Pet Mod [Gen 8] Crossover Chaos

Fairly sure Ganondorf wouldn't count since each version of him is a different reincarnation. Characters like Demise and Calamity would but they are different from the Ganondorf in games such as OoT.
You sure about that?
zelda.gamepedia.com said:
As the manifestation of the Demon King Demise's hatred for the Goddess and her Chosen Hero (or, according to the Hyrule Historia, the reincarnation of Demise himself),[15] Ganon is destined to eternally reincarnate to pursue world domination.[16][17][18] In most cases though, he makes a return after being resurrected or breaking a seal. Four Swords Adventures is a notable exception, featuring a reincarnated Ganondorf.[19]
(emphasis mine)
Viridi in Super Smash Bros. Ultimate said:
Link is said to be a different person in each incarnation, but some people think Ganondorf is the same person born over and over again.
(what she said in the prior game matches your claim of ganon being reincarnated the same way as link, so this is a correction of sorts. smash isn't usually reliable, i suppose, but this should be good enough without digging up specific examples)
 

Let us bring back a legendary swordsman from a forgotten time. He may end up destroying a nearby planet or two, but such is life.
Pokémon: Galacta Knight
Origin: Kirby Super Star Ultra
Type: Fighting/Flying
Ability: Pressure
Stats: 100/150/100/130/100/100 (680)
Notable Moves: Sacred Sword, Mach Tornado (see Meta Knight), Dual Wingbeat, Brave Bird, Air Slash, Secret Sword, Psycho Cut, Night Slash, Solar Blade, Megahorn, Pin Missile, Fell Stinger, Lash Out, Thunderbolt, Thunder, Rising Voltage, Thunder Wave, Flamethrower, Lave Plume, Eruption, Earth Power, Meteor Beam, Signal Beam, Charge Beam, Hyper Beam, Flash Cannon, Spacial Rend
Reasoning: The greatest warrior in the galaxy, sealed in crystal beyond time-space because of his power. Also, he uses a lance like a sword. Fighting because greatest warrior, Flying because he has wings he can fly with and makes tornadoes like Meta Knight. For those reasons he also gets Mach Tornado and Dual Wingbeat. Brave Bird because he's got a diving attack also. Since Return to Dream Land his signature attack has been firing off large amounts of energy swords, hence all his slashing moves and Pin Missile. His lance that he occasionally uses properly gives him Fell Stinger - also kind of Megahorn (since Escavalier) but that's also because, well, he has horns! Lash Out because he was *not* happy about Star Dream summoning him. Electric moves from his lightning attack. Fire moves and Earth Power from the attack where he shoots fire from the ground. He also gets a lot of beam moves and Flash Cannon from his laser attacks - one of which involves cutting a hole in time-space, hence Spacial Rend.
 

Cookie Butter

formerly the someone

Pokémon: Iku Nagae
Franchise/Origin: Touhou Project
Type: Electric/Dragon
Ability: Forecast* / Levitate / Swift Swim
*Same as Castform except Fire/Dragon in Sun, Water/Dragon in Rain, Ice/Dragon in Hail
Moves: Thunderbolt, Thunder, Wild Charge, Rising Voltage, Volt Switch, Discharge, Electro Ball, Shock Wave, Thunder Wave, Scale Shot, Draco Meteor, Dragon Claw, Dragon Pulse, Dragon Dance, Outrage, Gust, Twister, Heat Wave, Icy Wind, Hurricane, Fly, Bounce, Tailwind, Weather Ball, Drill Run, Surf, Aqua Ring, Aqua Tail, Signal Beam, Mean Look, Electric Terrain, Swift, Flash, Calm Mind, Coil, Counter, Slack Off
Stats: 90/105/80/110/100/45 (530)
Reasoning:
  • Iku is a messenger of the Dragon Palace, being able to borrow the power of dragons. Almost all of her attacks involve electricity, most likely because she's also an oarfish youkai.
  • Forecast has to do with Iku's ability to read the atmosphere and read the flow of air. On her profile it is stated "she can read the mood of a place, and adapt to it right away. She doesn't try to break the mood unless there's a very urgent reason. Flexibility is stronger than stiffness." She also has the "Veils Like Water/Wind/Sky/Time" skills to change herself in-battle in the fighting games. Although she doesn't have something like "Veils Like Fire" we are translating stuff to Pokemon here, and weather and Forecast are like that. One can also reasonably argue Sunny Day -> Clear Sky in JP -> Veils Like Sky.
  • Levitate is because of her veil, which grants her the ability to fly. "Rumor says that if a human wears this veil, they will be able to fly through the sky."
  • Swift Swim because she's an oarfish, and because she spends most of her time swimming (through clouds). Some of her spellcards and skills also mention swimming.
  • Her moves are a combination of her spell cards involving electric and dragon powers, her usage of drills, her ability to manipulate the flow of air, danmaku lasers, moves relating to her being a fish and lastly Calm Mind/Slack Off because of her personality.

Suggested listening: Praetor Amalthus - The Acting God
Pokémon: Amalthus
Franchise/Origin: Xenoblade Chronicles 2
Type: Psychic
Ability: Serene Grace / Pressure
Moves: Calm Mind, Confusion, Expanding Force, Luster Purge, Stored Power, Flash Cannon, Lava Plume, Power Gem, Rollout, Ancient Power, Stone Edge, Snarl, Frustration, Power Trip, Sucker Punch, Lash Out, Brutal Swing, Dark Pulse, Embargo, Foul Play, Nasty Plot, Snatch, Feint Attack, Thief, Bulk Up, Power Whip, Self-Destruct, Imprison, Instruct, Disable, Recover, Light Arrow (Same as Zelda), Command (Same as Orc Eye of Gruumsh from Expanded)
Stats: 120/60/80/100/110/50 (520)

Form: Mega Amalthus
Type: Psychic/Rock
Ability: Divine Robes: Amalthus only. Changes Amalthus's type to Fire, Water, Ground, Electric, Flying, Ice, Dark or Psychic depending on his Hidden Power type (does nothing if not one of those types).
Stats: 120/70/120/130/140/50 (620)
Reasoning:
  • Amalthus is Psychic-type because of his role as a Quaestor and then Praetor (closest thing in Pokemon is probably the sage mon Oranguru). After absorbing half of Haze's Core Crystal and powers, he also gains the power to control Blades and Titans telepathically. Lastly, he kind of has a relation to the Light element, which probably translates to Psychic in this case. Light is the type of both his auto-attack, his standard move, and Sacred Arrow, his strongest move. Although the Light association isn't concrete, as he doesn't start his boss battle as Light, but rather element-less and can transform into any element during the battle.
  • Serene Grace is based on his calm attitude (initially) and being the Driver of the "Goddess of Indol." It is also based on his own delusion of being the chosen one by the Architect (Serene Grace is Heavenly Blessing in JP).
  • Pressure comes from his power to control Blades and Titans by force and being an imposing authority figure as the Praetor.
  • The Mega is based on Amalthus' monstrous Blade Eater form. Rock-type comes from how he absorbed countless Core Crystals to achieve this form. The Core Crystals cover his new body/armor, things that look like actual rocks grow out of his face and he even starts spreading a marble-like thing as a last resort when defeated
    • Unconfirmed theory, but Amalthus' rock relation might have something to do with Blades turning into Titans, the landmasses of the Xenoblade 2 world, a natural process that Amalthus prevented by cleansing and absorbing Blades' Core Crystals. Either way it doesn't matter where the connection comes from, it looks like it's there.
  • Divine Robes is the skill that Amalthus uses to change his element to those of Blades (Fire, Water, Earth, Electric, Wind, Ice, Dark and Light).
Pokémon: Galacta Knight
Franchise/Origin: Kirby
Type: Flying/Fire
Ability: Sheer Force
Notable Moves: Sacred Sword, Mach Tornado (see Meta Knight), Dual Wingbeat, Brave Bird, Air Slash, Secret Sword, Psycho Cut, Night Slash, Solar Blade, Megahorn, Pin Missile, Fell Stinger, Lash Out, Thunderbolt, Thunder, Rising Voltage, Thunder Wave, Flamethrower, Lave Plume, Eruption, Earth Power, Meteor Beam, Signal Beam, Charge Beam, Hyper Beam, Flash Cannon, Spacial Rend (thanks Pika), Roost, Feather Dance, Bounce, Lunge, Attack Order
Stats: 100/150/100/130/100/100 (680)
Reasoning: Uhhmm... Galacta Knight does things. Things that Pika explained. Except I made him Fire-type instead because he uses fire often. Examples: pic related, his attacks involving fire, a fiery aura around him whenever he gets serious (Robobot onwards) and an attack of his that wasn't fire-related before now scorching the floor in Super Kirby Clash. Hell, Morpho Knight uses fire too and they're kinda related. I also gave him Sheer Force, because he has great power, and he's a brute. So far in all of his appearances, his only purpose was to fight, and he is stated to destroy planets "for seemingly no reason."
And lastly, a resub:
Pokémon: Black Alice
Franchise: Monster Girl Quest
Typing: Dark/Dragon
Ability: Limber / Suction Cups / Cute Charm
Moves:
Damaging: Octolock, Octazooka, Gunk Shot, Belch, Poison Jab, Sludge Wave, Sludge Bomb, Poison Gas, Dragon Breath, Draco Meteor, Breaking Swipe, Dragon Rage, Dragon Tail, Dragon Pulse, Outrage, Foul Play, Play Rough, Crunch, Jaw Lock, Sucker Punch, Knock Off, Brutal Swing, Payback, Power Trip, Pursuit, Power Whip, Giga Drain, Horn Leech, Leech Life, Drain Punch, Bind, Wrap, Ancient Power, Blizzard, Icy Wind, Flare Blitz, Inferno, Fire Blast, Thunder, Earthquake, Tri Attack, Stored Power, Dark Pulse, Explosion, Lick, Draining Kiss
Status: Coil, Glare, Dragon Dance, Autotomize, Attract, Captivate, Tickle, Milk Drink, Nasty Plot, Lovely Kiss, Sweet Kiss, Strength Sap, Ingrain, Recycle, Stockpile, Swallow, Spit Up, Growth, Parting Shot, Teleport, Torment, Snatch, Substitute, Trick Room
Signature Move: Monster Lord's Cruelty (Dark-type Spacial Rend).
Stats: 91/95/92/119/100/103 (600)

