Pet Mod [Gen 8] Crossover Chaos

It's time for me to sub a different set of Touhou Lost Word related stuffs. Here comes the first one!

...I said I was subbing Reimu Hakurei with gun, didn't I?

"I can fight effectively even within the extreme environment of the moon's surface thanks to this outfit a certain youkai prepared for me."

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Regional Variant of: Reimu Hakurei

Pokémon: Reimu-Shaman (Touhou Lost Word)
Type: Normal/Flying
Ability: Lunar War Shaman
New Ability: Lunar War Shaman- Cannot be copied, swapped or disabled. In a Double or Triple Battle, if the allied Pokemon has one of the abilities Lunar War Enchanter, Lunar War Gardener, Lunar War Oracle, Lunar War Servant or Lunar War Soldier, user's Defense, Special Defense and Speed increase by 1.5x. The damage dealt by the user's attacks are calculated by combining half of the user's corresponding attacking stat and half of the user's corresponding defensive stat (50% Attack and 50% Defense for physical attacks, 50% Special Attack and 50% Special Defense for special attacks). User takes half damage from Dark, Psychic, Fairy and Ghost-type moves. User heals 1/16 of their maximum HP at the end of every turn.
Notable moves: Reimu Hakurei's moveset, loses Fantasy Seal, Muso Tensei, Psychic, Psyshock, Petal Blizzard, Slack Off, Teleport. Gains Extreme Speed, Bulk Up, Agility, Calm Mind, Recover, Youkai Buster, Hakurei Amulet
New Moves:
Youkai Buster: Flying-type. Physical. Base 100 Power, 100 Accuracy, 10/16 PP. Super-effective against Fairy-types.
Hakurei Amulet: Normal-type. Physical. Base 30 Power, 100 Accuracy, 10/16 PP. Super-effective against Ghost- and Dark-types. Hits 3 times.
New Z-Move: Hakurei Talisman: Fantasy Nature- Upgrades from Reimu-Shaman's Youkai Buster with LastWordium Z. 200BP. Flying-type. Category changes to match Reimu-Shaman's higher defensive stat, and damage is calculated entirely from Defense or Special Defense, depending on which is higher (This move ignores the effect of the Lunar War Shaman ability). Super Effective against Ghost, Dark and Fairy-types.
Stats: 110 HP/80 Atk/125 Def/85 SpA/140 SpD/100 Spe (BST: 640)
Reasoning: A version of Reimu Hakurei from an alternate universe seen in Touhou Lost Word. In the universe she comes from, magic itself has disappeared, causing most youkai to disappear and the survivors of Gensokyo to lose their powers. To get over this, they use technology made using (and based on) the abilities of various residents of Gensokyo in an attempt to replicate their former abilities- which they need, as they were seen fighting a desperate war for survival against an oncoming Lunarian threat.

As Reimu has lost her innate abilities, she's reverted to a Normal/Flying-type, and lost multiple moves from her moveset, most notably some of her more supernatural ones, such as Psychic, Petal Blizzard and Teleport, as well as the base form's signature move. She's also lost Slack Off, since the loss of her abilities and the upheaval Gensokyo suffered as a result brought out a new sense of duty in Reimu, thus she's no longer such a notorious slacker. In turn for her lost abilities, she gains new moves based on the equipment she has. Extreme Speed comes from one of the inbuilt functions of her outfit, the Gale Thrusters, based on Aya, which is why she retains the flying type, as it allows her to fly and, for brief moment, replicate the legendarily fast speeds of the crow tengu. This is also where Agility comes from! Bulk Up and Calm Mind are based on a virtual dantian and meridian system implemented into her suit, giving her the abilities of a hermit, designed around the abilities of Kasen Ibaraki. Recover is based on the Yin-Yang Orb Drive's ability to repair the suit itself as well as restore Reimu's vitality (This is also where the Leftovers portion of her ability comes from, more on that later). Lastly, her two signature moves and signature Z Move are based on the guns she uses to fire her ofuda. The multi-hit Hakurei Amulet is fired from the Automatic Ofuda Rifle "Ran", and the single-hit Youkai Buster is fired from the High-Caliber Ofuda Handgun, "Chen". Lastly, her Last Word, Hakurei Talisman: Fantasy Nature, is a recreation of her original Fantasy Nature Last Word, though it just involves her going guns akimbo and firing both guns at the opponent nonstop, and it fills the role of a once-per battle nuke here, coming in as a Z-Move with LastWordium Z (The other Lunar War Units will also have Z-Moves using this Z-Crystal).

Now we get into her ability and stats. Her only ability, named after her title, has a few different effects. First, she has a synergy effect with all other Lunar War characters she was seen fighting along, which boosts her key stat, that being her defenses. Secondly, her attacks scale based on her defenses unless they would already scale with a different stat. This is based on how the Lunar War Shaman plays in Touhou Lost Word, as her attacks in that game tend to have the "Hard" tag, meaning that their damage scales with her defenses. Third, Reimu's resistances to Psychic, Fairy, Dark and Ghost (well, Ghost-type moves that can hit her through her Normal-typing, anyway) are because these four types are the ones most closely associated with the moon (Psychic through Cresselia and the move Lunar Dance, Dark through Darkrai and Umbreon, Fairy through Moonblast and Moonlight, and Ghost through Lunala and its signature Moongeist Beam). In Touhou Lost Word, every character has a temperament that determines what elements they are strong against and what elements they are weak against. Since this Reimu's temperament lost its original magic, it was artificially altered specifically to resist the Moon Phase. Finally, there's the passive health recovery. As stated earlier with Recover, this is based on the Yin-Yang Orb Drive contained within her outfit that restores her vitality. The reason it appears as both passive healing and Recover is because that's how it was in Touhou Lost Word: in that game, the Lunar War Shaman had both a passive that restored a small percentage of her health per turn, and an active skill that gave her massive burst healing.

Lastly, her stats are based on the original Reimu's, but she sacrifices some attack and special attack for some more health and speed. This isn't as big an offensive loss as one would expect due to her ability scaling her damage to half of her defense and half of her attack, while also of course hitting the UFes base stat total of 640.



And I may as well resub Edgy Youmu and Smol Yuyuko too:

"Some call me a master of the sword, but I am merely a vagabond without a master to serve."

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Regional Form of: Youmu Konpaku

Pokémon: Youmu-Sword-Master (Touhou Lost Word)
Type: Steel/Ghost
Ability: Mysterious Sword Master
New Ability: Mysterious Sword Master- Cannot be copied, swapped or disabled. Slashing Moves do 1.3x damage. User's Roukanken does Steel or Fire-type damage, depending on which would be strongest, and hits the target's lower defensive stat. User's Hakurouken does Ghost or Electric-type damage, depending on which would be strongest, and hits the target's lower defensive stat (Hakurouken whose type is changed this way does full damage to Normal-types). User's Leaf Blade has its base power increased to 120. In a Double Battle, if the user's active teammate has the ability Tiny Ghost Mistress, the user's Attack is increased by 1.5x.
Notable moves: Sacred Sword, Leaf Blade, Swords Dance, Agility, Roukanken, Hakurouken, Slash, Night Slash, Extreme Speed, Psycho Cut, X-Scissor.
New moves:
Roukanken
: Steel-type. 90 BP, 100 Accuracy, 10 PP. Z-Move effect: 220 BP Corkscrew Crash. Super-effective against Ghost-types. High critical hit rate. Slashing move.
Hakurouken: Ghost-type, 50 BP, 100 Accuracy, 10 PP. Z-Move effect: 210 BP Never-Ending Nightmare. Always crits. Can hit Normal-types, but only does 1/4 of the base damage. Deals double damage to Ghost-types. Slashing move.
Stats: 100 HP/140 Atk/85 Def/110 SpA/80 SpD/125 Spe (BST: 640)
Reasoning: A version of Youmu Konpaku from an alternate universe seen in Touhou Lost Word. In said timeline, she is the first Konpaku to come under the service of Yuyuko Saigyouji, and otherwise went without a master. She severs the souls of those who lose fights in the Hakugyoku Arena and uses them to fuel the seal that keeps the Saigyou Ayakashi from fully awakening and destroying the world. For the sake of simplicity, we'll refer to her as Youmu Alter.

While this is an alternate universe counterpart, this IS still Youmu Konpaku we're talking about here, thus she has the obvious Youmu typing of Steel/Ghost because she's still a half phantom. Youmu's moves are mostly self-explanatory as the typical swordsman fare (like Swords Dance), with Youmu's swords being legendary weapons, hence why she has Sacred Sword, and Agility from being Youmu, somebody known for being able to move incredibly fast in short bursts. Said swords also serve as the basis for her signature moves, Roukanken and Hakurouken. The Roukanken is a katana forged by youkai that is said to be able to kill ten phantoms in a single stroke, hence the Super-effective against Ghost-types effect. The Hakurouken is a Konpaku heirloon: a wakizashi that severs the target's hesitation. While this is none too effective against the living, only causing mild discomfort (interpreted here as being able to hit Normal-types at 1/4 the strength), against the spirits of the dead, it instantly sends them to nirvana, removing them from the cycle of reincarnation, hence the 'always crits' and double super-effectiveness against Ghost-types by default.

