Pet Mod [Gen 8] Crossover Chaos

Bringing her back because why not

"I'll commence... my operation now."
Sora has a variant with different visuals, Sora-Military, which will be based on her outfit in Stage 1 of Sora. They only differ in the abilities (Sora-Military misses out on Extraordinary Specs, whereas Sora as shown here can't get Sturdy.)
Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive / Sturdy / Extraordinary Specs (Super Luck clone)
Stats: 70/110/80/100/80/110 [BST 550]
Moves: Sacred Sword, Swords Dance, X-Scissor, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Flamethrower, Lock-On, Laser Focus, Aerial Ace, Agility, Dive, Thunderbolt, Deploy Missiles (From Galleom), Solar Blade, Psycho Cut, Homing Missile (From Austin Carter)
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else, and yes I scaled Kyoko off of that too) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry, which includes not just missiles but also lasers and stuff.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), so she's Flying-type here. She was the former ultimate weapon for her army, on top of swordsmanship, a heart full of determination to end the war and save the world, and other things, so that explains the Fighting type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Extraordinary Specs is based on her Hyper in 100% Orange Juice, which forces her to roll 6s on basically everything until either her turn comes up or another effect overrides it. Military Sora is its own variant in 100% Orange Juice, the differences being the Hyper only rolling 5s but can be selected in-battle unlike Extraordinary Specs and that if she's KO'd in battle, she'll revive the next turn with half of her health. Sacred Sword and Air Slash are both from her melee attacks, as well as Solar Beam and Psycho Cut just being common among sword users, and Charge Beam is from her normal fire from the energy pistol. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, Flamethrower is another unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it. (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.

also rock thrower

"Hmm, I'm not quite sure what you're saying, but if you get in my way, I'll just take you down too."
Pokémon: Tsih
Franchise/Origin: SUGURI / 100% Orange Juice
Type: Rock
Ability: Tradeoff Boost (Holding an item on this list gives Tsih x1.5 on Attack. Holding a Toxic Orb or Black Sludge whilst being Poison-type doesn't apply the boost, and neither does holding a Flame Orb whilst being Fire-type.) / Magnet Pull
Notable moves: Charge Beam, Flash Cannon, Rock Slide, Stone Edge, Rock Blast, Swift, Camouflage, Stealth Rock, Magnet Rise
Signature move: Stealth On (Applies Rage Powder effects onto any adjacent allies. Tsih has x1.5 power on all damaging moves until her next strike. This has +3 Priority, but moves last in its own priority bracket.)
Stats: 70/82/60/70/68/130 [BST 480]

Reasoning: Stat spread was an easy low-hanging fruit: 4HP/0Atk/-1Def/+2Eva in 100% Orange Juice, though she favors physical attacks because rocks. (I also kept them low because choiced Tsih would be a MONSTER.) She attacks with swirly beams, orbs of energy, and (most notably) boulders she swings into you. Tsih's named after a star, so Swift of course can coincide with the orbs of energy for the "speed star" pun. Stealth Rock also happens to be there because that's two things she does nicely. Her ability's her (nameless) passive from 100% Orange Juice, which gives her a +2 Attack boost whenever she's holding a Gift Card (Which also passively applies more stuff, be it good or bad), allowing her to hurt hard. Magnetic stuff because that's the only explanation I have for those tethers she uses to swing the rocks into you.
 
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Pokémon: Athena Asamiya
Franchise: Psycho Soldier
Type:


Ability: Forewarn
Moves: Super Psychic Throw, Psionic Charge (see Psylocke), Psychic, Psyshock, Extrasensory, Future Sight, Mirror Coat, Zen Headbutt, Psycho Cut, Brave Bird, Drill Peck, Acrobatics, Air Slash, Energy Ball, Focus Blast, Brick Break, Thunderbolt, Electro Ball, Power Gem, Flamethrower, Signal Beam, X-Scissor, Night Slash, Hyper Voice, Psionic Charge (see Psylocke), Teleport, Light Screen, Reflect, Recover, Roost
Stats: 69 HP/100 Atk/50 Def/120 SpA/120 SpD/80 Spe (539 BST)

Super Psychic Throw |
|
| 60 BP | 16 PP | 90% | Has -6 priority. Switches out the target.
Psycho Medley |
|
| 12 BP | Z-Move. Requires Zen Headbutt and Asamium-Z. Hits 13 times.

Athena can transform into Phoenix Athena using a Green Egg, which works like a Mega Stone.
Phoenix Athena.PNG

Pokémon: Phoenix Athena
Type:

Ability: Pressure
Stats: 69 HP/100 Atk/60 Def/150 SpA/150 SpD/110 Spe (639 BST)

Reasoning: Athena is the Psychic-Powered Idol. She has a lot of psychic abilities and attacks, including telekinesis, teleportation, barriers, and healing. Super Psychic Throw is a telekinetic throw attack, and Psycho Medley is a powerful 13 hit attack. She has a sword item, and she can also produce lightning. Using a Green Egg, Athena can turn into a powerful phoenix that breathes fire.
Beatrice Rappacini.PNG

Pokémon: Palutena
Franchise: Kid Icarus
Type:


Ability: Levitate | Dazzling | [HA] Serene Grace
Moves: Black Hole (see Zeromus), Mine (see Austin), Dazzling Gleam, Draining Kiss, Psychic, Psyshock, Flash Cannon, Draco Meteor, Fire Blast, Mirror Coat, Counter, Final Gambit, Flash, Morning Sun, Moonlight, Spotlight, Light Screen, Reflect, Barrier, Agility, Calm Mind, Recover, Refresh, Roost, Defog, Whirlwind, Lock-On, Teleport, Refresh, Sunny Day, Rain Dance, Gravity, Sweet Kiss, Lovely Kiss, Curse, Safeguard
Stats: 108 HP/60 Atk/60 Def/120 SpA/140 SpD/92 Spe (580 BST)

Palutena @ Choice Specs
Ability: Serene Grace
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Dazzling Gleam
- Black Hole
- Flash Cannon
- Fire Blast

Palutena @ Red Card
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Dazzling Gleam
- Roost / Recover
- Defog
- Calm Mind
Reasoning: Palutena is the Goddess of Light, that rules over Skyworld. She can control light. She also has hidden wings, and other powers like telekinesis and telepathic communication. She created the Powers, which she gives to Pit, and can use herself.
  • Super Speed: Agility
  • Warp: Teleport
  • Explosive Flame: Fire Blast
  • Black Hole: Black Hole
  • Meteor Shower: Draco Meteor
  • Land Mine: Mine
  • Reflect Barrier: Barrier, Light Screen, Reflect, Mirror Coat
  • Spite: Final Gambit
  • Autoreticle: Lock-On
  • Counter: Counter
  • Health Recovery: Recover
  • Effect Recovery: Refresh

Pokémon: Jet Pack Guy
Franchise: Club Penguin
Type:


Ability: Jet Pack (After being out for five turns, the user loses their Flying-type. Resets if the user switches out.)
Moves: Flying High Pitched, Brave Bird, Drill Peck, Sky Drop, Fly, Ice Punch, Flame Charge, Flare Blitz, U-turn, Roost, Hail, Agility
Stats: 60 HP/100 Atk/60 Def/66 SpA/66 SpD/130 Spe (482 BST)

Flying High Pitched |
|
| 8 PP | The user switches out. Their replacement gains Flying-type for five turns.

Jet Pack Guy @ Choice Band
Ability: Jet Pack
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Ice Punch
- Flare Blitz

Jet Pack Guy @ Focus Sash
Ability: Jet Pack
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flying High Pitched
- Roost
- U-turn
- Drill Peck / Ice Punch
Reasoning: Jet Pack Guy is a penguin who lives in a cold, snowy place, and he always wears his jetpack. However, jetpacks in Club Penguin run by fuel, and can't fly if they run out of it. Flying High Pitched is a mission in Club Penguin: Elite Penguin Force, in which Jet Pack Guy gives the player a jetpack.

Pokémon: Eskimo
Franchise: Frost Bite
Type:


Ability: Technician | Fur Coat
Moves: Pulling Hook, Climbing Hook, Ice Punch, Icicle Crash, Icicle Spear, Ice Beam, Blizzard, Dash Slash (see Sly), Night Slash, Thunderbolt, Arrow Shot, Hail, Recover
Stats: 80 HP/105 Atk/72 Def/80 SpA/97 SpD/105 Spe (539 BST)

Pulling Hook |
|
| 50 BP | 24 PP | 100% | Works like Pursuit.
Climbing Hook |
|
| 50 BP | 24 PP | 100% | Super effective on Flying-type. Can hit targets using Bounce, Sky Drop, and Fly. If this hits a Flying- or Rock-type, the user is immune to Ground-type moves this turn.

Eskimo @ Expert Belt
Ability: Technician
EVs: 56 Atk / 200 SpD / 252 Spe
Jolly Nature
- Arrow Shot
- Climbing Hook
- Pulling Hook
- Icicle Spear
Reasoning: The eskimo climbs a snowy mountain in two of her games, and goes ice skating in another. She uses a grapple gun to climb the mountain, and skates to skate. The grapple gun can damage enemies and pull them closer. The skates can cut through ice. One of the eskimo's power-ups is a lightning bolt, and another is a heart that heals her health.

Pokémon: Spinax
Franchise: Fossil Fighters
Type:


Ability: Auto Counter (If the user is hit with a contact attack without fainting or being switched out, 3/10 of the damage taken is returned to the attacker.)
Moves: Head Smash, Ancient Power, Rock Slide, Earthquake, Earth Power, Crunch, Jaw Lock, Hurricane, Dragon Claw, Outrage, Shadow Claw, Super Fang, Counter, Rock Polish, Defog, Whirlwind, Stealth Rock
Stats: 120 HP/144 Atk/72 Def/144 SpA/72 SpD/28 Spe (580 BST)

Spinax @ Leftovers
Ability: Auto Counter
EVs: 252 HP / 252 Atk / 4 SpA
Adamant Nature
- Stone Edge
- Earthquake
- Hurricane
- Super Fang

Spinax @ Leftovers
Ability: Auto Counter
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Defog
- Earthquake
- Counter
Reasoning: Spinax is an altispinax that was revived, becoming a Vivosaur. This works similarly to Fossil Pokemon. Auto Counter is an ability it gets, where it returns 3/10 of the damage from attacks that make contact. It has a couple attacks where it breathes out a lot of air. Its stats here are determined by doubling its Fossil Fighters: Champions stats. 72 attack was doubled to 144 Attack and Special Attack. 36 defense was doubled to 72 Defense and Special Defense. 14 evasion was doubled to 28 Speed. Meanwhile, 480 life points is divided by 4 to get 120 HP.
 
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T.I.A.

formerly Ticktock

Pokémon: Lance
Origin: Epic Battle Fantasy 2
Type: Normal/Dark
Abilities: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Stats: 120/110/70/130/60/110 (600)
Moves: Aura Sphere, Barrage, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mud Bomb, Pyro Ball, Rock Blast, Searing Shot, Shadow Ball, Sludge Bomb, Zap Cannon, Deploy Missiles, Snipe Shot, Roulette, Air Bullet, Charge Shot, Battle Rifle, M6D Pistol, Hyper Beam, Acid, Acid Spray, Air Slash, Hurricane, Thunderbolt, Spark, Discharge, Thunder, Earth Power, Drill Run, Twister, Bubble Beam, Whirlpool, Hydro Pump, Dark Pulse, Black Hole Bomb, Buzzsaw Charge, Encore, Lock On, Haze, Flash, Hidden Power, Black Matter, Black Hole, Flame Burst, Smart Strike, Poison Gas, Recover, Shuffle!, Machine Gun, Rocket, Slam, Sacred Sword, Bomb Blast, Bomb Throw
New Items:
Shadow Blaster: Powers up the power of Dark-type moves by 50% and reduces the damage taken from Electric and Dark-type moves by 50%. Can only be held by Lance.
Super Snipe: Powers up the power of Flying-type moves by 50%, reduces the damage taken from Flying-type moves by 50%, and gives the effects of Super Luck and Sniper. Can only be held by Lance.
Thunder Core: Powers up the power of Electric-type moves by 50%, reduces the damage taken from Electric-type moves by 50%, and negates charging and recharging. Can only be held by Lance.
Deep Blue: Powers up the power of Water-type moves by 50% and reduces the damage taken from Fire and Water-type moves by 50%. Can only be held by Lance.
Heavy Claw: Powers up the power of ballistic moves by 50% and reduces the damage taken from ballistic and Ground-type moves by 50%, but doubles the user's weight. Can only be held by Lance.
Chainsaw Gun: Powers up the power of Normal-type moves, physical moves are super effective against Grass-types, moves have a 20% chance to OHKO the target, and ignores the target's Defense and Special Defense buffs. Can only be held by Lance and is banned to AG.
Reasoning: A bit of a change up, Lance is the antagonist of EBF2, and playable character since EBF3. He's an not-Nazi who uses guns and bombs and stuff, so Skill Link seem obvious, and Normal because he's still a human, even if he can survive a nuclear bomb. Dark is coming from his main armor, which is Dark-elemental (I guess). Moves are gun shit, as well as several skills he learns in the game. He has some of his signature guns as items (no Chainsaw Gun for OU), and Shuffle! is in reference to EBF5's capturing summon mechanic.