All forms below are out-of-battle.

Form: Black Alice-Second Form
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above
Stats: 103/98/106/130/110/73 (620)

Form: Black Alice-Third Form
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: All of the above
Stats: 103/118/96/130/90/93 (630)

Form: Black Alice-Second Form-Ultimate
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: Same as Black Alice-Second Form + All TMs/HMs/TRs/tutor moves.
Stats: 113/108/116/130/120/93 (680)

Form: Black Alice-Third Form-Ultimate
Ability: Shed Skin / Suction Cups / Sticky Hold
Moves: Same as Black Alice-Third Form + Summon Wind Spirit and Summon Earth Spirit (Same as Promestein) + All TMs/HMs/TRs/tutor moves.
Stats: 113/133/106/135/100/103 (690)

Form: Final Form Black Alice
Ability: Elimination / Berserk / Gluttony
Elimination: Moves used by this Pokemon against trapped targets will always result in a critical hit.
Movepool Additions: Same as Black Alice-Third Form-Ultimate, except No Retreat replaces any and all moves that switch the user out, TM/TR/HM/tutor or otherwise.
+Summon Water Spirit: +1 SpA/+2 Eva (banned due to Evasion clause)
+Summon Fire Spirit: +2 Atk/+1 SpA
Stats: 113/133/116/135/110/93 (700)
Reasoning:
  • Typing: Black Alice is the 8th Monster Lord, meaning the 8th direct descendant of the manifestation of darkness itself, plus she plotted to control the world (Dark). Her true form and that of her ancestors is that of lamias, monster girls with snake and/or dragon-like qualities, with Black Alice herself having a six-horned snake lower half in her full power form (Dragon).
  • Abilities: Limber, Suction Cups and Sticky Hold due to her tentacles. Shed Skin due to her snake qualities. Elimination because of her battle mechanics in the original game. Berserk because she was called as such in this form, due to her uncontrolled power. Gluttony because of how her runaway power warped her desire to "control the world" into "consume the world."
  • Move: The moves could be split into a few categories, fitting STAB, snake move because lamia, octopus moves because tentacles, drain and poison moves because she wants to consume everything, temptation moves (kisses and attract) from being a monster girl, elemental moves from being a magic expert. Ultimate forms get all TMs/HMs/TRs/tutor moves because she has the genes of all monsters, and can grow organs of all of them. Consider her an eldritch version of Mew.
  • Signature Move: In Monster Girl Quest, summoning the four elemental spirits gives a wide range of buffs to the user. Black Alice's ally (Promestein) mass-produced elemental spirit clones, allowing her and her allies to use them. Black Alice is shown using all four types of elemental spirits. As for the Dark-type Spacial Rend clone, that move "completely erases all traces of the target's existence with its overwhelming darkness."
  • Stats: Her boss stats are pretty well-rounded, but she is said to have "incredibly high powered magic" so of course SpA would be higher. I tried to differentiate between her forms by shifting some points here and there. The difference between regular and Ultimate Second/Third Forms is that the regular is her own power (shown in a boss battle in the past), while the Ultimate form is after she absorbed Goddess Ilias (in the final moments of the game). As for the reason she's so strong, her final form is the 2nd strongest enemy in the original MGQ (the strongest is Goddes Ilias who throws out Big Bangs as regular attacks and who Black Alice absorbed, albeit imperfectly).

Pokémon: Goddess of Chaos Black Alice
Typing: ???
Ability: Mold Breaker
Moves: Same as Black Alice-Third Form-Ultimate, plus regains any moves that switch the user out that she previously had.
Signature Move: Great Disaster (???-type Spacial Rend).
Stats: 113/133/116/135/120/113 (730)
Reasoning:
  • Type: In this form, Black Alice is the Goddess of Chaos. In Monster Girl Quest, Chaos is literally nothing.
  • Abilities: Successfully merging darkness and light was thought to be impossible, until Black Alice did it, thus Mold Breaker. Chaos also "consumes space-time itself" so bypassing defensive abilities makes sense imo. (Also except for Multiscale Lugia, Kingprotea and Fluffy Nine-Tails Tamamo, Mold Breaker seems pretty useless and therefore balanced).
  • Stats: By somehow merging light and darkness and becoming the Goddess of Chaos, Black Alice surpassed the power of the other two Goddesses. Chaos consumes space-time itself and leaves nothing behind in its wake, and will continue to consume until absolutely nothing in existence remains. If Black Alice isn't stopped "[...] the whole of all universes will be devoured by the chaos." So this multiversal threat having high BST is logical.

Pokémon: Alicetroemeria
Typing: Dark/Psychic
Ability: Pretend Mage - x1.3 to Dark-type and Time-based moves; Dark-type and Time-based moves can always be selected.
Time-based moves: Ancient Power (also Relic Song and Roar of Time, though Black Alice doesn't get either)
Moves: Same as base Black Alice.
Stats: 91/95/92/119/100/103 (600) (Same as base Alice)
Reasoning: Alice's recruitable form, pretending to be a human mage.
 
Voting begins now. You have one week to vote.
KirbyRider1337's Tsih
KirbyRider1337's Chaos
KirbyRider1337's Kracko
Mygavolt's Nowi
Mygavolt's Histoire
Brodaha's Soul of Cinder
Brodaha's Divine Dragon
KeeganSkymin4444's Leif
zxgzxg's Guardian (Legend of Zelda)
Bmw6446's Ganondorf
Bmw6446's Springtrap
Bmw6446's Alma
Heavyweapon Mann's Ganondorf
Pika Xreme's Galacta Knight
Cookie Butter's Iku Nagae
Cookie Butter's Amalthus
Cookie Butter's Galacta Knight
Cookie Butter's Black Alice

Please include the submitter's name when voting, especially when voting for one for the Ganondorf or Galacta Knights.
 
