Pet Mod [Gen 8] Crossover Chaos

Jerry the great

Banned deucer.
IMG_20200529_070029.jpg

Pokemon: Professor E.Gadd
Origin: Luigi's mansion/Mario series
Abilities: Download, Steelworker
Type: Normal/Steel
Moves: Flash, Roar of time, Hydro Pump, Cleaning blast (see F.L.U D.D), Transform, Shift Gear, Gear Grind, Double Team, Teleport, Block, Trick-or-treat, Poltergust 3000, Flashlight Pulse (see Luigi), Steel Beam
Custom Move Description: Poltergust 3000: Steel Type, 90 Power, 100% accuracy, 16 PP, Steel Type, special attack. Has the benefit of also being super effective on ghost types.
Stats: 100/60/100/100/100/40 (500 BST)
Justification: I chose him for this, as he is a scientist, and somewhat of an engineer. His normal type comes from the fact he's just a regular, human scientist, while his steel type comes from him being obsessed with and known for inventions. His abilities come from him being an inventor alongside scientist. His moves come from his various inventions. Flash comes from the fact that in Luigi's mansion: Dark Moon, he made the new poltergust have the ability to flash bright lights, which also explains flashlight pulse. Roar of time comes from the fact in Mario and Luigi: Partners in time, he invented a time machine, and to make it even more fitting, it caused time holes that allow you to travel to any time Mario wants. Hydro Pump comes from F.L.U.D.D, which he invented, which also explains cleaning blast. He also invented a paintbrush that allows you to transform into other things, as seen by Bowser Jr, which explains transform. Shift Gear and Gear Grind come from the fact his much larger machines function via gears. Double Team comes from the fact he created a gooey clone of Luigi in Luigi's mansion 3. Teleport comes from various things, but two examples are him teleporting to Luigi at the end of Luigi's mansion: Dark moon, and he teleported people such as Luigi and toads to him in the same game, as well as objects to past time periods such as in Mario and Luigi: Partners in time to save Mario, Luigi, and the baby bros from a volcanic eruption. Block comes from the fact he often puts ghosts into capsules. Trick-or-treat comes from the fact he in Mario and Luigi: Superstar saga wears an outfit that transformed him into a ghost (which somehow scared Luigi). And lastly, his signature move: Poltergust 3000. It is an invention in the original Luigi's mansion, and though it is mostly used by Luigi, E.Gadd himself used it in the very beginning. I made it steel type as it is metal and stuff, and gave it the benefit of hitting ghosts super effectively, because it was made to capture ghosts. His poltergusts explain steel beam, as it is a gusty beam from them in which the poltergusts are made out of steel. Ah right stats. His 100/100/100 bulk comes from the fact that no matter how catastrophic of a deadly situation he's in, he manages to survive it. His mere 60 attack comes from him not really being much of a physical fighter at all. His 100 special attack comes from the fact any inventions he's used to fight (like the Poltergust 3000), they were specially based. His slow speed comes from him being slow due to his old age.
 
Last edited:
View attachment 248497
Pokemon: Ultimate Chimera
Origin: Mother 3
Ability: Strong Jaw
Type: Steel
Moves: Bite, Crunch, Roar, First Impression, Ultimate chomp
Custom move description: Ultimate Chomp. 30% accuracy, 8 PP, Steel type, Physical contact move. Instantly KO's the target.
Stats: 100/200/150/0/150/100 (700 BST)
Justification: It's steel typing is due to it being a chimera, which are animals being mixed together along with robotic body parts as well. I chose this for this slate because chimeras are created by the pigmasks in a scientific lab as a project, and they also constantly experiment with new ideas. Ah yes, It's moves. Bite and Crunch come from the fact it attacks by biting. Roar comes from the fact it roars all the time. First Impression comes from the fact when it spots you in Mother 3, an exclamation mark appears over it's head and it tries to attack you, which is exactly how first impression is animated in the actual main series games. Ultimate chomp comes from the fact when it attacks you, you instantly die. No matter how high your HP and defense are, you die instantly in the over world. That's the only enemy in the entire game that does so. In fact it's so strong simply trying to fight it is an instant game over, no battle screen or anything. That's all it's moves as all it does is standard biting and it roars all the time. Ah yeah, stats. You may have noticed those are legendary material. That's because it was a successful attempt in creating a chimera much stronger than anything else, and it has no struggles once or ever defeating anyone in it's path. It's insane bulk comes from the fact in both smash bros games it's in, it cannot be harmed. It's attack stat higher than freaking Mewtwo X's comes from the fact that again, it's bites instantly kill you in mother 3 and smash ultimate (and in smash bros brawl it does 100% damage and has HUGE knockback). It's special attack is 0 because never once does it use any specially based attacks. And the speed is because it can run pretty fast.

I plan on adding more soon! Though I'm absolutely positive they're not going to be designed for ubers like this one. I don't know much, if anything, that could possibly be stronger than this besides someone capable of singlehandedly destroying the world or universe.
Stats: 100/200/150/0/150/100 (700 BST)
uh???? hello?????
 

Jerry the great

Banned deucer.
uh???? hello?????
Like I said. It was intended for ubers. Because it's basically THE ultimate fighting machine. I designed it to be as powerful as can be, as that's how the smash bros series and the game it originated in portrays it. If you want to talk to me about this, please. Do start a conversation with me. Actually this statement goes for everyone.
I would personally give it all the other bite moves and Steel Beam because the latter is given to pretty much every Steel-type.
It wouldn't make any sense to give it steel beam, but I figured out now maybe I could give it the other bite moves, but I thought it'd make no sense at first to give it elemental bites as it's bites are standard bites. But in the end they still are bite moves.

