Crossover Chaos: Hiatus

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T.I.A.

formerly Ticktock
Pokémon: Monika
Type:
/

Ability: Adaptability / Cruel A.I. (HA)
Signature Ability: Cruel A.I. | Applies the Dark type as a third type, granting any properties related to it. (This will also change her appearance, dubbed "Warped Form")
Signature Move: Literature Club |
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| Power: - | Accuracy: - | 8 PP | Raises Monika's Special Attack and Speed by 2. In Double Battles, this reduces to 1 stat boosts, but also raises the teammate's stats as well.
Signature Z-Move: JUST MONIKA |
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| Power: 150 | Accuracy: - | 1 PP | Usable when Literature Club is converted by DDLCium Z. Lowers all of the target's stats down by 2 stages and removes half of its PP from all of its moves.
Stats: 95 / 95 / 90 / 110 / 100 / 110 (BST: 600)
Reasoning: Alright a more proper introduction to our friend here. Psychic type for the fact that she can pretty much the fact that she's self aware and Fairy which, along with the rest of the crew, reflects the more lighthearted side. Literature Club since, well, self-explanatory and Adaptability and her stat spread showing that she's a reskinned Haruhi that she's smart and athletic. On the other hand, Cruel A.I. and Just Monika reflect her even more insane side, explanatory with the Dark type.

Monika @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Literature Club
- Moonblast
- Psychic
- Fire Blast / Ice Beam (she can learn Sketch, mostly for the poem parts.)

Pokémon: Cirno
Type:
/

Ability: Levitate / Refrigerate / The Strongest (HA)
Signature Ability: The Strongest | Boosts all stats, bar HP, and STAB moves by 50%. Freeze will always be at its full turn count, and will never thaw out prematurely nor be removed until it wears off.
Signature Move: Perfect Freeze |
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| Power: 75 | Accuracy: 85% | 8 PP | Has a 50% chance to freeze the target.
Signature Z-Move: Icicle Fall -EASY- |
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| Power: -/210 | Accuracy: - | 1 PP | Usable when Perfect Freeze is converted by Cirnoium Z. If the user does not have The Strongest as its ability, does nothing. If the user has The Strongest as its ability, freezes the target.
Stats: 134 / 65 / 55 / 85 / 65 / 95 (BST: 499)
Reasoning: Since Sayori won, I'll let this space be filled by the fairy herself, CIRNO! Here, typing is self-explanatory. Levitate for, well, flying, Refrigerate for her manipulation of cold, and her signature ability, The Strongest, referencing her infamous position in the fandom (and is a bit canon), and giving her true power. Perfect Freeze is already her signature spell card, and Icicle Fall referencing the infamous safe spot in its Easy form, though the icicles will actually fly around and attack the target if she had the Strongest. Oh yeah, her low stats reference the fact shes a very strong fairy of her kind, with average stats and high HP without her Hidden Ability. It also a 9s in which that says for her other infamous position in the fanon.

Cirno @ Cirnoium Z/Choice Scarf
Ability: The Strongest
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perfect Freeze/U-turn
- Ice Beam
- Moonblast
- Surf

Pokémon: Flandre Scarlet
Type:
/

Ability: Anger Point / Mold Breaker / Sheer Force (HA)
Signature Moves (yes, moves): -Cranberry Trap |
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| Power: 120 | Accuracy: 90% | 16 PP | Traps the target.
-Lävatein |
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| Power: 120 | Accuracy: 90% | 16 PP | High critical hit ratio.
-Four of a Kind |
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| Power: - | Accuracy: - | 8 PP | Allows the user to hit up to 4 times, though at a quarter of their power. Does not take damage for 3 hits, then the effect will disperse. Sheer Force only removes the power dampener.
-Starbow Break |
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| Power: 120 | Accuracy: 100% | 16 PP | 30% chance to burn the target. Deals 1/4th damage as recoil.
Stats: 70 / 180 / 60 / 180 / 60 / 170 (BST: 720)
Reasoning: Oh yeah, if you haven't noticed, shes an Anything Goes based thing, so she was design to be broken. Basically, her abilities and original stat spread was inspired by Speed Flandre from TPDP. However, shes been beefed up with +60 in her attacking stats and has quite a few different new moves in her arsenal. Basically, some of the best moves in the game, with Four of a Kind being a real game changer if you can, with Sheer Force breaking it even further. And not to mention, her glass cannon stats are basically the fact that she can destroy anything and everything by crushing their eye. Yes, really. One good Mach Punch can be good. Fire for pretty much closest to light and Dark for being a vampire. All her moves were spell cards from EoSD.

Flandre Scarlet @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Four of a Kind
- Lävatein
- Dark Pulse
- Starbow Break
 
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Pokémon: Genshyrioku (Mutant Genetic Gladiators)
Type:

Abilities: Soundproof / Anger Point / Wound (HA)
Other Stuff: Weightkg->999.9kg. Can only be male.
Signature Ability: Wound-->This Pokemons attacks makes the target to lose 16% health each turn. Takes no damage from Life Orb.
Stats: 150 HP/180 Atk/90 Def/100 SpA/130 SpD/30 Spe
Reasoning: That stupidly huge Attack and bulk are due to being clasified as having a "Cataclysmal" attack and being a "Tank", while his painfuly low speed is due to being "very slow" at his original game. Poison/Dark typing comes from being borned from radioactive pollution and being in a constant bad mood. The latter also explains Anger Point. Soundproof cause he just fights to find silence and Wound cause it's a conmon ability to all Beast mutants at the game.
Signature Move: Radioactive Spite |
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| Power: 80 | Accuracy: 100% | 16 PP | Doesn't make contact. Deals super effective damage to Steel-types. Physical in case they're user's SpecialAttack is lower than its Attack. | Z-Move: 160 BP Acid Downpour.
Genshyrioku @ Choice Band
Ability: Wound
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Radioactive Spite / Gunk Shot
- Knock Off
- Ice Punch / Aqua Tail
- Pursuit / Earthquake / Fire Punch
Other Notable Moves: Belly Drum, Crunch, Poison Jab, Thunder Punch, Heavy Slam, Gyro Ball, Stone Edge, Toxic Spikes, Toxic, Surf, Flamethrower, Fire Blast, Sludge Bomb, Sludge Wave, Superpower, Thunder Wave, Thunderbolt, Dark Pulse.