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Pika Xreme's Galacta Knight
KirbyRider1337's Chaos
Cookie Butter's Amalthus
(i haven't gotten to the relevant stuff but i trust this is on the money)
 
Cookie Butter's Galacta Knight
Pika Xreme's Galacta Knight
KirbyRider1337's Galacta Knight Tsih


if both galacta knights win, then mine stay galacta knight while cookie butter's becomes aeon hero (his super kirby clash incarnation)
 

Congratulations to Cookie Butter, zxgzxg and KirbyRider1337 for winning with Galacta Knight, Guardian and Chaos. KirbyRider1337 has earned the title, Professor Layton VS Phoenix Wright: Ace Attorney, and zxgzxg has earned the title, Parodius.


As always submissions for the current slate close in one week.
Have fun!​
 
Now it's time

Pokémon: Henry Stickmin
Franchise: Henry Stickmin Games (That being Breaking the Bank, Stealing the Diamond, Completing the Mission...)
Type: Normal
Ability: Pickpocket / Infiltrator / Adaptability
Notable moves: Justice Knee (From Captain Falcon), TNT (From Tom Cat in EX), Self-Destruct, Explosion, Thunderbolt, Teleport, Psychic, Telekinesis, Spectral Thief, Thief, Phantom Force, Acid Armor, Bounce, Boomburst, Supersonic, Earth Power, Stone Edge, Minimize, Magnet Rise, Metal Burst, Flash Cannon, Charge Beam, Sacred Sword, Substitute, Drill Run, Dig, Fly, Protect, Growth, Rollout, Agility, Bomb Throw, Bomb Blast, Nuzzle, Thunder Punch, Acid, Mega Punch, Astonish, Blaze Kick, Circle Throw, Vital Throw, Bulk Up, Extreme Speed, Acrobatics, Mirror Coat, Magic Coat, Stomp, Iron Defense, Boomerang (From Sokka), Shadow Punch, Energy Ball, Gyro Ball, Teeter Dance, Spring (From Austin Carter), Spiky Shield, Flamethrower, Fire Blast, Dynamic Punch, Focus Punch
Signature move: Tranquilizer (Normal-type Nuzzle but 80% accurate and status inflicted is Sleep. Doesn't make contact.)
Signature Move: NRG Drink (Psychic-type Status move. User moves first in its priority bracket until switched out, but is put on a perish timer.)
Signature Move: Dance-Off (Basically Rage Powder + After You that can only target an opponent. If user is Henry Stickmin, faint if not attacked. Copied by Dancer.)
Z-Crystal: Stickminium Y (Allows Henry Stickmin to power up Energy Ball into the 190BP Grass-type Special move "Y-Type Move: Big Blast", which has no secondary effects.)
Stats: 50/110/65/110/65/100 [BST 500]

Reasoning: Pickpocket because he's a thief as shown in his games (minus the second; note that in Infiltrating the Airship and Completing the Mission, his endgoal changes based on route, even moreso than in other games). Infiltrator because he has a sneaky route in each of the games past Breaking the Bank. Adaptability because he gets by with his tools frequently. That Y-Type Move is from Completing the Mission in the route following up on the TB ending from Fleeing the Complex, which is also how he gets Justice Knee. From the very first game, he tries to use explosives to get through as an option (TNT, Self-Destruct, and Explosion; The second also owes itself to Completing the Mission) and a Teleporter that shows up as an option in pretty much every game in his series, which rarely works out for him. Spectral Thief and Phantom Force because the Shadozer featured near the end of one of the FtC routes allows him to become a shadow and revert back at will, though he'd best watch out for the shadows cast by clouds. Acid Armor is from another such device, which liquefies him (...over soil). Boomburst and Supersonic because one of his options in FtC (...again) is a high-pitched, loud sound wave not even he can handle, that same game having earthbending as an option, so Earth Power and Stone Edge. Minimize is from an item he uses to shrink at the path that branches into the Epic and Sneaky routes in StD, though he gets attacked by a worm. Magnet Rise because he can use a magnet in ItA and can lower his own gravity to float up, though to failure. Thunderbolt because he uses Thunder II (/Thundara) to break loose from captivity at one point. Psychic and Telekinesis because he has Zero Point Energy. Charge Beam and Flash Cannon because lasers. Sacred Sword because he uses one against an enemy to progress in an FtC route. Sub because of the RPE ending of ItA, Drill Run because he can do that in CTM when trying to break into the Space Shuttle, Dig because Shovel, Fly because Jetpack, Protect and Rollout because of a route in ItA that covers him in a plastic ball. Agility and ESpeed because Super Speed Shoes in FtC and Beans in ItA. Bomb moves because of another fail in ItA, Nuzzle too in that same choice through Joy Buzzer, which ties into Thunder Punch, Acid is from that same game, Mega Punch and Dynamic Punch because he punched away a ship once and smashed in a vault to swipe the emerald within. Astonish because of the Spook option (which fails, but he smashes the instrument over the target's head anyway to get by), Blaze Kick because of his failed Falcon Kick that burnt himself to a crisp. Circle Throw and Vital Throw because of his suplex in the Final Fantasy reference battle against the Right Hand Man, plus Flamethrower and Fire Blast because he has the choice to cast a Fire spell in that same fight. Bulk Up from Sandwich in the choice after Sacred Sword, Acrobatics because he has that as an option, Mirror Coat and Magic Coat is the item he uses against Conductor MacBeth, Iron Defense is Nanomachines, Boomerang is in CtM, Shadow Punch is also that shadow device, Energy Ball ties into Big Blast, and who else could forget our Distraction Dance, here as Teeter Dance? Also Spring is an option he has in FtC, which sounds the alarms. His SpA is higher because of how little damage he does in the RPG sequences through normal action. Flash Cannon and Charge Beam also tie into the Earthbound battle sequence. HP is 50 because that's how much health he has in the Undertale battle sequence. Spiky Shield is what he does in one of the fails in ItA when he's rolling, trying to grow spikes in an attempt to deflect the coal about to crush him. Flamethrower and Fire Blast sequence, which gets turned against him, and Growth because he grows to huge size as a correct choice in StD and as a fail in FtC. For new non-Y-Type moves, Tranquilizer is something he can do in StD and Dance-Off is in CtM on the same route as Self-Destruct, an option available start to finish that Henry just can't seem to pull off. Then the NRG drink vastly brings everything not named Henry down to negligible motion (and durability for that matter in the bars' case)... until the side-effects kick in.
 
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Pokemon: Sayu
Type: Water/Electric
Abilities: Cute Charm/Liquid Voice/Download
Signature Moves:
Nepyune's Trident
- Type: Electric
- Classification: Physical
- Power: 90
- Accuracy: 95
- PP: 10 (max 16)
- Effect: Has a 20% chance to infatuate the target if they are the opposite gender, and a 10% chance to paralyze if they are the same gender.

Trident USBlast
- Type: Electric
- Classification: Special
- Power: 90
- Accuracy: 100
- PP: 15 (max 24)
- Effect: Deals double damage to infatuated targets, then cures their infatuation.
Stats: 75/110/70/115/90/115 (Total: 580)
Notable Moves: Surf, Sparkling Aria, Bubblebeam, Bubble, Whirlpool, Liquidation, Waterfall, Dive, Aqua Tail, Flip Turn, Aqua Jet, Charge Beam, Discharge, Wild Charge, Volt Switch, Hyper Voice, Boomburst, Echoed Voice, Tri-Attack, Round, Sing, Perish Song, Roar, Attract, Charm, Captivate, Play Nice, Play Rough, Dazzling Gleam, Disarming Voice, Draining Kiss, Triple Axel, Aqua Ring, Life Dew, Magic Coat, Flash, Teeter Dance, Confide, Hold Hands, Celebrate
Overview: Sayu is an in-universe digital/virtual idol (similar to a Vocaloid or V-Tuber) from the game No Straight Roads, but the version you fight in-game is a giant robot piloted by her creators. She's a singing mermaid, so she resembles Primarina in certain ways, but is notable for having the Electric typing due to her being robotic/digital in nature. She gets Fairy flavor due to having magical girl influences and various moves to represent the "cutesy" motif she falls under. She technically has different forms, but they don't actually change what she can do (except the last one, but it's so minor that it's probably better to just represent it with moves) so I won't be adding them into this sub.