Edit: About Ultimate Chimera, I just deleted it outright.
 
Last edited:

Cookie Butter

formerly the someone
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.

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.

Pokémon: The Puppet
The Puppet has different forms. Similar to Basculin, the forms share everything except Ability.
Typing: Ghost
Abilities:
Fragile Circuitry - Gives Steel-type to this Pokemon if it doesn't have it, but also gives a weakness to Water-type and if the weather is Rain, and loses 1/8 of its maximum HP, rounded down.
Bad Dreams (Nightmarionette)
Shadow Tag (Phantom Puppet)
Moves: Damaging - Present, Secret Power, Pursuit, Foul Play, Hex, Beat Up, Night Shade, Knock Off, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Flamethrower, Fire Blast
Status - Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat
Signature Moves:
Jumpscare - Ghost-type Glare clone. Z-Power Effect: Curses target.
Give Gifts Give Life -
|
| 0 BP | 10 PP | 100% | At the end of the next turn, the Pokemon at the user's position has 1/2 of its maximum HP restored to it. Never-Ending Nightmare BP: 200.
Shove Into Suit -
|
| 90 BP | 10 PP | 100% | Causes the target to become a Steel type.
Stats: 70/90/60/80/90/110 (500)



"Shhhhhh, there is room for one more."
Changes into the Lefty form when holding the L.E.F.T.E. (Lure Encapsulate Fuse Transport and Extract)
Form: Lefty
Typing: Ghost/Steel
Abilities: Disguise
Stats: 70/130/120/80/110/90 (600)

Reasoning: The Puppet does things.
 
Last edited:
2AA66517-43C3-4844-8492-3D5F58B463B2.png

Pokemon: Leif
Type: Bug/Ice
Abilities: Ice Scales/Oblivious/Innards Out
By holding the Badge Equipper key item, Leif can change restores 1/8th of his HP every two turns or when switching out.
Signature Move:
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: Ice Coffin (See Mina Nishizawa), 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.
 

"No cost too great..."
Pokémon: **Pale King**
Origin: Hollow Knight
Type: Dragon/Bug
Ability: Steelworker / Kingly Magesty (see King Arthur in CCEX)
Stats: 120/130/120/110/90/90 (660)
Notable Moves: Shell Smash, Megahorn, Dragon Rush, Iron Head, Signal Beam, Dragon Pulse, Draco Meteor, Flash Cannon, Future Sight, Icicle Crash, Ice Beam, Blizzard, Icy Wind, Dazzling Gleam, Buzzsaw (see Austin)
Reasoning: The King of Hallownest, who founded the kingdom by granting bugs sapience. Dragon because Wyrm, Bug because he was reborn as a bug to interact with his subjects - he discarded his shell in the process, hence Shell Smash. He's associated with the most 'technological' things in the game, such as the tramways, a few robots, and a shitton of sawblades, and there's also a metal connected to him, hence Steelworker. Pale Ore, that aforementioned metal, also has an "icy chill", hence his ice coverage. He's noted to shine very brightly which is why he gets Dazzling Gleam. Also he has 'foresight'/'prescience' hence Future Sight.
 

"Machines aren't capable of evil. Humans make them that way."
Pokémon: Lucca
Franchise/Origin:
Chrono Trigger
Type: Fire/Steel

Ability: Technician
Notable moves: Megaton Bomb, Teleport, Fire Blast, Flamethrower, Flash Cannon, Magnet Bomb, Shift Gear, Gear Grind, Hypnosis, Wide Guard, Flame Burst, Sludge Bomb, Wood Hammer, universal moves such as Toxic, Protect, etc.
Megaton Bomb:
|
| 90 BP | 5(8) PP | Hits all opponents with shrapnel that deals a 40 BP Steel-type hit

Exclusive Z-Move: Time Gate Manipulation
Time Gate Manipulation:
|
| -- BP | Requires Gate Key item | Requires Teleport | All hazards are removed from user's side and any removed hazards will reappear on the opposition's side | User switches out and status effect are healed and 50% HP is restored to switch in


Stats: 94/42/116/137/88/63 (574 BST)

Reasoning: Lucca is a scientist and engineer who invented a teleporter, robots and even time travel (even if it was on accident at first). In combat she mainly relies on her gun and hammer but also has access to powerful fire elemental equipment where most of her moveset here is based on including Megaton Bomb. She first appears in Chrono Trigger presenting her new teleporting invention however it goes wrong and sends Marle to the past. This lead to Lucca inventing Gate Keys that allows her to manipulate time gates to travel into the past and future, which is reflected in her Z-move, Time Gate Manipulation.
 
Here's one! After all, Medicines (especially a certain famed elixir of immorality) are a field of science too, aren't they?