Pokémon: H.U.M.A.N (Mutant Genetic Gladiators)
Type:

Abilities: Download / Levitate / Shield (HA)
Other Stuff: Genderless.
Signature Ability: Shield-->On switch-in, Def or SpD are raised 1 stage based on the foe's higher offensive stat.
Stats: 110 HP/70 Atk/150 Def/130 SpA/130 SpD/90 Spe
Reasoning: As Geshyrioku, H.U.M.A.N is clasified as a Tank at MGG, so that's why it has huge defences. It has a good SpA due to having a high attack at the mentioned game and 90 Spe due to its "intermediate speed". Normal/Steel comes from not being confirmed being either a pair of humans or robos and due to its steel-made body. Download cause it's a robot or smth, Levitate because it's literally levitating and Shield is a reference to the original game.
Signature Move: Digital Love |
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| Power: 100 | Accuracy: -% | 16 PP | Hits adjacent foes. 10% chance of infatuating the target(s) regardless of its gender. | Z-Move: 180 BP Corskrew Crash.
Other Notable Moves: B O O M B U R ST, Volt Switch, Thunderbolt, Discharge, Vacuum Wave, Shift Gear, Autotomize, Laser Focus, Dazzling Gleam, Shadow Ball, Focus Miss Blast, Overheat, Ice Beam, Signal Beam, Thunder Wave, Trick.
 
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Edit: Aw, damn! Marisa was already taken! Okay, new plan!

"That, and a spare set of knives too."

"Ah, I- KNIVES?!"


The Perfect and Elegant Maid

Pokémon : Sakuya Izayoi (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Steel/Fighting
Abilities: Levitate / Speed Boost / Sakuya's World (HA)
Signature Ability: Sakuya's World- Always moves first, regardless of speed, against any moves with a Priority below +3. (As in, +3 and above moves will go before her).
Moves: Fake Out, Trick Room, Close Combat, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, X-Scissor, Acrobatics, First Impression, Throat Chop, Slash, Night Slash, Smart Strike, Silver Edge*, Swords Dance, Detect, Substitute, Memento, Snatch, Torment, Acupressure, U-Turn, Parting Shot, Speed Swap
Signature Move: Silver Edge - Physical, Steel-Type, 90 BP, 100 Acc, 10 PP. High critical hit ratio, Super Effective against Dark- and Ghost- Types.
Signature Z-Move: Deflation World - Converted from Silver Edge using Sakuyanium Z. 200 BP, Super Effective against Dark- and Ghost- types. +5 Priority (yes, it goes before Protect and the like).
Stats: 90 HP / 130 Atk / 90 Def / 60 SpA / 90 SpD/ 130 Spe (BST: 590)
Reasoning: Sakuya is the maid of Remilia Scarlet and likely a former vampire hunter, though she has forgotten or simply refuses to divulge her past before meeting the Scarlet Devil. Her typing relates to her primary weapon of choice (her enchanted silver knives) and her close-quarters combat skills, two main facets of her possible former identity. Her normal abilities are Levitate (Because it's Touhou, she can fly obviously) and Speed Boost, but her most notable ability is her hidden ability, Sakuya's World, which is a direct nod to her ability in canon: She can manipulate time. She's a primarily physical combatant with not much variety to her name, but she doesn't really need it. She's got a plethora of priority moves for sets not using her Hidden Ability, and her Hidden Ability allows her to use her high power moves without fear of being outsped. Her signature move, Silver Edge, is a representation of her silver knives, which work well against Vampires and other such demonic beings, which affords it a unique super-effectiveness against Dark and Ghost- types. Her other moves are either relative to her time manipulation powers (Trick Room, Fake Out, Speed Swap, Extreme Speed, Sucker Punch, First Impression, Detect), Her general wit and devotion to her mistress (Memento, Snatch, Torment, U-Turn, Parting Shot), her close-quarters combat skills (Close Combat, High Jump Kick, Knock Off, X Scissor, Acrobatics, Throat Chop, Slash, Night Slash, Smart Strike, Swords Dance) or some combination of them (Substitute mainly). Sakuya's stats are generally high across the board save for her special attack due to her mistress' demands to be the perfect maid forcing Sakuya to toughen up A LOT. She's not extremely strong in any one area, but she's not particularly weak in any area either. Her Z-Move is based on her Last Word in Imperishable Night of the same name: Deflation World, and serves as an ultimate demonstration of her time manipulation powers. Even Protect will not save the unfortunate target from Sakuya's wrath.

Sample Attacker Sakuya Set w/Sakuya's World:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
252 Atk, 252 HP, 4 Def
Adamant Nature
- Silver Edge
- Close Combat/High Jump Kick
- Knock Off/Throat Chop/Night Slash
- Filler
Filler=Swords Dance/Detect/Substitute/Memento/Snatch/Torment/Acupressure/U-Turn/Parting Shot/Speed Swap/Acrobatics/X-Scissor/Trick Room

Edit: Here comes the second wave!

"Wait, what? You didn't get blasted to smithereens. Was the output too low...?"


The Scorching, Troublesome Divine Flame

Pokémon: Utsuho Reiuji (Touhou Chireiden ~ Subterranean Animism)
Type: Fire/Flying
Abilities: Sheer Force/Desolate Land/Nuclear Fusion (HA)
Signature Ability: Nuclear Fusion: All attacks gain a 30% chance to burn the opponent on top of pre-existing effects. User resists Water- and Ice-type moves (disregarding normal weaknesses), and is immune to Freeze. User's Fire-Type Moves become super-effective on Water-Type Pokemon, but are resisted by Steel-Type Pokemon. Solar Beam does not require a charge turn, regardless of weather.
Moves: Overheat, Flamethrower, Fire Blast, Blast Burn, Eruption, Fiery Dance, Magma Storm, Inferno, Fusion Flare, Blue Flare, Heat Wave, Tailwind, Roost, Defog, Brave Bird, Aerial Ace, Acrobatics, Beak Blast, Hell's Artificial Sun*, Earth Power, High Jump Kick, Sunsteel Strike, Solar Beam, Sky Attack, Explosion, Sunny Day, U-Turn, Flare Blitz, Focus Blast, Scald, Steam Eruption.
Signature Move: Hell's Artificial Sun- Base 90 Power, Fire-Type, Special, 100 Accuracy, 10 PP. Sets up Sunny Day if it is not already set up. Uses Utsuho's higher stat between Attack and Special Attack for damage calculation.
Z-Move: Subterranean Sun- Converted from Hell's Artificial Sun via Okuunium Z. Base 230 Power. Bypasses Accuracy Check. Sets the weather to Intense Sunlight if it is not already present, which lasts until Utsuho is switched out. Uses Utsuho's stat between Attack and Special Attack for damage calculation.
Stats: 90 HP/140 Atk/50 Def/140 SpA/50 Def/110 Spe (BST: 580)

Reasoning: Okuu is a powerful mixed attacker who utilizes both physical and special attacks in her nuclear fusion powered arsenal, and as you might have guessed, LOVES bringing the Sun out. She's a fire-type due to the sun motif and flying-type due to, well, being a bird (a hell crow to be precise), which is also why she has moves like Brave Bird, Beak Blast and Roost. She consumed the corpse of the Yatagarasu, and as such gained the power to manipulate Nuclear Fusion. As a result, she can learn pretty much every Fire, Heat and Sun-based attack there is, even moves that would normally be signature to legendaries, such as Magma Storm, Blue Flare, Sunsteel Strike and Steam Eruption.