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, Return
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 NPium-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
April Fool

Pokémon: Meltlilith (Mysterious Alter Ego Λ)
Origin: Fate/Extra CCC (Fate/Grand Order)
Type: Water/Fighting
Mysterious Alter Ego Λ: Water/Ice
Ability: 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: 134/137/60/130/60/130 (641)
Mysterious Alter Ego Λ: 117/122/45/100/45/120 (499)
Moves: 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, Return
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, Penguin
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 NPium-Z and Waterfall.
Mysterious Alter Ego Λ: Blue Summer Palladion: Water, 175 BP, Physical, Ignores Defense stat buffs. Needs NPium-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.

I SHOULD HAVE DONE THIS LIKE A MILLION YEARS AGO.
Monikalegs


Pokémon: Monika
Origin: Doki Doki Literature Club
Type: Normal/Dark
Abilities: Moody / Adaptability / Download / Incorporeal (Event only. Immune to contact moves.)
Stats: 100/70/60/140/120/100 (590)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Tri Attack, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Psychic, Thunder Wave, PSych Up, Thunderbolt, Signal Beam, Dark Pulse, Pain Split, Zen Headbutt, Trick, Last Resort,
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Halves HP and heals status conditions and stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them. Needs Monikium-Z and Parital Deletion.
Reasoning: Monika is the technical main villian of Doki Doki, even if she wasn't like that at first. That's where that Dark-type came from. Normal-type for being made of code, since Porygon got the same thing. It also got a few of it's moves as well. Moody is for change in roles, Adaptability for her over-time learning of how to use her hacking skills, and Download for probably doing the same thing. Non-Corporeal is event only, but being a being made of data, you really can't hit her. Partial Deletion is for her power to delete data at her own will, and the Z-move being that in full power. Perish Song is mainly for the end credits, since Your Reality plays there and you can't play the game after that's done, which is more fitting in the bad end, where all the pictures become deleted. Guidance and Command from the Orc in Expanded since she's the leader of the literature club anyways. IDK for the rest of the moves, but her stats are for her more-than-powerful abilities in data manipulation, as well as her hardiness when it comes to data. The low defense is kinda for the fact that she does have to be on a monitor to fight, so that could be done.

Stage 4

Pokémon: Dioscuri
Origin: Fate/Grand Order
Type: Fighting
Ability: Twin God’s Essence (Attacks twice per turn, but has their damage reduced to 60% of their original power. Cannot be ignored nor nullified by any source whatsoever, not even Neutralizing Gas.)
Stats: 120/110/120/60/100/80 (590)
Moves: Sacred Sword, Night Slash, X-Scissor, Fury Cutter, Cut, Slash, Secret Cut, Air Slash, Psycho Cut, Vacuum Wave, Swords Dance, Smart Strike, Knock Off, Defog, Dash Slash, Cyclone Slash, Great Slash, Twilight Spiral, Double Hit, Thrust Barrage, Mach Tornado, Speed Slice, Dragon Rush, Double-Edge, Guidance, Rapid Spin, Instruct,
New Z-Move: Dioscures Tyndaridae: Fighting, 190 BP, Physical, Ignores and strips away protection, screens, and defensive stat buffs upon damage. Needs NPium-Z and Sacred Sword.
Reasoning: Dioscuri are the Saber-class versions of their namesakes, or the Gemini twins. Fighting seems obvious for the fact that they fight with a sword and discus, and many, many sword moves based off of that. Their ability is also based on the fact that they're inseperable and do duo attacks, but for balance sakes, their power is reduced. Guidance and Instruct come from their position as the navigator for humankind. Z-Move is NP as always.
 
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Pokémon: Runners (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation
Stats: 40/75/45/50/40/50

Reasoning: The Infected are humans who have been infected and subsequently mutated into horrific new forms by the Cordyceps Brain Infection. Runners are the first and weakest stage of the Infected who have just recently entered their transformation. Bug for being a parasite inside a human. Poison Touch for being infectious. Swarm is because they are most dangerous when in large numbers. Movepool is STAB mixed with dark moves.

Pokémon: Stalkers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain,
Stats: 80/110/65/85/65/85

Reasoning: Stalkers are the second stage of the infection. They have the vision and speed of Runners, with the ferocity of Clickers. Type, ability, moves are all the same.

Pokémon: Clickers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
H. Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain, Hyper Voice, Bug Buzz, Boomburst, Echoed Voice, Roar, Screech, Snarl, Supersonic, Perish Song
Stats: 110/140/80/100/80/90

Reasoning: Clickers are the third stage of the Infected and take roughly a year to reach this stage of infection. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. Echolocation and Sound based moves are from it being blind due to fungal infection taking over their face, and using echolocation to compensate.

Pokémon: Bloaters (The Last of Us) I.E. Mega Clickers
Type: Bug
Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Stats: 110/150/120/110/120/90

Reasoning: Bloaters are the fourth, rarest, and most dangerous stage of infection as they take the longest to develop, taking years to reach this stage. Echolocation as the beast is still blind. Stat boosts are mainly defensive.

Witch

152973


Goddess
152974


Pokémon: Lisette (Stella Glow)
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
 
Pokémon: Ender Dragon
Origin: Minecraft
Type: Dragon / Poison
Abilities: Magic Bounce , Crystal Healing (heals for 1/8 of health per turn unless it has took damage that turn, similar to focus punch)
Stats: 100/105/50/116/100/120 (591)
Moves: Nasty Plot , Dragon Breath , Acid Spray , Toxic , Venom Drench , Dragon Pulse , Dragon Tail , Draco Meteor , Outrage , Dragon Dance , Fly , Brave Bird , Hurricane , Draconic Blast , Flamethrower , Fire Blast , Steel Wing , Iron Head , Roost , Rock Slide , Psyshock , Pyro Ball
New Move:
Draconic Blast: Dragon, 100% Accuracy, 10 PP, Special, 100 Power, 20 percent chance to poison the target
New Z-Move: Draconic Tsunami: Dragon, Special, 250 Power, Sends a tsunami made out of its dragon breath to make a powerful attack. Needs Enderium-Z and Draconic Blast.
Reasoning: The Ender Dragon is the final boss of non modded Minecraft, it's dragon typing was obvious, but I decided to give it a secondary poison typing because of how many poison-esque attacks it uses. I gave it 100 HP because thats how big its healthbar is in Minecraft divided by 2. Magic Bounce is there because it is immune to certain attacks in Minecraft, while Crystal Healing is there to represent the Ender Dragon healing off of the many End Crystals scattered throughout the main island in the End. Draconic Blast is its dragon breath attack, despite getting Dragon Breath itself, while the Z-Move is just a more amplified version of this attack. Overall its stats are pretty balanced, but its low defense is there because it is immune to attacks that would be considered "Special" in minecraft.
 
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(WIP)
Pokémon: Sans
Origin: Undertale
Type: Ghost / Psychic
Abilities: Truant , Ultimate Dodge (all damage dealing moves automatically have 10% accuracy against sans)
Stats: 5/200/5/150/5/100 (485)
Moves: Bone Rush , Psychic , Psyshock , Blue Bone , Orange Bone , Mercy , Zen Headbutt , Shadow Bone , Gaster Blast , Nasty Plot , Work Up , Slam ,
New Move:
Blue Bone, Ghost, 90 Accuracy , 20 PP , 60 Power , Does double damage to foes that are faster than it.
Orange Bone, Ghost, 90 Accuracy , 20 PP , 60 Power , Does double damage to foes that are slower than it.
Mercy: Does Nothing unless used in Z-Move form
Gaster Blast: Ghost , 80 Accuracy , 10 PP , 150 Power ,Takes a turn to charge
New Z-Move: Ultimate Dunking: Dark, Special, Ignores all stat buffs and protections. Sans dunks the opponent, OHKOing them. Needs Genocidium-Z and Mercy
Reasoning: I tried to make sans's stats as close to his in-game fight as possible. He has such minisucle bulk that a Pidgey could kill him. Thats where his ability comes in. Ultimate Dodge is to make him able to attack, but still be able to hit himself. I also gave him truant because in Undertale he normally is the laziest thing around. His movepool compliments his in game self, with some extra coverage added in.
sorry bro we already got a sans
 

Jerry the great

Banned deucer.
IMG_20200411_143535.jpg

Pokemon: Dr.Wily
Origin: Mega Man
Type: Steel
Abilities: Prankster, Steelworker
Stats: 200/50/75/100/120/30 (575 BST)
Moves: Glare, Tri Attack, Energy Ball, Flash Cannon, False Surrender, Nasty Plot, Flamethrower, Explosion, Self Destruct, Teleport, Fly, Fake Tears, Substitute
New Move: Phase 2: Boosts every stat by 1 stage and heals all HP, will only work at 50% HP or lower. Only has 1 PP.
Reasoning: Dr.Wily has a ton of HP because it seems that no matter how many times his machines explode with him in them, he seems perfectly unharmed. He also has not so good attack because he isn't good at fighting without machines, but 100 Sp.Attack because with machines he's capable of doing quite some damage. 120 Sp.Defense because his machines tend to take forever to defeat with Mega Man's moves (which mostly is projectiles) 75 regular defense as since he always fights in machines I'd assume he won't do well at taking many hits himself, and that atrocious speed is because of his obvious old age and runs basically the same speed as hunks of metal. I made phase 2 his signature move, because pretty much every battle with him has at least 2 phases, and the boost and HP restore is because his second phase tends to be the harder one. His moveset is based off boss battles of his (Tri Attack, Energy Ball, ect), fits his personality (False surrender, Glare, ect) or based off ways he transports himself (fly because UFO, and teleport as his machines he's in sometimes do so) and substitute could be a robot defending him (and such examples have happened in some of his boss battles like MM7). His abilities are... Prankster because he tends to fake with stopping his criminal deeds only to go right back to them next game, and steelworker, because his machines are always how he attacks and fights.
 
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Cookie Butter

formerly the someone
Pokemon: Xion
Franchise/Origin: Kingdom Hearts
Type: Fairy/Fighting
Ability: Illusion / Trace / Light Tamer
Light Tamer
- Increases the power of light-based moves by x1.5 (for a full list of moves, check King Boo's Dark Crown item).
Notable moves: Physical: Sacred Sword, Close Combat, Fly, U-Turn, Play Rough, Psycho Cut, Cut, Slash, Night Slash, Solar Blade, X-Scissor, Fury Cutter, Lunge
Special: Moonblast, Dazzling Gleam, Ice Beam, Blizzard, Flamethrower, Fire Blast, Thunderbolt, Thunder, Hurricane, Hyper Voice, Shadow Ball, Aura Sphere, Flash Cannon, Stored Power, Power Gem, Signal Beam, Air Slash, Air Cutter, Prismatic Laser, Photon Geyser, Black Hole (See Zeromus)
Status: Agility, Swords Dance, Gravity, Teleport, Endure, Thunder Wave, Confuse Ray, Reflect, Light Screen, Barrier, Lock-On, Fairy Lock, Disable, Flash, Defog, Recover
Stats: 80 / 105 / 75 / 110 / 95 / 125 (590)

G-Max Move: G-Max Final Break: Fairy - Applies the Nil volatile status effect, which makes the opponent's Defense and Special Defense stats equal to 1 in damage calculation, but wears off if the Pokemon is switched out or after a full turn has passed.