"Unfortunately for you, though, I happen to know a bit about medicine, so some minor injuries won't be a problem. "


Pokémon: **Eirin Yagokoro** (A ridiculously skilled pharmacist who created the Hourai Elixir. Also one of the founders of the Lunarian civilisation).
Franchise/Origin: Touhou Eiyashou ~ Imperishable Night
Type: Water/Poison
Ability: Healer/Hourai Immortal (HA)
Signature Ability: Hourai Immortal- Upon being switched out, the user heals 25% of their maximum hp and is cured of all status ailments. Basically Natural Cure and Regenerator condensed into one ability.
Notable moves: Peerless Patriot's Elixir, Spirit Shackle, Toxic, Recover, Snipe Shot, Sludge Bomb, Parting Shot, Toxic Spikes, Arrow Shot, Life Dew, Future Sight. DOES NOT get Protect or Detect!
Signature move: Peerless Patriot's Elixir: Poison-Type, Status, 10 PP. Can only be used on targets on the user's side of the field. Raises all of the target's stats by 1 stage, but gives them a counter of three turns (starting the turn after Peerless Patriot's Elixir is used). If the counter hits 0, the target is immediately forced to use Explosion. Explosion used in this way does typeless damage, and is calculated from the exploder's higher offensive stat. Using Peerless Patriot's Elixir on a target already counting down due to the effect of Peerless Patriot's Elixir will cause the counter to accelerate by one turn. This counter is removed upon switching out (unless the user is switched out due to the effects of Baton Pass or similar stat-passing).
Stats: 130 HP/75 Atk/120 Def/75 SpA/130 SpD/40 Spe (BST: 570)

Reasoning: Eirin Yagokoro is a Lunarian Hourai Immortal who faithfully serves her close friend, Kaguya Houraisan. She appears as one of the two final bosses of Imperishable Night. As the former brain of the moon, she is one of its most brilliant scientists and doctors. She is responsible for brewing the Hourai Elixir with assistance from Kaguya, and this act, combined with consuming the elixir, is what got them exiled from the moon to begin with.

Eirin's typing is not based on any particular trait in canon. What it is instead based on are the typing of Eirin Puppets in Touhou Puppet Play and Touhou Puppet Dance Performance, Touhou fangames styled after Pokemon (well, the former is a ROM hack). Specifically, it's based on the typing of HEirin in TPP, and the Normal and Assist Eirin styles in TPDP. Her abilities, though, are. Her first ability, Healer, references the fact that, well, she's a doctor, and her hidden ability, Hourai Immortal, is due to the fact that, while it's not explicitly mentioned, Eirin did drink the Hourai Elixir herself to ensure that she could stay with Kaguya, so she herself is an immortal. Unlike, say, Mokou, however, due to the fact that she's NOT constantly blowing herself up, her regeneration is best seen outside of battle, so therefore she has Natural Cure and Regenerator condensed into one ability.

Stat-wise, Eirin is a doctor, not a fighter, and thus doesn't have many offensive options, to go with her low offensive stats. Being a Hourai Immortal grants her great durability, though. Her Moveset takes a bit of explaining. Spirit Shackle is a double-reference. Effect-wise, it was chosen for its similarity to some of Eirin's spell cards, like her Astronomical Entombing, while the animation of the effect references that bow Eirin wields. The same goes for Snipe Shot. Parting Shot is referencing her tendency to dip in and out of battle during the final stage of Imperishable Night, Recover is standard fare for Hourai Immortals, and Sludge Bomb, Toxic Spikes, Toxic, Life Dew and her signature Peerless Patriot's Elixir are references to her nature as a pharmacist (which can create medicines to heal and strengthen or poisons to debilitate). Thing is, Peerless Patriot's Elixir actually... isn't a move Eirin uses in Touhou canon. It's actually a move used by her subordinate, Reisen Udongein Inaba. The drug itself was made by Eirin, though, so she should by all means have access to it. It behaves much like it does in Scarlet Weather Rhapsody, with the one difference being that it sets the user on a timer.

See, in Scarlet Weather Rhapsody, Reisen could use Peerless Patriot's Elixir multiple times. The first three doses are safe and grant Reisen all around stat boosts. Should Reisen take a fourth dose, though, she, well, explodes, dealing damage to herself and everybody nearby. This manifests itself in the time limit before the target goes boom, and can be accelerated by feeding them more doses of the elixir. Even ghosts are affected by the explosion, though (such as Yuyuko and Youmu), so the PPE explosion does Typeless damage. Eirin does not get Protect or Detect to balance this out- she can't just turn her teammate into a bomb (KILLER QUEEN: DAI ICHI NO BAKUDAN) through multiple uses of the move, and then nullify the damage she would take. I just thought I should emphasise that (and also make a JoJoke). Eirin is much more suited to Double Battles than Single Battles, though, as even with a boost (or even two) from her signature move, she won't hit very hard. With that being said, enemies will not take Eirin's Shady New Drug so only allies can be targeted with the move. The number of doses before Reisen explodes is where the time limit comes from.

Future Sight is a reference to the Ultramarine Orb Elixir from Legacy of Lunatic Kingdom, which has similar effects, granting the person who consumes something akin to future-vision. Again, it's not something she actually uses in canon (She instead administers it to the heroines, those being Reimu, Marisa, Reisen and Sanae), but she should, by all means, have access to it.
 
