Pet Mod [Gen 8] Crossover Chaos

Pokémon: ***Monika*** (Death, since she was the death of the other 3 girls.)
Origin: Doki Doki Literature Club
Type: Normal
Abilities: Perish Body / Adaptability / Download
Stats: 70/70/60/140/60/100 (500)
Moves: Nasty Plot, Conversion, Conversion 2, Magic Coat, Trick Room, Partial Deletion, Perish Song, Imprision, Guidance, Command, Spacial Warp, Rewind, Alter Ego, Reanimate, Embargo, Trick Room, Magic Room, Wonder Room, Thunder Wave, Psych Up, Thunderbolt, Signal Beam, Trick, Last Resort, Sing, Scary Face, Hyper Voice, Destiny Bond, Heal Block, Future Sight, Reflect Type, Mean Look
New Move:
Partial Deletion: Normal, 100% Accuracy, 5 PP, Special, Bypasses immunities. Reduces HP by 75% and heals status conditions and positive stat changes on the target.
New Z-Move: Complete Erasure: Dark, Special, Ignores all stat buffs and protections. Wipes the opponent away, OHKOing them, but also OHKO the user before activating. 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. While Dark could work, pure-Normal works just fine, since Porygon exists. She does have a few Dark-type moves to at least do stuff like so, as well as a few restrictive moves like Thunder Wave. Thanos' Spacial Warp and Rewind, since she is able to do so. Partial Deletion is a thing she can do (and is most famous for it), while her Z-Move, Complete Erasure, does refer to her removal of playing DDLC after playing it the 1st time, but not before she disappears as well (mostly). A few sound-moves for reference of Your Reality, and also being the only character with voice lines in the game. Scary Face for that jumpscare moment, and the Orc's signature moves for her being the Literature Club president. Perish Song, does tie in with Your Reality as well. A few other strange and "techy" moves, including Thunderbolt and Porygon's signature moves and their abilities, should complete this.
Pokémon: ***Lance*** (War)
Origin: Epic Battle Fantasy 2
Type: Lance: Normal/Dark
Lancelot: Steel/Dark
Dark Lance: Dark
Abilities: Lance: Skill Link / Flareworker (Powers up Fire-type moves by 50%)
Lancelot: Skill Link / Repulsion (Neutralizing Gas Clone)
Dark Lance: Skill Link / Poison Point
Stats: Lance: 120/110/70/130/60/110 (600)
Lancelot: 120/110/140/130/60/110 (670)
Dark Lance: 120/150/70/160/60/110 (670)
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, Ice Coffin, Explosion, Electroweb, Guillotine,
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 by 50%, 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. Lancelot is Steel for his robot body, and Repulsion in relation to the unique status he gives to the party in his battle. He also have much higher Defense in that battle so there's that. Dark Lance is pure Dark since name, Poison Point for Zombie (I guess), and increased offenses thanks to the battle. Ice Coffin for Absolute Zero, Electroweb since I forgot, and Explosion since Lancelot explodes at the end of the fight, and also for Oblivion and Nuke.
Pokémon: Xehanort
Origin: Kingdom Hearts
Ability:
Dark Aura | Magic Bounce | [HA] Heart Locker (Normalize, but to the "Shadow" type instead, which acts in type effectiveness exactly the same as the "???" type, or in other words, hits eveything for neutral damage, but species with this typing or ability are resistant to it, such resistances may stack) | [Ultra] Seeker of Darkness (Fairy type Storm Drain, also renders the user immune to time-based moves like Stopga and Roar of Time)

Signature Items:
χ-Bladium Z: A Z-Crystal, allows Xehanort to enter "Ultra Burst" into Ultra Xehanort and unleash an special signature Z-Move, Kingdom Hearts
Xemnasium Z: A Z-Crystal, allows Xehanort to use the signature Z-Move, Ethereal Lasers

(The ones below are mainly to complement the "new" Shadow type, as Sketch users like Soma Cruz and Chibiterasu may use)
Shadium Z: A Z-Crystal, allows users of Shadow type moves to use the respective Shadow-type Z-Move, this Z-Crystal is universal for any species like how Firium Z is.
Shadow Plate: Boosts the power of Shadow type moves of the user by 20%, if held by Arceus, it becomes Arceus-Shadow, which is Shadow type.
Shadow Memory: Holder's Multi-Attack is Shadow type, if held by Silvally, it becomes Silvally-Shadow, which is Shadow type

Signature Moves:
χ-Blade Slash (Physical | Fairy | 100 BP | 100 Accuracy | 10 PP | Bypasses Protect and Substitute, 30% chance to inflict Heal Block on the target)
Ethereal Lasers (Special | Dark | 190 BP | - Accuracy | - PP | A signature Z-Move, must know Night Daze and hold a Xemnasium Z, 100% chance to flinch the target)
Shadow Rave (Special | Shadow | 70 BP | 100 Accuracy | 10 PP | No additional effect)
Shadow Rush (Physical | Shadow | 55 BP | 100 Accuracy | 10 PP | No additional effect)
Kingdom Hearts (Special | Fairy | 200 BP | - Accuracy | - PP | A signature Z-Move, must know Moonblast and hold a χ-Bladium Z, deals Shadow type damage)

Moves (Yes, they are that wide, you'll see later why)
Dark Pulse, Night Slash, Shadow Ball, Shadow Claw, Pursuit, Dazzling Gleam, Embargo, Memento, Nasty Plot, Night Daze, Parting Shot, Shadow Sneak, Hyperspace Hole, Spectral Thief, Fire Blast, Flamethrower, Thunder, Thunderbolt, Blizzard, Ice Beam, Hurricane, Defog, Whirlwind, Moonblast, Spirit Break, Play Rough, Fairy Lock, Floral Healing, Synthesis, Heart Swap, Gravity, Sacred Sword, Teleport, U-Turn, Mystical Fire, Close Combat, Superpower, Tri Attack, Swords Dance, Attack Order, Defend Order, Heal Order, Stopga and Stopza (See Mickey Mouse, the latter needs an Stopium Z), Knock Off, Switcheroo, Sleep Powder
The following are only if the user holds a χ-Bladium Z, which is separated in several sections to simplify the reasonings:
From X-Blade: Beat Up, Moongeist Beam, Phantom Force, Shadow Force, Cosmic Power, Photon Geyser, Stored Power, Heal Block, all signature moves
Larxene: Volt Tackle, Bolt Strike, Double Team, Eerie Impulse, Electrify, Electric Terrain, Electro Ball, Ion Deluge, Magnet Rise, Discharge, Plasma Fists, Thunder Punch, Zing Zap, Zippy Zap, Volt Switch, Sky Uppercut, Jump Kick, High Jump Kick, Stomp, Bounce, Agility
Axel: Blast Burn, Burn Up, Fire Pledge, Fire Spin, Flare Blitz, Heat Crash, Incinerate, Inferno, Magma Storm, Lava Plume, Overheat, Sunny Day, Flame Burst
Marluxia: Forest's Curse, Grass Pledge, Curse, Grass Knot, Grassy Terrain, Inky Terrain, Perish Song, Power Whip, Vine Whip, Snap Trap, Spiky Shield, Petal Blizzard, Confide, Rapid Spin, Sludge Wave, Scythe Slash (See Specter Knight)
Demyx: Bubble, Water Pledge, Bubble Beam, Hydro Pump, Liquidation, Scald, Water Spout, Sparkling Aria, Rain Dance, Revelation Dance
Lexaeus: Bulk Up, Body Press, Double-Edge, Tackle, Precipide Blades, Earthquake, Bulldoze, Dragon Dance
Vexen: Aurora Veil, Ice Shard, Freeze-Dry, Freezy Frost, Icy Wind, Glaciate, Hail, Ice Punch, Icicle Crash, Icicle Spear, Powder Snow, Crystal Spin (See Dewy)
Xigbar: Snipe Shot, Bullet Seed, Spacial Rend
Xaldin: Brave Bird, Aeroblast, Razor Wind
Xemnas: Reflect, Light Screen, Barrier
Saix: Moonblast, Outrage, Thrash, Fling, Moonlight
Xion: Psycho Cut, Judgement, Extreme Speed
Young Xehanort: Power Whip, Rewind (See Thanos), Roost
Vanitas: Astonish
Luxord: Trump Card, Trick


Stats:
(Base): 100 / 100 / 110 / 95 / 75 / 110 (590 BST)
(Ultra): 100 / 120 / 120 / 120 / 120 / 145 (725 BST)
Reasoning: Xehanort is a Dark type out of his wide affiliation with darkness. Fairy comes from his purpose of wanting to bring a perfect balance between light and darkness to everything with the χ-Blade, which falls well enought for the Fairy typing as we all know how light in KH removes darkness, similarly to how the Fairy type does to Dark and so on.