However, Youmu Alter's Roukanken and Hakurouken behave a bit differently, as detailed in her Mysterious Sword Master ability (named after this Youmu's title). The adaptive damage effects of her signature moves detailed in her ability are based on her Spell Cards in Touhou Lost Word. Origin Mystery "Sohaya-Roukanken", where she uses the Roukanken to summon flames is the basis for Roukanken being able to deal Fire-type damage, whereas Origin Mystery "Raikiri-Hakurouken" where she calls forth lightning with the Hakurouken (then cuts it) is the basis for Hakurouken being able to deal Electric-type damage. Lastly, powering up Leaf Blade evokes Youmu Alter's Last Word, Combined Sword "Cherry Blossom in Full Bloom", which calls forth a vision of the Saigyou Ayakashi, swinging both her swords as one to deliver an overwhelming strike. Her ability also offers a synergy bonus with the ability of her master- her world's version of Yuyuko. This is because when you actually fight this Youmu in the story, she fights alongside her Yuyuko, the Tiny Ghost Mistress.

Her base stats were arranged in such a way to fit Youmu, while also matching the Witch of Scarlet Dreams' BST of 640.


"What's that? You wish to help me? Thank you. I can barely hold a large plate on my own."

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Regional Variant of: Yuyuko Saigyouji

Pokémon: Yuyuko-Tiny-Ghost (Touhou Lost Word)
Type: Ghost/Grass
Ability: Perish Body/Tiny Ghost Mistress
New Ability: Tiny Ghost Mistress- Cannot be copied, swapped or disabled. If the user is Poisoned, Attack, Special Attack and Speed are increased by 1.5x. The user cannot be frozen. Additionally, the user has a Water-typing added to them upon switching in. Doubles the effect of allied food items (e.g. Berries, Leftovers). In Double Battles, the increased effectiveness of food items also affects the user's active teammate. User's Bug-type moves become Water-type. If the user's HP falls below 1/4, gains the Four of a Kind effect (Flandre's ability). In a Double Battle, if the user's active teammate has the ability Mysterious Sword Master, the user's Attack and Special Attack are increased by 1.5x. This stacks with the poison boost.
Notable moves: Yuyuko's moves, plus Attack Order, Bug Buzz. (Loses Quiver Dance)
Stats: 100 HP/140 Atk/ 80 Def/140 SpA/ 80 SpD/100 Spe (BST: 640)
Reasoning: A version of Yuyuko Saigyouji from an alternate universe seen in Touhou Lost Word (The same one as the Mysterious Sword Master, no less). The one running the Hakugyoku Arena, cooking meals for all those who appear before in said world- meals that may be their last, due to the signalling of The Hour- a time to fight. The seal on the Saigyou Ayakashi requires the souls of those who are defeated in the Hakugyoku Arena in order to keep functioning. Smol Yuyuko here is every bit as smart as the mainline Yuyuko, though.

Overall ability wise she's about the same as the mainline Yuyuko, having the same ability to invite people to their deaths. Her moveset is very similar to mainline Yuyuko, with the exception of getting Attack Order and Bug Buzz (Based on the spellcard Resurrection Butterfly), but losing Quiver Dance. Her stat spread is loosely based on both her stats in Touhou Lost Word and the mainline Yuyuko's stats, though she loses some overall bulk to gain some more speed and offensive power. As usual, her base stat total matches those of the Mysterious Sword Master and Witch of Scarlet Dreams.

The real meat of the difference comes in Smol Yuyuko's signature ability, Tiny Ghost Mistress. The first part of her ability, the supercharged Guts effect and freeze immunity, is based on Smol Yuyuko's innate passive in Touhou Lost Word, where she gains power bonuses for each barrier of hers that is frozen or poisoned. The additional Water-typing is based on the fact that her elemental breaks in Touhou Lost Word are exclusively Water-type, and present on every attack (this is also where making Bug Buzz and Attack Order water-type comes from). The buff to allied food comes from Smol Yuyuko's experience as a chef (Ironically, she makes food where the mainline Yuyuko devours it like nobody's business), and the Four of a Kind effect comes from Smol Yuyuko's Last Word, Saigyou Making a Human Figure at Mt. Koya, where she uses incense to (somehow) create four clones of herself which attack in her stead, and lastly, she has a synergy effect with her servant- Her world's version of Youmu. This is because when she is fought in Touhou Lost Word proper, she's fought alongside her Youmu, the Mysterious Sword Master.
 
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notice the legendary doge theme with the typings these subs have this time?

(Resub)
char_437_mizuki_1.png

"I sometimes wonder, since it is the food we eat and the nutrients we take in that make us who we are, if we eat the same things and do the same things, will we gradually become the same?"
Pokémon: Mizuki
Franchise/Origin: Arknights
Type:
water.png
ghost.png

Abilities:
Clear Body / Antitransference (HA: Magic Guard)
Signature ability - Antitransference - Damaging moves deal 50% more damage to targets at or below 50% health.
Other Moves:
4-move-physical.png
: Dive, Liquidation, Flip Turn, Astonish, Shadow Sneak, Phantom Force, Poltergeist, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Payback, Play Rough, Spirit Break, Reversal, Revenge, Acrobatics, Bind, Covet, Double Hit, Poison Jab, Psycho Cut
4-move-special.png
: Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Night Shade, Shadow Ball, Ominous Wind, Hex, Signal Beam, Dark Pulse, Night Daze, Dazzling Gleam, Disarming Voice, Moonblast, Focus Blast, Giga Drain, Energy Ball, Blizzard, Ice Beam, Icy Wind, Swift, Tri Attack, Weather Ball, Wring Out, Sludge Bomb, Acid Spray, Venoshock, Psychic, Mirror Coat, Extrasensory, Psyshock, Stored Power, Eerie Spell, Power Gem, Flash Cannon, Mirror Shot
4-move-status.png
: Rain Dance, Aqua Ring, Soak, Confuse Ray, Curse, Destiny Bond, Spite, Grudge, Fake Tears, Flatter, Memento, Snatch, Torment, Nasty Plot, Charm, Moonlight, Misty Terrain, Will-O-Wisp, Defog, Strength Sap, Haze, Hail, Disable, Supersonic, Pain Split, Psych Up, Safeguard, Follow Me, Me First, Work Up, Acid Armor, Toxic Spikes, Venom Drench, Light Screen, Reflect, Calm Mind, Cosmic Power, Imprison, Magic Coat, Skill Swap, Trick Room, Psychic Terrain
Signature move:
Eldritch Vision –
ghost.png
4-move-special.png
– 140 BP – 5 PP – 90% – Hits all adjacent Pokémon in Double Battles. User takes recoil damage equal to 50% of the damage dealt to all hit targets.
Stats: 84/93/85/132/130/31 (BST: 555)

Reasoning: Primary Water-type due to being an Aegir based on a jellyfish, which has been portrayed in the Water-type mons Tentacruel & Jellicent. Ghost-type is secondary due to his codename etymology having moon-based ties; Lunala is part-Ghost type and Alola protagonist character Selene, also named after the moon, is named Mizuki in Japanese. Clear Body due to being also shared with Tentacruel and suits his origin as a moon jellyfish Aegir, which is well known for its translucent, glass-like body. Antitransference is his signature ability, which is based on one of his Talents in Arknights, there worded as "Countertransference". Both here and back in his home game, it activates a damage boost when he targets foes with 50% HP or less, which is already shown in Pokémon via Brine. The damage bonus with Antitransference is lower than that of Brine due to balancing reasons and effect overlap with Brine. Magic Guard is his hidden ability to incentivize the usage of his signature move, Eldritch Vision, which is based on one of his skills in Arknights, there worded "Unreal Vision", which also has some sort of recoil damage in Arknights. Like mons with the Rock Head + Head Smash combination, like Aggron and Tyrantrum, this gives Mizuki an unique edge in wallbreaking and tanking. Magic Guard is also shared with seemingly alien, otherworldly, occult realmons like Alakazam and Sigilyph, these connections to such mons via this ability might support his hidden ties to the mysterious Sea-bornes, Abyssal Church, and the Dinoichthys legend of Terra, as if his origins seem not that strange in H.P. Lovecraft's works. His stats are sourced from his Elite 2 promotion stats in Arknights.

Code:
Mizuki (M) @ Enrikan Shirt / Choice Specs
Ability: Antitransference
EVs: 248 HP / 8 Def / 252 SpA
Bold / Rash Nature
- Shadow Ball / Eldritch Vision
- Focus Blast / Moonblast
- Brine / Surf
- Mirror Coat / Ice Beam
Code:
Mizuki (M) @ Life Orb
Ability: Magic Guard
EVs: 8 HP / 248 Def / 252 SpA
Modest Nature
- Eldritch Vision
- Focus Blast / Moonblast
- Hydro Pump / Giga Drain
- Calm Mind / Soak
Code:
Mizuki (M) @ Leftovers / HP Banana
Ability: Magic Guard / Clear Body
EVs: 8 HP / 252 Def / 248 SpD
Bold / Relaxed Nature
- Eldritch Vision / Hex
- Will-O-Wisp / Toxic Spikes
- Defog / Destiny Bond
- Memento / Flip Turn / Strength Sap

char_017_huang_1_0.png

"Fresh blood permeates my weapon, and spreads through the entire battlefield!"
Pokémon: Blaze
Franchise/Origin: Arknights
Type:
fire.png
steel.png

Abilities: Blaze (HA: Flash Fire)
Other Moves:
4-move-physical.png
: Quick Attack, Slash, Chip Away, Take Down, Double-Edge, Fake Out, Double Slap, Night Slash, Feint Attack, Knock Off, U-Turn, Flame Charge, Flare Blitz, Iron Tail, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Cut
4-move-special.png
: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Assist, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day
Signature moves:
Flare Chainsaw –
steel.png
4-move-physical.png
– 100 BP – 5 PP – 80% - High critical hit rate. 10% chance to burn target.
Z-Move Requires Flare Blitz and Blazinium Z – Infernal Boiling Burst –
fire.png
4-move-physical.png
– 250 BP – Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.
Stats: 106/124/87/87/40/92 (BST: 536)

Reasoning: Fire-type is obvious. Steel-type so her signature move can actually get STAB. Her weapon has some contraption that allows some kind of ranged attack, so that is why you see Blaze's movepool has some Special moves. Being in the Feline races, allows her to use cat-related moves. Blaze as an Ability was also exactly what it says on the tin. Flash Fire became her hidden ability to give her an alternative to the loss of her Fire resistance due to the Fire/Steel typing. The chainsaw made possible for her to use cutting and slashing moves. Leaf Blade and Cut became available due to chainsaw being usually used for tree cutting, not laying waste to foes.