Last edited:

Jerry the great

Banned deucer.
Pika Xreme's Pale King
KirbyRider1337's Sora
Jerry the great's E. Gadd

Edit: To the below poster, that has been fixed
 
Last edited:
KeeganSkymin4444444444444's Frosmoth 2: The Sequel (Leif)
Pika Xreme's Funny Sawblade Bug (Pale King)
Mega Stakeye's The Cooler Sora
 
resubs

Pokémon: Maxwell
Franchise: Scribblenauts
Type:


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

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

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

Pokémon: Morrigan Aensland
Franchise: Darkstalkers
Type:


Ability: Levitate | Cute Charm | [HA] Steelworker
Moves: Astral Vision, Crunch, Night Slash, Dark Pulse, Pursuit, Knock Off, Moonblast, Play Rough, Draining Kiss, Deploy Missiles (see Galleom), Steel Wing, Bullet Punch, Smart Strike, Fly, Aerial Ace, Air Slash, Leech Life, X-Scissor, U-turn, Shadow Ball, Shadow Claw, Shadow Punch, Night Shade, Psycho Cut, Extrasensory, Dream Eater, Drain Punch, Brick Break, Drill Run, Giga Drain, Flame Charge, Fireball (see Bowser), Hone Claws, Lovely Kiss, Roost, Will-O-Wisp, Spikes, Swords Dance, Sweet Kiss
Stats: 82 HP/112 Atk/82 Def/112 SpA/82 SpD/100 Spe (570 BST)

Astral Vision |
|
| 8 PP | Gives the user a Parental Bond effect for 3 turns.

Morrigan Aensland @ Life Orb
Ability: Steelworker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Deploy Missiles
- Knock Off
- Drill Run
- Astral Vision / Swords Dance / Hone Claws
Reasoning: Morrigan is a succubus who feeds on life energy and souls. Her signature attack is Soul Fist, a soul fireball. A powerful attack she uses is Finishing Shower, that involves missiles. With Astral Vision, she creates a copy of herself that can copy her attacks. She can create metal weapons like spears, claws and drills, and turn her body parts into them. She can fly with her wings, which also transform.

Pokémon: Sol
Franchise: SMITE
Type:


Ability: Levitate | Flame Body | [HA] Solar Power
Moves: Radiance, Disapparate, Fire Blast, Flamethrower, Mystical Fire, Heat Wave, Fiery Dance, Incinerate, Burn Up, Fireball, Flame Charge, Fire Punch, Solar Beam, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse, Thunderbolt, Dazzling Gleam, Morning Sun, Sunny Day, Will-O-Wisp, Cosmic Power, Sweet Kiss, Lovely Kiss, Agility, Flash
Stats: 70 HP/100 Atk/70 Def/110 SpA/110 SpD/90 Spe (550 BST)

Radiance |
|
| 16 PP | Heals 25% damage, and burns opponents that make contact this turn.
Supernova |
|
| 20 BP | Z-Move. Requires Fire Blast and Solium-Z. Hits 8 times.


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

Sol @ Chalice of Healing
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Flash / Lovely Kiss
- Cosmic Power
- Radiance
- Flamethrower
Reasoning: Sol is the Goddess of the Sun. Her real body is being chased by Skoll, but she fights using a manifestation of herself, which is made of fire. It attacks with fire, and floats around everywhere. She has low health and physical protection in SMITE, translating to low HP and Defense here. Her basic attack is weaker, but her abilities are decently strong. She has higher movement speed, as well as having a faster attack speed. Radiance is a move where she creates fire around herself, which heals her and attacks by burning. Supernova is her ultimate, where she brings down eight pillars of fire. Her victory animation has her dancing around (Fiery Dance), and also kissing a warrior (Sweet Kiss, Lovely Kiss). Cosmic Power, Seed Bomb, Bullet Seed, Flash Cannon, Dark Pulse and Thunderbolt come from some of her skins.
 