Her Signature Ability, Nuclear Fusion, is simple in practice. Her power is known to burn things pretty badly (given how she's hurling SUNS at people), and given how she's a walking embodiment of a sun god, she resists Water and Ice attacks well (I mean, you wouldn't use water and ice to try put out a sun, would you?) but in turn her radioactive powers are kept in check by Steel-Types, who resist her fiery assaults. It also lets her fire off Solar Beam without fear of a charge time (Because come on, she's basically a walking, talking sun generator), but only when using this power. Her other two abilities revolve around either her focus on firepower over gimmicks and her associated weather in Hisoutensoku, the Scorching Sun weather. This also shows up in her Signature move and Signature Z-Move, which both set up a variant of Sunny Day. This also applies to her stats: while Okuu has a lot of HP, her defenses are poor. However, she's also very fast and hits hella hard, as befitting for one who manipulates and is powered by Nuclear Fusion. For Pokemon who appreciate the power of sunlight, you can't really go wrong with pairing them with Okuu. Speaking of suns, her signature move, Hell's Artificial Sun, and her Z-Move, Subterranean Sun, are both based on spell cards in Touhou: Subterranean Animism (In fact they're the same spell card, with Hell's Artificial Sun being used on Easy and Normal and Subterranean Sun being used on Hard and Lunatic).

However, Utsuho, like others sharing her type (see: Charizard, Moltres, Talonflame and Ho-Oh) DOES NOT like dealing with Stealth Rocks. She can clear them away with Defog but doesn't want to switch into them ever.

Example Special Attacker Moveset w/ Okuunium Z

Utsuho@Okuunium Z
Ability: Nuclear Fusion
Nature: Modest
252 SpA, 252 Spe, 4 HP
-Hell's Artificial Sun
-Steam Eruption/Scald
-Solar Beam
-Earth Power/Focus Blast/Tailwind/Roost/Defog
 
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Girl of the Sphere of Neither Perception nor Non-Perception
Pokémon: Tenshi Hinanawi (Touhou Hisouten- Scarlet Weather Rhapsody)
Type: Ground/Flying
Ability: Solid Rock, Unaware, Scarlet Weather Rhapsody* (HA)
Scarlet Weather Rhapsody: Summons Aurora upon switching in, until Tenshi switches out.
Moves: Earthquake, Stone Edge, Rock Slide, all sword/slash/blade moves, Sword of Hisou*, Rock Polish, all weather moves, Weather Ball, Aurora Veil, Hurricane, Stealth Rock, Rock Wrecker, Rock Blast, Magnitude, Stomping Tantrum, Bulldoze, Earth Power, Ancient Power, Play Rough, Land's Wrath, Precipice Blades, Recover, Endure
Sword of Hisou: Flying | Physical | Power: 90 | Accuracy: 100% | 16 PP | Non-Contact | If a weather is active, increases to 130 base power and dispels the weather. If not, Aurora is summoned until the user switches out.
Z-Move: Sky of Scarlet Perception of All Humankind | Flying | Physical | Power: 190 | Accuracy: - | - PP | Useable when Sword of Hisou is converted by Tenshium Z. Dispels current weather and replaces it with Aurora until Tenshi switches out. Aurora: Eliminates all resistances to Flying-type moves, making them do neutral damage against would-be resists. Allows Aurora Veil to be set. Can be summoned by Sword of Hisou/Scarlet Weather Rhapsody. Weather Ball becomes Flying type and is doubled in power.
Stats: 90/145/115/65/105/80 (600)

Reasoning: Tenshi's stat spread, ability of Solid Rock, and access to Recover and Endure are derived from her being very tough, to the extent of not being pierced by Sakuya's knives. She has power over earthquakes, which is why she has a Ground type and quake moves. Her Flying type comes from being a Celestial, and Oblivious and Play Rough are from having a playful nature and not considering how her actions affect others. She is often seen with a Keystone, which is where the Rock type moves come from.
She is the wielder of the Sword of Hisou, which is where her sword and slash moves come from. The Sword of Hisou has power over "sky" and "people", and she uses it to gather everyone's thought energy in Gensokyo, which results in the residents of Gensokyo to have some weather follow them around perpetually (which is why the submitted Marisa has Drizzle). The Sword of Scarlet Perception card in SWR ends the active weather when used, which explains the move's first effect. Tenshi is associated with the Aurora weather, which is relayed in Scarlet Weather Rhapsody and Sword of Hisou's second effect. Sky of Scarlet Perception of All Humankind is Tenshi's strongest spell card.

Competitive: You know Landorus-T? Of course you do. Now replace a decent SpAtk, a bit of Spd, the ability to act as a pivot, Explosion, and Intimidate with lots more bulk, an actual Flying STAB that is unresisted at times, SOLID tanking abilities, the ability to disrupt weather teams, a nuke button that doesn't make her KO herself, is stronger, and has no immunities, and the Ground/Flying type which is FAR superior to Flying/Ground. She is a better Stealth Rock setter due to her superior bulk, and can break past the bulky Grasses that Landorus needs a specific set to do. She still is very dead to Ice types, but Water types are less of an issue.