Dark Aura comes from how his aura can be, clearly enhancing darkness such as the time he did it on Terra
Magic Bounce comes from passive barriers he can do to deflect moves, such as the time he used it on Braig
Heart Locker comes from how he can lock the heart of himself and others for whatever purpoeses he wants, which also fits here for its effect out of what Shadow Pokémon fall as
Seeker of Darkness comes from how he can use the χ-Blade to drain out the light of those around him and turn himself even stronger in the process.

Lastly, for the movepool:

Well, as I said before, Xehanort gets an absurdly high amount of moves, he entered inside all of True Organization XIII and got all of their powers, which also includes Xemnas for the original Org. XIII, who also did the same, this why Xehanort got an insanely huge movepool based on each member, the movepool with the χ-Bladium Z obviously references the χ-Blade, an ancient device that allows the user to control Kingdom Hearts, and with that everything in the series' cosmology, which is why he gets such an high BST buff and so on.

Sample Sets
Get Norted
Xehanort @ χ-Bladium Z
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Night Daze
- Flamethrower / Roost
- Spectral Thief
A dual STAB combination of Dark and Fairy is unresisted by the entire meta bar the notable Zacian, Flamethrower is a solid coverage option that allows Xehanort to punish Zacian from directly switching in, while Roost provides reliable recovery, Spectral Thief is mainly to steal boosts from setup sweepers, most notably annoying Xerneas by basically stealing Geomancy from it.
Kee-Blaid! (Offensive Support)
Xehanort @ Life Orb/Expert Belt
Ability: Magic Bounce
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spirit Break
- Knock Off
- Sleep Powder / Stopga
- U-Turn
Just go around and abuse Spirit Break to force switches on special attackers, then also use Knock Off when you think the opponent is going to switch, or use Sleep Powder/Stopga to get some free turns to then freely switch in the respective counter and gain momentum further
Shadow Seeker (Physical and Special variants)
Xehanort @ Choice Scarf / Choice Band / Choice Specs
Ability: Heart Locker
EVs:
(Physical) 4 HP / 252 Atk / 252 Spe
(Special) 4 HP / 252 SpA / 252 Spe

(Physical) Jolly Nature
(Special) Timid Nature

@ Xemnasium Z / Choice Scarf / Choice Specs
- U-Turn
- Nasty Plot / Trick
- Night Daze
- Sleep Powder

Put something to sleep, setup then sweep, you may also use the one-time nuke of Ethereal Lasers when on a foe you can't just break so easily, it also bypasses Heart Locker BTW, you can also just put something to sleep then pivot out.
Trick may also be used if holding a Choice item instead.

@ Life Orb / Choice Scarf / Choice Band
- U-Turn / Swords Dance
- Shadow Sneak
- Spectral Thief
- Sleep Powder / Stopga / Switcheroo

Similar to the set above but this offers a lot of role compression by also keeping setup sweepers in potential check, Trick may also be used if holding a Choice item instead.
Dark Pivot
Xehanort @ Choice Scarf
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Switcheroo
- Spirit Break
- Knock Off
- Parting Shot
A pivoter that may also act as a setup supporter and can also pass its item to cripple someone.
Shadow Breaker
Xehanort @ Life Orb
Ability: Dark Aura / Magic Bounce
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Knock Off
- Spirit Break
- Swords Dance
- Roost / Agility
Thanks to great coverage, this set is possible, Magic Bounce may be choosen over for the other utilities it provides and also helps in being a better stallbreaker, while Agility helps to perform a Double Dance set to go well against offensive teams, setup support is appreciated.
Pokémon: Plaguebearer
Franchise/Origin: Town of Salem
Type: Poison/Dark (both forms)
Ability:
Plaguebearer: Pestilence
Pestilence: Invictus
Pestilence
Once all of the opponent's Pokémon are poisoned or badly poisoned, Plaguebearer transforms into Pestilence.
Invictus
Every other turn (like Truant), Pestilence is immune to damaging moves (not including status/moves like Infestation).
Notable moves: Baneful Bunker, Clear Smog, Poison Jab, Sludge Bomb, Toxic, Toxic Spikes, Venoshock, Flatter, Foul Play, Knock Off, Nasty Plot, Sucker Punch, Taunt, Throat Chop, Torment, Endure, Extreme Speed, Facade, Fake Out, Pain Split, Protect, Roar, Scary Face, Substitute, Yawn, Fire Blast, Heat Wave, Overheat, Will-O-Wisp, Scald, Giga Drain, Freeze-Dry, Haze, Drain Punch, Bulldoze, Earth Power, Earthquake, Defog, Calm Mind, Heal Block, Hypnosis, Trick, Curse, Destiny Bond, Hex, Night Shade, Shadow Ball, Shadow Claw, Shadow Sneak, Flash Cannon, Charm
Signature move:
Stats:
Plaguebearer: 83/53/97/67/101/73 (BST: 474)
Pestilence: 83/151/97/151/97/101 (BST: 680 (1st try boii))

Reasoning: Poison-type is kinda obvious, and Dark-type is because Plaguebearer/Pestilence is often associated with night/darkness in lore. Plaguebearer's ability (Pestilence) is based off of what happens when Plaguebearer infects every other alive player; they turn into Pestilence. Pestilence (in ToS) is immune to all attacks at night, and since night is half of the day cycle, Invictus makes Pestilence immune every other turn. Moves are based off of his lore, his appearance, and some other stuff.

Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
Pokemon: Ganondorf
Franchise/Origin: The Legend of Zelda
Type:
Dark.png
Ground.png


Abilities: Sturdy | Divine Power
Divine Power
: Each attack deals damage equal to 1/16 of the target's HP after the attack lands. (So using Earthquake would cause an additional 1/16 of the target's HP to be lost after the attack lands, while Taunt does not. Muti-hit moves only do this on the last hit.)
Moves: Earthquake, High Horsepower, Knock Off, Taunt, Torment, Sacred Sword, Night Slash, Slash, Body Press, Heavy Slam, Darkest Lariat, Heat Crash, Rain Dance, Hurricane, Dark Pulse, Shadow Ball, Earth Power, Fire Punch, Ice Punch, Thunder Punch, Flamethrower, Fire Blast, Surf, Hydro Pump, Thunderbolt, Thunder, Ice Beam, Blizzard, Double-Edge, Curse, Parting Shot, Warlock Punch, Mega Punch, Focus Punch, Sucker Punch, Nightmare, Phantom Force, Rest, Sleep Talk, Drain Punch
Signature Move: Warlock Punch: 150 BP, Dark, Physical, 5-8 PP, Makes contact, is punch-based. Has -1 priority. Z-move: 200 BP Black Hole Eclipse
Stats: 130/125/90/100/90/65 (600)
Justification: Dark is the stereotypical "evil" typing, while Ground represents the fact he hails from Gerudo Desert. High Horsepower is based off of the Dark Rider phase in Twilight Princess and his boar form, Sacred Sword and the other slash moves is because of his skill at sword combat, Body Press, Heavy Slam, Heat Crash and Darkest Lariat are due to his large size. Sturdy is based off of how he can survive what should be fatal blows, while Divine Power is based off of how he often has possession of the Triforce of Power. Rain Dance and Hurricane is based off of the point in Wind Waker when he cast an endless stormy night over the Great Sea. Him being a sorcerer represents Shadow Ball and Dark Pulse, with Earth Power being a mandatory special Ground STAB. The Scourge of the Divine Beasts in Breath of the Wild represent the elemental punches and the special Fire-, Water/Ice-, and Electric-type moves. Stats lean towards a slow physical tank. Special attack is still lower than Attack due to his preference for physical combat, as seen in Smash Bros. Warlock Punch is one of his special moves in Smash Bros. and is pretty much a stronger Falcon Punch. Sucker Punch (and Phantom Force, to an extent) is based off of the Forest Temple Phantom Ganon battle where he charges out of paintings, while Nightmare refers to the beginning of A Link Between Worlds, where he appears in a nightmare. Curse represents the death curse he put on Jabu Jabu and the Deku Tree in Ocarina of Time. Drain Punch and the rest of his punching moves are a nod to his Smash Bros incarnation, plus it gives him some form of recovery.
Pokemon: **Scorchbeast** (Pestilence)
Franchise: Fallout
Type: Poison/Flying
Ability: Irradiate
Custom Ability: Poison-type -ate clone
Notable Moves: Boomburst, Hyper Voice, Uproar, Sludge Wave, Sludge Bomb, Clear Smog, Hurricane, Cropdust, Air Slash, Earth Power, Heat Wave, Dragon Pulse, Dark Pulse, Psychic, Psyshock, U-Turn, Roost, Spore, Stun Spore, Toxic, Poison Gas, Toxic Spikes, Defog, Defend Order, Parting Shot, Taunt, Torment, Haze, Roar, Whirlwind
Custom Move: Cropdust (Flying-type Sludge Wave clone, including the poison chance and spread-move effect; powder move)
Stats: 120 / 60 / 70 / 120 / 60 / 140 (570 BST)