Code:
Blaze (F) @ Choice Scarf
Ability: Blaze / Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly / Naive Nature
- Flare Blitz / Overheat
- Flare Chainsaw
- Knock Off
- U-turn / Superpower
Code:
Blaze (F) @ Blazinium Z / Shuca Berry
Ability: Blaze / Flash Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant / Careful Nature
- Flare Blitz
- Flare Chainsaw / Superpower
- Leaf Blade
- Swords Dance / Fake Out

Character_Raiden_Shogun_Portrait.png

"Inazuma shines eternal!"
Pokémon: Raiden Shogun
Franchise/Origin: Genshin Impact
Type:
electric.png

Abilities: Lightning Rod (HA: Unaware)
Other Moves:
4-move-physical.png
: Spark, Wild Charge, Pursuit, Night Slash, Punishment, Dual Chop, Revenge, Close Combat, Sacred Sword, Aerial Ace, Shadow Sneak, Phantom Force, Cut, Fury Attack, Quick Attack, Retaliate, Psycho Cut, Smart Strike
4-move-special.png
: Thunder, Thunder Shock, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Discharge, Electro Ball, Volt Switch, Rising Voltage, Signal Beam, Focus Blast, Night Shade, Shadow Ball, Psychic, Extrasensory, Stored Power
4-move-status.png
: Thunder Wave, Charge, Magnet Rise, Eerie Impulse, Electric Terrain, Torment, Quash, Detect, Destiny Bond, Spite, Hail, Disable, Double Team, Focus Energy, Leer, Substitute, Swords Dance, Mean Look, Me First, Laser Focus, Agility, Meditate, Teleport, Calm Mind, Imprison, Ally Switch, Rain Dance
Signature moves:
Baleful Omen –
electric.png
4-move-special.png
– 100 BP – 5 PP – 100% – Future Sight behaviour when used, meaning it deals damage two turns later. The message that appears when used initially is "(user) opened a link to an ethereal plane!" If the user's friendship is 127 or lower, it will paralyze the target when it hits, however if the user's friendship is higher than 127, the base power of Baleful Omen is boosted by 50% instead of having a paralysis chance upon dealing its damage.
Z-Move Requires Baleful Omen and Beelzebulium ZPlane of Euthymia
electric.png
4-move-status.png
– N/A – User summons unique Narukami Terrain lasting for 5 turns that prevents all opponents from using any moves that they share with the user, along with all normal effects given by usual Electric Terrain.
Stats: 108/108/67/108/94/115 (BST: 600)

Reasoning: As the Electro Archon, Raiden Shogun is pure-Electric type for adherence with the lore that the true form of Archons are masses of pure elemental energy. Her abilities consist of Lightning Rod, her only non-Hidden ability that is meant to illustrate her adherence to the Electric type, and an allusion to her initial plan to confiscate Visions of others in the Vision Hunt Decree like how Lightning Rod siphons away her foes' ability to use the Electric moves she claims to have full control over. Unaware as her Hidden Ability is to illustrate what Raiden Shogun… or Ei is behind the scenes. Unaware's ignorance of stat changes is to illustrate Ei's status as the God of Eternity and thus strongly against any forms of change, but also brings up to mind when she returns to the realm of Inazuma after her five centuries of isolation in the Plane of Euthymia, she is unable to adjust with the times and comes out as clueless and ditzy. Her potentially small movepool is (somewhat) saved by a high number of Psychic-type moves due to her experience in meditation (Meditite line) and similar mentally empowering activities (while in the Plane of Euthymia), some Ghost-types moves due to spoiler related reasons that are also partially tied to her associated constellation, Imperatrix Umbrosa, and various slashing/blade/sword moves due to her efficient use of naginatas and katanas. Her signature move, based on her Elemental Skill in her source material, is a Future Sight clone, which is kind of oxymoronic on Ei as a deity of eternity, but owing to her characteristic personality development from her emote-less persona as the Shogun puppet to showing her true emotions as herself, it takes into account Ei's friendship value when using it. Her Z-Crystal's name is proof that the incumbent Raiden Shogun is not actually named Baal after a demon of the Ars Goetia like previous Archons are named after and is instead named Beelzebul. Baal was Ei's late sister, Makoto. Beelzebulium Z's respective Z-Move (notably with a different move category from its base move like Eevee's Extreme Evoboost) allows Raiden Ei to summon an illusion (a word often mentioned in her voice lines/quotes) of her Plane of Euthymia to incur herself a "home-field advantage" as a terrain-like effect called Narukami Terrain, named after one of Ei's ephitets. Electro/Electric and Dendro/Grass are the only Genshin elements/Pokémon types to have their own respective (vanilla) terrain adhering to their element, thus Narukami Terrain gains all the effects of the ordinary Electric Terrain, which means her Electric moves gain a massive power boost along with what her STAB bonus already gives them.

Code:
Raiden Shogun (F) @ Life Orb
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Thunderbolt
- Shadow Ball / Focus Blast
- Psychic / Stored Power
- Calm Mind
Code:
Raiden Shogun (F) @ Beelzebulium Z / Frozen Turtle Shell
Ability: Unaware
EVs: 248 HP / 8 SpA / 252 Spe
Quiet / Timid Nature
- Baleful Omen
- Teleport
- Discharge / Volt Switch / Shadow Ball
- Shadow Ball / Focus Blast / Volt Switch
 
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weeeee been a while hope i dont screw up

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"Crimson wings carry this wargod through the front lines, tearing them apart without mercy! Deals massive damage to black enemies."

Pokémon: Immortal Yukimura
Franchise/Origin: The Battle Cats
Type: Fighting/Flying
Ability: Tough Claws / Gale Wings (HA)
Notable moves: Close Combat, Brave Bird, Flare Blitz, Swords Dance, Metal Claw, U-Turn, X-Scissor, Lunge, Retaliate, Dual Wingbeat, Submission, Final Gambit, Flame Charge, Knock Off. Acrobatics, Aerial Ace, Extreme Speed, Revenge, Reversal, Brick Break, Counter
Stats: 85 HP / 135 Atk / 75 Def / 60 SpA / 55 SpD / 150 Spe (560 BST)

Reasoning: True forme aka third form of Sanada Yukimura (didn't sub its prevolutions because giving them vastly inferior stats like other prevos just didn't make sense), an unit based on the actual Japanese swordsman guy Sanada Yukimura (and in a set full of Japanese warriors from the sengoku period). Moving fast, hitting hard, and dying quickly is what this unit is all about, and its stats and movepool reflects that. Yukimura is the 3rd fastest unit in the game which imo totally justifies its insane speed - its able to move across the largest battlefields in a few seconds. Its also really strong even compared to other units as rare as it is, and because of that i felt justified giving it 135 atk with tough claws. another thing i want to add is that its got a mechanic that it shares with some other units that if you hurt it and knock it back (which occurs when you are hurt) it instantly attacks you again, so although some other units have higher raw dps its really easy to get damage in with this thing. so yeah high offensive stats and also revenge. defensively well it dies really easily but not before getting a ton of damage in, so it gets some pretty low bulk. tough claws because very obviously its claws, and gale wings because its description and its really fast lol my brain is refusing to give anything more in depth than that. as far as typing goes, fighting/flying just made sense and it gets a good amount of fire moves because of its design/second forme which has rocket boosters. movepool isn't anything too fancy yet gives it all the tools that it need. competatively this imo captures what yukimura is in the game: if you dont kill them, youre dead, but youre certain to leave your mark no matter what. unless youre that guy who runs boots uturn which honestly looks pretty fine and i cant blame you.

banded breaker
Immortal Yukimura @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Close Combat
- Brave Bird
- Flare Blitz
- U-turn / Knock Off / Dual Wingbeat / Extreme Speed

sd yuki
Immortal Yukimura @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Close Combat
- Brave Bird
- Flare Blitz / Knock Off

hdb pivot/breaker
Immortal Yukimura @ Heavy-Duty Boots
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Close Combat
- Brave Bird
- Flare Blitz
- U-turn / Knock Off / Dual Wingbeat / Extreme Speed

weeeeee this is the only good set
Immortal Yukimura @ Choice Scarf
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Final Gambit
- Revenge
- Reversal
- Extreme Speed
 
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My own, true face…! I don’t have one!
Pokémon: Phantom Culprit
Franchise/Origin: Ace Attorney
Type:
Ghost.png
Dark.png