Reasoning:
  • Xion is Fairy/Fighting because of her light powers (KH light is closer to Fairy than Psychic), and being a Keyblade wielder. Xion also wields non-Keyblade swords (Xion has 6 different swords in total).
  • Trace comes from the fact she's a replica of Sora, and she has also copied other characters' powers, such as copying Saix's berserk mode+blue flames. Illusion is due to different characters seeing Xion as different things. "Roxas, Axel, and Riku (and presumably the rest of the Organization, except Xigbar, Xemnas, and Saix) see her as the dark-haired Kairi lookalike Xion. Before their battle, Roxas sees her as Sora. Xemnas also sees her as Sora, Xigbar sees her as Ventus, and Saïx sees her only as a faceless hooded puppet." - Kingdom Hearts wiki
  • Light Tamer comes from Sora's strong light powers, and Xion being a replica of Sora displays these powers often as well. (There's no name for this power in Kingdom Hearts, and other Keyblade wielders don't show this power, only Sora and his army of clones do, so I went with a light variant of Japanese Steelworker, Steel Tamer)
  • Xion's moves are a mix of generic slashing moves, the usual elemental Square Enix magic (fire, wind, electric, ice, heal) and light moves. The list includes some legendary sigs, but for good reason, their description matches what Xion does with her light attacks (for example Prismatic Laser comes from Xion shooting lasers out of the prism-shaped tips of her swords and shoulder tendrils, and Photon Geyser are her pillars of light). Some weirder choices include Fly, Defog and Roost from the form she grows wings, and Zeromus' Black Hole, which comes from her usage of the Corridors of Darkness as black balls.
  • Xion is very fast, especially when using the ability to turn into a ball of light. She's the fastest and most relentless of the Real Organization XIII Data bosses. Her stats are mixed offensively because she attacks with both swords and light beams (and elemental magic when she's playable).
  • Xion's Gigantamax comes from her final boss battle in 358/2 Days, where she becomes an armored Nobody the size of a large building. Her G-Max Move comes from this same boss battle, where this move inflicts the strongest status condition in the game, the Nil condition, that nulls defenses. Dynamaxing is banned so this form is thankfully Ubers by default.
Pokémon: Aircraft Carrier Princess
Franchise/Origin: Kantai Collection
Type: Steel/Dark
Ability: Flash Fire / Long Reach / Weak Armor
Notable moves: Bite, Crunch, Dive, Surf, Whirlwind, Liquidation, Fire Blast, Egg Bomb, Seed Bomb, Explosion, Self-Destruct, Smack Down, Knock Off, Iron Defense, Taunt, Roar, Outrage, Thrash, Rage, Bide, Revenge, Night Daze, Night Shade, Flash Cannon, Attack Order, Defend Order, Heal Order, Infestation, Dragon Pulse, Deploy Missiles (See Galleom), Bomb Throw and Bomb Blast (See Pandora), Carnage (See Urdnot Wrex), Rocket and Homing Missile (See Austin Carter)
Stats: 100/90/100/90/100/90 (570)

Reasoning: It's actually pretty hard to give Pokemon moves to a sunken anthropomorphized boat.

Pokemon: Big Cookie
Franchise/Origin: Cookie Clicker
Type: Fairy
Ability: Cookie Creation / Sweet Veil / Aroma Veil / Serene Grace (event)
Cookie Creation: If the user doesn't have an item, gains a cookie item*. If a Pokemon makes contact with the user, the same thing happens to them. While this ability is active, cookie items are consumable by all Pokemon, like Berries. This ability can't be ignored.
*Lava Cookie and Shalour Sable.
Notable moves:
Physical: Present, Heart Stamp, Rock Tomb
Special: Aura Sphere, Shadow Ball, Spacial Rend, Draco Meteor, Apple Acid, Ancient Power, Lava Plume, Overheat
Status: Decorate, Celebrate, Sweet Scent, Milk Drink, Acupressure, Ingrain, Growth, Spore, Rock Polish, Iron Defense, Pay Day, Cosmic Power, Teleport, Chocolate Beam (See Majin Buu from Crossover Chaos Expanded)
Probably much, much more.
Stats: 250/Att/Def/SpA/SpD/Spe (740)

Reasoning: Fairy because Slurpuff, Alcremie and Decorate.
The ability Cookie Creation comes from the mechanics of Cookie Clicker. Cookies are made by clicking (contact) but also passively (at the end of each turn) by buildings or occasionally Golden Cookies.
Serene Grace (Heavenly Blessing in Japanese) being an event ability comes from the Ascension mechanic, where you have to soft-reset your game, but you gain Heavenly Chips for doing so. You can buy many different upgrades with these Heavenly Chips, a group of them is called the Angels and Demons upgrade. Even God is a purchasable upgrade through Ascension.
Milk Drink comes from the Milk mechanic and the Cookie-dunker achievement.
Aura Sphere comes from the Aura mechanic, something given to the Big Cookie by Krumblor the cookie dragon.
Self-Destruct and Explosion come from the Ascension mechanic animation, where the Big Cookie cracks and explodes before its rebirth.
Acupressure comes from the Clicker building.
[[[insert Grandma-based move here]]]
Ingrain and Growth come from the Farm building, where cookies are grown like plants.
Rock Polish, Rock Tomb and Iron Defense come from the Mine building, where cookies are mined.
Pay Day comes from the Bank building.
[[[insert Temple-based move here]]]
[[[insert Wizard Tower-based move here]]]
Cosmic Power comes from the Shipment building.
Chocolate Beam (Expanded custom move) comes from Alchemy Lab, where things are converted into cookies or cookie materials.
Teleport comes from the Portal building.
Ancient Power comes from the Time Machine building, where cookies come from the past.
Shadow Ball comes from the Antimatter Condenser building, where cookies are made from antimatter. Giratina is Ghost-type and represents antimatter.
[[[insert Prism-based move here]]]
[[[insert Chancemaker-based move here]]]
[[[insert Fractal Energy-based move here]]]
[[[insert Javascript Console-based move here]]] ??????
Present comes from Present Biscuits upgrade (available during Christmas season).
Heart Stamp comes from the Heart Cookie series of upgrades.
Apple Acid comes from the Apple Pie upgrade.
Draco Meteor comes from the Dragon Cookie upgrade.
Overheat comes from the Burnt Cookie upgrade.
Celebrate comes from Birthday Cookie upgrade.
Spacial Rend come from this:
Embedded microportals - Own 400 portals - We've found out that if we bake the portals into the cookies themselves, we can transport people's taste buds straight into the taste dimension! Good thing your army of lawyers got rid of the FDA a while ago!
Spore comes from this:
Fudge fungus - Own 200 farms - A sugary parasite whose tendrils help cookie growth. Please do not breathe in the spores. In case of spore ingestion, seek medical help within the next 36 seconds.
Lava Plume comes from this:
You've finally dug a tunnel down to the Earth's core. It's pretty warm down here.
Moonblast and Moonlight come from these two:
Asteroid mining - As per the 1974 United Cosmic Convention, comets, moons, and inhabited planetoids are no longer legally excavatable.
But hey, a space bribe goes a long way.
Elder Pledge - This is simple ritual involving anti-aging cream, cookie batter mixed in the moonlight, and a live chicken.
Probably much, much more.

"But Cookie, why is Big Cookie so strong?"
Well...
Upgrade description said:
Restaurants at the end of the universe - Own 350 shipments - Since the universe is spatially infinite, and therefore can be construed to have infinite ends, you've opened an infinite chain of restaurants where your space truckers can rest and partake in some home-brand cookie-based meals.
Upgrade description said:
Beige goo - Own 250 alchemy labs - Well now you've done it. Good job. Very nice. That's 3 galaxies you've just converted into cookies. Good thing you can hop from universe to universe.
Upgrade description said:
Brane transplant - Own 100 portals - This refers to the practice of merging higher dimensional universes, or "branes", with our own, in order to facilitate transit (and harvesting of precious cookie dough).
News Ticker said:
100,000,000,000 cookies baked - Elder gods from the whole cosmos have awoken to taste your cookies.
500,000,000,000 cookies baked - Beings from other dimensions lapse into existence just to get a taste of your cookies.
5,000,000,000,000 cookies baked - The universe has now turned into cookie dough, to the molecular level.
10,000,000,000,000 cookies baked - Your cookies are rewriting the fundamental laws of the universe.
Achievements said:
Haven't even begun to peak - Bake 1 tredecillion cookies per second. (((That's 1,000,000,000,000,000,000,000,000,000,000,000,000,000,000 cookies per second)))
"But Cookie, Big Cookie isn't a character!"
News Ticker said:
1,000,000,000,000 cookies baked - Your cookies have achieved sentience.
Resub time:
Pokémon: Seija Kijin
Origin: Touhou Project
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's Special Defense).
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
 
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Suggested listening: Hi-Spec Robo Go!

Pokémon: Eggrobo
Origin: Sonic 3 & Knuckles
Type: Steel
Ability: Levitate
Stats: 40/50/80/80/60/70 (380)
Notable Moves: Flash Cannon, Steel Beam, Iron Head, Homing Missile (see Austin Carter), Fireball (see Bowser), Whirpool, Bomb Throw (see Pandora), Bomb Blast (see Pandora), Icy Wind
Reasoning: One of Dr. Ivo "Eggman" Robotnik's Badniks, apparently modeled after himself. It flies around shooting with its laser gun. A variant of it in Sonic Generations uses homing missiles instead. Normally, it's not much, but they can pilot other machines - it gets most of its moves from the various boss machines it pilots when you're playing as Knuckles. Also, 5 particular Eggrobos were exposed to the Phantom Ruby, turning them into a group known as the Hard Boiled Heavies, who I've made into split evolutions.

Evolves into one of the following:


Pokémon: Heavy Gunner
Origin: Sonic Mania
Type: Steel/Flying
Ability: Mega Launcher
Stats: 70/110/90/80/70/120 (540)
Notable Moves: As above + Deploy Missiles (see Galleom), Defend Order
Reasoning: One of the Hard Boiled Heavies - a blue Eggrobo with a missile launcher. He attacks from his helicopter by firing several missiles at once and can have other Eggrobos take hits for him. He has a lower BST than the others because he's the only Hard Boiled Heavy who's an Act 1 boss rather than an Act 2 boss.

Pokémon: Heavy Shinobi
Origin: Sonic Mania
Type: Steel/Ice
Ability: Refrigerate
Stats: 90/110/110/80/80/100 (570)
Notable Moves: As Eggrobo + Slash, Night Slash, Sacred Sword, Aerial Ace, Vaporizing Freeze (see Dio Brando in Expanded), Freeze-Dry, Water Shuriken, Swift, Rapid Spin
Reasoning: A green Eggrobo ninja. He can counter attempts to attack him when he's standing by freezing Sonic with his katana, and attacks by throwing Asterons (starfish robots) as shuriken. Rapid Spin comes from his attack in the Phantom Egg fight.

Pokémon: Heavy Magician
Origin: Sonic Mania
Type: Steel
Ability: Illusion
Stats: 90/90/110/90/100/90 (570)
Notable Moves: As Eggrobo + Transform, Shuffle! (see Soul Elizabeth Ravenous), Trick
Reasoning: An orange Eggrobo with a "shape-shifting hat". She disguises herself as other Sonic characters (mainly ones from the Classic era who haven't made appearances in a long time) and can use her attacks. Trick comes from her attack in the Phantom Egg fight which has a similar animation.

Pokémon: Heavy Rider
Origin: Sonic Mania
Type: Steel/Bug
Ability: Reckless / Flash Frire
Stats: 90/110/90/90/70/120 (570)
Notable Moves: As Eggrobo + Double-Edge, Lunge, Flame Wheel, Flare Blitz, Flamethrower, Celebrate
Reasoning: A purple Eggrobo riding a (larger and faster than normal) Motobug named Jimmy. She's described as a "thrill-seeking robot that pulls off daring stunts", One of her two stunts involves flamethrowers (and a fanfare + confetti), and she'll perform the other one on fire if she uses it after the flamethrower one.

Pokémon: Heavy King
Origin: Sonic Mania
Type: Steel/Electric
Ability: Levitate
Stats: 90/100/100/130/70/80 (570)
Stats (Phantom King): 90/140/110/180/70/80 (670)
(Heavy King transforms into Phantom King when holding the Phantom Ruby, like a Primal Reversion. The Phantom Ruby can be knocked off, but this does not revert Heavy King to base form.)
Notable Moves: As Eggrobo + Discharge, Electro Ball, Focus Blast, Power Gem, Earth Power, Stomp, Recover, Heal Pulse
Reasoning: A large red-and-gold Eggrobo with a scepter who is the leader of the Hard Boiled Heavies. He floats around and attacks with electric orbs in both of his fights. In his fight with Knuckles, he can fire a laser that makes energy erupt from the ground, and stomps around. Phantom King is the form he takes for the final boss fight, where he and Eggman fight over the Ruby. Recover and Heal Pulse from how he repaired himself and the other Heavies with the Phantom Ruby in Encore Mode.
 