TL;DR: Scorchbeasts are eusocial mutant bats the size of busses that live symbiotically with a pathogenic fungus called the Scorched Plague. While they do have a few weak slashes and dashes, they mostly stick to two main methods of attack which I've chosen to focus on here: Cropdusting the area with radioactive fungal spores, and SCREAMING. Just. So much screaming. Irradiate combines both behaviours and gives me the opportunity for a great pun, while Cropdust is a 1:1 conversion of the real attack. Most of the other moves are simply STAB or represent their main attacks - lots of sound, spore and poison-spreading moves - with a few exceptions; Psychic, Psyshock and Defend Order represent their apparent control over the hivemind induced in the Plague's zombie-like victims, Earth Power represents the fumarolic eruptions that signal when they're about to surface from their underground hive, and Heat Wave represents their preference for hot, burning or radioactive areas.

SKREEEEE (Choice Specs)
Scorchbeast @ Choice Specs
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Cropdust / Earth Power
- Heat Wave / Earth Power
- Parting Shot / U-Turn

What do you do when you see something with 120 SpA, 140 Speed and STAB -ate Boomburst? You slap Choice Specs on her. Duh.

SKREEEEE (Non-Choiced)
Scorchbeast @ Life Orb / Heavy-Duty Boots
Ability: Irradiate
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Boomburst
- Earth Power / Heat Wave
- Parting Shot / U-Turn / Spore / Toxic / Taunt / Toxic Spikes / Defog
- Roost

Alternatively, you could take advantage of her reliable recovery and infinite support movepool with a non-Choiced set. Pivot, spread status, stallbreak, set hazards, remove hazards, pick your literal Poison.

Mega Scorchbeast (designed for Ubers)

Pokemon: Scorchbeast Queen (Mega Scorchbeast)
Mega Stone: Ultracite
Type: Poison/Flying
Ability: Corrosion
Stats: 120 / 50 (-10) / 140 (+70) / 110 (-10) / 130 (+70) / 120 (-20) (670 BST)

The big, blind bastard herself. I thought about making her a G-Max form (being about the right size - pictures to scale), but it makes more flavor sense to change her from an offensive menace to a defensive one; Scorchbeast queens are slower than common workers, but make up for it by making Giratina look frail. Sometimes, she won't even bother trying to attack, instead being perfectly happy to chill out in the nuke blast zone while your bullets bounce off and the timer ticks down. So here's a 120/140/130 Corrosion abuser with 120 Speed and reliable recovery that can't be poisoned or Arena Trapped. Look, if everybody else gets to sub broken bullshit from games only ten people play, so do I. XP

Scorchbeast @ Ultracite
Ability: Irradiate
EVs: 252 HP / 252 Spe / 4 SpD
Timid Nature
- Cropdust
- Substitute / Protect / Taunt
- Toxic
- Roost

Toxic Stall: The Pokemon.
Pokémon: Yamame Kurodani (Theme: Pestilence)
Franchise/Origin: Touhou Project
Type: Bug/Poison
Ability: Manipulation of Illness
Signature Ability: Manipulation of Illness- If Yamame would poison or badly poison a Pokemon that is immune to poisoning, that Pokemon is paralysed instead. If the target cannot be paralysed either, it is put to sleep. This ability has no effect on Poison-type Pokemon.
Notable moves: Capture Web, Toxic Thread, Toxic, Sticky Web, Toxic Spikes, Spider Web, Gunk Shot, Infestation, Dig, etc.
Signature move: Capture Web- Bug-type, Physical, 80BP, 100 Accuracy, 10 PP. Traps the target.
Stats: 110 HP/70 Atk/90 Def/30 SpA/100 SpD/30 Spe (BST: 430)

Reasoning: Yamame Kurodani is a Tsuchigumo (lit. Earth Spider) who first appears in Subterranean Animism. Her ability is the ability to manipulate illness and diseases, so the obvious typing for her is Bug/Poison. Not a great type, but her ability to manipulate illness does make her unrivalled at spreading status to anything that ISN'T a poison-type. Steel-types or Pokemon with Immunity are in for a nasty surprise when they try to absorb a Toxic Thread or Toxic thinking they're safe when they suddenly get hit with a nasty paralysis (or even worse, for 'mons like Magnezone, sleep). Yamame's approach to Danmaku in SA is a slow, methodical approach- boxing the enemy in while suffocating them with clouds of disease, so this would naturally lend itself well to a stall playstyle.

...That's it. No huge paragraph going into every little detail- Yamame's pretty self-explanatory. The main issue was whether to make her typing Bug/Ground, Ground/Poison or Bug/Poison, really.
Pokémon: Saffron
Franchise/Origin: One Step From Eden
Type: Normal
Ability: Simple/Drawing Dead(HA)
Signature Ability: Drawing Dead- User's off-type moves have 50% increased base power.
Notable moves: Thunderbolt, Ice Beam, Flamethrower, Flash Cannon, Moonblast, Step Slash, Kinetic Wave, Moonblast, Sacred Fire, Icicle Crash, Guillotine (lol), Sludge Bomb, Gunk Shot, Hyper Beam, Tri-Attack, Nasty Plot, Swords Dance, Protect, Cosmic Power, Reflect, Light Screen Night Slash, Sacred Sword, X-Scissor Aura Sphere, Grassy/Misty/Psychic/Electric Terrain, Whirlwind, Hurricane, EXPLOSION!, Spikes, Stealth Rock, Caltrops, Stone Edge, Rock Tomb, etc. (Basically, huge amounts of coverage)
Signature moves
Step Slash- Normal-Type, Base 100 Power, 100 Accuracy, Physical, 10PP. No additional effects.
Kinetic Wave- Water-type, Base 65 Power, 90 Accuracy, Special, 15PP. -1 Priority. Forces the opponent to switch to a random Pokemon.
G-Max Move: G-Max Ragnarok- replaces Max Strike. Removes all field effects except for Stealth Rock (i.e. Tailwind, Mist, Safeguard, Screens, Grounded Hazards, etc) as well as Terrain effects.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)

Reasoning: Saffron's stats and typing were easy to figure out- as a jack of all trades who can specialise any way she wants, there was really no way she wasn't going to be a Normal-type with Mew-like stats. Her abilities cater to this adaptability side of her as well (Simple working better on defensive sets with Cosmic Power, though it can also be construed as a reference to her Chrono loadout allowing her an easier time to set things up by slowing time), with her hidden ability, Drawing Dead, letting her essentially have STAB on everything. The name, 'Drawing Dead', actually comes from her leitmotif. This further lets her specialise however she wants- not just in stats, but in moveset as well.