Abilities: Covert Ops / Impostor [HA]
Signature Ability: Covert Ops - The effects of Infiltrator & Defiant Combined.
Moves: Destroy Evidence, Phantom Force, Shadow Sneak, Poltergeist, Knock Off, Night Slash, Bullet Punch, Ember, Flamethrower, Disable, Calm Mind, Confusion, Bullet Seed, Seed Bomb, Transform, Conversion, Thief, Slash, Leaf Blade, Flash, Psycho Cut, Cut, Cross Poison, Spark, Wild Charge, Thunderbolt, Thunder Shock
Signature Move: Destroy Evidence -
Dark.png
-
Physical.png
- 100 BP - 10 PP [16 Max] - 100% - Depletes the PP of the target’s last used move by 3.
Stats: 120 / 120 / 90 / 50 / 90 / 80 [550 BST]
Reasoning: The Phantom in Ace Attorney is the central villain to Dual Destinies, whose gimmick is that they are a ghost in the system, an international spy whose an enemy of whatever country Ace Attorney claims to take place in. To not confuse this sub with a certain other sub that happens to share the same name, this sub will refer to the character as the Phantom Culprit.
The typing is rather simple, the Phantom Culprit is a metaphorical ghost who isn’t afraid to play dirty (removing evidence and the likes), hence they are a Ghost/Dark type.
The Phantom Culprit’s abilities consist of Covert Ops and Impostor. Impostor is rather self-explanatory, for the entire game the Phantom Culprit disguises themself as other characters. Covert Ops draws inspiration from a FE ability under the same name, but boosts Special Attack instead. However, as the Phantom Culprit is far more physical, the ability was adjusted for the context. As an international spy, this ability also fits well with their flavor.
For moves, they consist of primarily Dark and Ghost STABs, including their Signature Attack, Destroy Evidence, which makes it harder for them to be taken down by recurring “evidence”/attacks. The Phantom also gains several Bullet & Bomb related moves relating to the Phantom having their own gun & using explosives in the past, and they also get quite a few cutting moves, as the Phantom has also proven themselves rather skilled with a knife. The fire moves & flash also represent the Phantom’s lighter. I probably missed some moves mentioned in the sub, although I can say almost everything in the move list is a reference to something the Phantom did throughout Dual Destinies.
 
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Doktor: But, you know, they talk about the deterrent effects of this UG... About it striking fear in people's hearts. If there is a UG airstrike, you don't have any time to flee. But if this behemoth was lumbering your way...

Raiden: You'd run. Anyone would... Except trained guerrillas.

Pokémon: Metal Gear EXCELSUS
Origin: Metal Gear Rising: Revengeance
Type: Rock
Ability: Intimidate / Hyper Cutter / Pressure
Stats: 120/150/100/90/80/15 (555)
Notable Moves: Stone Edge, Rock Slide, Dig, Bulldoze, Behemoth Blade, Crabhammer, Sacred Sword, Psycho Cut, X-Scissor, Cross Poison, Fury Cutter, Slash, Stomp, Stomping Tantrum, Blaze Kick, Dragon Rush, Flamethrower, Fire Blast, Overheat, Swords Dance, Roar
Reasoning: While not nuclear-armed like a traditional Metal Gear, EXCELSUS is designed to totally overpower cyborgs and bulldoze urban environments, making it a weapon of mass destruction in its own right. One that looks like an 80-foot-tall crab with swords. Senator Armstrong pilots one as the penultimate boss of Metal Gear Rising (for the actual final boss, that's Armstrong himself).

Rock-type because, by the time of MGR, carbon nanotubes are the standard building material for war machines, and EXCELSUS is no exception. Thus, it presumably has a similar level of carbon content to Diancie and Carkol.

Intimidate, Pressure, Dragon Rush and Roar as it is designed to have an immediately obvious presence that forces civilians to flee. Technically EXCELSUS itself doesn't roar, but several other Metal Gears and UGs in the Metal Gear franchise do, so close enough. Hyper Cutter, Crabhammer, and a fuckton of slashing moves because big ol high-frequency blades that are where a crab would have claws, loosely speaking.

Stomp, Stomping Tantrum, and Blaze Kick from its usage of its legs to attack. Flamethrower, Fire Blast, and Overheat from its ability to shoot what Armstrong refers to as "the flames of justice". (Even when lying about his motivations he's a ham.)

Stone Edge, Rock Slide, and Dig from how it introduces itslef in-game - by tunneling up from underground and causing a whole rock to fall in an airfield.


also this asshole's back again but Flying-type

SKC_Kracko_Art.png


"YOU...! Did you think I'd forget? The time you smashed into me with your Hi-Jump! That time I was betrayed by Helpers! Or when I was replaced by that mechanical cloud! I-I... Sniff... there's something in my eye..."
Pokémon: Kracko
Origin: Kirby
Type: Flying/Electric
Ability: Static / Regenerator
Stats: 110/85/95/120/80/80 (570)
Notable Moves: Thunderbolt, Thunder, Wild Charge, Zing Zap, Electro Ball, Zap Cannon, Surf, Hydro Pump, Rain Dance, Double-Edge, Attack Order, Rapid Spin, Energy Ball, Shadow Ball, Focus Blast, Bomb Blast (see Pandora), Bomb Throw (see Pandora), Overheat, Megahorn, Smart Strike, Drill Run, Hurricane, Defog, Growth, Recover
Reasoning: One of Kirby's most persistent enemies, Kracko is a cycloptic thundercloud who can appear from the sky - any sky - and is probably immortal. Flying because he's a flying embodiment of the sky. Electric because he's a stormcloud who specializes in utilziing electrical "beams". Static because his contact damage in some games is electrical. Regenerator (and Recover) because he's strongly implied to be essentially immortal (able to re-manifest as long as there are clouds in the sky - any sky). He specializes in energy projection but is still pretty fond of tackles. His physical Defense is a bit higher than his Special Defense because he's covered in spikes. his speed is 80 because while he's not especially fast he's not really slow either.

Kracko gets some pretty standard Electric moves because of thunderbolts and an electricified body, though some of his more spherical energy blasts give him Electro Ball and Zap Cannon as well. Surf, Hydro Pump, and Rain Dance line up the closest with how Kracko uses water (unleashing torrential rains below him). Double-Edge because of his tackles. Attack Order because one of his most basic attacks is summoning enemies to fight alongside him. Rapid Spin because he spins with some attacks.

Energy Ball and Shadow Ball from his ball-shaped energy shots. Focus Blast because he can also make a really big one. Megahorn and Smart Strike because he's covered in spikes and he has what are *very unambigiously* horns in his Kracko DX form. Bomb Blast and Bomb Throw because he's been known to use bombs before, and Overheat because the bombs he uses as Parallel Big Kracko in Kirby: Star Allies in particular are on the strong and fiery side. Drill Run because he can turn some of his spikes into what look like drills in Kirby: Triple Deluxe. Hurricane and Defog from how he clears away clouds when his second phase starts in Kirby: Triple Deluxe. Growth because he grows before using some of his stronger attacks.
 
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Unintentionally doing the same thing as leafsaber

150px-Arle_ppt2.png

Pokémon: Arle Nadja
Type: Water/Psychic
Ability: Magician / Battle Armor / Illusion
Moves: Puyo Pop (from Ringo Ando), Psychic, Psyshock, Mist Ball, Mirror Coat, Eruption, Fire Blast, Flamethrower, Heat Wave, Lava Plume, Fire Spin, Glacieria (Ice-type Eruption), Blizzard, Ice Beam, Winter Magic (from Santa Claus), Freeze-Dry, Thunder, Thunderbolt, Discharge, Ancient Power, Hurricane, Gust, Moonblast, Dazzling Gleam, Lifesteal,* Judgment, Swift, Hidden Power, Pyro Ball, Lightning Arrow (Electric-type Pyro Ball), Present, Diamond Storm, Counter, Trick Room, Magic Room, Stealth Rock, Spikes, Thunder Wave, Aurora Veil, Hypnosis, Flash, Eerie Impulse, Charm, Scary Face, Agility, Barrier, Protect, Light Screen, Reflect, Teleport, Refresh, Recover, Life Dew, Metronome, Assist
*Dark, Special, 80 BP, 100% Acc, 10 PP | Drains half damage dealt (former signature move of Soma Cruz)
Z-Move: Bayoen - Psychic, Special, 180 BP | Targets all adjacent foes. Inflicts attraction on opposite-gendered targets and paralysis on other targets. | Requires Psyshock and Arlium Z
Stats: 80/100/80/120/100/60 | 540 BST
Reasoning: Being from the same series as Ringo Ando, Arle Nadja has Water typing, Puyo Pop, Psychic, Trick Room, Magic Room, Stealth Rock, and Spikes in common with her. Her signature technique, the counterpart to Ringo's Permutation, is called Bayoen. It originally rends the hearts of those nearby, and both Pokémon moves with "heart" in the name (i.e. just Heart Swap and Heart Stamp) are Psychic-type, making Psychic a compatible secondary type for Arle. Ability-wise, she gets Magician because she is one, Battle Armor because her standard attire consists of a breastplate, and Illusion based on her spell of the same name that discourages enemy encounters. Speaking of spells, the rest of her moves correspond to other ones that she has known throughout the Madou Monogatari / Puyo Puyo series.
(name associations unless specified otherwise)
Hot: Heat Wave
Fire: Flamethrower
Fire Arrow: Pyro Ball (close enough to an arrow)
Fire Storm: Fire Spin (creates a whirlpool of flame)
Magma-tude: Lava Plume (magic capable of bringing lava out from underground)
Volcana: Eruption
Cold: Freeze-Dry (cools down water)
Ice: Ice Beam (ice counterpart to Fire)
Ice Storm: Blizzard
Glacieria (ice counterpart to Volcana)
Winter Magic
Shock: Thunder Wave (electricity-based magic that stops foes)
Thunder
Lightning: Thunderbolt (strikes lightning over walls)
Lightning Arrow (electric counterpart to Fire Arrow)
Lightning Burst: Discharge
Stone: Ancient Power (earth-based magic that attacks with falling stones)
Wind: Gust (wind-based magic that can be used to do things such as gather leaves)
Tornado: Hurricane (can be used to generate a large tornado)
Sonic Ball: Mist Ball
Holy Laser: Dazzling Gleam (to distinguish holy-based magic from the standard kind)
Heaven's Ray: Moonblast (based on the above)
Aurora: Aurora Veil
Blast: Hidden Power (rudimentary attack magic)
Jugem: Judgment (localization)
Magic Missile: Swift (always hits due to tracking the target)
Holy Night Present: Present
Heedon / Sleep: Hypnosis (magic that can make enemies fall asleep)
Blind: Flash (magic that can blind the enemy)
Spooky: Eerie Impulse (lowers magical power)
Brain Dumbed: Psyshock (localized as Mind Blast)
Bayobayo: Charm (weakens physical attack power)
Lwark Woid: Lifesteal (dark-based magic that drains)
Speed Down: Scary Face (does what it says on the tin)
Speed Up: Agility (same as above)
Diacute / Diamond Cutie: Diamond Storm
Eclipse: Barrier (enhances Arle's defense)
Shield / Barrier / Don'een: Protect (defends Arle from various attacks)
Bayohihihi: Reflect, Light Screen (lessens damage taken)
Revia: Mirror Coat, Counter (retaliates damage taken)
Warp: Teleport
Purifa / Condia: Refresh (allows Arle to cure her current condition)
Healing / Gaia Healing: Recover (allows Arle to heal herself in battle)
"Buchi" Healing: Life Dew (allows Arle to heal her team)
Ruipanko: Metronome (has several, random effects)
Summon: Assist (allows Arle to summon people to fight for her)