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Pokémon: Revenant Grace
Type: Ghost/Steel
Ability: Guardian Spirit - When the user takes direct damage, its Soul Smash, Soul Blaster, or Soul Cannon (randomly chosen per occasion) regains 1 PP if it can.
Signature Moves
  • Soul Smash - Ghost, Physical, 75 BP, 100% Acc, 20 PP
  • Soul Blaster - Ghost, Physical, 75 BP, 100% Acc, 15 PP | Hits all adjacent foes.
  • Soul Cannon - Ghost, Physical, 110 BP, 85% Acc, 5 PP
  • Possession - Ghost, Other, 5 PP | The user's soul departs its body to merge with another. | Works like Lunar Dance, except it gives the switch-in Ghost typing (à la Trick-or-Treat) and +1 to all stats.
  • Possessed - Ghost, Other, 10 PP | A portion of the target's soul is transferred to the user. | Deals half the target's remaining HP in damage. The user regains HP equal to the damage dealt. Also cures status conditions of the target and user.
Other Moves: Gyro Ball, Heavy Slam, Smart Strike, Body Press, Brick Break, Low Kick, Low Sweep, Rock Smash, Mega Punch, Strength, Foul Play, Knock Off, Night Slash, Feint Attack, Stomping Tantrum, Night Shade, Protect, Taunt, Torment, Block
Stats: 125/80/125/50/125/50 | 555 BST
Reasoning: Revenant, holder of the Guardian asterisk, is a juvenile spirit (Ghost) who uses a suit of armor (Steel) as a physical form. His signature moves are Guardian skills, and his Ability is the specialty of the job. Other moves are extrapolated as capabilities of a walking suit of armor with a ghastly soul and the motivation to stop at nothing in the name of his blood-stained father.

resub

Pokémon: Mina Nishizawa
Type: Ice/Electric
Ability: Erudite (Compound Eyes clone)
Moves: Blizzard, Ice Coffin*, Ice Beam, Thunder, Thunderbolt, Hurricane, Air Slash, Fire Blast, Flamethrower, Focus Blast, Wring Out, Hydro Pump, Power Gem, Dazzling Gleam, Psyshock, Grass Knot, Hidden Power, Sludge Bomb, Discharge, Recover, Wish, Heal Bell, Teleport
*Ice, Special, 100 BP, 90% acc, 10 PP | Z-Move: 180 BP Subzero Slammer
Z-Move: Absolute Zero - Ice, Special, 210 BP | Item: Neptunium Z | Move: Ice Coffin
Stats: 70/70/100/120/150/70 | 580 BST
Reasoning: Lowee's Oracle and the mentor of CPU Candidates Rom and Ram. Her specialties in combat include healing support and magical offense. Ice and Electric correspond to her two main SP Skills in the game. Since Neptunia does not have Abilities per se, Mina's "Ability" is more of a quirk.
 
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Pokemon: Paper Mario
Type: Normal/Grass
Abilities: Frisk/Infiltrator
By using the Badge Equipper key item, Paper Mario can have the ability Multibounce, which changes Stomp, Bounce, and Jump Kick into 30 powwer 3-5 hit multihit moves. Stomp loses its flinch chance and Bounce loses its charge turn and paralysis chance, but all three moves maintain their accuracy.
Signature Moves:
Flip Out
-Type: Normal
-Classification: Status
-Accuracy: -
-PP: 5 (max 8)
-Effect: The user flips into a lower dimension to avoid attacks. The user is invulnerable until the end of the next turn, unless they perform a physical or special attack before the foe moves. This move and all other protection moves fail during or immediately after you use it.
Stats: 60/95/95/110/105/120 (Total: 585)
Notable Moves: Stomp, Body Slam, Return, Wood Hammer, Leaf Blade, Rapid Spin, Bounce, Jump Kick, Defense Curl, Ally Switch, Earthquake, Fireball, Flame Burst, Dizzy Punch, Ice Hammer, Hammer Arm, Focus Energy, Reversal, Counter, Teeter Dance, Refresh, Sing, Power Gem, Charm, Recover, Sky Drop, Purify, Cosmic Power, Rollout, Surf, Earth Power, Bulk Up, Fissure, Spacial Rend, Trump Card, Inky Terrain
Overview: Paper Mario is here as a variant of Mario. His typing is Normal/Grass due to being made of paper (and yes, this is actually justified, as he is weak to Fire in Paper Jam). While his main abilities aren't terribly impressive, his signature ability gives him more ready access to a powerful physical STAB and two strong physical coverage options. The reason why he has a special bias is that most of his strongest techniques that he can perform (usually the special moves from the Star Spirits and Crystal Stars) are more Special in nature, His moves are based mostly on his ability to jump and use hammer techniques, but he also has some moves from his slew of badges and his special moves from Paper Mario 64 and Thousand Year Door. He also gets Trump Card and Inky Terrain from Sticker Star and Color Splash, respectively.


5B944E05-A96F-453A-9360-41D807940B26.jpeg

Pokemon: Kabbu
Type: Bug
Abilities: Sturdy/Battle Armor/Justified
By using the Badge Equipper key item, Kabbu can have the ability Poison Defender, which, while poisoned, nullifies the Poison damage passively raises both defenses by one stage, and heals you for 1/16 of your max health each turn.
Stats: 100/117/95/68/95/85 (Total: 560)
Notable Moves: Megahorn, X-Scissor, Bug Buzz, Taunt, Follow Me, Seismic Toss, Drill Run, Dig, Rock Smash, Brick Break, Double Edge, Retaliate, Rock Throw, Rock Slide, Stone Edge, Stealth Rock, U-Turn, Turn Relay (see Vi), Ally Switch, Bulk Up, Detect, Knock Off, Body Press, Spiky Shield, First Impression
Overview: Kabbu is another character from Bug Fables. He’s inspiring, strong willed, and determined to help anyone he can. He’s the tank of the team, capable of taking large amounts of punishment and delivering large amounts back. But he can also function as a wall if you allocate certain things to him, and all in all, Kabbu provides a defensive backbone to the team. Here, Kabbu uses his unique movepool to support the team both offensively and defensively. Kabbu can throw out powerful First Impressions, Megahorns, Drill Runs, Stone Edges, and U-Turns with his respectable Attack stat, but he’s also able to set up Stealth Rock or hit foes with Knock Off. His signature ability, provided by the Badge Equipper key item, is Poison Defender, which turns Kabbu’s decent defensive stats into very potent ones. But keep in mind, Kabbu has no access to standard recovery, and his defensive typing is certainly subpar. Despite his flaws, his reliable nature translates over well.


B7B44176-0407-40A2-B8AF-D7549F30784D.png

Pokemon: Leif
Type: Bug/Ice
Abilities: Ice Scales/Oblivious/Innards Out
By using the Badge Equipper key item, Leif can change his ability to Health Core, which restores 1/8th of the user's HP every two turns or when switching out.
Signature Moves:
Frigid Coffin
- Type: Ice
- Classification: Special
- Power: 85
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Has a 25% chance to freeze the foe.
Stats: 78/60/85/117/95/95 (Total: 530)
Notable Moves: Bug Buzz, Silver Wind, Ice Beam, Blizzard, Icicle Crash, Icicle Spear, Ice Shard, Ice Punch, Freeze Dry, Shadow Ball, Hidden Power, Quiver Dance, Acupressure, Memento, Work Up, Barrier, Amnesia, Curse, Ice Ball, Haze, Mist, Safeguard, Light Screen, Reflect, Stockpile, Swallow, Spit Up, Confide, Turn Relay, Baton Pass, Ally Switch
Overview: Leif is the final party member in Bug Fables, and for reasons unknown is capable of using ice magic. Ice Scales comes from being a moth with ice powers, just like Frosmoth. Oblivious comes from being immune to powerful pheromones, as well as other spoilery reasons. Innards Out is also a spoiler, just trust me on this one, it's applicable. Frigid Coffin comes from the ingame skill of the same name, which deals damage and has a good chance to freeze a single foe. His stats come from his lack of being able to do physical combat (he evens states that he was merely a scout and couldn't fight before discovering his magic), while his magic is rather strong. His moves come from his status as a magic using bug, with the Ice attacks coming from his offensive abilities, his stat changing moves coming from his ability to buff party members and debuff foes, and Barrier and his screen moves come from being able to create a bubble shield to protect his party members with.


This next character contains spoilers for a recently released game. Open at your own risk.
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Pokemon: Wasp King
Type: Bug/Fire
Abilities: Pressure/Kingly Majesty/Sheer Force
Signature Move: Ancient Key Saber
- Type: Steel
- Classification: Physical
- Power: 100
- Accuracy: 95
- PP: 15 (max 24)
- Effect: N/A
- Flavor: The user combines the halves of the Ancient Key to strike their foe with a devastating laser.
Stats: 90/120/70/120/100/100
Notable Moves: X-Scissor, Lunge, Fireball, Flame Burst, Flamethrower, Fire Lash, Eruption, Lava Plume, Leaf Blade, Seed Bomb, Solar Blade, Giga Drain, Ingrain, Synthesis, Axe Strike, King’s Shield, Flash Cannon, Night Slash, Outrage, Breaking Swipe, Brutal Swing, Hypnosis, Snatch, Grassy Terrain, Instruct
Overview: The big bad from Bug Fables, this mysterious usurper holds the magic of flame in his crown. Capable of throwing out fireballs, summoning pillars of flame, and even hypnosis and suggestion, this so called Wasp King became lustful for power, seeking to rule the entire kingdom of Bugaria, perhaps even beyond. His quest for power led him to steal the ancient artifacts needed to unlock the mystery of the Everlasting Sapling. He fights with powerful magic and a giant axe, brutally striking down his foes before they can even react.

362EC31E-4824-424A-BD29-7AA245AB2DDD.png

Wasp King-Everlasting
If Wasp King holds the Everlasting Leaf, he will transform into Wasp King-Everlasting upon entering the battle.
Type: Bug/Fire
Ability: Everlasting (This Pokemon is immune to major status conditions. When on the field, this Pokemon brings forth a Desolate Land style version of Gen 7 Grassy Surge, which cannot be removed by other terrains and will last as long as Wasp King-Everlasting remains in. Also prevents Ground type moves from working.)
Stats: 90/135/120/130/120/105
Overview: The Wasp King consumed the last leaf of the Everlasting Sapling, becoming a vessel of all the remaining power within it. His magic combined with his newfound link to the power of nature and life makes him an incredible force to be reckoned with. Perhaps, though, the power isn’t as infinite as he had thought it would be?


And have a resub just because.
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Pokemon: Maya Fey
Type: Psychic/Fairy
Ability: Fey Mystic (Ghost moves become Psychic type and receive a 1.3x boost in power. Additionally, the user is immune to Ghost type moves)
Signature Move:
Spirit Channel
- Type: Psychic
- Classification: Status
- PP: 10 (max 16)
- Effect: Calls upon the move in the same slot of the first Ghost type within the party (even if they have fainted), and uses it for this move. For example, if this move is in third slot, and it calls upon a Lunala with Roost in the third slot, Maya will use Roost. (Moves called in this manner are not affected by Fey Mystic)
Stats: 80/75/75/135/125/95 (Total: 585)
Other Notable Moves: Psychic, Moonblast, Shadow Ball, Calm Mind, Imprison, Aura Sphere, Mystical Fire, Energy Ball, Flail, Uproar, Snatch, Taunt, Trick Room, Reflect, Light Screen, Psych Up, Work Up, Misty Terrain, Stored Power
Overview: The partner to Phoenix Wright, Maya Fey possesses an incredible well of spiritual power (thanks to her status as master of the Fey clan). The Psychic type comes from her status as a mystic, and while the Fairy type is also drawn from this, it also comes from her last name, "Fey", which refers to fairies. Her signature ability and move comes from her spiritual power to channel spirits. She's biased towards the special side, because of her spritual prowess, and that her physical feats aren't as notable. Her moves include basic coverage that someone with mystic powers should get, as well as some tricky moves (as Maya is in general a troublemaker) and screens (which comes from MvC3, in which she puts up a barrier to protect Phoenix).
 
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Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Sora the OU soloer remake.png
Sora the Uber soloer remake.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 Star Piece)
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 | 70 BP | - Accuracy | - PP | Signature Z-Move, must know Moonblast and hold a Soranium Z, +10 BP with each positive stat change the user may hold (Like Stored Power), and fully resets the user's stat changes afterwards. This move also ignores abilities and hits three times (BP increase by stat changes applies to each hit))
Zantetsuken (Physical | Normal | 110 BP | 100 Accuracy | 5 PP | This move changes type to the primary type of the user (Like Revelation Dance), +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)
Moves:
(Kid Sora)
: Agility, Swords Dance, Sacred Sword, Gravity, Stopga (See Mickey Mouse in EX), 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, Fire Spin, Glaciate, Teleport, Teeter Dance, Hyper Voice, Roar, Fly, Magnet Rise, Endure, Thunder Wave, Confuse Ray, Trump Card, Wild Card (See Jevil), Reflect, Light Screen, Play Rough, Fairy Lock, Disable, Low Sweep, Low Kick, Black Hole Bomb (See Galaxy Man), all the customs above
(Sora): All previous (Sora remains compatible with Soranium Z and thus can perform Trinity Limit), Telekinesis, Protect, Night Slash, Dark Pulse, Heart Swap, Hydro Pump, Draco Meteor, Sunny Day, Secret Sword, 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, Song of Time (See Link), Visionary (See Lucina)
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.
 
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I would make Freeze only work on the first turn out, that or give it unreasonably low accuracy, as guaranteed freeze seems outrageously uncompetitive, at least to me.
 

Bobsican

NatDex Ubers TL
is a Top Tiering Contributor
Went ahead and removed it, I also noticed it promotes a playstyle that doesn't fit the way I intend Sora to be used as balance-wise.
Cheesing is pretty fitting, but I don't want that to get out of hand.
 