All of Saffron's moves have some form of basis in her home game, be they obvious ones like the Fire- and Ice-type coverage referencing all of the Fire and Ice spells at her disposal from the Anima tree (alongside Tri-Attack and Thunderbolt, which represent the tree's third main set of spells- thunder spells), Poison-type coverage representing that aspect of the Miseri tree of spells, Swords Dance and Nasty Plot to represent Convergence's set-up focus, Cosmic Power, Reflect and Light Screen representing Phalanx's focus on shields and defense, Night Slash, Sacred Sword, X-Scissor and her signature Step Slash representing the focus on slashing weapons afforded by the Slashfik Focus (Step Slash itself being a spell basically ported from OSFE- a high damage, fast spell), Terrain alteration from Hearth spells (The Terrain Moves and Entry Hazards), and even phasing via her other signature move, Kinetic Wave, to represent the Kinesys' focus on disrupting enemy positioning. The reason why Kinetic Wave and Step Slash were chosen to be ported as signature moves, though, is simple: Alongside Frostbolt (Ice Beam/Icicle Crash) and Thunder (Thunderbolt), they make up the four spells that Saffron's default loadout begins any given run in.

With that being said, while Saffron has no real weaknesses, she doesn't really have any real strengths either. Base 100 in all stats is passable, but nothing special, and with her, just as it is with Mew, it's unpredictability or bust.

Saffron's unique G-Max Move is based on the Ragnarok Spell from the Slashfik tree in her source game, which calls down a giant sword to deal massive damage and destroy the tile it hits, hence why it blows away all field effects except for the sneaky pebbles. This does include your own entry hazards, so be careful!
 
Ninetales Dragons said:
KirbyRider1337's Yamame Kurodan
Oh god damn it. How did I not see he'd already subbed for that character!?

Anyway, here are my votes...

Cookie Butter's Dungeon Guardian
Neosonic97's Saffron
Pseudoridge's Plaguebearer
 
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Congratulations to Pika Xreme, KirbyRider1337 and Neosonic97 for winning with Wither, Star Breaker and Saffron. KirbyRider1337 has earned the title, Mario and Sonic at the (post-poned) Tokyo Olympic Games, and Neosonic97 has earned the title, Parodius.

As always submissions for the current slate close in one week.
Have fun!​
 
Mega Man regional variant (EDIT: reworked)
2598105-3819367226-MegaM.jpg

Pokémon: Mega Man-EXE
Type: Normal
Ability: RKS System / Double Soul*
*Illusion variant: Upon switching in, the user gains a secondary type to match the primary type of the Pokémon in the last slot of the user's party (if applicable, and only if the type differs from the user's primary type). This effect lasts five turns or until the user switches out.
Signature Move: Charged EXE Buster - Normal, Special, 90 BP, 100% Acc, 15 BP | Changes type based on the user's secondary (or only) type.
Other Moves: Assist, all TM/HM/TR/Tutor moves from GSC onward
Z-Move: Program Advance - Normal, Other | The user uses its entire moveset (except Assist) in one turn. | Base: Assist | Z-Crystal: Megamanium Z
Stats: 82/109/89/125/95/100 | 600 BST (-20 HP, +10 Atk, +5 SpD, +5 Spe)
Reasoning: Mega Man Battle Network originated in 2001, between Gold/Silver and Ruby/Sapphire. Bobsican recently said that one of the only good reasons for a Mew-like movepool is "there being something like TMs in-universe," and I'd say that Battle Chips fit the bill. MegaMan.EXE is a human reincarnated as data, thus pure Normal (thanks, Porygon). RKS System translates from Style Change, a mechanic in Battle Network 3 (which may have originated earlier, I dunno; I've only played 3-5). Double Soul, introduced in BN4, is similar to Style Change, except it's a temporary fusion with a specific NetNavi. A Program Advance occurs when certain Battle Chips are loaded in a certain order (e.g. Sword + Wide Sword + Long Sword = Life Sword). Assist is based on a variety of Battle Chip that can call upon another Navi.

Bringing back this armor ghost (taking "Revenant" literally, if you will) with a couple of tweaks.
200

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 leaves its body to possess another. | The user switches out. It and its replacement are cured of status conditions, and its replacement is affected by Safeguard and Trick-or-Treat, which both wear off at the same time: in five turns or if the replacement switches out.
  • 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: 120/80/120/50/120/50 | 540 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.
 
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"It's my solo debut on the battle lines, see?"
IMG_20200508_231141.jpg

Pokemon: Popple
Origin: Mario & Luigi: Superstar saga
Type: Normal
Abilities: Quick Feet/Treasure Mastery (see wario)
Stats: 150/82/50/82/50/120 (534 BST)
Moves: Thief, Flame Charge, Glare, Scary Face, Pay Day, Headbutt, tackle, focus punch, Pyro Ball, mega kick, recover, heal pulse, toxic, rain of pain
Description of new move: 30 power, 8 PP, 100% accuracy, normal type. Hits 2-5 times. Special attack.
Reasoning: All his stats are based off official stats of his in the first and second battle against him (minus speed, which is based off the third and fourth against him) in the original superstar saga. Quick feet is because he often runs away when you defeat Rookie/Birdo without defeating him, and he tends to run away after successfully stealing something, as seen in the superstar saga remake for example. Treasure Mastery is because he's ALWAYS on the look for treasure. Such includes him going after the beanstar in Woohoo University, going after the chockola reserve, and other examples. Since he's so focused on getting treasure, I figured I'd put that into account. He's a normal type because he's really your stereotypical thief that says see all the time. Glare and Scary Face represent his expressions when angry, pyro ball is because he kicks soccer balls as an attack in dream team, and Cinderace's animation for it in swsh portrays the move like a soccer ball. Flame Charge is because his Rookie in the second battle turns him on fire, then throws him at you. Headbutt and tackle represent his main way of attacking. Thief is more than just because of him being a thief, it's also there because he occasionally tries to steal healing items from you, and he also tries to use them to heal himself or his Rookie, which explains recover and heal pulse. Heal pulse is also explained by him sometimes throwing healing items at you in his 3rd battle (and fourth in the remake) when using his moneybag attack. That money bag attack also explains pay day and toxic, as he sometimes throws coins and poison mushrooms. Mega kick is because he can kick literal bricks open by kicking them as seen in dream team, and focus punch is because he has an attack in dream team that involves charging his punch, then attacking. To add onto that, you stop him from using it by hitting him with your hammer before he uses it. So it's basically focus punch in Mario and Luigi RPG form. Rain of Pain comes from Bowser's minions. It's the literal name of his captain command or charged attack or whatever it was where he attacks. It's a move that involves throwing 2-5 hammers depending on how you time it in the game itself (which we know as he's not the only character that throws hammers and has that attack at the same time) which explains why it hits 2-5 times. It also tends to be weak if you press no button at all which is why it only has 30 power, but very strong if you get an excellent ranking, so that's replicated by where if it hits 2 times it's not that devastating, but if it hits 5 times, you're in for some serious damage. Normal type is because they're just standard hammers being thrown at you rapidly.

If you see anything problematic about this, let me know on my profile or by conversation. I won't be doing it in this thread to avoid clogging it.
 
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Resub, since I’m a little bit disappointed (maybe disappointed is not the right word here, IDK) that I did not win, but I’m unsure what else to do.
340px-OoT_Ganondorf_Artwork.png

Pokemon: Ganondorf
Franchise/Origin: The Legend of Zelda
Type:
Dark.png
Ground.png

Abilities: Sturdy | Divine Power
Divine Power
: Each attack deals damage equal to 1/16 of the target's HP after the attack lands. (So using Earthquake would cause an additional 1/16 of the target's HP to be lost after the attack lands, while Taunt does not. Multi-hit moves only do this on the last hit.)
Moves: Earthquake, High Horsepower, Knock Off, Taunt, Torment, Sacred Sword, Night Slash, Slash, Body Press, Heavy Slam, Darkest Lariat, Heat Crash, Rain Dance, Hurricane, Dark Pulse, Shadow Ball, Earth Power, Fire Punch, Ice Punch, Thunder Punch, Double-Edge, Curse, Parting Shot, Warlock Punch, Mega Punch, Focus Punch, Sucker Punch, Nightmare, Phantom Force, Rest, Sleep Talk, Drain Punch
Signature Move: Warlock Punch: 150 BP, Dark, Physical, 5-8 PP, Makes contact, is punch-based. Has -1 priority. Z-move: 200 BP Black Hole Eclipse
Stats: 130/125/90/100/90/65 (600)
Justification: Dark is the stereotypical "evil" typing, while Ground represents the fact he hails from Gerudo Desert. High Horsepower is based off of the Dark Rider phase in Twilight Princess and his boar form, Sacred Sword and the other slash moves is because of his skill at sword combat as seen with his final Dark Lord phase in Twilight Princess, Body Press, Heavy Slam, Heat Crash and Darkest Lariat are due to his large size. Sturdy is based off of how he can survive what should be fatal blows, while Divine Power is based off of how he often has possession of the Triforce of Power. Rain Dance and Hurricane is based off of the point in Wind Waker when he cast an endless stormy night over the Great Sea. Him being a sorcerer represents Shadow Ball and Dark Pulse, with Earth Power being a mandatory special Ground STAB. Stats lean towards a slow physical tank. Special attack is still lower than Attack due to his preference for physical combat, as seen in Smash Bros. Warlock Punch is one of his special moves in Smash Bros. and is pretty much a stronger Falcon Punch. Parting Shot is because of his parting words when you kill him. Sucker Punch (and Phantom Force, to an extent) is based off of the Forest Temple Phantom Ganon battle where he charges out of paintings, while Nightmare refers to the beginning of A Link Between Worlds, where he appears in a nightmare. Curse represents the death curse he put on Jabu Jabu and the Deku Tree in Ocarina of Time. Drain Punch and the rest of his punching moves are a nod to his Smash Bros incarnation, plus it gives him some form of recovery.