Sets: Scarlet Weather Double Dance
Tenshi @ Tenshium Z
Ability: Scarlet Weather Rhapsody
EVs: 252 Atk / 4 SpD / 252 Spd
Jolly Nature
- Sword of Hisou
- Earthquake/Precipice Blades
- Swords Dance
- Rock Polish
 
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Pokémon: Shadow Kirby (from Kirby and the Amazing Mirror)
Type: Flying/Dark
Ability: Gluttony / Protean (Hidden)
Stats: 130/110/90/110/90/70 (600)
OU Moveset: (Nicknames used in place of role descs, give him your own nickname)
Special-biased Bulky Protean Attacker (Kirby) @ Leftovers
Ability: Protean
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Star Shot (Special Flying. 80 BP. 20 PP, 32 max. 1.5x damage if an enemy has already used an attacking move.)
- Boomburst
- High Jump Kick
- Slack Off

he support u... (Kirby) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Star Shot (see above)
- Slack Off
- Rapid Spin
- Thunder Wave / Toxic

Other Goodish Moves: (in no particular order) Swords Dance, Low Kick, Seismic Toss, Defog, Spiky Shield, Aqua Jet, Frost Breath, Rock Slide, Waterfall, Aura Sphere, Poison Jab, Discharge, Iron Head, Psyshock, Drill Run, Dazzling Gleam, Lunge, Flamethrower, Surf, Ice Beam, Thunderbolt, Psychic, Sludge Bomb, Sludge Wave, Leaf Blade, Stone Edge, Hydro Pump, Fire Blast, Hurricane, Megahorn, Flare Blitz, Focus Blast, Brave Bird, Power Whip, Gunk Shot, Wood Hammer, Leaf Storm, Bulk Up, Crunch, Night Daze
Reasoning: Here's Kirby 2 because he deserves something more accurate.
Kirby focuses on wind attacks such as Inhale and Air Bullet in base form, and unlike Sonic, he can actually fly, so Flying-type it is! In addition, his title as "Pink Demon"/"Pink Terror", tendency to rip mind-controllers apart with alarming frequency, issues with disposing of insects, and abnormal brutality are pretty Dark-type. Gluttony for a HUNGRY BOI, Intimidate reflects his terrifying reputation, while Protean reflects how he always seems to be fluent in whatever fighting style he tries next. (There are others that could make sense, like Friend Guard and Trace, but this seems to be a good lineup.) Kirby is equally proficient in martial and magical techniques, so his Attack and Special Attack are equal. He also takes a ton of hits, so he has high HP so he can... well... take a ton of hits. Kirby isn't awfully fast compared to his other powers in the Kirby series, and the same applies here. Star Shot is based off of his signature attack in base form. Low Kick is his slide kick, Defog from his inhale, Crunch because, again, HUNGRY BOI, and Night Daze from his association with stars which are pretty "night". His other moves are based on his various Copy Abilities. No way in hell I'll explain all of them, but notably: Boomburst is Mike, HJK from Fighter, Slack Off from Sleep, Rapid Spin from Tornado and Wheel and Thunder Wave from Spark. Less obvious or less well-known include Dazzling Gleam from Light, Drill Run from Animal, and Megahorn from Beetle.



Pokémon: Susie (from Kirby: Planet Robobot)
Type: Steel
Ability: Steelworker
Stats: 90/130/150/90/90/50 (600)
Shifty Secretary (Susie) @ Leftovers
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shift Gear
- Drone Ballet (Steel, 40 BP. Hits three times. 10/16 PP.)
- Knock Off / Wild Charge.
- Earthquake
Reasoning: Susie works with technology and uses a mech suit to fight, with no other strongly associated elements, hence Steel-type, Steelworker, her stats, and Shift Gear. Drone Ballet is based on a move she uses as a boss. Earthquake because she shakes the earth a bit with some of her attacks, but more importantly because big 'mons tend to get it. Knock Off is based off of her removing President Haltmann's control helmet before the final battle, and Wild Charge from one of the moves she uses as a boss.

Pokémon: Big Rig (from Big Rigs: Over The Road Racing)
Type: Ghost/Fire
Ability(Reversed): Champion*
*Champion: User has 1.5x Attack and Special Attack, blocks damaging priority towards its team while it is out, and is unaffected by entry hazards, weather, terrain, or rooms. However, upon being hit by a non-priority damaging move, turns into Forwards Forme for the rest of the match. Only works on Big Rig-Reversed.
Ability (Forwards): Heavy Metal
Stats (Reversed): 85/70/70/70/50/255 (600)
Stats (Forwards): 85/70/70/70/50/55 (400)
FTL Crusher (Big Rig-Reversed) @ Life Orb
Ability: Champion
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Phasing Ram (90 BP Physical Ghost. Ignores target's boosted stats. 10/16 BP.)
- Flare Blitz
- Gear Grind
- Overheat

FTL Engine (Big Rig-Reversed) @ Life Orb
Ability: Chamion
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Shadow Ball
- Thunderbolt
- Boomburst / Superpower
Reasoning: BIG! MOTHERFUCKING! RIGS! Its speed, the highest possible, reflects that the Big Rig is the fastest character in gaming EVER, its speed having no upper bound but that of the engine... when it's going in reverse. If it goes forwards, not so much. The Big Rig is intangible, hence its Ghost-typing, signature ability and signature move, which phases straight through the target's boosts. Its Fire type and Fire moves come from the fact that it is wreathed in flames on the box art. Its 18 WHEELS OF THUNDER give it the power to wield electric moves and even the mighty Boomburst. Everything else is just it being a big-ass truck.

Pokémon: Zero (from Kirby's Dream Land 3) / 0² (from Kirby 64: The Crystal Shards)
Type: Dark/Poison
Ability (Zero): Last-Ditch Effort* / Levitate (Hidden)
Ability (Zero-Iris): Speed Boost
Ability (0²): Tough It Out!** / Levitate (Hidden)
*Last-Ditch Effort: If the user is Zero, changes to Iris form and restores all HP after being KOed.
**Tough It Out!: Shadow Tag clone. Displays the ability name when the opponent tries to switch out.
Stats (Zero): 90/90/130/120/80/110 (620)
Stats (Zero-Iris): 50/90/50/120/40/150 (500)
Stats (0²): 120/90/150/140/110/70 (680)
(Zero and 0² can be used at the start of the battle. Zero-Iris is only available via Last-Ditch Effort.)
Zero @ Life Orb
Ability: Last-Ditch Effort
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dark Matter Swarm (Special Dark. 20 BP. Hits 5 times. 15/24 PP. 100% Accuracy.)
- Blood Shot (Special Poison. 90 BP. 20% chance to flinch. 15/24 PP. 100% Accuracy.)
- Thunderbolt
- Shadow Ball

0² @ Leftovers
Ability: Tough It Out!
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Dark Matter Swarm
- Blood Shot
- Dazzling Gleam / Flash Cannon
- Roost
Reasoning: Zero commands what are basically space demons, so Dark-type. Zero also infamously attacks with blood, and has poison gas as 0², so also Poison-type. Last-Ditch Effort is based on Zero's second phase, where it rips apart its body to attack as just an iris. Tough It Out! is based on the fact that, unlike the rest of the game, you cannot quit to map while fighting 0². Levitate because they both levitate. Zero is pretty durable and can deal good damage, but is also pretty fast, reflected by its stats. Its iris is somewhat frail, but also very fast, also reflected by its stats. 0², on the other hand, barely moves at all, but is insanely durable. You know the drill. Dark Matter Swarm and Blood Shot are directly based off of moves Zero uses as a boss. Thunderbolt and Shadow Ball aren't used by Zero itself, but they're used by Dark Matter, which Zero can create in combat. 0² attacks with some kind of light attack, hence Dazzling Gleam and Flash Cannon. Because it has large wings, it can use Roost. (Zero is designed for OU, and 0² is designed for Ubers.)