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Pokemon: Lavos
Evolves into: Lavos Body
Type: Fire/Rock
Ability: Pressure
Signature Move: Destructive Rain
- Type: Rock
- Classification: Special
- Power: 100
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Hits all opponents.
Stats: 90/85/100/100/55/50 (Total: 480)
Notable Moves: Fire Blast, Flamethrower, Flare Blitz, Flame Burst, Power Gem, Ancient Power, Meteor Beam, Stone Edge, Rock Tomb, Earthquake, Earth Power, Draco Meteor, Doom Desire, Double Edge, Mimic, Copycat, Stealth Rock, Cosmic Power, Camoflage, Roar
Overview: A powerful being whose mere presence is enough to cause tears in the fabric of time itself, that crashed into the planet a time long ago to study the evolutionary path its inhabitants would go down, then awaken in the future to lay waste to it so it could spawn more of its species to repeat the cycle anew. Lavos itself is associated with flames (its name roughly translates to big fire), and it appears to have a rock-like exterior, coming down to the planet as a sort of gigantic meteor. It's associated with space, and in general represents cataclysm on a grand scale. Its moves are based on these traits, as well as how it uses its collected knowledge of powerful beings to copy their battles and take on the heroes that come to oppose it, which gives it Mimic and Copycat. However, this is nothing but a shell for this being, for the true beast is inside it...

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Lavos Body
Evolves into: Lavos Core
Type: Fire/Dragon
Ability: Dark Aura
Stats: 105/120/85/100/70/80 (Total: 570)
Notable Moves: As Lavos + Dragon Pulse, Dragon Claw, Flash Cannon, Fiery Dance, Inferno, Dark Pulse, Psycho Cut, Gastro Acid, Corrosive Gas, Curse, Night Shade, Ominous Wind, Poison Gas, Toxic
Overview: The true form of Lavos, within the shell that crashed into the planet. With its mighty arms and powerful attacks, even the mighty heroes that have gathered to vanquish it are to have difficulties. All of its skills have been translated over into moves, along with some other reasonable choices for it. A few less obvious elements, however, include the Dragon typing and Dark Aura. The former is due to the fact that in Chrono Cross, it's revealed that Lavos' power is actually draconic, while the latter is from one of Lavos Body's techniques, Evil Emanation, which raises its attack power. It also, however, comes from the fact that the magic used by Magus and his people came from Lavos. But though this is the body of Lavos, there is still one more "evolution" it can undergo.

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Lavos Core (Intended for Ubers)
Type: Dragon
Ability: Temporal Shift (Hardcoded to Lavos Core, has no effect on other Pokemon.
Default time is set to Antiquity, which has no effect on battle except to change Center Pod's Temporal Action to Unholy Light (minor damage and -1 Speed to foe)
One switchin to Lavos Core sets time to Middle Ages, which makes Dark type moves deal 1.1x damage, and turns Temporal Action into Demon Star (Super Fang clone)
Two switchins to Lavos Core sets time to 1000 AD, which makes Normal type moves deal 1.1x damage and turns Temporal Action into Diabolic Whisper (inflicts random status)
Three switchins to Lavos Core sets time to 2000 AD, which makes Steel type moves deal 1.1x damage and turns Temporal Action into Dreamreaver (powerful Special Psychic type attack)
Four switchins to Lavos Core sets time to the Prehistoric Era, which gives Rock types a 1.1x boost to both defenses and turns Temporal Action into Grandstone (powerful Physical Rock type attack)
Five switches returns time to Antiquity, and it loops from there)
Stats: 130/75/125/75/125/70 (Total: 600)
Notable Moves: As Lavos Body + Recover, Wish, Heal Pulse, Life Dew, Teleport, Roar of Time, X-Scissor, Disable, Imprison, Unholy Light (see Center Pod)
Overview: Lavos is at its most vulnerable like this, with its other layers of defense stripped away. But in its desire to survive, it proves to be at its toughest to take down for good. Its bulk is incredibly high, and with access to multiple recovery options and Teleport for slow pivoting, Lavos Core has high survivability. Mono-Dragon typing comes from the fact that it doesn't really use flames anymore, since it's no longer focused on attacking anyway. Its moves come from various things it can do, with Roar of Time being that it is a draconic sort of being that has a certain grip upon time. While its ability isn't very useful for it, certain team mates might be able to take advantage of the changing of the time periods. Especially...

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Center Pod (Intended for Ubers)
Type: Rock/Psychic
Ability: Protective Pod (Friend Guard clone)
Signature Move: Temporal Action
- Type: Normal
- Classification: Status
- Accuracy: --
- PP: 5 (max 8)
- Effect: Calls upon a move depending on the time period.

Moves that Temporal Action calls:

Unholy Light
- Type: Dark
- Classification: Special
- Power: 60
- Accuracy: 100
- PP: 10 (max 8)
- Effect: Hits all opponents. Reduces the target's Speed by one stage. Fails if the time period is not Antiquity.

Demon Star
- Type: Dark
- Classification: Special
- Power: --
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Halves the foe's current HP. Fails if the time period is not the Middle Ages.

Diabolic Whisper
- Type: Normal
- Classification: Status
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Inflicts a random status ailment. Fails if the time period is not 1000 A.D.

Dreamreaver
- Type: Psychic
- Classification: Special
- Power: 130
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Fails if the time period is not 2000 A.D.

Grandstone
- Type: Rock
- Classification: Physical
- Power: 150
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Fails if the time period is not the Prehistoric Era.

Stats: 95/150/100/150/100/85 (Total: 680)
Notable Moves: As Lavos Body + Psychic, Zen Headbutt, Thunderbolt, Thunder, Rock Wrecker, Meteor Mash, Roar of Time
Overview: Despite looking more imposing than Lavos Core, this is merely a pod, with the sole purpose of protecting the core. It being the large creature in the center is effective in attracting attention, and the Center Pod has the power to back up the image of being the big bad boss. It can take down even the hardiest of heroes in a few hits, but it doesn't quite compare to the bulkiness of the Lavos Core. The reason it is Rock/Psychic and not Dragon is due to it being essentially a golem created by the true Lavos to take down the heroes, and its most powerful techniques are Rock and Psychic type, so it would logically make sense that Lavos would craft it to maximize its effectiveness with them. The types themselves still fit, though, with the former being justified due to it being more similar to the shell that protects Lavos than the true core, and Psychic comes from its cosmic/magic association. It uses different techniques depending on the time period it enters, which is where Temporal Action comes from, and it also has a lightning attack apart from those techniques, which is where its Electric coverage comes from. Finally, defeating a pod, either the Center Pod or the Lavos Pod, forces the Lavos Core to drop its defenses to heal. This is where Protective Pod comes into play, which acts like Friend Guard, to represent the fact that it is designed as a bodyguard.

24640BA6-3A07-451E-A6DB-924BB41215C3.jpeg

Lavos Pod
Type: Rock/Psychic
Ability: Protective Pod (Friend Guard clone)
Stats: 45/100/100/100/100/105 (Total: 550)
Notable Moves: As Lavos Body + Heal Pulse, Life Dew, Spite, Light Screen, X-Scissor, Unholy Light (See Center Pod)
Overview: To complete the illusion of Lavos Core being "unimportant", a pod visually identical to the Lavos Core sits beside the Center Pod along with core. It shares a typing and ability with the Center Pod, but is far weaker in terms of both bulk and power. It's very solid in doubles, but isn't great in Singles.


I don't usually add flavor text for my subs, but this one will be an exception.