It just disappoints me to see votes yet not win. Maybe it’s just a me thing, IDK.
 
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iu

Born in a world of strife!
Against the odds,
we choose to fight!
Blossom Dance!

Pokémon: Dunban
Franchise/Origin:
Xenoblade Chronicles
Type: Fighting/Normal

Ability: Defiant, Inner Peace
Inner Peace: If Pokemon is not holding an item, all stats boosted by x1.2
Notable moves: Blossom Dance, sword-based moves, Swords Dance, Air Slash, Thunder Punch, Aromatherapy, Lock On, Double Iron Bash, Heat Wave, Thunder, Taunt, Petal Dance
Blossom Dance:
fighting.gif
|
physical.png
| 25
BP | 5(8) PP | Hits 4 times | 10% chance to inflict Bleed (lose 6.25% HP per turn for five turns) each hit

Stats: 105/132/60/83/42/152 (574 BST)

Reasoning: Dunban was one of the heroes that fought at the Battle of Sword Valley against the Mechon where he wielded the Monado for which he sustained a paralysing injury to his right arm. Despite this he decides to join Shulk a year later on his adventure where he show that he is a complete badass by fighting with literally one arm behind his back and scaling sheer cliff faces using just one hand. Dunban's main combat role in Xenoblade Chronicles is being a dodge tank where he utilises his abilities and high agility to dodge enemy attacks while maintaining aggro. His range of arts he can use are represented in his move list and range from attacks dealing physical damage, ether damage, drawing aggro from enemies and healing party members of status effects. Dunban has a few skills, one of which is called Inner Peace, that only activate when he's wearing no armour, often referred to as the 'Naked Dunban' build. When activated these skills increase his stats. At the end of the game he 100% bones the Machina doctor.
 
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latest

He's back...with a vengeance. The darkest shadow of the strongest warrior. Sealed in the labyrinth of the mirror for aeons, this dark knight has returned with one thing on his mind... Revenge!
Pokémon: Dark Meta Knight (Can be a Regional Variant for Meta Knight)
Franchise: Kirby
Type: Steel/Dark
Abilities: Mirror Armor / Knightmare (From Meta Knight. DMK's slashing moves have x1.3 power and ignore immunities.)
Notable moves: Aerial Ace, Night Slash, Drill Run, Mirror Shot, Mirror Coat, Magic Coat, Mach Tornado (From Meta Knight), Dark Pulse, Steel Wing, Fury Cutter, Sacred Sword, Throat Chop, Double Team, Brutal Swing, Hurricane, Fly, Psycho Cut, Protect, Stone Edge
Signature move: Blade Burst (Steel-type Stone Edge. Slash-based. Still not contact.)
Stats: 80/130/80/120/80/110 [BST 600] (Same as MK's, but with Attack -> SpA -> Speed -> Attack)

Reasoning: Dark because he's much more brutal and cunning than his counterpart from Kirby's world, having foregone all sense of honor in favor of pragmatism and brutality. Steel because he's covered in armor, attacks with giant metal blades protruding from mirrors, and seems to be made of mirror himself, with Mirror Shot being Steel and a good number of mirrors having some metal in them, Mirror Armor also tying into this. He can make a Mach Tornado that sweeps the screen in his Dedede Tour boss fight, as well as making false clones of himself and even attacking with a dark sword beam if he's full on health. (Dark Pulse is still operational below full because most Dark-types get that.) Mirror Coat and Magic Coat are both able to tie into mirrors, as can Mirror Shot. Aerial Ace, Steel Wing, and Fly because he can fly just like his counterpart. And just like his parallel counterpart, he too has his own Galaxia, the Galaxia in question being silver in contrast to the other's golden coloration, so that's Sacred Sword. Blade Burst is based on his attack, where multiple massive swords protrude out of mirrors to strike enemies above the mirrors (and around DMK). Other stuff is based off of his arsenal in Star Allies and Triple Deluxe.
And this is actually a very good game, but it's quite difficult to translate into Pokémon. Regardless, have this.
latest

AHAHAHAHA! FOOOOOOOOOOOOOOOOOOOOOLLLLLLLL!!
Pokémon: The Snatcher
Origin: A Hat in Time
Type: Ghost
Abilities: Broken Potion (Renamed Disguise. Snatcher's vulnerable form is Snatcher-Blue.) (Flavor: The first attack to hit Snatcher breaks a potion, getting some blue on him. The attack also manages to land a bit of damage on him, but not much.)
Notable moves: Potion Throw (From Plague Knight), Fling, Shadow Ball, Dark Pulse, Shadow Sneak, Phantom Force, Lock-On, Psychic, Telekinesis, Rain Dance, Minimize, Thunderbolt, Thunder, Earth Power, Double Team, Bulldoze, Grass Knot, Attack Order, Infestation, Outrage, Spectral Thief, Nasty Plot, Seed Bomb
Stats: 50/95/70/125/115/80 [BST 535]

Reasoning: Ghost due to being a shadowy entity with death powers. He also was once a human, undergoing his transformation after a misunderstanding when his lover spotted him buying flowers from some woman for her, the poor princess thinking it wasn't just a transaction. Broken Potion because he's invulnerable during the first half of the fight, the second half kicking in once one of the blue potions fails to detonate on impact and said potion is thrown back at him. Potion Throw and Fling because he throws potions at you. Shadow Ball and Dark Pulse because he can use darkness powers and hey it's STAB. Shadow Sneak because he makes swift movements phasing in and out of the ground in his boss fight, as well as one of his attacks having two Snatchers, where you have to hit the right one instead of a fake (that's Double Team), and Phantom Force because he can phase in and out of the ground. Lock-On because of the reticles appearing on the ground in his boss fight and how he keeps one of those potions above you for a little while until it finally crashes into the ground. Psychic and Telekinesis due to handling said potions, Rain Dance because the places where Hat Kid goes to collect his contracts are somewhat stormy, Minimize because he can change his own size at will, Thunderbolt and Thunder because in Death Wish mode, Some of his ultimate form's lasers spread electricity, and the beams that strike Hat Kid to collect her soul are reminiscent of lightning. Earth Power because of said lasers, Bulldoze because he can emerge from the ground and trips Hat Kid whenever he does, Grass Knot because dark, thorny plants mark where you collect the last three contracts, Attack Order and Infestation because he uses his own minions in his fight, Outrage is Imperial Rage and testing his patience is a bad idea, Spectral Thief because he can steal souls via deals and can pull off trickery, then Nasty Plot because of his dealmaking shenanigans and general demeanor. Seed Bomb because he summons exploding apples when Hat Kid is facing off against the final boss.
In the meantime have a resub
07Yuyuko2.png

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

"...That's not a flower. Order all the employees nearby to evacuate immediately."
Pokémon: Meat Lantern
Origin: Lobotomy Corporation
Type: Ground/Grass
Abilities: Arena Trap / Strong Jaw
Notable moves: Snap Trap. That's it. This is the only vanilla move it gets.
Signature move: Snare Chomp (Ground-type 150BP, 100% Accurate move. Physical and Contact, boosted by Strong Jaw. Fails if user wasn't struck by a contact move; Works like Shell Trap)
Stats: 80/200/55/30/100/35 [BST 500]
Reasoning: BST is in line with a TETH-level Abnormality, which being the second of the five threat levels could fit in the "Upper 400s-Lowest 500s" range. Attack is extremely high because it hits even harder than the most dangerous ALEPH (READ: Top threat level for an Abnormality) in its damage category (Red would equate to Physical, White to Special; Said ALEPH is one of the most dangerous to deal with once loose and hits for 300 red damage. Meat Lantern by comparison hits for red 500. This is one of the few "pseudo-instakills" that don't ignore durability.), and Defense and Special Defense are from dividing 80 by its multipliers against Red and White damage, respectively. Its HP is somewhat high for TETH standards, but not too high comparing the other tiers to it. Its horribly limited movepool is because it just waits there and can be camped out by ranged employees. Then Ground/Grass because it's underground and its lure resembles a flower, Arena Trap because that ability's Japanese name is Antlion, Strong Jaw because chomp.
 