Pokémon:
Type:
Ability:
Stats: HP/Atk/Def/SpA/SpD/Spe
set @ item
Ability:
EVs:
Nature
-
-
-
-
Reasoning: Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
 
So, I decided to make some portal characters. I'm tired of making full movepools, so I'm not going to for these two.

GLaDOS.png
Pokemon: GLaDOS (Portal)
Type: Poison / Dark
Ability: Adaptability, Malicious- This pokemon's poison type attacks hit Steel for super-effective damage.
Stats: 90 / 30 / 110 / 180 / 80 / 140 | BST = 630
Signature Move: Neurotoxin- Poison, Special, 24 pp, 100 bp, 30% to badly poison target.
Sample Sets:

Specs Sweeper (GLaDOS) @ Choice Specs
Ability: Malicious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Neurotoxin
-Ice Beam
-Dark Pulse
-Earth Power

Setup Sweeper (GLaDOS) @ Life Orb
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Neurotoxin
-Dark Pulse
-Earth Power
-Nasty Plot

Reasoning: GLaDOS is poison because of her love for neurotoxin, and dark because she's evil af. Don't @ me on that. Ability is adaptability because of GLaDOS being a sentient machine, adapting to any situation. The signature ability, Malicious, is because of her need to cause pain to humans and other machines alike, so it makes sense that she could actually attack them. The move neurotoxin is largely self-explanatory, also your best spammable move if you have Malicious. Very low attack because she has no direct way to hurt you, but pretty high defense because of her being a big old robot thing, with metal plating. Massive special attack is based on her high intelligence, and high speed is because of amazing robot reflexes. (I assume.) The sample sets are pretty simple, you can just spam neurotoxin with specs until a ground type comes in, then go to something else. For setup, just pivot in to a good matchup, click nasty plot as they switch, and sweep away.

300px-Wheatley.png

Pokemon: Wheatley (Portal 2)
Type: Steel
Ability: Unaware, Oblivious, Intelligence Dampener- Special version of Intimidate
Stats: 90 / 80 / 180 / 40 / 170 / 40 | BST = 600
Signature Move: Moron Roll- Steel, Physical, 16 pp, does more damage the faster the target, randomly switches out target on hit. (Same damage formula as Gyro Ball.) Makes contact.
Sample sets:

Setup Wall (Wheatley) @ Leftovers
Ability: Intelligence Dampener
EVs: 252 HP / 128 Def / 128 SpD
Careful Nature
-Moron Roll
-Curse
-Slack Off
-Toxic

Reasoning: Wheatley is Steel type because he is a metal ball, and no other type seemed to work better than that. Abilities are all based on his unintelligence, especially Intelligence Dampener, which is what he was made for, making GLaDOS stupid. His stats are based on him not having any arms to attack with, but being able to be dropped big distances and be fine. Speed is so low because Wheatley is slow mentally. His signature move, Moron Roll, is again based on being created to make GLaDOS more stupid, so it is more effective the higher intelligence the opponent is. (I know Spe isn't related to intelligence, but whatever. Also, I compared SpA to intelligence in my GLaDOS. What's going on here?)
 

Pokemon: Ironclad (Slay the Spire)
Type: Fire
Ability: Burning Blood / Bag of Marbles / Berserk (HA)
Signature Ability:
Burning Blood-> This Pokemon heals 1/16 of it's max HP at the end of every turn (ie: Leftovers), and when it switches out.
Bag of Marbles-> When this pokemon switches in, all opposing pokemon have -1 Defense
Notable Moves: Iron Head, Flare Blitz, Sacred Sword, Swords Dance, Earthquake, Iron Defense, Rest, Heavy Slam, Flamethrower, Explosion, Flame Charge, Thunder Punch, Thunderbolt
Stats: 80/140/100/70/100/80 BST: 570
Reasoning: Ironclad is a sword user who sold his soul to gain fire attacks, hence the Fire Typing. It's ability Burning Blood, is based on Ironclad's starting relic of the same name (relics = abilities), which allows him to heal HP at the end of battle. Bag of Marbles is another relic which allows Ironclad to apply Vulnerable to their opponents at the start of battle (Vulnerable = Less defense). Ironclad's in game HP is 80, so that translates quite well into pokemon.
Iron Head= Headbutt
Flare Blitz= Immolate (fire based attack with recoil)
Sacred Sword= many sword based attacks
Swords Dance= Flex, Inflame (attack boosting moves)
Earthquake= Iron Wave (Slams sword into the ground, creating an earthquake)
Iron Defense= many defense boosting attacks
Rest= There are rest stations in the game that allow Ironclad to sleep and heal HP
Heavy Slam= Body Slam (attack that is based on how much defense Ironclad has)
Flamethrower= Fire Breathing
Explosion= Combust (losing HP to deal damage)
Flame Charge= Searing Blow, Uppercut (Fire based punching attacks)
Thunderbolt/Thunder Punch= Thunderclap (Electricity based attacks)