show

Pokémon: Shiba Miyakaze
Type: Fire/Bug
Ability: Blaze / Levitate / Swarm
Moves: Flaming Sword (physical Flamethrower; revised Tahu Toa move), Attack Order, Fury Cutter, Fire Blast, Flamethrower, Signal Beam, Infestation, Earthquake, Bulldoze, Earth Power, Sacred Sword, Secret Sword, Psycho Cut, Psyshock, Slash, Draco Meteor, Power Trip, Swords Dance, Quiver Dance, Substitute, Will-O-Wisp, Taunt, Detect, Double Team
Stats: 100/100/75/111/89/125 | 600 BST
Reasoning: Shiba is all about fire-related puns and has a fiery aura in battle, so Fire typing and Blaze are obligatory. Bug typing and Quiver Dance (JP: Butterfly Dance) are based on his connection to butterflies, namely in his Noise symbol and the illusory effect by which he conceals and clones himself. As the Game Master, and thanks to the Executor, he has the ability to summon Noise: the basis of Attack Order and Infestation. (Sound moves are tempting, but NEO TWEWY has a Sound element, and attacks of that element do not resemble the Noise.) Other techniques include firing energy orbs (Psyshock), creating shock waves in the ground (special STAB, Ground coverage), a sword attack (Flaming Sword, Fury Cutter, Fighting coverage, Psycho Cut, Slash, Swords Dance), a meteoric attack (Draco Meteor), and Levitating during battle. Swarm, Substitute, and Double Team come from his cloning technique; Detect from evasive maneuvers; Power Trip and Taunt as aspects of his character.

nep-png.327621

Pokémon: Neptune
Type: Electric/Fairy
Ability: Own Tempo / Oblivious / Truant
Signature Moves:
  • Cross Combo - Fairy, Physical, 25 BP, 100% Acc, 20 PP | Hits 2-5 times.
  • Victory Slash - Fairy, Physical, 50 BP, 90% Acc, 10 PP | Hits 2 times.
  • Stat Multiplier - Fairy, Other, 15 PP | Raises the Defense, Special Defense, and Speed of the user or an adjacent ally.
Other Moves: Zing Zap, Spark, Sacred Sword, Leaf Blade, Night Slash, Psycho Cut, Slash, Thunderbolt, Dazzling Gleam, Flamethrower, Ice Beam, Air Slash, Incinerate, Swords Dance, Teleport
Z-Move: EXE Drive: Neptune Break - Fairy, Physical, 180 BP | Requires Cross Combo and Neptunium Z
Stats: 80/120/75/65/80/100 | 520 BST

purp-png.327622

Form: Neptune-Purple-Heart (Ultra Burst form with Purple CPU Memory)
Ability: Levitate
Z-Move: EXE Drive: HDD Neptune - Fairy, Physical, 210 BP | Has combined efficacy with Electric, except against Ground-types. | Requires Victory Slash
Stats: 80/135/105/80/100/120 (+15 Atk, +30 Def, +15 SpA, +20 SpD, +20 Spe) | 620 BST

Reasoning: Tiny, toony, and more than a little loony, Neptune is the most prominent CPU (Console Patron Unit) of Planeptune, as well as the titular character and series protagonist. She specializes in lightning attacks and is a mischievous pudding fanatic, hence Electric/Fairy. She gets Own Tempo (JP: My Pace) from her tendency to boast about her protagonist status, along with Oblivious and Truant for the same reasons as Plutia. (Truant is hidden because Neptune is not quite as slack.)
In-game, she is a physical DPS character with a unique supporting skill, although unfortunately most of her elemental coverage is on the special side.

...with a twist

200px-Major_Burrows_Artwork.png

Pokémon: Major Burrows
Type: Normal/Ground
Ability: Tough Claws / Fluffy / Thick Fat
Moves: Return, Frustration, Thrash, Hyper Fang, Crush Claw, Slash, Stomp, Rapid Spin, Scratch, Rage, Drill Run, Dig, Sand Tomb, Rock Slide, Rock Tomb, Smack Down, Iron Head, Darkest Lariat, Crunch, Bite, X-Scissor, Stealth Rock, Spikes, Spiky Shield, Work Up, Agility, Hone Claws, Odor Sleuth, Rototiller
Stats: 100/115/90/70/80/100 | 555 BST
Reasoning: This is a mole thing reminiscent of Excadrill and Diggersby. It's not armored enough to be Steel-type, so Normal/Ground makes the most sense. Its Abilities relate to its anatomy, while its movepool consists of things that it does as a boss, as well as things that it could do if it were a real creature.

eizen-png.375007

Pokémon: Eizen
Type: Rock/Flying
Ability: Reaper's Curse - If the user is Flying-type, then its Ground immunity is downgraded to a resistance (which is actually neutral in Eizen's case because of his Rock typing), and it is left prone to (Toxic) Spikes, Sticky Web, and terrain effects. This Ability cannot be removed, but if the user is holding an Air Balloon or affected by Telekinesis, then the effect is canceled out.
Moves: Pound, Peck, Low Sweep, Accelerock, Smack Down, Ice Punch, Poison Jab, Drain Punch, Acrobatics, Earthquake, Flare Blitz, Sky Uppercut, Fire Punch, Cross Chop, Dragon Ascent, Anchor Shot, Gust, Air Slash, Heat Wave, Power Gem, Ice Beam, Giga Drain, Earth Power, Mud Shot, Vacuum Wave, Substitute, Hurricane, Shadow Ball, Agility, Recover, Wish, Heal Pulse, Outrage, Dragon Pulse, Dark Pulse, Rock Slide, Stone Edge, Circle Throw, Protect, Detect, Teleport
Z-Move: Venom Strike - Rock, Physical, 210 BP | Has combined efficacy with Poison, except against Steel-types. | Requires Stone Edge and Eizenium Z
Stats: 92/91/59/91/91/123 | 547 BST

eizen-dragon-png.375008

Form: Eizen-Dragon (Primal Reversion with Malevolence Overload)
Type: Rock/Dragon
Ability: Multiscale
Stats: 92/121/59/101/111/163 | 647 BST (+30 Atk, +10 SpA, +20 SpD, +40 Spe)

Reasoning: Rock/Flying typing comes from Wielder of Earth and Wind: "A title for one adept at malak earth artes for vitality, and wind artes for flow." (This title is the second from the top.) (I chose to associate Rock with earth for the sake of consistency with Tora's Blade Summon.) His "Reaper's Curse" is a unique subversion of the blessings that pour out when a malak receives prayers (as well as a convenient excuse to remove the illogical Ground/hazard/terrain immunities). Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of his movepool is based on his artes. (His main forms of offense are martial artes and malak artes: the former physically oriented, and the latter magically oriented.)
Martial
Fate: Pound (weak non-elemental attack)
Verdict: Peck, Low Sweep (weak wind attack; lowers Focus (Speed-ish))
Tempo: Accelerock (weak earth attack)
Eleventh Hour: Smack Down ("Has a chance to knock down enemies.")
Winter Winds: Ice Punch, Poison Jab ("a swift hook surrounded by cold air"; causes poison)
Clear Path: Drain Punch, Acrobatics (described as a hook and absorbs HP; wind-imbued)
Lighthouse: Earthquake, Flare Blitz, Sky Uppercut ("Stomps down with great force"; "follows up with an explosive mid-air uppercut strong enough to shake the earth")
Mirage: Fire Punch ("a white-hot hook")
Coercion: Cross Chop ("Performs a sudden chop")
Last Throes: Dragon Ascent (strong wind attack)
Deceiving Pummel: Anchor Shot ("Causes countless chains to erupt from the ground.")