Cookie Butter

formerly the someone
Pokémon: The Torch God
Franchise/Origin: Terraria
Typing: Fire
Ability: Super Luck / Serene Grace
Moves: Blue Flare, Burn Up, Overheat, Fire Blast, Inferno, Fire Pledge, Flamethrower, Lava Plume, Mystical Fire, Flame Burst, Ember, Smokescreen, Flash, Scald, Energy Ball, Power Gem, Ancient Power, Ice Beam, Dazzling Gleam, Sludge Bomb, Dark Pulse, Shadow Ball, Nature Power, Will-o-Wisp, Happy Hour, Lucky Chant
Signature Item: Torch God's Favor - Changes the type of the Torch God's Fire-type moves based on environment or terrain, if they were to do more damage. +1 to crit chance ratio if type changes. (Same type changes as Nature Power)
Stats: 140/50/70/110/70/15 (425)
Reasoning: Type: I mean...
Ability: With Terraria's latest update, torches now affect luck positively, and this blessing is attributed to the Torch God.
Moves: The Torch God attacks using different kinds of torches, namely the regular one, Coral (Water), Jungle (Grass), Desert (Rock), Ice (Ice), Hallowed (Fairy), Corrupt+Crimson (Poison), Corrupt+Demon (Dark) and Cursed+Bone (Ghost). It can also use the Blue and Ultrabright torches to attack with blue flames. The colored torches are crafted from gems (Blue Torch is made from Sapphire, etc), so I gave it Power Gem. The event's name is called "HappyFunTorchTime" so I gave it Happy Hour.
Signature Item: Torch God's Favor is an item that automatically changes torches to match the biome, giving the player an increase in luck, which in turn affects everything about the RNG positively. It only changes regular torches though, so The Torch God's moves based on non-regular torches are unchanged (meaning all the non-Fire moves).
Stats: The Torch God event is an endurance event, and the Torch God attacks through a large number of torches (at least 100, capping at upwards of 10000) and the torches are put out individually, so I figured its HP should be high. It doesn't display any physical attacks at all so Attack is low, and the torches don't move, so its Speed is abysmal.
Pokémon: Mononobe no Futo
Franchise/Origin: Pokemon
Typing: Rock
Ability: Sturdy / Piled Up Dishes
Piled Up Dishes - Damage of all moves is increased depending on how many plate hazards there are. Max 2x with 5 plates.
Moves: Physical: Rock Throw, Rock Blast, Stone Edge, Arrow Shot (See Orion), Sky Uppercut, Waterfall, Liquidation, Flare Blitz, Fly, Okiku Upper, Plate Throw
Special: Ancient Power, Aura Sphere, Focus Blast, Dragon Pulse, Twister, Shadow Ball, Ominous Wind, Water Pulse, Surf, Fire Spin, Fire Blast, Inferno, Heat Wave, Earth Power, Air Slash, Gust, Hurricane, Hidden Power
Status: Heal Pulse, Morning Sun, Wish, Healing Wish, Memento, Nature Power, Geomancy, Lucky Chant, Safeguard, Stealth Rock, Rain Dance, Will-o-Wisp
Signature Moves: Plate Throw - 90 BP | Rock | Physical | 100% Accuracy | Sets a plate hazard on field for Futo's ability.
Okiku Upper - Ghost-type Sky Uppercut clone, only useable when holding Futo's Occult Ball
Z Move: Even in Death, One Plate is Still Missing! (160 BP | Ghost | Physical | must know Okiku Upper and be holding Futo's Occult Ball | +40 BP for every plate hazard removed, max 9)
Stats: 100/75/75/75/75/120 (520)
Signature Item: Futo's Occult Ball - Once per battle, allows Mononobe no Futo to set a pure Ghost-type Substitute upon switch-in. x1.5 to Ghost moves while the Substitute lasts. Item isn't consumed when the Substitute breaks.
Reasoning: Type: Mononobe no Futo is an immortal that feigned death by transferring her soul to a plate, which is made of porcelain (Rock). She's able to conjure plates, and gets stronger with the more plates there are. She's also associated with ancient things, having old-fashioned clothes and speaking in an archaic way, and the move Ancient Power is Rock-type. Lastly, she's a hermit, and the literal meaning of hermit in Japanese is "mountain person."
Moves: Futo's moves are based on her spell cards and her ability to control feng shui, which involve the four basic elements (air, fire, earth and water), absorbing power from and manipulating nature and qi. Feng shui is called "Chinese geomancy" and Futo acquired this power by worshipping nature, so it's pretty similar to Pokemon Geomancy.
Stats: Futo is an immortal who I figured her HP should be at least average. She's also one of the fastest characters in the fighting games.
Pokémon: Musashi Miyamoto
Franchise/Origin: Fate
Typing: Fighting
Ability: Keen Eye / Prankster / Nothingness
Nothingness - x1.5 power to ???-type moves
Moves: Sacred Sword, X-Scissor, Slash, Cut, Swords Dance, Slack Off, Parting Shot, Void Slash, I Was Told There Would be Magic Sword-Busting!
Signature Moves: Void Slash (90 BP | 20 PP | ???-type | 100% Accuracy | Contact and slash-based. High crit rate.)
I Was Told There Would be Magic Sword-Busting! (120 BP | 5 PP | Fighting | 100% Accuracy | Makes the user immune to Z-Moves.)
Z Move: A God, Cut, Defeated. (- BP | ???-type | Physical | Both user and target faint, bypassing protection and defensive abilities | must know Cut)
Stats: 90/90/90/10/120/90 (490)

Pokémon: Musashi Miyamoto-Summer
Typing: Fighting / Water
Ability: No Guard / Prankster / Gluttony
Moves: Same as above + Liquidation, Waterfall, Scald, Brine, Stuff Cheeks, Stockpile, Swallow (Can't use the signature Z-Move)
Signature Move:
Stats
: 90/130/90/60/60/90 (520)

Reasoning: What Musashi does cannot be put into words.


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.

Resub:
Icon.png
Pokémon: Naraku
Franchise/Origin: Senran Kagura
Typing: Normal / Ghost
Ability: Steelworker / Unburden
Moves: Physical: Shadow Sneak, Phantom Force, Astonish, Return, Mega Kick, Rapid Spin, Heavy Slam, Gyro Ball, High Jump Kick, Jump Kick, Rolling Kick, Low Kick, Double Kick, Triple Kick, Blaze Kick, Trop Kick, Acrobatics, Pursuit
Special: Hurricane, Shadow Ball, Water Shuriken, Water Gun, Hydro Pump, Snipe Shot, Bubble Beam, Water Pulse
Status: Autotomize, Calm Mind, Wish, Healing Wish, Will-o-Wisp, Taunt
Stats: 75/115/65/75/65/105 (500)

Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)
Ability: Steelworker
Stats: 75/135/65/125/65/135 (600)
Signature Move: Heavens Dance (55 BP | Steel | 10 PP | 100% Acc | Physical | hits 2 times)
Signature Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavens Dance | Removes entry hazards on the user's side of the field.)