Pokemon: Silent (Slay the Spire)
Type: Poison
Ability: Snecko Skull / Bronze Scales / Intimidate (HA)
Signature Ability:
Snecko Skull- All moves that Poison the opponent now Toxic the opponent (Toxic Spikes not included)
Bronze Scales- Rough Skin/Iron Barbs Clone
Notable Moves: Toxic Spikes, Spikes, Spiky Shield, Gunk Shot, Cross Poison, Poison Jab, Toxic, High Jump Kick, U-Turn, Iron Defense, Feather Dance, Swords Dance, Sacred Sword
Stats: 70/120/90/70/90/130 BST: 570
Reasoning: Silent is an assassin that kills people and monsters with poison and daggers, hence the Poison typing. Her abilities Snecko Skull and Bronze Scales are based on relics in the game, the former increasing the amount of poison on already poisoned foes, while the latter makes opponents take recoil damage upon attack. Intimidate is based on Neutralize, an attack that weakens the opponent.
Toxic Spikes/Spikes= Shiv
Spiky Shield= Caltrops (deals damage back to the opponent on attack)
Gunk Shot/Poison Jab= standard poison attacks
Cross Poison= Poisoned Stab
Toxic= Deadly Poison
High Jump Kick= Flying Knee
U-Turn= Backflip/Acrobatics/Dodge and Roll
Iron Defense= many defense boosting attacks
Feather Dance= Malaise (heavily weakens the opponent)
Swords Dance= Blade Dance/Cloak and Dagger
Sacred Sword= Sword based attacks


Resubmitting these two, will add


Pokemon: Defect
Type: Electric/Ice
Ability: Orb Channeling
Signature Ability: Orb Channeling- The first time an Electric attack is used, the opponent to lose 1/16 of their max HP at the end of every turn. The first time an Ice type attack is used, the user gains +1 Defense at the end of each turn. The first time a Dark type attack is used, the user gains +1 Special Attack at the end of each turn. The first time a Fairy type attack is used, the user gains +1 Speed at the end of each turn. Only 3 of these effects may be active at the same time, the effects do not stack, and the user loses these effects once they switch out, faint, or get this ability nullified or removed.
Stats: 75/80/85/135/95/100 BST: 570
Notable Moves: Echo Form, Thunderbolt, Ice Beam, Dark Pulse, Dazzling Gleam, Power Gem, Recover, Iron Defense, Blizzard, Thunder, Focus Blast
Signature Move: Echo Form- Ghost, Status, - BP, - Acc; -1 Atk and -1 SpA to the user, User's ability is changed to Parental Bond. Z-Move: Removes Negative Stat boosts (before the -1 Atk and -1 SpD)
Reasoning: Defect is a sentient robot that uses the powers of Elemental Orbs to attack. Electric Orbs do damage to opponents, Frost Orbs increase defense, Dark Orbs build up power before being used, and Plasma Orbs increase energy (energy= closest representation of speed in StS). Echo Form allows the user's first move to be used twice (though without a power reduction that Parental Bond has). Too lazy to write out a detailed move reasoning, so just know that most of the Defect's attacks come from attacks in the game.


Will add Time Eater (Slay the Spire) soon
 
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Pokémon: Utsuho Reiuji
Type: Fire/Flying
Ability: Hustle/Drought/Unaware
Stats: 125/150/61/180/83/61 [BST 660]
Sample Moveset:
Utsuho @ Power Herb
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Hammer Arm
- Flare Blitz
- Brave Bird
- Sky Attack

Other Moves: Toxic, Inferno, Fire Blast, Will-O-Wisp, Sunny Day, Gravity, Incinerate, Solar Beam, Heat Wave, Flame Burst, Weather Ball, Zap Cannon, Ion Deluge
Reasoning: Fire/Flying's a given when you consider that Okuu is 1. A Hell Raven, and 2. A bird with nuclear powers. In the fighting games, she's sluggish, but has major attack power on both fronts, kinda like a tanky character. 61 and 83 on Speed/Def and SpD respectively have to do with the elements Promethium and Bismuth, respectively, both of which don't have any stable isotopes, but are preceded by elements that do. (Though the latter's half-life is over a billion times the universe's age) Hustle (Enthusiastic in Japanese) refers to her being quite excitable, and Drought refers to how she can more or less substitute for the sun. Unaware's Japanese name is Airhead, and for all her power, she really isn't that intelligent AT ALL, save some knowledge on nuclear physics. Now, some moves.
Toxic refers to how radiation is harmful. Sky Attack's Japanese name is "God Bird", which accurately describes the being she absorbed: The Yatagarasu. Zap Cannon's Japanese name is Electromagnetic Cannon, which accurately describes radiation. Ion Deluge can also be linked to radiation, since ions tend to result from nuclear processes. Inferno's Japanese name is literally "Purgatory", and Gravity is linked to her final spellcard for the boss fight against her: "Hell's Artificial Sun"/"Subterranean Sun", which pulls the player character in towards her.
 

Pokémon: Scout
Type: Normal
Ability: Quick Capture - While the user is in play, field effect duration counters decrease by 2 per turn instead of 1.
Moves: U-turn, Fake Out, Extreme Speed, Double-Edge, Close Combat, First Impression, Knock Off, Parting Shot, Seed Bomb, Scattergun*, Focus Blast, Detect
*Normal, Special, 60 BP, 100% Acc, 20 PP | Base Power is doubled if the user moves before the target. Blocked by Bulletproof. | Normalium Z: 180 BP Breakneck Blitz
Z-Move: Home Run - Normal, Physical, 200 BP | Scout soundlessly readies his baseball bat and swings it. If this move does not KO, then the target is forcefully switched out. | Move: Double-Edge | Z-Crystal: Australium Z
Stats: 62/133/62/133/62/133 | 585 BST

Reasoning: Scout is an offensively oriented class in Team Fortress 2, known for his high speed and hit-and-run tactics (hence most of his movepool). Base HP and Speed are based on in-game statistics: half max HP and movement speed percentage compared to average, respectively. Ability is because a Scout counts as two people when pushing a payload cart or capturing a point. To explain the signature move effect, the Scattergun (Scout's default primary weapon) deals more damage at point-blank range, which is best represented in Pokémon by turn order.


Pokémon: Heavy
Type: Normal
Ability: Thick Fat
Moves: Minigun*, Fire Blast, Bullet Seed, Rock Blast, Dizzy Punch, Drain Punch, Meteor Mash, Power-Up Punch, Slack Off
*Normal, Special, ??? BP, 100% Acc, 5 PP | Base Power increases if the user is slower than the target. Blocked by Bulletproof. (Gyro Ball clone) | Normalium Z: 160 BP Breakneck Blitz
Z-Move: Showdown - Normal, Physical, 200 BP | "Pow, haha!" Heavy finger bangs the target. This move bypasses immunities and resistances. | Move: Dizzy Punch | Z-Crystal: Australium Z
Stats: 150/80/99/80/99/77 | 585 BST

Reasoning: Again, HP and Speed are from in-game statistics. Since Heavy is a defensive class, his stat spread is more defensively oriented. Thick Fat comes from his pudgy appearance. His main forms of attacking are his minigun (with an effect that relates to how its damage output is reliant on targets approaching him) and fists, and he has access to weapons dedicated to healing himself (such as Sandvich, hence Slack Off).