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latest

Pokémon: Aunt Arctic
Franchise: Club Penguin
Type:
Ice.png


Ability: Ask Aunt Arctic (When the user is hit with any move, they gain one Advice. They can have up to five Advice. The same move can't give the user more than one Advice. If the user switches out while having at least two Advice, an Advice Column is created, and every move that gave the user Advice is disabled for every Pokemon. When an Advice Column is created, the previous one is removed.)
Moves: Report, Edit, Hot Cup of Tea (see Iroh), Ice Punch, Icicle Spear, Ice Shard, Ice Beam, Blizzard, Drill Peck, Psychic, Hail
Stats: 88 HP/75 Atk/68 Def/100 SpA/115 SpD/43 Spe (489 BST)

Report |
Normal.png
|
Status.png
| 32 PP | 100% | The target has their Ability and moves revealed.
Edit |
Normal.png
|
Special.png
| 8 PP | 100% | This move's BP equals half the BP of the user's other attacks, combined. Disabled moves and moves without PP remaining aren't added.
Aunt Arctic @ Leftovers
Ability: Ask Aunt Arctic
EVs: 240 HP / 16 SpA / 252 SpD
Calm Nature
- Psychic
- Report
- Hot Cup of Tea
- Ice Beam

Reasoning: Aunt Arctic is a penguin that lives in Club Penguin. She is a reporter, and the editor of Club Penguin Times, Club Penguin's official newspaper. She runs an advice column called Ask Aunt Arctic, where she answers questions sent into her when penguins are having trouble. She calls tea her favorite snack.

latest

Pokémon: Director
Type:
Ice.png


Ability: Commando Leader (see Skipper)
Moves: Command (see Orc Eye of Gruumsh), Ice Punch, Icicle Spear, Ice Shard, Ice Beam, Blizzard, Dark Pulse, Knock Off, Shadow Ball, Shadow Punch, Shadow Sneak, Night Shade, Drill Peck, Psychic, Instruct, Calm Mind, Parting Shot, Encore
Stats: 88 HP/100 Atk/115 Def/75 SpA/68 SpD/43 Spe (489 BST)

Director @ Leftovers
Ability: Commando Leader
EVs: 240 HP / 16 SpA / 252 SpD
Calm Nature
- Command
- Parting Shot
- Encore
- Ice Beam / Psychic
Reasoning: Aunt Arctic was revealed to be the Director, who leads the Elite Penguin Force, or EPF. The EPF is a secret agency of penguins that do missions, being commanded by the Director. The Director always hid her identity before the reveal, appearing in shade.
240

Pokémon: Betilla
Franchise: Rayman
Type:
Fairy.png
Flying.png


Ability: Magician | [HA] Calm Hover (see Bloom)
Moves: Magic Poof, Dazzling Gleam, Moonblast, Air Slash, Flash Cannon, Thunderbolt, Thunder, Psychic, Signal Beam, Ancient Power, Moonlight, Defog, Roost, Calm Mind, Teleport, Trick, Magic Powder, Thunder Wave, Worry Seed, Simple Beam
Stats: 88 HP/65 Atk/65 Def/104 SpA/129 SpD/104 Spe (555 BST)

Magic Poof |
Fairy.png
|
Status.png
| 16 PP | Fails if the user holds an item. The user randomly gains a Leftovers, Heavy-Duty Boots, Life Orb, Eject Button, Red Card or Rocky Helmet.

Betilla @ Heavy-Duty Boots
Ability: Calm Hover
EVs: 252 HP / 200 SpA / 56 SpD
Modest Nature
- Flash Cannon
- Roost
- Air Slash
- Defog
Reasoning: Betilla is the fairy who created Rayman, along with her sisters, by weaving moonbeams. She can use magic to attack with lightning and teleport. She can also summon random things with a magical poof. In Rayman Origins, she meditates with her sisters to summon the magic of her ancestors. She is able to give Rayman assorted powers.
Beatrice Rappacini.PNG

Pokémon: Pauline
Franchise: Donkey Kong
Type:
Normal.png


Ability: Lost Items (When hit with any attack, the user uses Fling on the attacker.)
Moves: Showstopper, Mini Mario, Rapid Spin, Hyper Voice, Uproar, Draining Kiss, Dazzling Gleam, Bounce, Jump Kick, Sing, Perish Song, Sweet Kiss, Lovely Kiss
Stats: 82 HP/72 Atk/72 Def/100 SpA/82 SpD/77 Spe (485 BST)

Showstopper |
Steel.png
|
Status.png
| 16 PP | This works like Fly, but on the second turn, the user uses any move instead of dealing damage with this move.
Mini Mario |
Steel.png
|
Status.png
| 32 PP | Fails if the user holds an item. The last item that was consumed by or removed from a Pokemon will be given to the user.

Pauline @ Light Ball / Flame Orb
Ability: Lost Items
EVs: 252 HP / 4 SpA / 252 SpD
Modest Nature
- Showstopper
- Perish Song
- Mini Mario
- Hyper Voice
Reasoning: Pauline is a singer, with her most famous song being Jump Up, Super Star. She was captured by Cranky Kong, causing her to lose her items, which are spread across the levels. Mini Marios are tiny Mario toys that Pauline sometimes uses. Showstopper is Pauline's special tennis shot, where a building raises her into the air before she hits the ball.
 
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"Kill them... kill them all!"

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

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

"You will never touch this world again. In Mother's name, I swear it!"
Pokémon: Alucard
Type: Dark/Fairy
Ability: Intimidate/Pressure
Moves: Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Night Slash, Knock Off, Dazzling Gleam, Draining Kiss, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Swords Dance, Nasty Plot, Drain Punch, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Air Slash, Cross Poison, Psycho Cut, Shadow Claw, X-Scissor, Transform, Giga Drain
Z-Move:
Stats: 120/100/120/100/120/130

Reasoning: The Dark/Fairy comes from his greatest powers, his dark magic and vampirism. Intimidate and Pressure is his overwhelming presence. His wide movepool comes from his wide array of magic, and his sword skills. Transform comes from his ability to transform into animals. His stats revolve around his vampire toughness and superhuman speed and sense.

"CONGRATULATIONS! YOU FOUND ALL 7 NOTEBOOKS! NOW ALL YOU NEED TO DO IS: GET OUT WHILE YOU STILL CAN!!! HEH-HEEEEEEEH!"

Pokémon: Baldi
Type: Normal
Ability: Anger Point/Speed Boost
H. Ability: I Hear you! - Anytime a Sound move is used with Baldi on the field, Baldi locks on to the user and cannot miss them until either switch out. However, sound attacks directed at him deal 1.5x damage.
Moves: Return, Facade, Quick Attack, Fake Out, Stockpile, Swallow, Spit Up, Swords Dance, Knock Off, Acrobatics, Barrage, Hyper Beam, Hyper Voice, Boomburst, U-Turn, Lunge, Beat Up, Taunt, Glare, Guillotine, Horn Drill, Protect
Stats: 90/135/105/60/105/105

Reasoning: Normal because he's just a violent math teacher from a kindergarten game. Anger Point because he gets angry every time a child gets a math problem wrong. Speed Boost because he gets faster and faster with every incorrect answer. He is very good at hunting by hearing and will know whenever the player makes noise. This also means, unfortunately for Baldi, that he can't deal well with loud and constant noise. He also has two instant kill moves because he kills you instantly when he gets you.