It's a lovely day in the Crossover Chaos forum

B31C0810-33C7-4F87-AE44-99AEA1F490A9.png

and you are a horrible
Pokemon: Goose
Type: Normal/Flying
Abilities: Prankster/Pickpocket/Relentless (Works like the item Metronome, but the multiplier for using consecutive moves is not reset if the user successfully uses the move but it hits the opponent's Protect. Blocks Intimidate.)
Signature Move: Goose Honk
-Type: Flying
-Classification: Special
-Power: 45
-Accuracy: 100
-PP: 30 (max 48)
-Effect: Makes the user the center of attention, and has a 50% chance to flinch. With each consecutive use, decreases the flinch chance by 10% with a minimum of 0%, and increases the base power of the move by 15, up to a maximum of 120.
Stats: 70/100/66/82/62/85 (Total: 465)
Notable Moves: Fake Out, Double Edge, Quick Attack, Hyper Voice, Fury Attack, Peck, Wing Attack, Drill Peck, Gust, Air Slash, Fly, Brave Bird, Knock Off, Switcheroo, Surf, Thief, Nasty Plot, Feather Dance, Roost, Defog, Taunt, Torment, Encore, Heal Bell, Work Up, Astonish, Block, Spikes, Teeter Dance, Stockpile, Spit Up, Swallow, Fling, Bestow, After You, Copycat, Mirror Move, Play Rough, Spite
Overview: This sub is designed to be one thing above all else: irritating and deceptively effective. It can run Prankster with Copycat to spam powerful attacks like Brave Bird and Double Edge, or use things like Encore and Taunt to disrupt the foe. You can also take a risk and run Goose Honk, a move with a high chance to flinch but low power, unless you use it multiple times, which may decrease the chances to flinch, but in turn increases the power of the move with each consecutive use. Combined with the Metronome item, the Goose's signature Relentless ability, and a little bit of luck, you can do things like this:
+2 252+ SpA Metronome Relentless Goose Goose Honk vs. 248 HP / 8 SpD Eviolite Chansey: 800-944 (113.7 - 134.2%) -- guaranteed KO in 1 turns
Of course, this takes a lot of setup, and can obviously be unreliable, but it sure can make your foes feel frustrated that they lost to a goose. And really, that's just how it should be.
 
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I'm back and re-subbing a bunch.



Pokémon: Agumon
Franchise/Origin: Digimon
Type: Dragon/Fire
Ability: Blaze
Notable moves: Charmander's moveset, Draco Meteor.
Stats: 50 HP/60 Atk/50 Def/55 SpA/45 SpD/60 Spe (BST: 320)
Evolves into Greymon at level 20.
Reasoning: Here we have Digimon's mascot and perhaps the most notable Digivolution line of all, Agumon, the mascot of Digimon, Pokemon's rival series. Agumon's stats are primarily based on Charmander's. They're a bit higher, though Agumon differentiates itself from its Pokemon counterpart by being physically oriented instead of specially oriented, plus having a Dragon-typing. This is basically meant for a Little Cup-type scenario and should not be used in OU.

Digimon, however, is most well-known for its long evolutionary chains.





Pokémon: Greymon
Franchise/Origin: Digimon
Type: Dragon/Fire
Ability: Rock Head
Notable moves: Agumon's Moveset, plus Head Smash, Skull Bash.
Stats: 70 HP/80 Atk/70 Def/75 SpA/65 SpD/70 Spe (BST: 440)
Evolves into MetalGreymon at level 40. Location of Evolution changes MetalGreymon's form.
Reasoning: Greymon's a step up from Agumon, but still not really worth using in competitive play. It might be somewhat good in the lower tiers thanks to the spamability of Head Smash thanks to Rock Head, but still, you're probably better off evolving this thing.





MetalGreymon-Vaccine





MetalGreymon-Virus

Pokémon: MetalGreymon
Franchise/Origin: Digimon
Type: Dragon/Steel
Ability: Flame of Fury (Fire-type Steelworker Clone)
Notable moves: Greymon's moveset, plus Steel Beam, Flash Cannon, Iron Head, Iron Tail.
Stats: 100 HP/100 Atk/85 Def/95 SpA/80 SpD/50 Spe (BST: 510)
Regional Variant: Depending on where Greymon evolves, MetalGreymon can come in either Vaccine or Virus forms.
MetalGreymon evolves into one of two different Pokemon at level 60. MetalGreymon-Vaccine evolves into WarGreymon, MetalGreymon-Virus evolves into BlackWarGreymon
Reasoning: MetalGreymon is the third member of the Agumon line, and is where the line begins to diverge a bit. See, MetalGreymon actually has two different forms to it. The MetalGreymon that are found on File Island, seen in Digimon World 1, are of the Virus classification, whereas those found on the Folder Continent (seen in Digimon World 2) are of the Vaccine classification. While the difference in their abilities is negligible for now, they'll become a lot bigger once the two evolve into their final forms. They're certainly usable on their own (Though I had to compromise a bit with Bulk so as to make sure Eviolite doesn't make this thing broken), though you'll want to evolve them into their final forms. As for changes from Greymon, aside from the increased stats at the cost of reduced speed, it also gains access to a few Steel-type moves owing to its cybernetic enhancements.





Pokémon: WarGreymon
Franchise/Origin: Digimon
Type: Dragon/Fire
Ability: Crest of Courage
Signature Ability: Crest of Courage: User is immune to Critical Hits. Moves' added effects do not activate against the user, the user's Steel-type moves deal 50% more damage and the user's Fire-type moves deal 50% more damage when the user is below 33% HP. Basically Battle Armor, Shield Dust, Steelworker and Blaze condensed into one ability.
Notable moves: MetalGreymon's moveset, plus Gaia Force and Dramon Killer.
Signature Moves
Gaia Force: Fire-type, Special, 120 BP, 90 Accuracy, 5 PP. Ignores abilities.
Dramon Killer: Dragon-type, Physical, 90 BP, 100 Accuracy, 10 PP. Damage dealt to Dragon-types is doubled (Stacks with type effectiveness).
Stats: 120 HP/120 Atk/105 Def/115 SpA/100 SpD/100 Spe (BST: 660)
Reasoning: WarGreymon is the final form of the Agumon line, evolving from MetalGreymon-Vaccine. Its stats are high all around, including a massive speed increase from the prior form. It also comes with two signature moves. Gaia Force (or Terra Force, as it's known in the west) is a big ol' nuke of an attack. High BP, good accuracy, and it ignores Flash Fire from pesky Heatran to boot. Dramon Killers is basically an enhanced version of Dragon Claw that takes the Dragon-killing abilities up to eleven. It does double supereffective damage against any Dragon-type foolish enough to get hit by this move. This is actually based on the claws' performance against Dragon-type enemies in the anime, as the Agumon who partnered with Taichi Yagami demonstrated when, as WarGreymon, he one-shot not one but two seperate Mega-level foes with his Dramon Killers. The Crest of Courage also serves as the basis for the ability, referencing its wielder's courage and ability to overcome the odds (Basically, it's Hax-proof, retains MetalGreymon's Steel-type STAB and gets Blaze back after losing it after evolving from Agumon).






Pokémon: BlackWarGreymon
Franchise/Origin: Digimon
Type: Dragon/Dark
Ability: Flame of Fury/Justified/Tough Claws
Notable moves: MetalGreymon's moveset, plus Dark Gaia Force, Dramon Killer, Night Slash.
Signature Moves
Dark Gaia Force: Dark-type, Special, 110 BP, 90 Accuracy, 5 PP. Ignores abilities. Deals Dark- or Fire-type damage, whichever would do more.
Dramon Killer: See WarGreymon.
Stats: 120 HP/120 Atk/105 Def/115 SpA/100 SpD/100 Spe (BST: 660)
Reasoning: BlackWarGreymon is the final form that Virus-type MetalGreymon take on. In comparison to WarGreymon, it has slightly improved coverage, notably the fact that its signature move, Dark Gaia Force (Terra Destroyer to western fans), can be Dark- or Fire-type depending on the situation, which can be very useful coverage. The tradeoff for this however, is that BlackWarGreymon's abilities are inferior to WarGreymon's Crest of Courage for the most part. While Flame of Fury (Inherited from MetalGreymon) Justified and Tough Claws are by no means bad abilities, they're mostly focused on the physical side, which can leave BlackWarGreymon to struggle against physical walls where WarGreymon would not due to its greater versatility.