Pokémon: Spy
Type: Dark
Ability: Disguise / Illusion / Imposter
Moves: Pursuit, Assurance, Foul Play, Smart Strike, Revolver*, Night Shade, Parting Shot, Strength Sap, Transform
*Dark, Special, 70 BP, 100% Acc, 15 PP | Base Power is increased by 20 if the user has an active Disguise or Illusion. Blocked by Bulletproof. | Darkinium Z: 160 BP Black Hole Eclipse
Z-Move: Fencing - Dark, Physical, 200 BP | Spy guts the target like a Cornish game hen. | Move: Pursuit | Z-Crystal: Australium Z
Stats: 62/104/104/104/104/107 | 585 BST

Reasoning: Evenly distributed stat spread because Spy is a support class. Spy is a master of disguise, and he can appear as a friend (Illusion) or foe (Imposter). Dark typing comes from his reliance on dirty tactics such as backstabbing (Pursuit), cleaning up after allies (Assurance), guerilla tactics (Foul Play / Night Shade), knife attacks (Smart Strike), and shooting when he has to (Revolver / Parting Shot). He always keeps a sapper handy (Strength Sap) and can alter his disguise at will (Transform).

For the TF2 submissions, Z-Moves are based on taunt kills, and Australium Z is named after a gold-like element in the game's lore.



Pokémon: Zen
Type: Dark
Ability: King Card - Boosts the user's Fire-, Ice-, Flying-, and Electric-type attacks by a factor of 1.5.
Moves: Soul Slice*, Pin Missile, Icicle Crash, Thunderbolt, Flame Burst, Hurricane, Swords Dance, Cosmic Power, Recover, Heal Bell, Psych Up
*Dark, Physical, 95 BP, 100% Acc, 10 PP | Has a 20% chance to burn the target. | Darkinium Z: 175 BP Black Hole Eclipse
Stats: 110/110/80/110/80/80 | 570 BST

Reasoning: In Persona Q, Zen is a dual crossbow wielder with high HP and offenses. He resists Dark and has a dark appearance, hence the Dark typing. Pin Missile is the closest match to attacking with a bow. Ability and other moves are from the skills of the game.
King Card (passive)
Soul Slice
Icicle Crash = Frozen Spear
Thunderbolt = Thunder Clap
Flame Burst = Fire Spray
Hurricane = Cyclone

Swords Dance = Guiding Sword
Cosmic Power = Guarding Staff
Recover = Recovery / Life Goblet
Heal Bell = Refresh
Psych Up = Renewal
 

Cookie Butter

formerly the someone
Repostan

Pokémon: Youmu Konpaku (from Touhou)
Type: Ghost/Normal
Ability: Steelworker / Inner Focus / Half-Ghost Bond*
(*Parental Bond clone, but the second hit is considered Ghost-type instead of its previous type)
Stats: 80 / 125 / 95 / 55 / 70 / 90 (515)
Youmu Konpaku @ Spooky Plate
Ability: Half-Ghost Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Swords Dance
- Sacred Sword
- Shadow Sneak / Shadow Claw
- Double-Edge / Fake Out
Other options: Smart Strike in a Steelworker set.
Reasoning: Ghost/Normal typing because she's half-ghost and half-human. Steelworker because of the sword. Inner Focus because of her personality. Half-Ghost Bond because the ghost part of her is separate from her main body, like Kangaskhan and baby Kangaskhan are separate, but the ghost spirit can only use Ghost moves. The stat spread is taken directly from Touhou Puppet Dance Performance, a clone of Pokemon with Touhou characters.
Gameplay: I'm almost surprised with myself, because Half-Ghost Bond seems like a very fun ability to use. You basically get move of your choice, an unboosted and intact version of it, plus a 1/4 STAB Ghost version of it. With Sacred Sword you get 90 BP Fighting move and a 33 BP Ghost move (after STAB) in one turn. With Fake Out, you can even make Ghost-types flinch, but they'll take only 15 BP (after STAB) super effective damage. With other Ghost-type moves, it works just like normal Parental Bond though.
 
Time to start voting!

Vote for your favourite three submissions. Get your votes in by the 19th of May.

Pokémon: Pepsiman
Originates From: Pepsiman
Type: Water/Steel
Ability: Bulletproof/Speed Boost (HA: Refreshing Pepsi - At the end of each turn, heal all other Pokemon on this Pokemon's team for 1/8 of their maximum health.)
Moves: Waterfall, Soak, Autotomize, Iron Head, Meteor Mash, Bubble Beam, Splash, Bulk Up, Recover, REFRESH, Close Combat, High Jump Kick, Elemental Punches, Heal Bell, Stealth Rock, Spikes, Wish, Rapid Spin, Healing Wish
Z-Move: pepsiman hasn't got time for these gen 7 mechanics
Stats: 110/90/115/80/50/155 (that's a 600 BST)

Reasoning: Everyone should already know this guy, but if you don't here's some educational material. Even if indirectly, you must take part in the Pepsiman experience in order to give him the respect he deserves.
https://en.wikipedia.org/wiki/Pepsiman_(video_game)
www.youtube.com/watch?v=C33Xo1hE9XE
So now, explanations. First we'll start with the typing: Water/Steel. It's a pretty obvious fit: Pepsi is a drink, containing water, contained in a metal can - well, they do bottles too but it's cans in the game. Looking at the stats, we can see Pepsiman is definitely a fit young man who'll be able to take a punch or two, but he is not authorized to use violence while fulfilling his goals, hence the lower attack stat. Pepsiman may display dominance over all aspects of the physical world, but not magic, so lower special stats. Speed is, of course, there because Pepsiman's game is a running game, and of course you have to deliver the drinks as fast as possible or everyone will collapse of thirst before you reach them - in fact, this aspect of Pepsiman is what highlights his role: A fast support, team healer and cleric. You've got Heal Bell, you've got reliable recovery with Recover, and you've got an ability which heals your team a bunch without needing to do anything except survive. You can also lay hazards or remove them with Rapid Spin, or pass wishes or Healing Wish. The possibilities are endless - if you can avoid special attacks.
Pokémon: Norn
Originates From: Katamari Series
Type: Ice/Fairy
Ability: Refrigerate, Pixilate
Moves: Head Charge, Return/Frustration, Absolutely No Ice or Fairy Attacking Moves At All, Teeter Dance, High Jump Kick, Hail, Rollout
Z-Move: Nornium-Z Crystal required, must have the move Protect.
The Norn Shuffle: Priority +6. Protects the user for the rest of the turn. The items of all other Pokemon on the user's team are replaced by Norn Disguises. Norn Disguises give the holder 1.2x Speed and disguise them as Norn as if they all had Illusion. This effect does not wear off when they're damaged, though, so the item must be knocked off. Fairy-Type move.
Stats: 100/117/56/87/125/115

Reasoning: So for anyone who does not know the backstory of Norn, strap yourselves in; you're in for a wild ride.