Reasoning:
  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife/underworld, and even her name comes from Naraka (Buddhist hell). She's also capable of Yoma exorcism (i.e. dealing with spirits). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • Naraku is tied for second lowest Defense stat in Estival Versus (the first game she got stats), but her attack and speed are above average.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish and Wish are related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate. Her Water moves come from the spin-off Peach Beach Splash, where the Shinobi have different types of water guns (yes, even a water sniper).
  • Her signature move is based on attacks she does with her two iron balls. It is also based on her unique passive in Shinobi Master, being the only character in that game that can attack twice in one turn. Lastly, there are too few Steel-type attacks that don't involve animals' body parts so I felt a new Steel-type move was necessary.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts (the one chosen to be her Z-Move) is Six Paths of Samsara.
Sample Sets:
Naraku @ Grassy Seed
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- High Jump Kick
- Acrobatics
- Trop Kick

Naraku @ Secret Ninja Art Scroll
Ability: Steelworker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Heavens Dance
- Shadow Sneak
- High Jump Kick
- Healing Wish
 
Last edited:
I've a few resubs.

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


"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.


Head of the Soul Sanctum. Hoarded soul hoping to stave off Hallownest's affliction, but eventually became intoxicated by its power.
Pokémon: Soul Master
Origin: Hollow Knight
Type: Psychic/Ghost
Abilities: Levitate / Desperate Last Stand (Berserk but for Speed)
Notable moves: Extrasensory, Phantom Force, Shadow Ball, Psyshock, Psychic, Body Slam, Body Press, Heavy Slam, Zen Headbutt, Teleport
Signature move: Desolate Dive (Ghost-type Dragon Rush. Still has doubled damage and perfect accuracy if user has Huge Scale and/or if target is minimized; These damage multipliers stack.)
Stats: 83/105/77/115/110/80 [BST 570]
Reasoning: Psychic/Ghost and Soul Dominion because he was the head of a department of scientists who experimented with soul to escape the plague, the methods being opposed by the Pale King, and I feel dominion over souls and extreme intelligence (as well as the occasional magic burst) point well towards that typing. Phantom Force and Teleport because he teleports a lot, Psyshock and Extrasensory because of the energy orbs he lobs around during the fight, Shadow Ball, Zen Headbutt, and Psychic are mandatory STABs, and Body Slam, Body Press, Heavy Slam, and Desolate Dive derive from the technique from which the last of those gets its name, used by himself in his fight and by your player character once you beat him.

And have a new sub

"A perfect, ideal world... Yes. A world made by me, about me, and for me! GAAACK ACK ACK ACK ACK!"
Pokémon: Grodus
Origin: Paper Mario: The Thousand Year Door
Type: Electric
Ability: Summon Grodus X (Summons a Grodus X at the end of each turn, adding +1 to Defense. When struck by a damaging hit with a Grodus X up, -1 to Defense. Only four Grodus Xs can be on him at a time.)
New move: Clock Beam (Steel-type Status move. Flinches the target, but cannot be used twice in a row. Fails if the target's turn has been used.)
Notable moves: Thunderbolt, Thunder, Thunder Wave, Flamethrower, Fire Blast, Ice Beam, Tri Attack, Flash Cannon, Counter, Payback, Protect, Attack Order
Stats: 70/70/100/130/90/60 [BST 520]

Reasoning: Electric because he attacks with lightning and his mind (if not more of him) seems to be mechanical in nature, as is his staff. Summon Grodus X because at the end of each turn in his boss fight, he summons two Grodus Xs, each of which up his Defense by 1 in-game. Here it's only 1 because Protect is a thing. Moves are based on things he does in his battle (Tri Attack moreso from how he has the required elements in moves), Thunder Wave specifically being the Clock Beam, and statline is based off of his own in PM:TTYD. 50HP isn't exactly high, especially when he's the antepenultimate boss and Chapter 3 ends with a battle against a boss with 60HP (for reference Grodus is fought alllll the way at the end of Chapter 8), but he hits as hard as Bowser does in the fight right after and has 1 Defense. (The first phase of the final boss and Kammy Koopa both have none, but the later phases have 1, and Bowser has 2) And speaking of Bowser, Bowser has 70HP in the penultimate boss fight, when he has 120 in CC, so of course I wasn't gonna do just Base 50 HP.

And why not, I resubbing this guy
1583037532017.png

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

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

By leveling up whilst holding a Blue Power Triangle, Long Live The New Fresh can evolve into New Game.
1583038607799.png

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

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

By using a Red Power Triangle on New Game after losing 49HP in battle (just like with the Tart and Sweet Apples on Applin but with the added effect of Galar Mask’s evo prerequisite), New Game can evolve into Annihilate.
1583039916056.png

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

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

Pokémon: Parakeet(Budgie for you PAL regioners)
Franchise/Origin: Nintendo DSi Sound, yes really.
Type: Normal/Flying
Ability: Amplify-It's a punk rock clone.
Notable moves: Chatter, Hyper Voice, Boomburst, Peck, Snarl, Drill Peck, Wing Attack, Air Slash, Mimic, Instruct, Steel Wing, Lava Plume, Flamethrower, Heat Wave, Pretty much any sound move and any bird related move really.
Signature move: Distortion|Normal|Status Move|90% Accuracy|Effect: The user changes the target's sound based moves to a random type.|Conditions: it is a sound move
Stats: 50/70/50/115/50/105 [BST 440]

Reasoning: Does anyone remember this bird? Honestly this is like the lowest of the lows in terms of Nintendo characters appearing in 3 applications and one game, yes one game, where they made two official Mario Maker levels . Now to explain all the sound stuff it's mainly because that's what they're used for. Their first appearance was a sound app, their uses mainly come from sound apps, even in Super Mario Maker they were used to record sound, which would then be replaced with a generic parakeet chirp online, so yeah now it makes extra sense for this to get chatter if you know the history of that move. While Parakeet did appear in the 3DS Photo App they mainly just gave tutorials and advice. Think of it like clippy, but less annoying and with photos, with them rarely appearing in the photos themselves. In the sound apps however they would appear and produce recordings with distorted sound effects. Also their Mario Maker courses used a lot of fire enemies and hazards so that's why they get some fire type moves in there. Also as far as I can tell Parakeet is their official name, in Japan and America. In PAL regions they're called Budgie.
 