Pokémon: Artoria-Alter
Transforms from Artoria through usage of Grail's Corruption. Unlike regular Artoria, CANNOT use Avalon. If the move is known, forgets Invisible Air upon switching to Alter form.
Franchise/Origin: Fate/Stay Night
Type: Steel/Dark
Ability: Saber Class/Unlimited Mana Burst (HA)
Signature Ability: Unlimited Mana Burst: The user's Attack and Defense are increased by 1.2x.
Notable moves: Artoria's moveset (except Invisible Air) Vortigern, Night Slash.
Signature move: Vortigern- Dark-type, Physical, 90 BP, 100 Accuracy, 10 PP. Boosted by Saber Class. 30% chance to reduce the target's Defense by 1 stage.
G-Max Move, Z-Move, Mega Evolution, etc.: Excalibur Morgan, Sword of Promised Victory- Dark-type, 230 BP, Special. Boosted by Saber Class. Physical if Atk>SpA. Upgraded from Artoria-Alter's Vortigern with Altorium Z.
Stats: 100 HP/120 Atk/110 Def/150 SpA/90 SpD/40 Spe (BST: 610)

Reasoning: Meet Artoria Alter, a version of Artoria who was corrupted by the Holy Grail's mud during the Heaven's Feel route of Fate/Stay Night. As far as Artoria Alter's stats go, it should immediately be clear that they're based on her base form. Specifically, she sacrifices some Special Defense and a lot of Speed for a boost in every other stat (Owing to the fact that her Magic Resistance goes down to B-rank from regular Artoria's A-Rank). Artoria Alter also cannot use Avalon nor Invisible Air, instead gaining a new move signature to her, Vortigern. Its Base Power is identical to Invisible Air's, but it gives up the SE effect against Dark-types to instead have a 30% chance to drop the enemy's defense. This is actually based on the Craft Essence gained for increasing Artoria Alter's Bond Level to 10 in Fate/Grand Order, which, when equipped to Artoria Alter, gives her a 30% chance to reduce the defense of any enemy she hits with an attack.

Artoria Alter's ability is based on the Mana Burst technique that Artoria makes usage of in Fate/Stay Night, which uses her magical energy to amplify her physical characteristics. While regular Artoria has to be more careful with her usage of it in Fate/Stay Night due to her unique circumstances (and the fact that Shirou is not a good Master), being tainted by the Grail also gave Artoria to its nigh-unlimited Mana supply, allowing Artoria Alter to keep it up basically 24/7, hence why it manifests as her hidden ability, providing a simple boost to her attack and defense.

Lastly, there's her Z-Move, Excalibur Morgan. Stat-wise, it's a slightly stronger Excalibur to make up for the lack of a bonus effect, and explained through Artoria Alter's vastly larger mana reserves. Normally, she would be able to spam this to her heart's content, but THAT wouldn't be balanced at all.



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, Electroweb, 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 (which is also the basis for Electroweb), 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 were 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 (without Snatch anyway) 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.




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. This move has 1.5x power when used by Shadow. 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: 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 of concentrated energy 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 two signature moves, 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 also emulates getting STAB on it because it's one of his most-used moves. It also wouldn't make sense for it to be weaker than Chaos Spear due to this.

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 and Blaze Kick 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. They also sometimes appear to shoot jets of fire, which is where Blaze Kick comes from. 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. Really, Super Shadow is perhaps the least complicated part of this submission.
 

Pokemon: CHEF (Risk of Rain)
Type: Steel / Fire
Ability: Heatproof / White Smoke
Moves: Fire Blast, Autotomize, Bullet Punch, Smart Strike, Metal Burst, Will-O-Wisp, Flame Wheel, Flame Charge, Soft-Boiled, Grav Apple, Giga Drain, Marinate (Lower the opponent's Spe, Def, and SpD by 1 stage.), Second Helping (Boosts the next move CHEF makes, doubling it's power or effect.)
Stats: 60 / 105 / 70 / 105 / 90 / 100 | 530 BST
Reasoning: CHEF is a former chef robot turned genocidal. Steel because robot and knives, Fire because his abilities center around cooking enemies. Heatproof and White Smoke are both because of it's cooking prowess. It has a lot of cooking moves, all of which are realted to attacks he deos in-game or with items that he gets in-game. Second Helping is one of CHEF's defining moves and main sources of strength, allowing it to reach some of the highest DPS in the game with boosted knives and flame blasts. Marinate is CHEF's mobility moves, which slows enemies and makes them take more damage from your fire moves for some time. Average stats are because CHEF has virtually no defense without items except for the small bit of mobility from Marinate. Balanced offenses are because CHEF is effective at both long and close range, and uses some moves that would be considered physical in pokemon, such as throwing knives, and some that would be special, like fire and oil blasts.

Pokemon: Gaige (Borderlands 2)
Type: Electric
Ability: Anarchy (At the end of every turn, gain +1 Atk and SpA and -1 Acc.)
Moves:
Stats:
Reasoning:


Pokemon: Soul of Cinder (Dark Souls III)
Type: Fire/Ghost
Ability: Cursed Body / Flame Body / Great Lord (Boost the damage of Electric type moves by 1.5x)
Moves: Thunderbolt, Thunder, Fire Punch, Toxic, Will o Wisp, Work Up, Recover, Blaze Kick, Sacred Sword, Shadow Ball, Ancient Power, Arm Thrust, Shadow Punch, Volt Switch, Rock Blast, Wish, Dazzling Gleam
Stats: 110 / 130 / 95 / 130 / 110 / 105 | 680 BST
Reasoning: Soul of Cinder is the final boss of the non-dlc story of Dark Souls III, and the manifestation of all previous lords who linked the flame to preserve the age of Gods. Fire/Ghost is because it is the reincarnated souls of all those who sacrificed their bodies to fuel the flame. Flame Body is because the SoC's body is always on fire, sometimes fully ablaze or sometimes just embers remaining. Cursed Body is because of the unimaginable pain all those who link the flame experience. It is also because all Unkindled ones (those who tried to link the flame but failed) are cursed with undeath. Great Lord is because SoC's second phase is a callback to Gwyn, the first to link the flame and one of the original gods who found the flame in the first place. Gwyn was known for his lightning bolts capable of killing dragons, and SoC uses a lot of these lightning-based attacks in phase 2. In phase 1, SoC switches between four fighting styles, based generally on the main builds players can use: strength, dexterity, intelligence and faith. Because of this, SoC has a wide moveset because of the high number of attacks in each style. Fire Punch, Blaze Kick, Sacred Sword, and Arm thrust come from strength. Toxic, Shadow Ball, Ancient Power, and Rock Blast come from Intelligence. Work Up, Shadow Punch, Fire Claw, and Volt Switch come from Dexterity. Recover, Wish, and Dazzling Gleam come from Faith. In phase 2, SoC uses a lot of these attacks together, as well as some new electric ones and callback moves to Gwyn. Due to SoC being a combination of the strongest beings throughout history in the Dark Souls universe, including Gods and those who kill Gods, it has a BST on par with many legendaries from pokemon. Offense is clearly the strongest point of SoC. When fighting it, finding a moment to heal or strike is hard because of the almost non-stop strong attacks being sent your way. A high HP and SpD are because SoC has the second highest max HP in the base game, and also has a very high amount of elemental and physical damage resistances due to the amount of forms he takes throughout the battle. Speed and Defense are the lowest stats despite it's good distance closing and damage taking capabilities, because they aren't on the same level as it's best traits.


Pokemon: Divine Dragon (Sekiro)
Type: Dragon/Flying
Ability: Multiscale / Grassy Surge
Moves: Air Slash, Hurricane, Air Cutter, Roar, Slash, Vine Whip, Branch Poke, Grass Knot, Thunderbolt, Thunder, Dragon Claw, Aqua Jet
Stats: 140 / 100 / 60 / 100 / 60 / 80 | 550 BST
Reasoning: Divine Dragon is an ancient dragon that Sekiro has to defeat to obtain it's tears. Dragon for obvious reasons. Flying because it is fought in the divine realm, which seems to be made mainly of clouds, and a lot of it's attacks are wind-based. Multiscale is because the Divine Dragon only takes damage from redirected lightning, and also has multiple scales. Grassy Surge is because the Divine Dragon is seemingly partially attached to a tree and also summons trees instantly when it first appears, as well as some other times during the battle. Also, the fight before the Divine Dragon is called Old Dragons of the Tree. High HP but low defenses is because the Divine Dragon cannot be killed by just your sword, you have to redirect lightning. A middling speed is because the Divine Dragon doesn't move much during the fight, but can fly and has a long neck so is quite fast when it does move. Balanced offenses are because of the ease of avoiding most attacks but the above average damage they deal if you do get hit. Most of the moves are attacks it does in-game. Vine Whip and Branch Poke are because of the trees it summons throughout the battle, and Aqua Jet represents it's tears.
 