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Pokemon: REX (Risk of Rain 2)
Type: Grass/Steel
Ability: Symbiosis / Effect Spore / Regenerator
Stats: 90 / 80 / 70 / 110 / 95 / 65
Moves: Leech Seed, Giga Drain, Mega Drain, Toxic, Flash Cannon, Solar Beam, Explosion, Thunder Wave, Wood Hammer, Sticky Web, Ingrain, Synthesis, Grassy Terrain, Growth
Signature Move: Disperse | Steel | 0 BP | 20/32 PP | -6 Priority | Switches the opponent out. Heal the user for 20% if their maximum HP.
Reasoning: REX is a robot/plant hybrid character in Risk of Rain 2 who functions as a high damage survivor, but at the cost of using health for all of it's strongest moves. This is balanced out by some other moves regenerating REX's health. Grass/Steel is because REX is a robot combined with a plant. Effect Spore is because some of REX's abilities apply a Weaken effect to enemies, which makes them do less damage, take more damage, and become slower. Regenerator is because of REX's health regeneration abilities and higher than average natural health regen. REX has a high SpA because of it having by far the best damage capabilities in the game. A fairly high HP and SpD also reflect it's above average in-game HP and regeneration. However, REX is slow because it has no movement abilities, and has a low Def because of melee being a terrible place for REX to be. All of REX's moves are based on attacks it does in-game, as well as Explosion which is based on the unlock method of REX. Disperse is based on an important move of REX's that knocks opponents away, weakening them and healing REX.
 
Voting begin now.
Sora has a variant with different visuals, Sora-Military, which will be based on her outfit in Stage 1 of Sora. They only differ in the abilities (Sora-Military misses out on Extraordinary Specs, whereas Sora as shown here can't get Sturdy.)
Pokémon: Sora
Type: Fighting/Flying
Ability: Motor Drive / Sturdy / Extraordinary Specs (Super Luck clone)
Stats: 70/110/80/100/80/110 [BST 550]
Moves: Sacred Sword, Swords Dance, X-Scissor, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Play Nice, Slash, Charge Beam, Zap Cannon, Flamethrower, Lock-On, Laser Focus, Aerial Ace, Agility, Dive, Thunderbolt, Deploy Missiles (From Galleom), Solar Blade, Psycho Cut, Homing Missile (From Austin Carter)
Reasoning: Sora's stat spread translates from her 100% Orange Juice stats. These stats are 4HP, +1Atk, 0Def, +1Evd. (For reference, the all-rounder has 5HP and 0 in everything else, and yes I scaled Kyoko off of that too) Atk and Evd translate into Attack and Speed, respectively, with SpA trailing close behind due to proficiency in ranged weaponry, which includes not just missiles but also lasers and stuff.
Now, the moves. Sora flies throughout the various levels of Sora (Though she swims instead during part of Stage 4, that's Dive), so she's Flying-type here. She was the former ultimate weapon for her army, on top of swordsmanship, a heart full of determination to end the war and save the world, and other things, so that explains the Fighting type. She gets Motor Drive due to being capable of dashing through energy attacks, which builds up her power gauge to charge up a Hyper attack. Extraordinary Specs is based on her Hyper in 100% Orange Juice, which forces her to roll 6s on basically everything until either her turn comes up or another effect overrides it. Military Sora is its own variant in 100% Orange Juice, the differences being the Hyper only rolling 5s but can be selected in-battle unlike Extraordinary Specs and that if she's KO'd in battle, she'll revive the next turn with half of her health. Sacred Sword and Air Slash are both from her melee attacks, as well as Solar Beam and Psycho Cut just being common among sword users, and Charge Beam is from her normal fire from the energy pistol. Hyper Beam and Giga Impact are both Hyper attacks, the latter more specifically being the melee Hyper. Play Nice refers to her attempts to resolve tensions with the first boss in the game nonviolently. Zap Cannon is from a Hyper involving an unlockable weapon, Flamethrower is another unlockable weapon, and Lock-On refers to how if there's something targetable on screen and Sora doesn't already have something onscreen locked-on, Sora WILL lock-on to it. (An exception being the Stage 2 Boss in Stealth Mode) Finally, Agility refers to the aforementioned Dash ability.
Pokémon: Tsih
Franchise/Origin: SUGURI / 100% Orange Juice
Type: Rock
Ability: Tradeoff Boost (Holding an item on this list gives Tsih x1.5 on Attack. Holding a Toxic Orb or Black Sludge whilst being Poison-type doesn't apply the boost, and neither does holding a Flame Orb whilst being Fire-type.) / Magnet Pull
Notable moves: Charge Beam, Flash Cannon, Rock Slide, Stone Edge, Rock Blast, Swift, Camouflage, Stealth Rock, Magnet Rise
Signature move: Stealth On (Applies Rage Powder effects onto any adjacent allies. Tsih has x1.5 power on all damaging moves until her next strike. This has +3 Priority, but moves last in its own priority bracket.)
Stats: 70/82/60/70/68/130 [BST 480]

Reasoning: Stat spread was an easy low-hanging fruit: 4HP/0Atk/-1Def/+2Eva in 100% Orange Juice, though she favors physical attacks because rocks. (I also kept them low because choiced Tsih would be a MONSTER.) She attacks with swirly beams, orbs of energy, and (most notably) boulders she swings into you. Tsih's named after a star, so Swift of course can coincide with the orbs of energy for the "speed star" pun. Stealth Rock also happens to be there because that's two things she does nicely. Her ability's her (nameless) passive from 100% Orange Juice, which gives her a +2 Attack boost whenever she's holding a Gift Card (Which also passively applies more stuff, be it good or bad), allowing her to hurt hard. Magnetic stuff because that's the only explanation I have for those tethers she uses to swing the rocks into you.
Pokémon: Athena Asamiya
Franchise: Psycho Soldier
Type:


Ability: Forewarn
Moves: Super Psychic Throw, Psionic Charge (see Psylocke), Psychic, Psyshock, Extrasensory, Future Sight, Mirror Coat, Zen Headbutt, Psycho Cut, Brave Bird, Drill Peck, Acrobatics, Air Slash, Energy Ball, Focus Blast, Brick Break, Thunderbolt, Electro Ball, Power Gem, Flamethrower, Signal Beam, X-Scissor, Night Slash, Hyper Voice, Psionic Charge (see Psylocke), Teleport, Light Screen, Reflect, Recover, Roost
Stats: 69 HP/100 Atk/50 Def/120 SpA/120 SpD/80 Spe (539 BST)

Super Psychic Throw |
|
| 60 BP | 16 PP | 90% | Has -6 priority. Switches out the target.
Psycho Medley |
|
| 12 BP | Z-Move. Requires Zen Headbutt and Asamium-Z. Hits 13 times.

Athena can transform into Phoenix Athena using a Green Egg, which works like a Mega Stone.

Pokémon: Phoenix Athena
Type:

Ability: Pressure
Stats: 69 HP/100 Atk/60 Def/150 SpA/150 SpD/110 Spe (639 BST)

Reasoning: Athena is the Psychic-Powered Idol. She has a lot of psychic abilities and attacks, including telekinesis, teleportation, barriers, and healing. Super Psychic Throw is a telekinetic throw attack, and Psycho Medley is a powerful 13 hit attack. She has a sword item, and she can also produce lightning. Using a Green Egg, Athena can turn into a powerful phoenix that breathes fire.
Pokémon: Palutena
Franchise: Kid Icarus
Type:


Ability: Levitate | Dazzling | [HA] Serene Grace
Moves: Black Hole (see Zeromus), Mine (see Austin), Dazzling Gleam, Draining Kiss, Psychic, Psyshock, Flash Cannon, Draco Meteor, Fire Blast, Mirror Coat, Counter, Final Gambit, Flash, Morning Sun, Moonlight, Spotlight, Light Screen, Reflect, Barrier, Agility, Calm Mind, Recover, Refresh, Roost, Defog, Whirlwind, Lock-On, Teleport, Refresh, Sunny Day, Rain Dance, Gravity, Sweet Kiss, Lovely Kiss, Curse, Safeguard
Stats: 108 HP/60 Atk/60 Def/120 SpA/140 SpD/92 Spe (580 BST)

Sample Sets
Palutena @ Choice Specs
Ability: Serene Grace
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Dazzling Gleam
- Black Hole
- Flash Cannon
- Fire Blast

Palutena @ Red Card
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Dazzling Gleam
- Roost / Recover
- Defog
- Calm Mind
Reasoning: Palutena is the Goddess of Light, that rules over Skyworld. She can control light. She also has hidden wings, and other powers like telekinesis and telepathic communication. She created the Powers, which she gives to Pit, and can use herself.
  • Super Speed: Agility
  • Warp: Teleport
  • Explosive Flame: Fire Blast
  • Black Hole: Black Hole
  • Meteor Shower: Draco Meteor
  • Land Mine: Mine
  • Reflect Barrier: Barrier, Light Screen, Reflect, Mirror Coat
  • Spite: Final Gambit
  • Autoreticle: Lock-On
  • Counter: Counter
  • Health Recovery: Recover
  • Effect Recovery: Refresh
Pokémon: Jet Pack Guy
Franchise: Club Penguin
Type:


Ability: Jet Pack (After being out for five turns, the user loses their Flying-type. Resets if the user switches out.)
Moves: Flying High Pitched, Brave Bird, Drill Peck, Sky Drop, Fly, Ice Punch, Flame Charge, Flare Blitz, U-turn, Roost, Hail, Agility
Stats: 60 HP/100 Atk/60 Def/66 SpA/66 SpD/130 Spe (482 BST)

Flying High Pitched |
|
| 8 PP | The user switches out. Their replacement gains Flying-type for five turns.

Sample Sets
Jet Pack Guy @ Choice Band
Ability: Jet Pack
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Ice Punch
- Flare Blitz

Jet Pack Guy @ Focus Sash
Ability: Jet Pack
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Flying High Pitched
- Roost
- U-turn
- Drill Peck / Ice Punch
Reasoning: Jet Pack Guy is a penguin who lives in a cold, snowy place, and he always wears his jetpack. However, jetpacks in Club Penguin run by fuel, and can't fly if they run out of it. Flying High Pitched is a mission in Club Penguin: Elite Penguin Force, in which Jet Pack Guy gives the player a jetpack.
Pokémon: Eskimo
Franchise: Frost Bite
Type:


Ability: Technician | Fur Coat
Moves: Pulling Hook, Climbing Hook, Ice Punch, Icicle Crash, Icicle Spear, Ice Beam, Blizzard, Dash Slash (see Sly), Night Slash, Thunderbolt, Arrow Shot, Hail, Recover
Stats: 80 HP/105 Atk/72 Def/80 SpA/97 SpD/105 Spe (539 BST)

Pulling Hook |
|
| 50 BP | 24 PP | 100% | Works like Pursuit.
Climbing Hook |
|
| 50 BP | 24 PP | 100% | Super effective on Flying-type. Can hit targets using Bounce, Sky Drop, and Fly. If this hits a Flying- or Rock-type, the user is immune to Ground-type moves this turn.