Malak
Wind Lance: Gust (weak wind attack)
Air Thrust: Air Slash (not-so-weak wind attack)
Hell Gate: Heat Wave (fire+wind attack)
Stone Lance: Power Gem (involves rock)
Frigid Photon: Ice Beam, Giga Drain ("Fires a chunk of ice that shatters into a cascade of ice blossoms upon impact." (reminiscent of early Ice Beam animations); absorbs HP)
Geo Rumble: Earth Power, Mud Shot ("Causes the ground to shake"; inflicts slow)
Flash Step: Vacuum Wave ("Instantly moves to one enemy.")
Illusory Veil: Substitute (grants invulnerability when hit (I kinda had to fudge this one))
Plundering Ghost: Hurricane, Shadow Ball (powerful wind-imbued attack; has "ghost" in the name)

Healing
Quickness: Agility (boosts movement speed)
Resurrection: Recover, Wish, Heal Pulse (restores HP)

Break
Draconic Drive: Outrage (name association)
Dragon Dive: Dragon Pulse, Dark Pulse ("Unleashes a wave of pure darkness")
Tyrant's Fete: Rock Slide, Stone Edge (earth-imbued)

Other
Road of Survival (Change): Circle Throw ("Knocks enemies back")
Venom Strike (5 BG Mystic Arte; earth-imbued)
His base stats are calculated the same way as those of Magilou: by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
His dragon form is based on the concept that a malak like him can transform into a dragon when overloaded with malevolence. As foreshadowed in the side quests of Tales of Berseria, this does inevitably happen to him, making him a minor antagonist / side boss in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)
 
1642323315341.png

"I am a Alpha gamer! And you are a B- at best!"
Name: Berdly
Series: Deltarune
Type: Flying
Abilities: Battle Armor, Analytic, and Aerolate
Stats: 95/90/105/80/105/85[BST: 550] Moves- Slash, Cut, Whirlwind, Twister, Air Slash, Air Cutter, Hurricane, Power Whip, Pin Missile, Calm Mind, Defog, Feather Dance, Work Up, Amnesia, Taunt, Razor Leaf, and Swagger.

Reasonings: He is flying because of his wind based attacks and he is birb. Battle armor due to his armor, Analytic because of his 'smart' and analytic personality, and Aerolate because his attacks hit harder in the Weird Route. All of his flying type attacks come from the wind attacks he does (including the normal type move Razor wind). Razor Leaf comes from his A+ paper storm, and from one of his attacks, both Power Whipe and Pin Missle (The one where he swings his halberd and it travels along a line before shooting needles). Calm Mind, Amnesia and Work up because he has a level head (rarely, sometimes for a calm mind).

1642323224103.png

“Doesn't it look like it says "The saint was crucified on the cross"??”
Name: Rumia
Series: Touhou
Type: Dark
Ability: Levitate, Reckless and Dark Aura (Most her battles eventually get covered in darkness)
90/85/70/110/100/90 [BST 545]
Moves: Shadow Ball, Bite, Crunch, Night Slash, Dark Pulse, Odor Sleuth, Jaw Lock, Night Shade, Amnesia, U-turn, Rest, Growl, Howl, and Snarl

Reasonings: Levitate because all denizens of Gensokyo are able to fly (although Strong Jaw is a good candicate) and Dark Aura due to her 'natural' control over the darkness, also why she is pure dark type as well, and most of her moves are there because of it. Bite, Crunch, and Jaw Lock are there because out of all the youkai, her hunger for humans it the strongest. She has Growl, Snarl, Howl as well as U turn for filler.

1642323769210.png

“In the final hour of fading light
Stand tall against the night
While our hopes burn bright!"
in rpg format[/I]]
Pokémon: Bowser (M&L Rpg)
Series: M&L Rpg Type: Fire/Fighting Ability: Intimidate / Iron Fist / Firebreather
Stats: 120/130/130/100/70/50 (600)
Notable Moves: OG Bowser’s moves, but breaking swipe, slash, and any other cutting/swiping moves are revoked

New moves: Dynamic Punch, Power-up Punch, Acupressure, Defense Curl, Rollout, Spiky Shield, Slack off, Coaching, Psyche up, Mega Punch, Fire Punch, Focus Punch, Rage, Body Slam and Body Press, Ember and Smokescreen, Incineration, and Flamethrower

Giant Bowser/G-Max Bowser
Gmax move: Gmax Wild Fire. Same as Gmax Charizard.

1642323916024.png

"Oh, man! I have so much power... I can do whatever I want! Peach... This island... This world... All of it... MINE! And you guys are... COOKED!"
Dreamy Bowser/ Bowser Mega-D
Type: Fire/Psychic
120/150/140/120/100/60 (BST 700) Item- Dream Stone
Ability- Dream King; This pokemon’s moves ignore the target’s typing; those attacks are dealt as neutral damage. This pokemon takes 1/4th damage from super effective moves. all fighting moves get the flying press treatment but with the psychic type.

1642324224603.png

"Yes. Let's crush them now Let's go All OUT!" "Finally! I've been waiting to try this out!"

Bowser amored Bowser/ Bowser Mega-PB
Type: Fire/Grass
120/160/160/110/90/60 (700) Item: Paper Bowserite
Ability: Battle Armor+. Immunity to Critical hits. Takes 3/4th damage from Super Effective hits.

Reasonings;

1. Moves
He gains those moves simply because of his personality in the games, the fact that he gets more flexible to the point of becoming a ball, his attacks have more disipline (or at least being a trained fist instead of a swiping), or simply game mechanics (Rage if he gets too angry or provoked, or failing the move which makes Body Slam, Body Press, Ember, and Smoke Screen. also he has four states of his attacking animation that can result in, Power-up punch(technically the weakest punch if effect is disculded. he is not fast enough for Mach punch), Mega punch, Dynamic punch, and Focus punch (most powerful punch in the game, but effect says no.) same applied to Ember/Smokescreen, Incinerate, and Flamethrower even though bowser could already do those things with the exception of the smoke).

2. Dynamax
The most simple reason, in most of his appearances as a final boss (including Canon), he becomes a giant. and because his flames are also giant, his fire is just as big. would be G-max Fireball, but bowser in Inside Story uses his fire breath like charizard.

3. Mega Evolutions
He gets not one, but TWO mega evolutions due to the next two games (not counting remakes)
Dream Bowser is just Bowser who had absorbed the Dream Stone in Dream team, allowing him to essentially become a God in the realm of dreams, which also explains his ability. bigger body and his flame attacks do more damage thanks to the mental abilities of the dream stone.

Bowser Armored Bowser is just Bowser wearing his paper self (plus other paper minions wrapped for it. paper is still paper.) as an Armor (Grass type because it's the same logic behind Paper Mario, so no Normal or Steel) and due to it, he is essentially far more bulky and physically powerful, his ability is literally just a combination of Battle Armor and Filter due to how bulky he is, it's literally just two bowsers in on mon. If there was a Paper Bowser, it would share a Mega with this, just under a different name for the item.
 
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Resub but I've added in a Mega evolution based on Skells.
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Of course. Bravery isn't about never being afraid. Bravery is being afraid and moving forward anyway. Let's move out.
Pokemon: Elma
Franchise: Xenoblade
Type
:
dark.gif


Ability: Quick Draw, Overdrive
Overdrive: Grants +1 Speed and +1 Crit rate on this Pokemon's third active turn. Resets when switched out.
Notable Moves: Shadowstrike, Night Slash, sword-based moves, ballistic moves, Phantom Force, Focus Energy, Double Team, Shift Gear, Swords Dance, Pain Split, Electric Terrain, Thunderbolt, Steel Beam, Prismatic Laser, Hyper Beam, Fly.
Shadowstrike:
dark.gif
|
physical.png
| 90 BP | Non-contact | 30% chance to flinch.
Stats: 81 / 114 / 80 / 94 / 75 / 110 (554 BST)

Reasoning: Elma is a colonel for BLADE in Xenoblade Chronicles X. Her use of high-tech weapons and knowledge of alien technologies gives her a tactical edge in combat in an effort to save the human race. She wields dual swords and dual guns and her fighting style revolves around stacking critical hit bonuses and dodging to hit hard and not get hit in return. XCX has a mechanic called Overdrive where characters gain faster cooldown on moves, greater crit rates, HP recovery, etc. that essentially turns them into broken killing machines when used correctly. Elma's signature ability here is a toned down version of that. Her Dark typing comes from being a Dark type Blade in XC2 and her notable moves are based on her arts and skills as a playable character such as Ghost Factory (Phantom Force), Electric Terrain (Electric Terrain) and Upper Hand (Focus Energy). Shadowstrike is one of her signature arts in game and is a powerful sword attack that causes the target to stagger/flinch.

766.png

I'm better off in a Skell.
Type:
dark.gif
steel.gif

Ability: Cockpit Time
Cockpit Time: All moves can be used instantly used and do not need recharging.
Stats: 81 / 114 / 120 / 114 / 115 / 110 (654 BST)
Required Item: Skell License
Reasoning: Elma introduced Skell technology to Earth in an effort to save them from the Ghosts and the Ganglions' war. Not only was she an accomplished Skell pilot, she was also one of the famed pilots of the Skell that repelled an attack as the White Whale crashed to Mira. When in combat using a Skell, Cockpit Time can be activated, which removes all cooldown from your Arts. This allows all of your attacks to be used immediately and forgoes any cooldown. Steel-type because Skells are made of Steel and higher defensive stats due to them having more bulk than being on-foot. Before you are able to use Skells in game, you first must earn a Skell License.
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Elma has an alternate form. Functionally it has no difference to her regular form, like Zarude and Dada Zarude. Turns out Elma is from an almost unknown alien species who introduced technologies to Earth to prevent them from being wiped out. She brought tech such as weapons, skells and of course Mims.
 