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zxgzxg

scrabble
is a Forum Moderator
Resubs ill put pictures later

Pokémon: Sunflower
Franchise/Origin: Plants vs. Zombies
Type: Grass
Ability: Chlorophyll/Regenerator
Moves: Dazzling Gleam, Encore, Energy Ball, Grassy Glide, Growth, Hyper Voice, Ingrain, Leech Seed, Sunny Day, Synthesis, Weather Ball
Stats: 75/50/65/80/90/55 (BST: 415)

(Evolves from Sunflower)
Pokémon: Twin Sunflower
Type: Grass
Ability: Chlorophyll/Regenerator
Moves: +Fire Blast, Flamethrower, Giga Drain, Heat Wave, Morning Sun, Mystical Fire, Power Whip, Solar Beam, Wish
Stats: 87/60/85/100/110/45 [+12/+10/+15/+20/+20/-10] (BST: 487)


(Mega Evolves from Twin Sunflower with Sunflorite)
Pokémon: Triplet Sunflower
Type: Grass/Fire
Ability: Drought
Stats: 87/60/100/145/150/45 [+0/+0/+15/+45/+40/+0] (BST: 587)

Reasoning: A staple plant in garden defense, the Sunflower produces sun, the energy that allows the player to plant more plants. In some games, like PvZ Heroes, Sunflower even has healing abilities. Twin Sunflower produces double the sun of Sunflower (duh), so I gave it more Fire and sun-based moves.


Pokémon: Wall-nut
Franchise/Origin: Plants vs. Zombies
Type: Rock/Grass
Ability: Sturdy/Solid Rock
Moves: Amnesia, Body Press, Gyro Ball, Ingrain, Iron Defense, Iron Head, Rapid Spin, Rock Slide, Rollout, Stealth Rock
Stats: 65/60/110/30/80/35 (BST: 415)


(Evolves from Walnut)
Pokémon: Tall-nut
Type: Rock/Grass
Ability: Sturdy/Solid Rock
Moves: +Head Smash, Rock Blast, Smack Down
Stats: 95/77/170/30/110/35 [+30/+17/+60/+0/+30/+0] (BST: 553)

Reasoning: Another staple support plant in the defense against zombies. It’s tough shell is hard for zombies to break through, allowing Wall-nuts to halt zombies waves. Wall-nuts are also used for bowling, hence why it can use spin/roll moves.
 
Resubmissions again


Pokémon: O
Type: Steel/Flying
Ability: Cloud Nine / Drizzle
Signature Move: Line Clear - Steel, Physical, 80 BP, 100% Acc, 10 PP | Super-effective against Steel. Clears hazards from the user's side of the field. +10 BP and +25% drain per hazard layer cleared, but no higher than 120 BP and 100% drain.
Other Moves: Flash Cannon, Steel Beam, Hurricane, Chatter, Thunder, Thunderbolt, Discharge, Overdrive, Volt Switch, Charge Beam, Weather Ball, Hidden Power, Acrobatics, Fly, Rapid Spin, Rage, Ominous Wind, Outrage, Icy Wind, Rain Dance, Bulk Up, Calm Mind, Charge, Stockpile, Swallow, Spit Up, Rest, Sleep Talk, Recover, Stealth Rock, Spikes, Thunder Wave, Magic Coat, Defog, Tailwind, Whirlwind, Trick Room, Wonder Room, Teleport
Stats: 64/80/128/80/128/64 | 544 BST
Reasoning: O here is the sidekick of a spaceship captain who specializes in cleaning up tetrominoes, sets of metallic-looking blocks that bring Steel to mind. As for Flying, he floats upon a cloud just like Tornadus, Thundurus, and Landorus. This cloud is normally calm (Cloud Nine) but gets dark and thunderous in response to his anger (Drizzle, Rain Dance, Electric moves). Other cloud-related moves include Hurricane, Weather Ball, Icy Wind, Defog, Tailwind, and Whirlwind. Tetris is about building up (boosting moves, hazards), clearing garbage (Line Clear, Rapid Spin, Swallow, Recover, Magic Coat), and attacking opponents (other offensive moves). Chapter 6 of the story proves that he is capable of sleeping (Rest), and he's rather chatty despite his incomprehensible speech pattern (Chatter, Sleep Talk). As he represents the O tetromino, he has a number of moves starting with O: Ominous Wind, Outrage, and Overdrive. Volt Switch and Teleport are nods to Swap Mode in the game, Rage is demonstrated concurrently with the lightning in his cloud, Rapid Spin is more akin to his victory animation, and Trick Room and Wonder Room are inspired by the general wackiness of the game.


Pokémon: Demigod of Rock
Type: Rock/Electric
Ability: Solid Rock / Punk Rock
Signature Move: Rock Out - Rock, Special, 90 BP, 95% Acc, 10 PP | Sound move.
Other Moves: Accelerock, Rock Blast, Rock Climb, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Rock Wrecker, Stealth Rock, Metal Sound, Metal Burst, Iron Head, Overdrive, Boomburst, Hyper Voice, Uproar, Roar, Screech, Sacred Fire, Parting Shot, Extreme Speed, Magma Storm, Dragon Dance, Destiny Bond, Sand Tomb, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Wild Charge, Perish Song
Z-Move: Scourge Dropkick - Rock, Physical, 185 BP | Deals super-effective damage to Steel-types. | Base: Rock Slide | Z-Crystal: Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST
Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Abilities, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Electric typing relates to Overdrive and how rock music is usually associated with electric guitars. His preferred songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helm that he wears. Z-Move is based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played. The rest of the moves relate to the songs in his post-game tier (and partly the artists thereof).
Setting Fire to Sleeping Giants: Sacred Fire | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Magma Storm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Destiny Bond
Deadfall: Sand Tomb | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat, Wild Charge
Sudden Death | Megadeth: Perish Song
 
have a mushroom.


Are these hulking things beasts or are they mushrooms? I cut one in half and peered inside to find out, but could find no answers in its soft, stinking insides.
Pokémon: Shrumal Ogre
Origin: Hollow Knight
Type: Grass/Poison
Ability: Effect Spore / Corrosion
Stats: 80/100/100/100/70/50 (500)
Notable Moves: Spore, Wood Hammer, Gunk Shot, Sludge Bomb, Venom Drench, Head Smash, Headbutt, Body Slam, Heavy Slam
Reasoning: A big mushroom monster from the Fungal Wastes, a pair of which are fought as a midboss. Because it's a mushroom, it gets the Grass type, Spore, and Effect Spore. It spits what is described as "corrosive venom", hence its Poison type, Poison moves, and Corrosion. Its relatively high Defense is due to being impervious to Nail strikes from above. When not spitting venom, it attacks by mashing its head into things, hence most of its moves.
 