Sample Sets
Eskimo @ Expert Belt
Ability: Technician
EVs: 56 Atk / 200 SpD / 252 Spe
Jolly Nature
- Arrow Shot
- Climbing Hook
- Pulling Hook
- Icicle Spear
Reasoning: The eskimo climbs a snowy mountain in two of her games, and goes ice skating in another. She uses a grapple gun to climb the mountain, and skates to skate. The grapple gun can damage enemies and pull them closer. The skates can cut through ice. One of the eskimo's power-ups is a lightning bolt, and another is a heart that heals her health.
Pokémon: Spinax
Franchise: Fossil Fighters
Type:


Ability: Auto Counter (If the user is hit with a contact attack without fainting or being switched out, 3/10 of the damage taken is returned to the attacker.)
Moves: Head Smash, Ancient Power, Rock Slide, Earthquake, Earth Power, Crunch, Jaw Lock, Hurricane, Dragon Claw, Outrage, Shadow Claw, Super Fang, Counter, Rock Polish, Defog, Whirlwind, Stealth Rock
Stats: 120 HP/144 Atk/72 Def/144 SpA/72 SpD/28 Spe (580 BST)

Sample Sets
Spinax @ Leftovers
Ability: Auto Counter
EVs: 252 HP / 252 Atk / 4 SpA
Adamant Nature
- Stone Edge
- Earthquake
- Hurricane
- Super Fang

Spinax @ Leftovers
Ability: Auto Counter
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Defog
- Earthquake
- Counter
Reasoning: Spinax is an altispinax that was revived, becoming a Vivosaur. This works similarly to Fossil Pokemon. Auto Counter is an ability it gets, where it returns 3/10 of the damage from attacks that make contact. It has a couple attacks where it breathes out a lot of air. Its stats here are determined by doubling its Fossil Fighters: Champions stats. 72 attack was doubled to 144 Attack and Special Attack. 36 defense was doubled to 72 Defense and Special Defense. 14 evasion was doubled to 28 Speed. Meanwhile, 480 life points is divided by 4 to get 120 HP.
Pokémon: Lance
Origin: Epic Battle Fantasy 2
Type: Normal/Dark
Abilities: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Stats: 120/110/70/130/60/110 (600)
Moves: Aura Sphere, Barrage, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Magnet Bomb, Mud Bomb, Pyro Ball, Rock Blast, Searing Shot, Shadow Ball, Sludge Bomb, Zap Cannon, Deploy Missiles, Snipe Shot, Roulette, Air Bullet, Charge Shot, Battle Rifle, M6D Pistol, Hyper Beam, Acid, Acid Spray, Air Slash, Hurricane, Thunderbolt, Spark, Discharge, Thunder, Earth Power, Drill Run, Twister, Bubble Beam, Whirlpool, Hydro Pump, Dark Pulse, Black Hole Bomb, Buzzsaw Charge, Encore, Lock On, Haze, Flash, Hidden Power, Black Matter, Black Hole, Flame Burst, Smart Strike, Poison Gas, Recover, Shuffle!, Machine Gun, Rocket, Slam, Sacred Sword, Bomb Blast, Bomb Throw
New Items:
Shadow Blaster: Powers up the power of Dark-type moves by 50% and reduces the damage taken from Electric and Dark-type moves by 50%. Can only be held by Lance.
Super Snipe: Powers up the power of Flying-type moves by 50%, reduces the damage taken from Flying-type moves by 50%, and gives the effects of Super Luck and Sniper. Can only be held by Lance.
Thunder Core: Powers up the power of Electric-type moves by 50%, reduces the damage taken from Electric-type moves by 50%, and negates charging and recharging. Can only be held by Lance.
Deep Blue: Powers up the power of Water-type moves by 50% and reduces the damage taken from Fire and Water-type moves by 50%. Can only be held by Lance.
Heavy Claw: Powers up the power of ballistic moves by 50% and reduces the damage taken from ballistic and Ground-type moves by 50%, but doubles the user's weight. Can only be held by Lance.
Chainsaw Gun: Powers up the power of Normal-type moves, physical moves are super effective against Grass-types, moves have a 20% chance to OHKO the target, and ignores the target's Defense and Special Defense buffs. Can only be held by Lance and is banned to AG.
Reasoning: A bit of a change up, Lance is the antagonist of EBF2, and playable character since EBF3. He's an not-Nazi who uses guns and bombs and stuff, so Skill Link seem obvious, and Normal because he's still a human, even if he can survive a nuclear bomb. Dark is coming from his main armor, which is Dark-elemental (I guess). Moves are gun shit, as well as several skills he learns in the game. He has some of his signature guns as items (no Chainsaw Gun for OU), and Shuffle! is in reference to EBF5's capturing summon mechanic.
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, Return
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 NPium-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
Mysterious Alter Ego Λ: Water/Ice
Ability: 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: 134/137/60/130/60/130 (641)
Mysterious Alter Ego Λ: 117/122/45/100/45/120 (499)
Moves: 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, Return
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, Penguin
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 NPium-Z and Waterfall.
Mysterious Alter Ego Λ: Blue Summer Palladion: Water, 175 BP, Physical, Ignores Defense stat buffs. Needs NPium-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.
Pokémon: Monika
Origin: Doki Doki Literature Club
Type: Normal/Dark
Abilities: Moody / Adaptability / Download / Incorporeal (Event only. Immune to contact moves.)
Stats: 100/70/60/140/120/100 (590)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Tri Attack, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Psychic, Thunder Wave, PSych Up, Thunderbolt, Signal Beam, Dark Pulse, Pain Split, Zen Headbutt, Trick, Last Resort,
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Halves HP and heals status conditions and stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them. Needs Monikium-Z and Parital Deletion.
Reasoning: Monika is the technical main villian of Doki Doki, even if she wasn't like that at first. That's where that Dark-type came from. Normal-type for being made of code, since Porygon got the same thing. It also got a few of it's moves as well. Moody is for change in roles, Adaptability for her over-time learning of how to use her hacking skills, and Download for probably doing the same thing. Non-Corporeal is event only, but being a being made of data, you really can't hit her. Partial Deletion is for her power to delete data at her own will, and the Z-move being that in full power. Perish Song is mainly for the end credits, since Your Reality plays there and you can't play the game after that's done, which is more fitting in the bad end, where all the pictures become deleted. Guidance and Command from the Orc in Expanded since she's the leader of the literature club anyways. IDK for the rest of the moves, but her stats are for her more-than-powerful abilities in data manipulation, as well as her hardiness when it comes to data. The low defense is kinda for the fact that she does have to be on a monitor to fight, so that could be done.
Pokémon: Dioscuri
Origin: Fate/Grand Order
Type: Fighting
Ability: Twin God’s Essence (Attacks twice per turn, but has their damage reduced to 60% of their original power. Cannot be ignored nor nullified by any source whatsoever, not even Neutralizing Gas.)
Stats: 120/110/120/60/100/80 (590)
Moves: Sacred Sword, Night Slash, X-Scissor, Fury Cutter, Cut, Slash, Secret Cut, Air Slash, Psycho Cut, Vacuum Wave, Swords Dance, Smart Strike, Knock Off, Defog, Dash Slash, Cyclone Slash, Great Slash, Twilight Spiral, Double Hit, Thrust Barrage, Mach Tornado, Speed Slice, Dragon Rush, Double-Edge, Guidance, Rapid Spin, Instruct,
New Z-Move: Dioscures Tyndaridae: Fighting, 190 BP, Physical, Ignores and strips away protection, screens, and defensive stat buffs upon damage. Needs NPium-Z and Sacred Sword.
Reasoning: Dioscuri are the Saber-class versions of their namesakes, or the Gemini twins. Fighting seems obvious for the fact that they fight with a sword and discus, and many, many sword moves based off of that. Their ability is also based on the fact that they're inseperable and do duo attacks, but for balance sakes, their power is reduced. Guidance and Instruct come from their position as the navigator for humankind. Z-Move is NP as always.
Pokémon: Runners (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation
Stats: 40/75/45/50/40/50

Reasoning: The Infected are humans who have been infected and subsequently mutated into horrific new forms by the Cordyceps Brain Infection. Runners are the first and weakest stage of the Infected who have just recently entered their transformation. Bug for being a parasite inside a human. Poison Touch for being infectious. Swarm is because they are most dangerous when in large numbers. Movepool is STAB mixed with dark moves.

Pokémon: Stalkers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain,
Stats: 80/110/65/85/65/85

Reasoning: Stalkers are the second stage of the infection. They have the vision and speed of Runners, with the ferocity of Clickers. Type, ability, moves are all the same.

Pokémon: Clickers (The Last of Us)
Type: Bug
Ability: Poison Touch/Swarm
H. Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Moves: Leech Life, Bug Bite, Fell Stinger, Knock Off, Sucker Punch, Night Slash, Infestation, Pursuit, Attack Order, Defend Order, Heal Order, Lunge, Venoshock, Giga Drain, Hyper Voice, Bug Buzz, Boomburst, Echoed Voice, Roar, Screech, Snarl, Supersonic, Perish Song
Stats: 110/140/80/100/80/90

Reasoning: Clickers are the third stage of the Infected and take roughly a year to reach this stage of infection. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. Echolocation and Sound based moves are from it being blind due to fungal infection taking over their face, and using echolocation to compensate.

Pokémon: Bloaters (The Last of Us) I.E. Mega Clickers
Type: Bug
Ability: Echolocation - Clickers lock on to target after hitting them with Sound-Based moves.
Stats: 110/150/120/110/120/90

Reasoning: Bloaters are the fourth, rarest, and most dangerous stage of infection as they take the longest to develop, taking years to reach this stage. Echolocation as the beast is still blind. Stat boosts are mainly defensive.
Pokémon: Lisette (Stella Glow)
Type: Water/Fairy
Ability:Water Veil/Liquid Voice
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Stats: 100/50/100/150/125/75 (600)
Stats (Goddess): 120/60/130/160/155/75 (700)
Moves: Aqua Jet, Hydro Pump, Scald, Surf, Ice Beam, Icy Wind, Blizzard, Icicle Crash, Dazzling Gleam, Moonblast, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Calm Mind, Rest, Sleep Talk, Snore, Wish, Heal Bell, Heal Pulse, Healing Wish, Light Screen, Reflect, Rain Dance.
Signature Move: To the Sea-Water, Status, 5 PP, Heals all Pokemon on the user's side to full.
Z-Move: Levia-Converted from To the Sea using Tunium Z. Only usable in Goddess form. Water, Status, Heals whole party to full, cures all status conditions on the user's side.
Reasoning: Water/Fairy because water witch. Water Veil being a passive ability from her game. Liquid Voice as she's a singer. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Water and Fairy are for STAB. Ice is for coverage, also Lisette uses Ice attacks in the game. Calm Mind is because she keeps the group grounded in the game, and is the most stable of the witches.
Pokémon: Ender Dragon
Origin: Minecraft
Type: Dragon / Poison
Abilities: Magic Bounce , Crystal Healing (heals for 1/8 of health per turn unless it has took damage that turn, similar to focus punch)
Stats: 100/105/50/116/100/120 (591)
Moves: Nasty Plot , Dragon Breath , Acid Spray , Toxic , Venom Drench , Dragon Pulse , Dragon Tail , Draco Meteor , Outrage , Dragon Dance , Fly , Brave Bird , Hurricane , Draconic Blast , Flamethrower , Fire Blast , Steel Wing , Iron Head , Roost , Rock Slide , Psyshock , Pyro Ball
New Move:
Draconic Blast: Dragon, 100% Accuracy, 10 PP, Special, 100 Power, 20 percent chance to poison the target
New Z-Move: Draconic Tsunami: Dragon, Special, 250 Power, Sends a tsunami made out of its dragon breath to make a powerful attack. Needs Enderium-Z and Draconic Blast.
Reasoning: The Ender Dragon is the final boss of non modded Minecraft, it's dragon typing was obvious, but I decided to give it a secondary poison typing because of how many poison-esque attacks it uses. I gave it 100 HP because thats how big its healthbar is in Minecraft divided by 2. Magic Bounce is there because it is immune to certain attacks in Minecraft, while Crystal Healing is there to represent the Ender Dragon healing off of the many End Crystals scattered throughout the main island in the End. Draconic Blast is its dragon breath attack, despite getting Dragon Breath itself, while the Z-Move is just a more amplified version of this attack. Overall its stats are pretty balanced, but its low defense is there because it is immune to attacks that would be considered "Special" in minecraft.
Pokemon: Dr.Wily
Origin: Mega Man
Type: Steel
Abilities: Prankster, Steelworker
Stats: 200/50/75/100/120/30 (575 BST)
Moves: Glare, Tri Attack, Energy Ball, Flash Cannon, False Surrender, Nasty Plot, Flamethrower, Explosion, Self Destruct, Teleport, Fly, Fake Tears, Substitute
New Move: Phase 2: Boosts every stat by 1 stage and heals all HP, will only work at 50% HP or lower. Only has 1 PP.
Reasoning: Dr.Wily has a ton of HP because it seems that no matter how many times his machines explode with him in them, he seems perfectly unharmed. He also has not so good attack because he isn't good at fighting without machines, but 100 Sp.Attack because with machines he's capable of doing quite some damage. 120 Sp.Defense because his machines tend to take forever to defeat with Mega Man's moves (which mostly is projectiles) 75 regular defense as since he always fights in machines I'd assume he won't do well at taking many hits himself, and that atrocious speed is because of his obvious old age and runs basically the same speed as hunks of metal. I made phase 2 his signature move, because pretty much every battle with him has at least 2 phases, and the boost and HP restore is because his second phase tends to be the harder one. His moveset is based off boss battles of his (Tri Attack, Energy Ball, ect), fits his personality (False surrender, Glare, ect) or based off ways he transports himself (fly because UFO, and teleport as his machines he's in sometimes do so) and substitute could be a robot defending him (and such examples have happened in some of his boss battles like MM7). His abilities are... Prankster because he tends to fake with stopping his criminal deeds only to go right back to them next game, and steelworker, because his machines are always how he attacks and fights.
Pokemon: Xion
Franchise/Origin: Kingdom Hearts
Type: Fairy/Fighting
Ability: Illusion / Trace / Light Tamer
Light Tamer
- Increases the power of light-based moves by x1.5 (for a full list of moves, check King Boo's Dark Crown item).
Notable moves: Physical: Sacred Sword, Close Combat, Fly, U-Turn, Play Rough, Psycho Cut, Cut, Slash, Night Slash, Solar Blade, X-Scissor, Fury Cutter, Lunge
Special: Moonblast, Dazzling Gleam, Ice Beam, Blizzard, Flamethrower, Fire Blast, Thunderbolt, Thunder, Hurricane, Hyper Voice, Shadow Ball, Aura Sphere, Flash Cannon, Stored Power, Power Gem, Signal Beam, Air Slash, Air Cutter, Prismatic Laser, Photon Geyser, Black Hole (See Zeromus)
Status: Agility, Swords Dance, Gravity, Teleport, Endure, Thunder Wave, Confuse Ray, Reflect, Light Screen, Barrier, Lock-On, Fairy Lock, Disable, Flash, Defog, Recover
Stats: 80 / 105 / 75 / 110 / 95 / 125 (590)



G-Max Move: G-Max Final Break: Fairy - Applies the Nil volatile status effect, which makes the opponent's Defense and Special Defense stats equal to 1 in damage calculation, but wears off if the Pokemon is switched out or after a full turn has passed.


