Grand Order)
Type: Water/Fighting
Ability: Meltlilith: Sadistic Constitution (Every time she attacks with a physical move, raises Attack by +1, but lowers Defense by -1.)
Mysterious Alter Ego Λ: Swan Lake (Increases the power of Special moves by 20%).
Stats: Meltlilith: 134/137/60/130/60/130 (641)
Mysterious Alter Ego Λ: 117/122/45/100/45/120 (499)
Moves: Meltlilith: Melt Virus, Bouncy Bubble, Giga Drain, Horn Leech, Leech Life, Strength Sap, Lunge, Waterfall, Surf, Whirlpool, Double Kick, Close Combat, Giselle, Focus Blast, High Jump Kick, Low Kick, Protect, Fury Attack, Low Sweep, Revenge, Sacred Sword, Triple Kick, Sky Uppercut, Icicle Spear, Hurricane, Air Slash, Nasty Plot, Swords Dance, Work Up, Calm Mind, Ice Beam, Icicle Crash, Freeze Dry, Ice Shard, Megahorn
Mysterious Alter Ego Λ: Same as Meltlilith, but -Melt Virus, Giselle, Sacred Sword, Megahorn +Beat Up, Hydro Pump, Brave Bird, Melt Envy, Aqua Jet, Drill Peck, Peck, Dive, Hydro Pump
New Moves:
Melt Virus: Water, 80% Accuracy, 5 PP, Status, Applies the "Melt Virus" condition. The opponent loses 5% of their max HP every turn, and lose -1 to a random stat. While the target is under this condition, the user heals for the same amount the target loses and also raises the user's stat lowered by the condition.
Giselle: Water, 50 BP, 100% Accuracy, 10 PP, Special, Hits 2 times.
Melt Envy: Water, 80% Accuracy, 10 PP, Status, Basically a Strength Sap that hits everyone on the field, but heals instead for 25% of all the Attack stats combined, and raises her own Attack by +1.
New Z-Moves: Meltlilith: Sarasvati Meltout: Water, 200 BP, Physical, Ignores all stat buffs and removes them. Needs Noblephantasium-Z and Waterfall.
Mysterious Alter Ego Λ: Blue Summer Palladion: Water, 175 BP, Physical, Ignores Defense stat buffs. Needs Noblephantasium-Z and Waterfall.
Reasoning: Meltlilith is BB, but with Long Leg and Sharp Kneecaps. She's also Fighting-type, but for a more sadisitic reason, and Water-type for the moves she also has are kinda water-based, especially her Noble Phantasm. Melt Virus is one of her skills, absorbing the data of her opponents by stabbing them with honey. Giselle is also based off of an attack from Fate Extra/CCC. Sadistic Constitution is also another skill she has, this time fit as an ability. Other moves show her on her data manipulation, kicks, absorbing moves, stabbing moves, and more to fill out her moves. Mysterious Alter Ego is her summer and weaker variant (kinda meant for OU, as base is for Ubers), having a few less moves and a few less moves, although she has a few more moves for her water manipulation and penguin helpers. Her stats are that of a glass cannon with high HP.
 
Can I just say hats off to Ticktock for making his Mayumi from the ground up this time? Anyways onto votes

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