I'm here to submit Crosscode's not quite silent protagonist, Lea!
1601632948571.png

"Hi! Lea! ...Why Lea? Meet Lea! Lea wait!"
1601633574155.png

Pokémon: Lea (Neutral form)
Origin: Crosscode
Type: Normal
Ability: Element Shift (Switches between forms whenever using a normal, fire, ice, electric, or water type move. Converts sound based moves into water type moves as Liquid Voice does. If Lea does not use a normal move again in 3 turns after switching forms, she is forced back into Neutral form until she switches out.)
Stats: 105/85/85/85/85/105
Notable Moves: Rapid Spin, Tri Attack, Slash, Extreme Speed, Fire Lash, Flamethrower, Overheat, Will-o-Wisp, Ice Shard, Icicle Crash, Ice Beam, Freeze-Dry, Wild Charge, Thunderbolt, Thunder Wave, Volt Switch, Hyper Voice, Flip Turn, Aqua Jet, Encore, Substitute

1601634803989.png

Pokémon: Lea (Heat form)
Type: Fire
Ability: Elemental Shift
Stats: 105/120/85/85/85/105

1601634994989.png

Pokémon: Lea (Cold form)
Type: Ice
Ability: Elemental Shift
Stats: 105/85/120/85/85/105

1601635006004.png

Pokémon: Lea (Shock form)
Type: Electric
Ability: Elemental Shift
Stats: 105/85/85/120/85/105

1601635015248.png

Pokémon: Lea (Wave form)
Type: Water
Ability: Elemental Shift
Stats: 105/85/85/85/120/105

Reasoning: The core of Crosscode's combat comes from switching between the various elements, and then back to neutral mode as to avoid an element overload forcing you back into neutral mode for long time. I lessened the penalty for doing so here by still allowing her to use her elemental attacks, but the loss of STAB and the stat boosts attributed to each form are still a significant penalty.
Regarding the stat boosts, they're based on the specialty of each element. Heat is very attack focused, and has lots of close range combat arts (special moves, basically), so it gets an attack boost. Ice is defense focused, and it's especially focused on physically guarding enemy attacks, so it receives a defense boost. Shock is attack focused, with many powerful long range attacks, so special attack. Wave is also defense focused, with emphasis on avoiding enemy attacks, or lessening their effect on you, so special defense seemed like the best pick.
Regarding why she has sound moves included in her arsenal for wave, wave is a bit of an oddball element in Crosscode. It's primarily based around sound waves, but many combat arts and their names draw from water (AKA, waves on water), so I figured giving her a water type, along with the ability to convert sound based moves to the water type like Primarina can would represent that best.
 

Cookie Butter

formerly the someone
Purple gang comin' thru

Suggested listening: Empire Power ~ Eternal Force
Pokémon: Wilhelm von Clausewitz Halcyon HISUIMARU
Also known as: Clause
Franchise/Origin: Len'en Project
Typing: Normal
Ability: Levitate / Pressure / Gravity Surge
Gravity Surge
- On switch-in, summons Gravity for 5 turns.
Moves: Swift, Expanding Force, Psycho Cut, Night Slash, Pin Missile, Torment, Taunt, Gravity, Telekinesis, Hypnosis, Follow Me, Cosmic Power, Meteor Beam, Power Trip, Power Trick, Black Hole (See Zeromus)
Signature Move: Delusion - Tail Glow but Normal-type
Z Move: Super Hyper Nova - Genesis Supernova (including Psychic Terrain part) but Normal-type and requires Swift.
Stats: 70/80/70/110/80/80 (490)
Reasoning: Clause's species is listed as "annoyance" although they are believed to be human (they come from the Outside World in Len'en, which is like the... regular world), so I gave them the Normal type. They have the power to fully control gravity, which they somehow gained because of how extremely delusional they are. However, Clause never uses the gravity power's full potential because they don't train. They are so annoying that they put other people to sleep by rambling. Luckily Hypnosis' accuracy under Gravity is exactly 100% :))))


Pokémon: Yasha
Franchise/Origin: Senran Kagura
Typing: Dark/Flying
Ability: Infiltrator / Anger Point / Peaceful Yoma
Peaceful Yoma: If this Pokemon hasn't used Dark-type moves for 5 turns, foe loses 1/8 max HP per turn.
Moves: Fly, Brave Bird, Double Wingbeat, Wing Attack, Acrobatics, Aerial Ace, Air Slash, Feather Dance, Roost, Hurricane, Sky Attack, Tailwind, Assurance, Beat Up, Attack Order, Defend Order, Power Trip, Payback, Snarl, Assurance, Brutal Swing, Knock Off, Night Slash, Sucker Punch, Lash Out, Dark Pulse, Hone Claws, Parting Shot, Taunt, Torment, Sacred Sword, Close Combat, Thrash, Rapid Spin, Shadow Claw, Ominous Wind, Astonish, Spite, Grudge, Destiny Bond, Outrage, Dual Chop, Defog, Swords Dance
Stats: 90/135/75/85/75/90 (550)
Reasoning: Yasha is a Yoma, a demon born out of the blodshed between shinobi. She is specifically a birdlike/tengu yoma. That's why she is Dark/Flying.
Unlike most yoma, she is sentient and humanoid. What's more, she is a yoma that befriended humans and shinobi, going against her nature to kill and feed on them. When a Yoma stops acting like a Yoma, their powers start going out of control, and they start shooting out lesser Yoma that hurt ones around them. This is where her custom ability comes from. Due to a misunderstanding (thinking Yasha was attacking them on purpose), the shinobi attacked Yasha, and sealed her inside one of them. At some point, the shinobi started looking down on her, and feel pity for her, and this makes her extremely angry. She's also quick to get angry in general, thus Anger Point. Yasha is able to break the seal, like when her host picks up a weapon. As the story progresses, she becomes better at slipping out of the seal, being able to even fully materialize her body. That's why I gave her Infiltrator.
Lastly a resub:

Pokémon: Iku Nagae
Franchise/Origin: Touhou Project
Type: Electric/Dragon
Ability: Forecast* / Levitate / Swift Swim
*Same as Castform except Fire/Dragon in Sun, Water/Dragon in Rain, Ice/Dragon in Hail
Moves: Thunderbolt, Thunder, Wild Charge, Rising Voltage, Volt Switch, Discharge, Electro Ball, Shock Wave, Thunder Wave, Scale Shot, Draco Meteor, Dragon Claw, Dragon Pulse, Dragon Dance, Outrage, Gust, Twister, Heat Wave, Icy Wind, Hurricane, Fly, Bounce, Tailwind, Weather Ball, Drill Run, Surf, Aqua Ring, Aqua Tail, Signal Beam, Mean Look, Electric Terrain, Swift, Flash, Calm Mind, Coil, Counter, Slack Off
Stats: 90/105/80/110/100/45 (530)
Reasoning:
  • Iku is a messenger of the Dragon Palace, being able to borrow the power of dragons. Almost all of her attacks involve electricity, most likely because she's also an oarfish youkai.
  • Forecast has to do with Iku's ability to read the atmosphere and read the flow of air. On her profile it is stated "she can read the mood of a place, and adapt to it right away. She doesn't try to break the mood unless there's a very urgent reason. Flexibility is stronger than stiffness." She also has the "Veils Like Water/Wind/Sky/Time" skills to change herself in-battle in the fighting games. Although she doesn't have something like "Veils Like Fire" we are translating stuff to Pokemon here, and weather and Forecast are like that. One can also reasonably argue Sunny Day -> Clear Sky in JP -> Veils Like Sky.
  • Levitate is because of her veil, which grants her the ability to fly. "Rumor says that if a human wears this veil, they will be able to fly through the sky."
  • Swift Swim because she's an oarfish, and because she spends most of her time swimming (through clouds). Some of her spellcards and skills also mention swimming.
  • Her moves are a combination of her spell cards involving electric and dragon powers, her usage of drills, her ability to manipulate the flow of air, danmaku lasers, moves relating to her being a fish and lastly Calm Mind/Slack Off because of her personality.
 
Voting begins now, you have one week to vote.
KirbyRider1337's Henry Stickmin
KeeganSkymin4444's Sayu
KeeganSkymin4444's Lavos
KeeganSkymin4444's Goose
Neosonic97's Agumon line
Neosonic97's Artoria Alter
Neosonic97's Eirin Yagokoro
Neosonic97's Shadow The Hedgehog
Brodaha's CHEF
Brodaha's Gaige
Brodaha's Soul of Cinder
Brodaha's Divine Dragon (Sekiro)
zxgzxg's Sunflower line
zxgzxg's Wall-nut line
Mygavolt's O (Puyo Puyo Tetris)
Mygavolt's Demigod of Rock
Pika Xreme's Shrumal Ogre
DozingX's Lea
Cookie Butter's Clause
Cookie Butter's Yasha
Cookie Butter's Iku Nagae
 

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