Reasoning:
  • Xion is Fairy/Fighting because of her light powers (KH light is closer to Fairy than Psychic), and being a Keyblade wielder. Xion also wields non-Keyblade swords (Xion has 6 different swords in total).
  • Trace comes from the fact she's a replica of Sora, and she has also copied other characters' powers, such as copying Saix's berserk mode+blue flames. Illusion is due to different characters seeing Xion as different things. "Roxas, Axel, and Riku (and presumably the rest of the Organization, except Xigbar, Xemnas, and Saix) see her as the dark-haired Kairi lookalike Xion. Before their battle, Roxas sees her as Sora. Xemnas also sees her as Sora, Xigbar sees her as Ventus, and Saïx sees her only as a faceless hooded puppet." - Kingdom Hearts wiki
  • Light Tamer comes from Sora's strong light powers, and Xion being a replica of Sora displays these powers often as well. (There's no name for this power in Kingdom Hearts, and other Keyblade wielders don't show this power, only Sora and his army of clones do, so I went with a light variant of Japanese Steelworker, Steel Tamer)
  • Xion's moves are a mix of generic slashing moves, the usual elemental Square Enix magic (fire, wind, electric, ice, heal) and light moves. The list includes some legendary sigs, but for good reason, their description matches what Xion does with her light attacks (for example Prismatic Laser comes from Xion shooting lasers out of the prism-shaped tips of her swords and shoulder tendrils, and Photon Geyser are her pillars of light). Some weirder choices include Fly, Defog and Roost from the form she grows wings, and Zeromus' Black Hole, which comes from her usage of the Corridors of Darkness as black balls.
  • Xion is very fast, especially when using the ability to turn into a ball of light. She's the fastest and most relentless of the Real Organization XIII Data bosses. Her stats are mixed offensively because she attacks with both swords and light beams (and elemental magic when she's playable).
  • Xion's Gigantamax comes from her final boss battle in 358/2 Days, where she becomes an armored Nobody the size of a large building. Her G-Max Move comes from this same boss battle, where this move inflicts the strongest status condition in the game, the Nil condition, that nulls defenses. Dynamaxing is banned so this form is thankfully Ubers by default.
Pokémon: Aircraft Carrier Princess
Franchise/Origin: Kantai Collection
Type: Steel/Dark
Ability: Flash Fire / Long Reach / Weak Armor
Notable moves: Bite, Crunch, Dive, Surf, Whirlwind, Liquidation, Fire Blast, Egg Bomb, Seed Bomb, Explosion, Self-Destruct, Smack Down, Knock Off, Iron Defense, Taunt, Roar, Outrage, Thrash, Rage, Bide, Revenge, Night Daze, Night Shade, Flash Cannon, Attack Order, Defend Order, Heal Order, Infestation, Dragon Pulse, Deploy Missiles (See Galleom), Bomb Throw and Bomb Blast (See Pandora), Carnage (See Urdnot Wrex), Rocket and Homing Missile (See Austin Carter)
Stats: 100/90/100/90/100/90 (570)

Reasoning: It's actually pretty hard to give Pokemon moves to a sunken anthropomorphized boat.
Pokemon: Big Cookie
Franchise/Origin: Cookie Clicker
Type: Fairy
Ability: Cookie Creation / Sweet Veil / Aroma Veil / Serene Grace (event)
Cookie Creation: If the user doesn't have an item, gains a cookie item*. If a Pokemon makes contact with the user, the same thing happens to them. While this ability is active, cookie items are consumable by all Pokemon, like Berries. This ability can't be ignored.
*Lava Cookie and Shalour Sable.
Notable moves:
Physical: Present, Heart Stamp, Rock Tomb
Special: Aura Sphere, Shadow Ball, Spacial Rend, Draco Meteor, Apple Acid, Ancient Power, Lava Plume, Overheat
Status: Decorate, Celebrate, Sweet Scent, Milk Drink, Acupressure, Ingrain, Growth, Spore, Rock Polish, Iron Defense, Pay Day, Cosmic Power, Teleport, Chocolate Beam (See Majin Buu from Crossover Chaos Expanded)
Probably much, much more.
Stats: 250/Att/Def/SpA/SpD/Spe (740)

Reasoning: Fairy because Slurpuff, Alcremie and Decorate.
The ability Cookie Creation comes from the mechanics of Cookie Clicker. Cookies are made by clicking (contact) but also passively (at the end of each turn) by buildings or occasionally Golden Cookies.
Serene Grace (Heavenly Blessing in Japanese) being an event ability comes from the Ascension mechanic, where you have to soft-reset your game, but you gain Heavenly Chips for doing so. You can buy many different upgrades with these Heavenly Chips, a group of them is called the Angels and Demons upgrade. Even God is a purchasable upgrade through Ascension.
Move reasoning
Milk Drink comes from the Milk mechanic and the Cookie-dunker achievement.
Aura Sphere comes from the Aura mechanic, something given to the Big Cookie by Krumblor the cookie dragon.
Self-Destruct and Explosion come from the Ascension mechanic animation, where the Big Cookie cracks and explodes before its rebirth.
Acupressure comes from the Clicker building.
[[[insert Grandma-based move here]]]
Ingrain and Growth come from the Farm building, where cookies are grown like plants.
Rock Polish, Rock Tomb and Iron Defense come from the Mine building, where cookies are mined.
Pay Day comes from the Bank building.
[[[insert Temple-based move here]]]
[[[insert Wizard Tower-based move here]]]
Cosmic Power comes from the Shipment building.
Chocolate Beam (Expanded custom move) comes from Alchemy Lab, where things are converted into cookies or cookie materials.
Teleport comes from the Portal building.
Ancient Power comes from the Time Machine building, where cookies come from the past.
Shadow Ball comes from the Antimatter Condenser building, where cookies are made from antimatter. Giratina is Ghost-type and represents antimatter.
[[[insert Prism-based move here]]]
[[[insert Chancemaker-based move here]]]
[[[insert Fractal Energy-based move here]]]
[[[insert Javascript Console-based move here]]] ??????
Present comes from Present Biscuits upgrade (available during Christmas season).
Heart Stamp comes from the Heart Cookie series of upgrades.
Apple Acid comes from the Apple Pie upgrade.
Draco Meteor comes from the Dragon Cookie upgrade.
Overheat comes from the Burnt Cookie upgrade.
Celebrate comes from Birthday Cookie upgrade.
Spacial Rend come from this:
Embedded microportals - Own 400 portals - We've found out that if we bake the portals into the cookies themselves, we can transport people's taste buds straight into the taste dimension! Good thing your army of lawyers got rid of the FDA a while ago!
Spore comes from this:
Fudge fungus - Own 200 farms - A sugary parasite whose tendrils help cookie growth. Please do not breathe in the spores. In case of spore ingestion, seek medical help within the next 36 seconds.
Lava Plume comes from this:
You've finally dug a tunnel down to the Earth's core. It's pretty warm down here.
Moonblast and Moonlight come from these two:
Asteroid mining - As per the 1974 United Cosmic Convention, comets, moons, and inhabited planetoids are no longer legally excavatable.
But hey, a space bribe goes a long way.
Elder Pledge - This is simple ritual involving anti-aging cream, cookie batter mixed in the moonlight, and a live chicken.
Probably much, much more.

"But Cookie, why is Big Cookie so strong?"
Code:
Error: too many cookies
Pokémon: Seija Kijin
Origin: Touhou Project
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's Special Defense).
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
Pokémon: Eggrobo
Origin: Sonic 3 & Knuckles
Type: Steel
Ability: Levitate
Stats: 40/50/80/80/60/70 (380)
Notable Moves: Flash Cannon, Steel Beam, Iron Head, Homing Missile (see Austin Carter), Fireball (see Bowser), Whirpool, Bomb Throw (see Pandora), Bomb Blast (see Pandora), Icy Wind
Reasoning: One of Dr. Ivo "Eggman" Robotnik's Badniks, apparently modeled after himself. It flies around shooting with its laser gun. A variant of it in Sonic Generations uses homing missiles instead. Normally, it's not much, but they can pilot other machines - it gets most of its moves from the various boss machines it pilots when you're playing as Knuckles. Also, 5 particular Eggrobos were exposed to the Phantom Ruby, turning them into a group known as the Hard Boiled Heavies, who I've made into split evolutions.

Evolves into one of the following:

Pokémon: Heavy Gunner
Origin: Sonic Mania
Type: Steel/Flying
Ability: Mega Launcher
Stats: 70/110/90/80/70/120 (540)
Notable Moves: As above + Deploy Missiles (see Galleom), Defend Order
Reasoning: One of the Hard Boiled Heavies - a blue Eggrobo with a missile launcher. He attacks from his helicopter by firing several missiles at once and can have other Eggrobos take hits for him. He has a lower BST than the others because he's the only Hard Boiled Heavy who's an Act 1 boss rather than an Act 2 boss.

Pokémon: Heavy Shinobi
Origin: Sonic Mania
Type: Steel/Ice
Ability: Refrigerate
Stats: 90/110/110/80/80/100 (570)
Notable Moves: As Eggrobo + Slash, Night Slash, Sacred Sword, Aerial Ace, Vaporizing Freeze (see Dio Brando in Expanded), Freeze-Dry, Water Shuriken, Swift, Rapid Spin
Reasoning: A green Eggrobo ninja. He can counter attempts to attack him when he's standing by freezing Sonic with his katana, and attacks by throwing Asterons (starfish robots) as shuriken. Rapid Spin comes from his attack in the Phantom Egg fight.

Pokémon: Heavy Magician
Origin: Sonic Mania
Type: Steel
Ability: Illusion
Stats: 90/90/110/90/100/90 (570)
Notable Moves: As Eggrobo + Transform, Shuffle! (see Soul Elizabeth Ravenous), Trick
Reasoning: An orange Eggrobo with a "shape-shifting hat". She disguises herself as other Sonic characters (mainly ones from the Classic era who haven't made appearances in a long time) and can use her attacks. Trick comes from her attack in the Phantom Egg fight which has a similar animation.

Pokémon: Heavy Rider
Origin: Sonic Mania
Type: Steel/Bug
Ability: Reckless / Flash Frire
Stats: 90/110/90/90/70/120 (570)
Notable Moves: As Eggrobo + Double-Edge, Lunge, Flame Wheel, Flare Blitz, Flamethrower, Celebrate
Reasoning: A purple Eggrobo riding a (larger and faster than normal) Motobug named Jimmy. She's described as a "thrill-seeking robot that pulls off daring stunts", One of her two stunts involves flamethrowers (and a fanfare + confetti), and she'll perform the other one on fire if she uses it after the flamethrower one.