"I ALWAYS COME BACK."

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

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

Pokémon: Drizzler
Regional Variant: Lesser Salmonids
Franchise/Origin: Splatoon 2
Typing: Steel/Poison
Ability: Umbrella Contraption: (Drizzler only) Immune to Ground. When this Pokemon is hit by an attack, Toxic Cloud begins and Drizzler changes to Upside-Down form. When in Upside-Down form, loses immunity to Ground and Poison for that turn and the next. Turns back to regular form afterwards.
Toxic Clouds: Same as GLaDOS. This damages Pokémon for 1/16th of their HP at the end of each turn, unless they're Poison, Ghost, or Steel-type, or have the abilities Poison Heal or Immunity. Lasts for 5 turns (8 if Toxic Rock is held).
Moves: Physical: Bounce, Gunk Shot, Poison Jab, Gyro Ball, Smart Strike
Special: Tide Shift (same as Lesser Salmonids), Surf, Acid Spray, Sludge Wave, Infestation
Status: Inky Terrain (same as Inkling/Lesser Salmonids), Defog, Toxic, Splash, Flail, Minimize, Soak, Lock-On, Focus Energy, Soft-Boiled, Toxic Spikes, Iron Defense
Tide Shift: Water-type U-Turn clone.
Stats: 150/63/92/73/82/35 (495)
Reasoning:
  • Type: Poison-type because Drizzlers are ink-splattering Salmonids who come from irradiated waters. Steel because they use machine umbrellas to become "essentially impervious to ink" as the Salmonid Field Guide puts it.
  • Abilities: Umbrella Contraption is based on the Drizzler's movement and attack patterns, where it will fly until encountering a nearby player. It losing the immunity to Poison represents how it's "susceptible to (ink) attack immediately after it fires." Toxic Clouds effect comes from the Drizzler Missiles setting Ink Storms (only Salmonid who does this), but they only shoot them when the player is in close proximity.
  • Stats: HP stat is based on Drizzler's HP in-game compared to Inklings and Lesser Salmonids who are already in. Speed is low because they really don't move often and even the slow attack pattern makes it vulnerable. Rest is based on his looks.
  • Moves: Soft-Boiled because they literally drop eggs (two types, even).
Here is the concept art of Drizzler depicting most stuff covered in the sub.
Drizzler_concept_art.PNG
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Pokémon: Kikuri
Franchise/Origin: Touhou 1
Typing: Steel/Fire
Ability: Serene Grace / Magic Bounce / Levitate
Moves: Physical: Magnet Bomb, Metal Burst
Special: Flash Cannon, Fire Spin, Inferno, Lava Plume, Signal Beam, Mystical Fire, Fire Pledge, Mirror Shot, Mirror Coat, Power Gem, Moonblast, Judgement, Red Tears (Same as Zero/Hush)
Status: Will-o-Wisp, Iron Defense, Rock Polish, Moonlight
Red Tears: Special, Poison, 95 BP, 100% accuracy, 15/24 PP, independent 20% chances to lower target's Attack by 1 and to flinch.
Stats: 100/70/110/100/120/70 (570)
Reasoning:
  • Type: Kikuri is a goddess inhibiting a large bronze disc with a fiery aura around it. She can be encountered at the Rotting World of Flames section of Hell and attacks with things that look like will-o-wisps.
  • Abilities: Serene Grace is called Heavenly Blessing in Japanese, Kikuri is a goddess, she is pretty serene as well just looking at her artwork. Magic Bounce is called Magic Mirror in Japanese, and she is literally inhibiting a magic mirror. Her theme is even called Magic Mirror. Levitate because she levitates in both of her two official appearances.
  • Stats: 570 BST because she's a goddess and penultimate boss of her game, but since she doesn't have a profile, not much is known about her to give her much higher or lower BST. Kikuri is nearly immobile in her boss fight, with her only movement being levitating up and down, but this may be due to software limitations, so Speed isn't that much lower than other stats. Her stat spread is similar to Bronzor line's and Heatran's, as I think those are the closest realmons to her.
  • Moves: Fire moves because of the same reason she has the type in the first place. Steel moves because she's a Steel type and because she fires danmaku which are similar to those Steel moves (i.e. Magnet Bomb animation is a bunch of small balls and the move doesn't miss, it represents Kikuri's homing attack which is also a bunch of small balls). Beam moves because danmaku beams. Moon moves because her in-game title is 'HellMoon' (this reasoning also applies to Lava Plume and Inferno). Mirror moves because of the same reason as Magic Bounce. Power Gem because she has a Buddhist gem on her forehead and holds a white ball that is probably a gem (since it matches the forehead gem's color). Sing because she is shown singing on Good Ending #2. Red Tears because she fires red lasers out of her eye. I know people are extra sensitive to distribution of legendary signature moves so here it goes.
    • Judgement:
      1. Kikuri "releases countless shots of light" matching the description and animation of Judgement.
      2. Kikuri is a goddess. We don't know what kind of goddess she is in Touhou, but she is based on a real Shinto goddess known for her mediation (judgement).
      3. Kikuri is associated with ancient artifacts, inhabiting a magic mirror and possibly handling an orb thing. Who's to say she can't inhabit or at least handle plates for the type change effect? (Smeargle and Pokemon with Metronome can.)
She only has two official images depicting her, the first one is above, so here is the other one.
1589130581590.png

Competitive Reasoning: The utility of a Steel/Fire with Levitate should be self-explanatory. Moreover, Serene Grace set combines 60% SpA drop from Moonblast, 40% Atk drop and 40% flinch chance from Red Tears, and 60% burn chance from Lava Plume (also guaranteed SpA drop from Mystical Fire but why would you run 2 Fire moves). Finally, Magic Bounce is also a great ability for a defensive Pokemon.
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Pokémon: Qin Shi Huang
Franchise/Origin: Fate/Grand Order
Type: Steel/Flying
Ability: Queenly Majesty / Kingly Majesty* / Regenerator
*See King Arthur in CC Expanded
Moves: Quiver Dance, Feather Dance, Roost, Flash Cannon, Iron Defense, Steel Beam, Mew's TMs/tutors/etc.
Signature moves: All Books Must Be Burned - Status | Fire | Burns the target and lowers their SpA by 2.
All Scholars Must Be Buried - Status | Ground | Flinches the target and traps them. Fails unless it is the user's first turn on the field.
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G-Max Move: G-Max Eternal Throne - Flying - Heals the user by 1/4 of their current maximum HP.
Signature Z-Move: The Domination Beginning - Status | Steel | Raises the user's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage. Lowers everyone else's Attack, Defense, Special Attack, Special Defense, and Speed by 1 stage, including allies in Doubles/Triples.
Stats: 100/100/100/100/100/100 (600)