Voting is now on. Vote for you three favourite submissions. You have one week to get your votes in.

KirbyRider's and Neosonic's Youmu Konpaku are separate variations of the same character. You will still need to identify which one you are voting for though.
KirbyRider1337's Judgement Bird
KirbyRider1337's Youmu Konpaku
KirbyRider1337's Robin
Neosonic97's Reimu Hakurei - Lunar War Shamam regional variant
Neosonic97's Youmu Konpaku - Mysterious Sword Master regional variation
Neosonic97's Yuyuko Saigyouji - Tiny Ghost Mistress
leafsaber47's Mizuki
leafsaber47's Blaze
leafsaber47's Raiden Shogun
shadowpea's Immortal Yukimara
Rasdanation's Phantom Culprit
Pika Xreme's Metal Gear EXCELSUS
Pika Xreme's Kracko
Mygavolt's Arle Nadja
Mygavolt's Shiba
Mygavolt's Neptune
Mygavolt's Major Burrows
Mygavolt's Eizen
CrazyGeko64's Berghly
CrazyGeko64's Rumia
CrazyGeko64's Bowser - Mario and Luigi RPG regional variation
ToadBrigade's Elma
 
Last edited:
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Congratulations to KirbyRider1337, Neosonic97 and Pika Xreme for winning with Robin, Reimu Hakurei (Lunar War Shaman form) and Kracko. Neosonic has earned the title, Mario and Sonic at the Tokyo Olympic Games, and both KirbyRider and Pika have earned the title, Capcom vs SNK.

This slate is for any character that made their debut appearance in a video game from the 90s. For reference most PS1, N64, SNES, Mega Drive, Saturn and Game Boy games were released in the 90s as well as a number of classic PC games such as DOOM and Monkey Island.

Submission phases now last two weeks so voting for this slate will start begin on ~12th of January.

Have fun.
 
Oops! All Flying-Types

Trials_of_Mana_-_Riesz.png

"I am Riesz. It is a pleasure to make your acquaintance."
Pokémon: Riesz
Franchise/Origin: Trials of Mana (JP: Seiken Densetsu 3)
Type (Amazon):
flying.png
normal.png

Type (Vanadis/Meteorite):
flying.png
fairy.png

Type (Fenrir Knight/Brynhildr):
flying.png
dark.png

Abilities: Steadfast (HA: Gale Wings)
Other Moves:
4-move-physical.png
: Sky Attack, Bounce, Acrobatics, Double-Edge, Fury Attack, Quick Attack, Take Down, False Swipe, Endeavor, Feint, Last Resort, Retaliate, U-turn, Lunge, Pursuit, Knock Off, Assurance, Outrage, Dragon Rush, Dual Chop, Spirit Break, Counter, Low Kick, Reversal, Superpower, Close Combat, Low Sweep, Psycho Cut, Smart Strike
4-move-special.png
: Air Cutter, Air Slash, Hurricane, Razor Wind, Swift, Tri Attack, Hyper Voice, Silver Wind, Dark Pulse, Snarl, Twister, Dazzling Gleam, Fairy Wind, Moonblast, Focus Blast, Ominous Wind, Energy Ball, Psychic, Stored Power, Meteor Beam, Flash Cannon, Water Pulse
4-move-status.png
: Feather Dance, Defog, Tailwind, Flash, Focus Energy, Swords Dance, Whirlwind, Safeguard, Helping Hand, Howl, Nature Power, Refresh, Wish, After You, Work Up, Torment, Quash, Dragon Dance, Sweet Kiss, Misty Terrain, Detect, Sunny Day, Agility, Barrier, Light Screen, Reflect, Calm Mind, Cosmic Power, Rain Dance, Life Dew
Signature moves:
Whirlwind Spear –
flying.png
4-move-special.png
– 50 BP – 10 PP – 100% – Hits 2 times. First hit is Special while second hit is Physical. Only the second hit of this move makes contact.
Light Lance –
fairy.png
4-move-special.png
– 90 BP – 10 PP – 100% – User must be in Vanadis form to use. Grounds ungrounded targets.
Raging Fury –
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4-move-physical.png
– 120 BP – 5 PP – 100% - User must be in Fenrir Knight form to use. Lowers user's Defense and Sp. Def stats by 1 stage each.
Elysium Slash –
fairy.png
4-move-special.png
– 130 BP – 5 PP – 90% – User must be in Meteorite form to use. Lowers user's Sp. Atk by 2 stages.
Raptor Lance –
flying.png
4-move-physical.png
– 85 BP – 5 PP – 100% – User must be in Brynhildr form to use. Stronger variant of Acrobatics.
Stats:
Amazon - 73/74/74/68/71/55 (BST: 415)
Vanadis/Meteorite - 73/91/104/78/110/95 (BST: 551)
Fenrir Knight/Brynhildr - 73/104/91/98/81/100 (BST: 547)

Evolves into Vanadis form at Level 38 during daytime, Meteorite form via exposure to a Dawn Stone, Fenrir Knight form at Level 38 during nighttime, and Brynhildr form via exposure to a Moon Stone.

Reasoning: Primary-Flying type due to being princess of Laurent, a kingdom in Fa'Diel that has an affinity to the element of wind, which is partially portrayed in the Flying-type. Her secondary type varies depending on form, based on the Light/Dark paths her classes can take in Trials of Mana. Vanadis and Meteorite are highly Light-attuned and so come with the Fairy-type. On the other side, Fenrir Knight and Brynhildr are Dark attuned and come with the Dark-type. Sometimes, Reisz and her Vanadis class is shown with unexplained pointy elf ears, unlike Angela who always has these pointy ears. Elves and such pointy ears are often conflated with the Fairy-type's concept, so therefore both Light-sided classes of hers usable in battle have that type. To differentiate from the four stronger forms Riesz can use in battle and to make sure no (evolved) form is obsolete, each of the four forms that aren't her basic Amazon form (class) have a signature move based and names after on the class strikes that she can use in her home game. All but one class strike that is a signature move can be only used with a certain form, the one usually learned upon promotion to that class. The lone exception is Whirlwind Spear, first known in Riesz's base Amazon class (form), which gives her a reliable Flying STAB. Being usable by all forms of Riesz is more faithful to how class strikes actually work in Trials of Mana in which previous classes' class strikes are retained from promoting to new ones, unlike with what is done with these signature moves here. The light-attuned class strikes as signature moves are variants of moves which shares their presentational concepts. Light Lance is similar to Thousand Arrows in concept with a rain of projectiles from the sky; Elysium Slash ends with a meteor in its animation, calling back to Draco Meteor. A good chunk of Reisz's moves in her surprisingly good movepool are implied to be exclusive to her Class 3 classes she has, excluding Vanadis: Fenrir Knight (Dark Pulse, Snarl, Howl), Dragon Master (Outrage, Dragon Rush, Dragon Dance), and Starlancer (Meteor Beam, Swift, Cosmic Power). No form restriction is applied to these moves to save players (and me) some headache. Her base stats are calculated from values that from both the original SFC version of Trials of Mana and the 2020 remake. All her forms' base stats except for HP and Speed are from the remake, which is processed by halving the max customizable stats she has at Lv. 99. The fan-favourite Princess of Laurent has Steadfast as her primary ability, due to her stoic and determined personality and outlook on her goals throughout the story, despite being a kind princess. Her Hidden Ability, Gale Wings, is only active at 100% HP, which the locked ability of her Dragon Master class is also guilty of doing. Gale Wings allows her to gain more power from her somewhat lacking Flying STAB (mainly on the Physical side) indirectly compared to the general power boost Aerilate has. Gale Wings' etymology also ties in nicely to her headwear, most of her outfits often have decorative wings attached to them.

Code:
Riesz-Fenrir Knight (F) @ Heavy-Duty Boots / No Item
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Raging Fury / Knock Off
- Whirlwind Spear / Acrobatics
- Spirit Break
- Swords Dance / Dragon Dance
Code:
Riesz-Vanadis (F) @ Mental Herb / Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast / Light Lance
- Hurricane / Defog
- Wish
- U-turn

Theme Slate Reasoning: Riesz originates from the 1995 Square RPG known as Seiken Densetsu 3 for the SNES/SFC; unlike its predecessor, Secret of Mana, it was never released outside of Japan at that time. It took about two decades for the game to finally a get overseas release (in the wake of its remake) in the Collection of Mana game compilation, where it now brandishes its new, localised title, Trials of Mana, like its remake that was released a few years after the original SNES game finally had a port that released westside. Definitely some deserved redemption for the game's most popular protagonist.