Pokémon: Heavy King
Origin: Sonic Mania
Type: Steel/Electric
Ability: Levitate
Stats: 90/100/100/130/70/80 (570)
Stats (Phantom King): 90/140/110/180/70/80 (670)
(Heavy King transforms into Phantom King when holding the Phantom Ruby, like a Primal Reversion. The Phantom Ruby can be knocked off, but this does not revert Heavy King to base form.)
Notable Moves: As Eggrobo + Discharge, Electro Ball, Focus Blast, Power Gem, Earth Power, Stomp, Recover, Heal Pulse
Reasoning: A large red-and-gold Eggrobo with a scepter who is the leader of the Hard Boiled Heavies. He floats around and attacks with electric orbs in both of his fights. In his fight with Knuckles, he can fire a laser that makes energy erupt from the ground, and stomps around. Phantom King is the form he takes for the final boss fight, where he and Eggman fight over the Ruby. Recover and Heal Pulse from how he repaired himself and the other Heavies with the Phantom Ruby in Encore Mode.
Pokémon: Revenant Grace
Type: Ghost/Steel
Ability: Guardian Spirit - When the user takes direct damage, its Soul Smash, Soul Blaster, or Soul Cannon (randomly chosen per occasion) regains 1 PP if it can.
Signature Moves
  • Soul Smash - Ghost, Physical, 75 BP, 100% Acc, 20 PP
  • Soul Blaster - Ghost, Physical, 75 BP, 100% Acc, 15 PP | Hits all adjacent foes.
  • Soul Cannon - Ghost, Physical, 110 BP, 85% Acc, 5 PP
  • Possession - Ghost, Other, 5 PP | The user's soul departs its body to merge with another. | Works like Lunar Dance, except it gives the switch-in Ghost typing (à la Trick-or-Treat) and +1 to all stats.
  • Possessed - Ghost, Other, 10 PP | A portion of the target's soul is transferred to the user. | Deals half the target's remaining HP in damage. The user regains HP equal to the damage dealt. Also cures status conditions of the target and user.
Other Moves: Gyro Ball, Heavy Slam, Smart Strike, Body Press, Brick Break, Low Kick, Low Sweep, Rock Smash, Mega Punch, Strength, Foul Play, Knock Off, Night Slash, Feint Attack, Stomping Tantrum, Night Shade, Protect, Taunt, Torment, Block
Stats: 125/80/125/50/125/50 | 555 BST
Reasoning: Revenant, holder of the Guardian asterisk, is a juvenile spirit (Ghost) who uses a suit of armor (Steel) as a physical form. His signature moves are Guardian skills, and his Ability is the specialty of the job. Other moves are extrapolated as capabilities of a walking suit of armor with a ghastly soul and the motivation to stop at nothing in the name of his blood-stained father.
Pokémon: Mina Nishizawa
Type: Ice/Electric
Ability: Erudite (Compound Eyes clone)
Moves: Blizzard, Ice Coffin*, Ice Beam, Thunder, Thunderbolt, Hurricane, Air Slash, Fire Blast, Flamethrower, Focus Blast, Wring Out, Hydro Pump, Power Gem, Dazzling Gleam, Psyshock, Grass Knot, Hidden Power, Sludge Bomb, Discharge, Recover, Wish, Heal Bell, Teleport
*Ice, Special, 100 BP, 90% acc, 10 PP | Z-Move: 180 BP Subzero Slammer
Z-Move: Absolute Zero - Ice, Special, 210 BP | Item: Neptunium Z | Move: Ice Coffin
Stats: 70/70/100/120/150/70 | 580 BST
Reasoning: Lowee's Oracle and the mentor of CPU Candidates Rom and Ram. Her specialties in combat include healing support and magical offense. Ice and Electric correspond to her two main SP Skills in the game. Since Neptunia does not have Abilities per se, Mina's "Ability" is more of a quirk.
Pokemon: Paper Mario
Type: Normal/Grass
Abilities: Frisk/Infiltrator
By using the Badge Equipper key item, Paper Mario can have the ability Multibounce, which changes Stomp, Bounce, and Jump Kick into 30 powwer 3-5 hit multihit moves. Stomp loses its flinch chance and Bounce loses its charge turn and paralysis chance, but all three moves maintain their accuracy.
Signature Moves:
Flip Out
-Type: Normal
-Classification: Status
-Accuracy: -
-PP: 5 (max 8)
-Effect: The user flips into a lower dimension to avoid attacks. The user is invulnerable until the end of the next turn, unless they perform a physical or special attack before the foe moves. This move and all other protection moves fail during or immediately after you use it.
Stats: 60/95/95/110/105/120 (Total: 585)
Notable Moves: Stomp, Body Slam, Return, Wood Hammer, Leaf Blade, Rapid Spin, Bounce, Jump Kick, Defense Curl, Ally Switch, Earthquake, Fireball, Flame Burst, Dizzy Punch, Ice Hammer, Hammer Arm, Focus Energy, Reversal, Counter, Teeter Dance, Refresh, Sing, Power Gem, Charm, Recover, Sky Drop, Purify, Cosmic Power, Rollout, Surf, Earth Power, Bulk Up, Fissure, Spacial Rend, Trump Card, Inky Terrain
Overview: Paper Mario is here as a variant of Mario. His typing is Normal/Grass due to being made of paper (and yes, this is actually justified, as he is weak to Fire in Paper Jam). While his main abilities aren't terribly impressive, his signature ability gives him more ready access to a powerful physical STAB and two strong physical coverage options. The reason why he has a special bias is that most of his strongest techniques that he can perform (usually the special moves from the Star Spirits and Crystal Stars) are more Special in nature, His moves are based mostly on his ability to jump and use hammer techniques, but he also has some moves from his slew of badges and his special moves from Paper Mario 64 and Thousand Year Door. He also gets Trump Card and Inky Terrain from Sticker Star and Color Splash, respectively.
Pokemon: Kabbu
Type: Bug
Abilities: Sturdy/Battle Armor/Justified
By using the Badge Equipper key item, Kabbu can have the ability Poison Defender, which, while poisoned, nullifies the Poison damage passively raises both defenses by one stage, and heals you for 1/16 of your max health each turn.
Stats: 100/117/95/68/95/85 (Total: 560)
Notable Moves: Megahorn, X-Scissor, Bug Buzz, Taunt, Follow Me, Seismic Toss, Drill Run, Dig, Rock Smash, Brick Break, Double Edge, Retaliate, Rock Throw, Rock Slide, Stone Edge, Stealth Rock, U-Turn, Turn Relay (see Vi), Ally Switch, Bulk Up, Detect, Knock Off, Body Press, Spiky Shield, First Impression
Overview: Kabbu is another character from Bug Fables. He’s inspiring, strong willed, and determined to help anyone he can. He’s the tank of the team, capable of taking large amounts of punishment and delivering large amounts back. But he can also function as a wall if you allocate certain things to him, and all in all, Kabbu provides a defensive backbone to the team. Here, Kabbu uses his unique movepool to support the team both offensively and defensively. Kabbu can throw out powerful First Impressions, Megahorns, Drill Runs, Stone Edges, and U-Turns with his respectable Attack stat, but he’s also able to set up Stealth Rock or hit foes with Knock Off. His signature ability, provided by the Badge Equipper key item, is Poison Defender, which turns Kabbu’s decent defensive stats into very potent ones. But keep in mind, Kabbu has no access to standard recovery, and his defensive typing is certainly subpar. Despite his flaws, his reliable nature translates over well.
Pokemon: Leif
Type: Bug/Ice
Abilities: Ice Scales/Oblivious/Innards Out
By using the Badge Equipper key item, Leif can change his ability to Health Core, which restores 1/8th of the user's HP every two turns or when switching out.
Signature Moves:
Frigid Coffin
- Type: Ice
- Classification: Special
- Power: 85
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Has a 25% chance to freeze the foe.
Stats: 78/60/85/117/95/95 (Total: 530)
Notable Moves: Bug Buzz, Silver Wind, Ice Beam, Blizzard, Icicle Crash, Icicle Spear, Ice Shard, Ice Punch, Freeze Dry, Shadow Ball, Hidden Power, Quiver Dance, Acupressure, Memento, Work Up, Barrier, Amnesia, Curse, Ice Ball, Haze, Mist, Safeguard, Light Screen, Reflect, Stockpile, Swallow, Spit Up, Confide, Turn Relay, Baton Pass, Ally Switch
Overview: Leif is the final party member in Bug Fables, and for reasons unknown is capable of using ice magic. Ice Scales comes from being a moth with ice powers, just like Frosmoth. Oblivious comes from being immune to powerful pheromones, as well as other spoilery reasons. Innards Out is also a spoiler, just trust me on this one, it's applicable. Frigid Coffin comes from the ingame skill of the same name, which deals damage and has a good chance to freeze a single foe. His stats come from his lack of being able to do physical combat (he evens states that he was merely a scout and couldn't fight before discovering his magic), while his magic is rather strong. His moves come from his status as a magic using bug, with the Ice attacks coming from his offensive abilities, his stat changing moves coming from his ability to buff party members and debuff foes, and Barrier and his screen moves come from being able to create a bubble shield to protect his party members with.
Pokemon: Wasp King
Type: Bug/Fire
Abilities: Pressure/Kingly Majesty/Sheer Force
Signature Move: Ancient Key Saber
- Type: Steel
- Classification: Physical
- Power: 100
- Accuracy: 95
- PP: 15 (max 24)
- Effect: N/A
- Flavor: The user combines the halves of the Ancient Key to strike their foe with a devastating laser.
Stats: 90/120/70/120/100/100
Notable Moves: X-Scissor, Lunge, Fireball, Flame Burst, Flamethrower, Fire Lash, Eruption, Lava Plume, Leaf Blade, Seed Bomb, Solar Blade, Giga Drain, Ingrain, Synthesis, Axe Strike, King’s Shield, Flash Cannon, Night Slash, Outrage, Breaking Swipe, Brutal Swing, Hypnosis, Snatch, Grassy Terrain, Instruct
Overview: The big bad from Bug Fables, this mysterious usurper holds the magic of flame in his crown. Capable of throwing out fireballs, summoning pillars of flame, and even hypnosis and suggestion, this so called Wasp King became lustful for power, seeking to rule the entire kingdom of Bugaria, perhaps even beyond. His quest for power led him to steal the ancient artifacts needed to unlock the mystery of the Everlasting Sapling. He fights with powerful magic and a giant axe, brutally striking down his foes before they can even react.


Wasp King-Everlasting
If Wasp King holds the Everlasting Leaf, he will transform into Wasp King-Everlasting upon entering the battle.
Type: Bug/Fire
Ability: Everlasting (This Pokemon is immune to major status conditions. When on the field, this Pokemon brings forth a Desolate Land style version of Gen 7 Grassy Surge, which cannot be removed by other terrains and will last as long as Wasp King-Everlasting remains in. Also prevents Ground type moves from working.)
Stats: 90/135/120/130/120/105
Overview: The Wasp King consumed the last leaf of the Everlasting Sapling, becoming a vessel of all the remaining power within it. His magic combined with his newfound link to the power of nature and life makes him an incredible force to be reckoned with. Perhaps, though, the power isn’t as infinite as he had thought it would be?
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 Star Piece)
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 | 70 BP | - Accuracy | - PP | Signature Z-Move, must know Moonblast and hold a Soranium Z, +10 BP with each positive stat change the user may hold (Like Stored Power), and fully resets the user's stat changes afterwards. This move also ignores abilities and hits three times (BP increase by stat changes applies to each hit))
Zantetsuken (Physical | Normal | 110 BP | 100 Accuracy | 5 PP | This move changes type to the primary type of the user (Like Revelation Dance), +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)
Moves:
(Kid Sora)
: Agility, Swords Dance, Sacred Sword, Gravity, Stopga (See Mickey Mouse in EX), 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, Fire Spin, Glaciate, Teleport, Teeter Dance, Hyper Voice, Roar, Fly, Magnet Rise, Endure, Thunder Wave, Confuse Ray, Trump Card, Wild Card (See Jevil), Reflect, Light Screen, Play Rough, Fairy Lock, Disable, Low Sweep, Low Kick, Black Hole Bomb (See Galaxy Man), all the customs above
(Sora): All previous (Sora remains compatible with Soranium Z and thus can perform Trinity Limit), Telekinesis, Protect, Night Slash, Dark Pulse, Heart Swap, Hydro Pump, Draco Meteor, Sunny Day, Secret Sword, 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, Song of Time (See Link), Visionary (See Lucina)
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.
Pokemon: REX (Risk of Rain 2)
Type: Grass/Steel
Ability: Symbiosis / Effect Spore / Regenerator
Stats: 90 / 80 / 70 / 110 / 95 / 65
Moves: Leech Seed, Giga Drain, Mega Drain, Toxic, Flash Cannon, Solar Beam, Explosion, Thunder Wave, Wood Hammer, Sticky Web, Ingrain, Synthesis, Grassy Terrain, Growth
Signature Move: Disperse | Steel | 0 BP | 20/32 PP | -6 Priority | Switches the opponent out. Heal the user for 20% if their maximum HP.
Reasoning: REX is a robot/plant hybrid character in Risk of Rain 2 who functions as a high damage survivor, but at the cost of using health for all of it's strongest moves. This is balanced out by some other moves regenerating REX's health. Grass/Steel is because REX is a robot combined with a plant. Effect Spore is because some of REX's abilities apply a Weaken effect to enemies, which makes them do less damage, take more damage, and become slower. Regenerator is because of REX's health regeneration abilities and higher than average natural health regen. REX has a high SpA because of it having by far the best damage capabilities in the game. A fairly high HP and SpD also reflect it's above average in-game HP and regeneration. However, REX is slow because it has no movement abilities, and has a low Def because of melee being a terrible place for REX to be. All of REX's moves are based on attacks it does in-game, as well as Explosion which is based on the unlock method of REX. Disperse is based on an important move of REX's that knocks opponents away, weakening them and healing REX.
 

Jerry the great

Banned deucer.
Pikaextreme's Eggrobo line
Kirbyrider1337's Sora
KeeganSkymin's paper Mario


Edit: OK, turned out at first I accidentally put down the wrong person for Sora, but I edited it to where it's the right person.
 
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