Last edited:
Here's a character that I really should have posted last time, given how they would've fit with the slate. 'Sides, we already have the OTHER two Hedgehogs, so....

"Maria, this is what you wanted, right? This is the promise I made to you."



Pokémon: Shadow The Hedgehog
Franchise/Origin: Sonic The Hedgehog
Type (Regular): Electric/Dark
Type (Super): Electric/Flying
Ability: Air Shoes/Inhibitor Ring Removal (HA)
Signature Abilities: Air Shoes- Damage taken from Ground-type moves is reduced by 1/4.
Inhibitor Ring Removal: All of Shadow's moves deal 1.2x damage. However, his attacks deal 10% of his maximum HP as recoil damage. This ability cannot be changed or disabled. Stacks with Life Orb.
Notable moves: Sonic's moves (minus Flare Blitz and Waterfall), Teleport, Chaos Spear, Sucker Punch, Foul Play, Night Slash, Parting Shot, Volt Tackle, Chaos Blast, Dark Pulse, Blaze Kick, Attack Order, Signal Beam, Flash Cannon, Smart Strike.
Signature moves: Chaos Spear- Electric-type, 50 BP, 100 Accuracy, 10 PP. Special. Hits twice. Ignores enemy stat boosts.
Chaos Blast: Fire-type, Base 120 BP, 80 Accuracy, 5 PP, Special. Shadow always gets STAB on this move. In a Double Battle, hits all other active targets, including the user's teammate.
Stats: 80 HP/120 Atk/80 Def/120 SpA/70 SpD/150 Spe (BST: 620)

G-Max Move, Z-Move, Mega Evolution, etc.: Mega Evolves into Super Shadow w/Chaos Emeralds.



Stats (Super): 80 HP/150 Atk/110 Def/130 SpA/100 SpD/150 Spe (BST: 720)

Ability: Inhibitor Ring Removal, regardless of what his base form's ability is.

Reasoning: I should have submitted this guy last slate. Anyways, it should go without saying that here we have perhaps the most polarising character from the Sonic series. The Ultimate Life Form himself, Shadow The Hedgehog. Electric-typing is there mostly to link him to his first signature move, Chaos Spear. Chaos Spear's effects are particularly taken from its appearance in Sonic Chronicles, where he throws two spears which pierce enemy defenses, and it's electric-typing because in multiple forms of Sonic media, it takes on appearance similar to a lightning bolt (In some forms of media it even appears to have electrical effects, like in Sonic '06). Super Form gains the flying typing in much the same way that Sonic's does. He sheds the Dark-typing from his base form because Super Forms are achieved using the positive energy of the Chaos Emeralds, which is very much antithetical to the Dark-type.

Speaking of the blue blur, Shadow's stats are fashioned much around Sonic's though he gains a lot more Special Attack and a bit more Attack at the cost of just a bit less speed: While Shadow is still insanely fast, he's not QUITE as fast as Sonic is. He is close, though. His Special Attack is especially notable, because it allows him to make usage of his special movepool, including his second signature move, and this also affords him a bit extra BST.

Chaos Blast is his second signature move, releasing a massive explosion all around him, blowing up both friend and foe alike. Shadow always getting STAB on it is based on his mastery of the move (and mostly because it wouldn't make sense for him NOT to get STAB on it).

Shadow has demonstrated that he can do basically everything Sonic can, hence why he gets Sonic's ENTIRE moveset, minus the elemental shields. Yes, including Sacred Sword, because in Sonic and the Black Knight, Sir Lancelot (who is represented by Shadow) ALSO gets a sacred sword, and Shadow himself is playable in its multiplayer mode wielding that exact sword. He also gets a few moves of his own. Teleport is based on Chaos Control's usage to teleport, Sucker Punch, Foul Play and Parting Shot are based on Shadow having no qualms about fighting dirty. The rest of his moveset, except for Volt Tackle, are based on weapons he can find and wield in his own game, Shadow The Hedgehog.

Speaking of, it's time to speak about his abilities. Shadow's default ability is based on his shoes, hover skates that let Shadow glide along the ground at speeds close to that of Sonic himself, and can even use them to temporarily hover in mid-air. This reduces Shadow's weakness to Ground-type moves, which would otherwise be his main weakness. His hidden ability (which transfers over to his Super Form), as well as Volt Tackle, is based on the Inhibitor Rings he wears around his wrists. By removing them, he can drastically ramp up his power, but this very quickly drains his stamina. Volt Tackle is based on a moment in Sonic '06 when he does this and plows through a horde of Mephiles clones while coated in Chaos Energy (alongside Rouge and Omega). This translates to a built-in, but slightly weaker Life Orb boost (Like the Full Power ability from Touhou Puppet Dance Performance).