(Resub)
Character_Venti_Portrait.png

"Hehe."
Pokémon: Venti
Franchise/Origin: Genshin Impact
Type:
flying.png

Abilities: Aerilate (HA: Tangled Feet)
Other Moves:
4-move-physical.png
: Fly, Sky Attack, Wing Attack, Aerial Ace, Brave Bird, Acrobatics, Dual Wingbeat, U-turn, Feint Attack, Fling, Play Rough, Quick Attack, Return, Endeavor, Fake Out, Last Resort, Arrow Shot (originally from Orion), Steel Wing
4-move-special.png
: Gust, Air Cutter, Air Slash, Hurricane, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Heat Wave, Razor Wind, Swift, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Round, Psychic, Mirror Coat, Stored Power
4-move-status.png
: Defog, Tailwind, Flatter, Switcheroo, Charm, Sweet Kiss, Detect, Sunny Day, Metronome, Sing, Supersonic, Whirlwind, Encore, Morning Sun, Perish Song, Safeguard, Follow Me, Helping Hand, Teeter Dance, Lucky Chant, Bestow, Work Up, Confide, Play Nice, Agility, Calm Mind, Magic Coat, Life Dew
Signature moves:
Splitting Gales –
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– 50 BP – 10 PP – 100% – Hits 2 times. Replicates Dragon Darts' targeting behaviour for its second strike.
Z-Move – Requires Splitting Gales and Barbatosium Z Wind's Grand Ode –
flying.png
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– 190 BP – User automatically whips up a Tailwind on their side of the field after dealing damage.
Stats: 84/100/69/117/80/150 (BST: 600)

Reasoning: Pure-Flying type as the Wind Archon, due to lore of Genshin claiming the true forms of the Archons are beings made of pure energy. Aerilate is his primary ability to support his element of Anemo and does so with flying colors. His Hidden Ability is Tangled Feet due to his alcohol addiction; often he can be seen in the taverns of Mondstadt in a drunken stupor. Spinda, which carries that same ability, often is derided in the Pokémon community for having a gait that can be seen as drunken. (Even then, there's a canon drunken character in the old man in Viridian City, and the (first, FRLG) remakes of the game he debuted in is in the same gen that Spinda made its debut) His signature move is a stylized interpretation of a combination of the Divine Marksmanship Talent (its Charged Attack more specifically) and Splitting Gales, the first skill his Constellation grants him. The Z-Move carries his Archon name, Barbatos; and carries the same name as the Elemental Burst he has. Like with Mew, the Z-Move also performs an additional effect after dealing damage, thus Tailwind which complements his Flying-type and their massive Speed stats (only Electric type comes close). The high speed of Flying-types comes into Venti being granted a high base stat of 150 to illustrate how much he stereotypically adheres to the type most associated with wind. As a bard, he carries a massive amount of sound moves (especially the reliable Hyper Voice as a signature move/Hurricane alternative) apart from Boomburst, which would make him even more broken than he is in Genshin Impact itself. Venti himself has an Archon outfit as seen in the official web manga, which sports wings, thus he can use Steel Wing, Wing Attack, Brave Bird, Sky Attack, Dual Wingbeat, etc. Even if he isn't in his Archon outfit with wings, he can still be equipped with gliders with almost wing-like features and appearances. He gains Heat Wave, his portrayed type's obligatory coverage move, which is odd considering Heat Wave is a move of the Pyro element/Fire type.

Code:
Venti (M) @ Heavy-Duty Boots
Ability: Aerilate
EVs: 252 Atk / 252 Def / 4 Spe
Jolly Nature
- Fake Out
- Brave Bird / Dual Wingbeat
- U-turn / Whirlwind
- Defog
Code:
Venti (M) @ Life Orb / Barbatosium Z
Ability: Aerilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice / Hurricane / Splitting Gales
- Heat Wave / Hyper Voice
- Morning Sun / Psychic / Stored Power
- Calm Mind

(Resub)
char_415_flint_1.png

"Some of the [combatants] here. Don't you think they're a little too tall? ...No, I don't care. Not actually. How tall you are and how strong you are don't relate. I just need to bring every last one of them down."
Pokémon: Flint
Franchise/Origin: Arknights
Type:
fighting.png
flying.png

Abilities: Iron Fist (HA: Featherweight)
Signature ability - Featherweight - +1 priority to punching moves (the same ones boosted by Iron Fist) as long as user has not been attacked by direct damage (anything that Magic Guard does not block). This effect will reactivate if she switches out. This will make Mach Punch and Bullet Punch have the same priority as Extreme Speed.
Other Moves:
4-move-physical.png
: Counter, Mach Punch, Reversal, Rock Smash, Arm Thrust, Brick Break, Focus Punch, Revenge, Sky Uppercut, Close Combat, Drain Punch, Power-Up Punch, Sky Attack, Brave Bird, Acrobatics, U-Turn, Lunge, Feint Attack, Pursuit, Thunder Punch, Fire Punch, Shadow Punch, Needle Arm, Petal Blizzard, Grassy Glide, Comet Punch, Mega Punch, Strength, Quick Attack, Endeavor, Feint, Chip Away, Retaliate, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Bullet Punch, Aqua Jet
4-move-special.png
: Focus Blast, Final Gambit, Gust, Hurricane, Heat Wave, Sonic Boom
4-move-status.png
: Detect, Bulk Up, Quick Guard, Roost, Tailwind, Taunt, Torment, Quash, Sunny Day, Grassy Terrain, Sand Attack, Leer, Swords Dance, Foresight, Work Up, Laser Focus, Agility, Rain Dance
Stats: 94/102/82/71/40/141 (BST: 530)

Reasoning: Fighting-type due to the use of boxing gloves and teaching herself marital arts that include swift and precise punches. Due to her punching skills, she gained Iron Fist as her primary ability which used to be Hitmonchan's signature ability in Generation IV. Featherweight has the same name as her Trait in Arknights but behaves more like Gale Wings due to her being a Liberi and thus the Flying-type as her secondary type. She still keeps her Flying-type unlike Sirfetch'd due to still being nimble enough to keep her blinding speed in combat due to not using such heavy armaments like the realmon evolution of Galarian Farfetch'd does. Fighting types often carry high amounts of coverage and such represents her massive movepool which also complements her abilities very well. She carries two of the elemental punches and Bullet Punch for a weapon to use against Fairy-types. She obviously lacks most Special moves, but still has a respectable amount of Status moves that help her and her teammates get an edge in battle, with Tailwind and Quick Guard to reference her supporting nature that is wont in a tower defense game like Arknights. Her stats, calculated straight from Arknights in her Elite 2 promotion, gives her a very high Speed stat of 141, which came from her ASPD of 0.78, one of the fastest ASPD stats in Arknights by far. Funny how her BST is basically the same as Blaziken's, another bird who is not afraid to punch their way to victory.

Code:
Flint (F) @ Protective Pads / Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch / Shadow Punch
- U-Turn
Code:
Flint (F) @ Focus Sash
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- Power-Up Punch / Shadow Punch
Code:
Flint (F) @ Life Orb
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch / Bullet Punch
- Thunder Punch / Shadow Punch
- Drain Punch / Brave Bird
 
1643435730410.png

Oh yeah, it's Tail Time!
Pokémon: Gex
Franchise/Origin: Gex
Type:
Normal.png

Abilities: Protean
Moves: Tail Whip, Tail Slap, Iron Tail, Aqua Tail, Poison Tail, Dragon Tail, Flamethrower, Fire Blast, Fire Spin, Thunderbolt, Thunder, Ice Beam, Blizzard, Ice Ball, Agility, Protect, Recover, Fly, Bounce, Teleport, Rock Climb, Fling, Lick, Rapid Spin, Belch, Stomp, Rock Smash, High Jump Kick, Taunt, Torment, Swagger
Stats: 80 / 80 / 80 / 80 / 80 / 80 [480 BST]
The Art of the Gex:
It's Always Tail Time
Except when there is actual context to make this joke.

What's for Dinner?
Gex's is a sucker for flies, all of which provide bunch of random abilities, including elemental attacks, superspeed, and flight.

The Costume Makes the Gecko
Gex has array of many costumes, fit for the right level. He can practically change his appearance at will.

And thus concludes our very in depth and very legitimate look at the Art of the Gex.
 
Vectorized_Bad_Mr._Frosty (1).png

Pokémon: Bad Mr. Frosty
Franchise/Origin: ClayFighter
Type: Ice/Dark
Ability: Snow Warning / Persistent (From CAP)
Notable moves: Outrage, Quick Attack, Close Combat, Slack Off, Transform, Crush Grip, Ice Punch, Ice Ball, Low Kick, Bounce, Skull Bash, Icy Wind, Seismic Toss, Icicle Spear, Ice Hammer, Thunderous Kick, Stomp
Signature move:
Stats:
100/110/130/50/75/75 (BST: 540)
Reasoning:
  • Ice/Dark: He's a snowman with bad attitude
  • Outrage: When he returned to Mudville, he was more than ready to take out his unbridled fury against the greater metropolitan area of the city
  • Snow Warning: He lives to see an eternal winter, where the snow never melts
  • Quick Attack, Persistent: Was once hot-headed
  • High defense/HP: Made out of clay
  • High attack, Close Combat: Obvious
  • Slack Off: He likes Pizza
  • Transform: Knows the art of Morphmation
His other attacks are based off of the moves he has in the ClayFighter series:
  • Hold: Crush Grip
  • Frozen Fist: Ice Punch
  • Snow Ball, Ice Ball: Ice Ball
  • Foot Slide: Low Kick
  • Flying Headbutt: Bounce, Skull Bash
  • Ice Breath: Icy Wind
  • Toss: Seismic Toss
  • Ice Pick: Icicle Spear
  • Ice Smash: Ice Hammer
  • Blizzard Kick: Thunderous Kick
  • Foot Stamp: Stomp
 
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