Reasoning: Qin Shi Huang does things.
Type: Steel because he literally chugs mercury, and controls it. His machine body, which is his true body (G-Max Form) has literal zen gardens with rivers of mercury inside, on top of, y'know, being a machine. Flying because his mechanized, true body floats in the skies, monitoring the whole Earth. He's also connected to phoenixes, dragons and moths, animals that usually represent the Chinese Emperor/Empress.
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Pokémon: Aircraft Carrier Princess
Franchise/Origin: Kantai Collection
Type: Steel/Dark
Ability: Flash Fire / Long Reach / Weak Armor
Notable moves: Bite, Crunch, Fire Fang, 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:
  • Type: Steel should be obvious, she's a goddamn warship. Dark because she's an Abyssal Fleet Vessel. Firstly, Abyssals come from the bottom of the ocean, which is pitch black. Secondly, she and other Abyssals are evil, wanting to sink and burn regular ships. Thirdly, Abyssals are all Demons, with Princess-type Abyssals also being called War Demon-types.
  • Abilities: Flash Fire is Received Fire in Japanese. This works both ways, Abyssal Fleet Vessels were previously regular ships who received (enemy) fire, sunk and then became that way. It also works in the literal sense, as you can see the Aircraft Carrier Princess has a giant fire-breathing metallic mouth. Long Reach because she attacks with missiles and bombs. Weak Armor because her initial appearance had her with damaged clothes and equipment, and well, she's a sunken ship full of cracks.
  • Stats: I just divided her Firepower stat by her Armor stat, it turns out her Armor is x0.9 her Firepower, so I used that for Attack and Defense. She's also classified as a "Very Fast" Ship thus 90 Speed. She's one of the strongest ships, though not quite the strongest.
  • Moves: Bite moves come from her giant metal mouth thing. Water moves come from being a boat, and being found on water in-game. Bomb, explosion and fire moves come from her armament. 'Rage' moves (from Taunt to Revenge) come from her dialogue and the fact Abyssals want to sink and burn ships (this reasoning also applies to Carnage). Smack Down comes from Anti-Aerial armament. Night Daze and Night Shade both because of the same reasons she's Dark type and because 90% of her armament is called "Abyssal Night ___." Order moves come from ordering around lesser Abyssal Fleet Vessels and her own live armament.
  • It's actually pretty hard to give Pokemon moves to a sunken anthropomorphized boat. So I reused some custom moves. You might be asking yourself why so many reused custom moves were needed, that's because she has 6 different types of missiles and bombers, that's the number of moves I reused.
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Pokémon: YoRHa No.2 Type B (also known as 2B)
Franchise/Origin: Nier: Automata
Type: Steel/Fighting
Abilities: Frisk / Download / Regenerator
Notable moves: Physical: Sacred Sword, Body Press, Hammer Arm, Drain Punch, Power-up Punch, Close Combat, Superpower, Focus Punch, Mach Punch, Counter, Metal Burst, Gear Grind, Heavy Slam, Bullet Punch, Iron Headbutt, Zen Headbutt, Headbutt, Explosion, Self-Destruct, Extreme Speed, Rapid Spin, Aerial Ace, Acrobatics, Smack Down, Knock Off, Pursuit, Leaf Blade, Deploy Missiles (See Galleom), Axe Strike (See Camilla), Electro Hammer (See King Dedede), Bomb Blast and Bomb Throw (See Pandora), Execution (See Monokuma)
Special: Signal Beam, Flash Cannon, Charge Beam, Hyper Beam, Earth Power, Thunderbolt
Status: Recover, Heal Pulse, Shift Gear, Iron Defense, Gravity, Telekinesis, Teleport, Taunt, Charge, Thunder Wave, Calm Mind, Agility, Swords Dance, Reflect, Light Screen, Substitute
Signature item: Extra Pod: Affects 2B's signature moves (described below).
Signature moves: A110 Slow - For 5 turns, the foe and its party members have their Speed halved. Fails if this move is already in effect for the foe's side. Lasts for 8 turns with Extra Pod.
A120 Repair - The Pokemon at the user's position has 1/10 of its maximum HP, restored at the end of each turn for 5 turns. If Extra Pod is held by the user, the HP recovered is 1.4x normal.
Stats: 90/90/90/90/90/140 (590)

Reasoning: 2B does things.
Type: 2B is an android (Steel) meant for combat, who wields swords, lances and combat bracers, and can summon lances, hammers, and other weaponry with her support pods (Fighting).
Stats: 'Type B' stands for 'Battle' as opposed to 'Type A' which stands for 'Attacker' that's why 2B has a balanced stat spread. Also anyone who played her game knows she's fast as fuck.
Moves: What can I say, 2B has a vast arsenal. I gave 2B many previously created custom moves, most of them are generic weapon moves from her wide range of weapons, except Execution, so I figured I should explain that. 2B's real designation is YoRHa No. 2, Type-E, or 2E, which stands for Execution. Now, quoting the wiki... "2E takes on the form of a Type-B android, a combat model, in order to not arouse the suspicion of 9S. Because Type-S models are intelligent, curious models, Command knew that 9S would eventually discover the truth about Project YoRHa and the Council of Humanity. Thus, the Commander issued an order for 2B to kill 9S every time he discovered the truth."

Resub, since I’m a little bit disappointed (maybe disappointed is not the right word here, IDK) that I did not win, but I’m unsure what else to do.

It just disappoints me to see votes yet not win. Maybe it’s just a me thing, IDK.
On this slate you lost by 1 point, meanwhile I lost by less, because of the tiebreaker. And I lost by 1 point a while ago too. And before that, I lost by 2 points, but it was because I slacked off on voting, and my self-vote would have made it win. And I would have lost by a small margin a fourth time if I hadn't complained about a dubious slate bonus a while ago too (if I hadn't, it would have been a tiebreaker loss as well). All this just in the Gen 8 thread, I don't remember if that happened in the Gen 7 one but it probably did. So yeah it happens and it sucks.
 
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Pokemon: Dragon Slayer Ornstein (Dark Souls)
Type: Fighting/Electric
Ability: Justified / Galvanize / Friend Guard
Moves: Thunderbolt, Thunder, Thunder Punch, Wild Charge, Sacred Sword, Growth, Work Up, Power-Up Punch, Mach Punch, Seismic Toss, Earthquake, Absorb, Quick Attack, Body Slam, Outrage
Stats: 70 / 100 / 85 / 100 / 85 / 120 | 560 BST
Reasoning: Ornstein is a boss in Dark Souls and one of Lord Gwyn's trusted knights. Most knights in Pokemon are Fighting, and Electric comes from the many electric attacks he uses in battle. Justified is based on him being an honourable knight, still fulfilling his duty when you fight him. Friend Guard is because he is fought alongside Executioner Smough, and depending on which dies first, the other will regain health and gain damage, max HP, and new moves. Galvanize also comes from his electric attacks that he uses his body and spear to accomplish. All moves are taken from moves he uses in-game. Outrage is because he is a Dragon Slayer and needed a way to kill dragons. Work Up and Growth both relate to him becoming way bigger if Smough dies first in the fight. Neither of Ornstein's offenses are too high, but he makes up for it in speed and strong coverage, as well as the power boost from Galvanize.
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Pokemon: Executioner Smough (Dark Souls)
Type: Dark/Steel
Ability: Heavy Metal / Thick Fat / Friend Guard
Moves: Swallow, Heavy Slam, Earthquake, Crunch, Power Trip, Wild Charge, Meteor Assault, Iron Head, Stockpile, Body Slam, Wide Guard, Grudge, Slack Off, Hammer Arm
Stats: 120 / 110 / 130 / 80 / 60 / 40 | 540 BST
Reasoning: Smough is a boss in Dark Souls and an executioner. He enjoyed being an executioner so much that he would grind his victim's bones and eat them. Heavy Metal and Thick Fat should be fairly obvious abilities. Friend Guard is because he is fought alongside Dragon Slayer Ornstein. Dark type is because he is a morally questionable executioner who clearly enjoys killing just for the fun of it.. They are also the reason he was rejected from joining Lord Gwyn's knights. Steel is because of the massive armour and hammer he wields. All moves are based on moves he uses in game. Swallow, Stockpile, and Crunch are because of his cannibalism. Wild Charge is because he gains electric powers if Ornstein dies first in battle. Smough has a lot of HP and defense because of his large HP pool in game. High attack is also because of the large hammer and his slow but insanely powerful attacks in-game. Lower stats on the special side because of his very physical nature. Smough is very slow because that's exactly how he is in-game, always attacking with big wind-up moves with lots of end lag but huge damage if hit.

Resubs:
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Pokemon: Broken Vessel (Hollow Knight)
Type: Ghost/Poison
Ability: Innards Out
Moves: Gunk Shot, Shadow Sneak, Swords Dance, Sludge Wave, Flail, Shadow Claw, Sacred Sword, Toxic, Lunge, X-Scissor, Infected Balloon (Summon a substitute and poison the enemy.)
Stats: 70 / 105 / 100 / 75 / 95 / 105 | 550 BST
Reasoning: The Broken Vessel is a vessel like The Knight, but one who died and is being controlled by Lightseeds. Ghost is because it is a vessel like The Knight, and Poison because it is infected and being controlled by single infection cells. Innards Out is based on it's attack where it goes to the centre of the arena and sprays Infection from it's body in all directions. It's moves are attacks it can do in game and some bug moves to show that it used to be like The Knight. Fairly balanced stats with a higher attack and speed show it's rapid-fire melee approach to fighting, with decent special attack and bulk for its headbanging attack and pretty good health, respectively. The Infected Balloon move is based on the Broken Vessel summoning them throughout the battle to chase The Knight and deal damage.

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