...And then, of course, there's his Super Form, which should be self-explanatory, and the stat boosts are the EXACT same as Sonic's when he goes Super. The ability is based on when Shadow removed his Inhibitor Rings at the end of Sonic Adventure 2 to warp the Space Colony ARK back into orbit.

Also Eirin.

Pokémon: Eirin Yagokoro
Franchise/Origin: Touhou Eiyashou ~ Imperishable Night
Type: Water/Poison
Ability: Healer/Hourai Immortal (HA)
Signature Ability: Hourai Immortal- Upon being switched out, the user heals 25% of their maximum hp and is cured of all status ailments. Basically Natural Cure and Regenerator condensed into one ability.
Notable moves: Peerless Patriot's Elixir, Spirit Shackle, Toxic, Recover, Snipe Shot, Sludge Bomb, Parting Shot, Toxic Spikes, Arrow Shot, Life Dew, Future Sight. DOES NOT get Protect or Detect!
Signature move: Peerless Patriot's Elixir: Poison-Type, Status, 10 PP. Can only be used on targets on the user's side of the field. Raises all of the target's stats by 1 stage, but gives them a counter of three turns (starting the turn after Peerless Patriot's Elixir is used). If the counter hits 0, the target is immediately forced to use Explosion. Explosion used in this way does typeless damage, and is calculated from the exploder's higher offensive stat. Using Peerless Patriot's Elixir on a target already counting down due to the effect of Peerless Patriot's Elixir will cause the counter to accelerate by one turn. This counter is removed upon switching out (unless the user is switched out due to the effects of Baton Pass or similar stat-passing).
Stats: 130 HP/75 Atk/120 Def/75 SpA/130 SpD/40 Spe (BST: 570)

Reasoning: Eirin Yagokoro is a Lunarian Hourai Immortal who faithfully serves her close friend, Kaguya Houraisan. She appears as one of the two final bosses of Imperishable Night. As the former brain of the moon, she is one of its most brilliant scientists and doctors. She is responsible for brewing the Hourai Elixir with assistance from Kaguya, and this act, combined with consuming the elixir, is what got them exiled from the moon to begin with.

Eirin's typing is not based on any particular trait in canon. What it is instead based on are the typing of Eirin Puppets in Touhou Puppet Play and Touhou Puppet Dance Performance, Touhou fangames styled after Pokemon (well, the former is a ROM hack). Specifically, it's based on the typing of HEirin in TPP, and the Normal and Assist Eirin styles in TPDP. Her abilities, though, are. Her first ability, Healer, references the fact that, well, she's a doctor, and her hidden ability, Hourai Immortal, is due to the fact that, while it's not explicitly mentioned, Eirin did drink the Hourai Elixir herself to ensure that she could stay with Kaguya, so she herself is an immortal. Unlike, say, Mokou, however, due to the fact that she's NOT constantly blowing herself up, her regeneration is best seen outside of battle, so therefore she has Natural Cure and Regenerator condensed into one ability.

Stat-wise, Eirin is a doctor, not a fighter, and thus doesn't have many offensive options, to go with her low offensive stats. Being a Hourai Immortal grants her great durability, though. Her Moveset takes a bit of explaining. Spirit Shackle is a double-reference. Effect-wise, it was chosen for its similarity to some of Eirin's spell cards, like her Astronomical Entombing, while the animation of the effect references that bow Eirin wields. The same goes for Snipe Shot. Parting Shot is referencing her tendency to dip in and out of battle during the final stage of Imperishable Night, Recover is standard fare for Hourai Immortals, and Sludge Bomb, Toxic Spikes, Toxic, Life Dew and her signature Peerless Patriot's Elixir are references to her nature as a pharmacist (which can create medicines to heal and strengthen or poisons to debilitate). Thing is, Peerless Patriot's Elixir actually... isn't a move Eirin uses in Touhou canon. It's actually a move used by her subordinate, Reisen Udongein Inaba. The drug itself was made by Eirin, though, so she should by all means have access to it. It behaves much like it does in Scarlet Weather Rhapsody, with the one difference being that it sets the user on a timer.

See, in Scarlet Weather Rhapsody, Reisen could use Peerless Patriot's Elixir multiple times. The first three doses are safe and grant Reisen all around stat boosts. Should Reisen take a fourth dose, though, she, well, explodes, dealing damage to herself and everybody nearby. This manifests itself in the time limit before the target goes boom, and can be accelerated by feeding them more doses of the elixir. Even ghosts are affected by the explosion, though (such as Yuyuko and Youmu), so the PPE explosion does Typeless damage. Eirin does not get Protect or Detect to balance this out- she can't just turn her teammate into a bomb (KILLER QUEEN: DAI ICHI NO BAKUDAN) through multiple uses of the move, and then nullify the damage she would take. I just thought I should emphasise that (and also make a JoJoke). Eirin is much more suited to Double Battles than Single Battles, though, as even with a boost (or even two) from her signature move, she won't hit very hard. With that being said, enemies will not take Eirin's Shady New Drug so only allies can be targeted with the move. The number of doses before Reisen explodes is where the time limit comes from.

Future Sight is a reference to the Ultramarine Orb Elixir from Legacy of Lunatic Kingdom, which has similar effects, granting the person who consumes something akin to future-vision. Again, it's not something she actually uses in canon (She instead administers it to the heroines, those being Reimu, Marisa, Reisen and Sanae), but she should, by all means, have access to it.
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top