Norn always has cold hands for some reason he can't quite fathom. He assumes he's just sensitive to the cold. Also, for some reason he likes to grab a big sticky ball called a Katamari, roll it around shops so that all the items stick to it, and throw the ball into the air so that it turns into a celestial object, often a moon. Theorists have concluded that the action of rolling around sticky balls is the only thing that keeps his hands warm.

Can you see it now? The ability choice represents the crucial decision Norn must make in his life. Does he succumb to the frost and let his hands be cold forevermore, allowing him incredible ice powers, or does he roll the ball in order to make moons, allowing the moonlight to channel through him as fairy magic? In the end, Norn suffers from only being able to choose one of his STABs to use, but whatever he chooses will surely be put to great use.
tfw you're having a Pokemon battle and your opponent throws out a fictional country and crushes your entire team with it
Pokémon: Skyrim
Originates From: Hmm, I wonder. (It's Morrowind in case you didn't know)
Type: Ground/Rock
Ability: Inanimate - This Pokemon can't move. It just skips every single turn. Incredible. Oh, and this can't be suppressed or removed in any way so don't bother.
Moves: Earthquake, Magnitude, Rock Slide, Waterfall, that sort of thing. It doesn't matter much anyway.
Z-Move: no thanks
Stats: 170/200/255/75/140/1

Reasoning: It's Ground/Rock because it's, uh, made of earth and rock. It's inanimate because you generally don't expect countries to get up and start beating people up. Its stats are massive because, in case you didn't notice, it is rather difficult to punch your way through an entire landmass.
This Pokemon is simple: you set up a way to damage enemies using your other Pokemon, such as by spamming Toxic, and then you throw your Skyrim out and just let it absorb the hits, unless you are made victim of Grass or Water attacks which usually decimate your Skyrim - those are the opponent's way of getting past it besides toxic stalling it to death. Skyrim can either hold Leftovers for its only way of healing itself or Assault Vest for a free Sp.Def boost. No, I will not make it part Ice-type just because its a bit chilly on top.
Pokémon: Monika
Type:
/

Ability: Adaptability / Cruel A.I. (HA)
Signature Ability: Cruel A.I. | Applies the Dark type as a third type, granting any properties related to it. (This will also change her appearance, dubbed "Warped Form")
Signature Move: Literature Club |
|
| Power: - | Accuracy: - | 8 PP | Raises Monika's Special Attack and Speed by 2. In Double Battles, this reduces to 1 stat boosts, but also raises the teammate's stats as well.
Signature Z-Move: JUST MONIKA |
|
| Power: 150 | Accuracy: - | 1 PP | Usable when Literature Club is converted by DDLCium Z. Lowers all of the target's stats down by 2 stages and removes half of its PP from all of its moves.
Stats: 95 / 95 / 90 / 110 / 100 / 110 (BST: 600)
Reasoning: Alright a more proper introduction to our friend here. Psychic type for the fact that she can pretty much the fact that she's self aware and Fairy which, along with the rest of the crew, reflects the more lighthearted side. Literature Club since, well, self-explanatory and Adaptability and her stat spread showing that she's a reskinned Haruhi that she's smart and athletic. On the other hand, Cruel A.I. and Just Monika reflect her even more insane side, explanatory with the Dark type.

Monika @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 Def / 252 Spe
Jolly Nature
IVs: 0 Atk
- Literature Club
- Moonblast
- Psychic
- Fire Blast / Ice Beam (she can learn Sketch, mostly for the poem parts.)
Pokémon: Cirno
Type:
/

Ability: Levitate / Refrigerate / The Strongest (HA)
Signature Ability: The Strongest | Boosts all stats, bar HP, and STAB moves by 50%. Freeze will always be at its full turn count, and will never thaw out prematurely nor be removed until it wears off.
Signature Move: Perfect Freeze |
|
| Power: 75 | Accuracy: 85% | 8 PP | Has a 50% chance to freeze the target.
Signature Z-Move: Icicle Fall -EASY- |
|
/
| Power: -/210 | Accuracy: - | 1 PP | Usable when Perfect Freeze is converted by Cirnoium Z. If the user does not have The Strongest as its ability, does nothing. If the user has The Strongest as its ability, freezes the target.
Stats: 134 / 65 / 55 / 85 / 65 / 95 (BST: 499)
Reasoning: Since Sayori won, I'll let this space be filled by the fairy herself, CIRNO! Here, typing is self-explanatory. Levitate for, well, flying, Refrigerate for her manipulation of cold, and her signature ability, The Strongest, referencing her infamous position in the fandom (and is a bit canon), and giving her true power. Perfect Freeze is already her signature spell card, and Icicle Fall referencing the infamous safe spot in its Easy form, though the icicles will actually fly around and attack the target if she had the Strongest. Oh yeah, her low stats reference the fact shes a very strong fairy of her kind, with average stats and high HP without her Hidden Ability. It also a 9s in which that says for her other infamous position in the fanon.

Cirno @ Cirnoium Z/Choice Scarf
Ability: The Strongest
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Perfect Freeze/U-turn
- Ice Beam
- Moonblast
- Surf
Pokémon: Flandre Scarlet
Type:
/

Ability: Anger Point / Mold Breaker / Sheer Force (HA)
Signature Moves (yes, moves): -Cranberry Trap |
|
| Power: 120 | Accuracy: 90% | 16 PP | Traps the target.
-Lävatein |
|
| Power: 120 | Accuracy: 90% | 16 PP | High critical hit ratio.
-Four of a Kind |
|
| Power: - | Accuracy: - | 8 PP | Allows the user to hit up to 4 times, though at a quarter of their power. Does not take damage for 3 hits, then the effect will disperse. Sheer Force only removes the power dampener.
-Starbow Break |
|
| Power: 120 | Accuracy: 100% | 16 PP | 30% chance to burn the target. Deals 1/4th damage as recoil.
Stats: 70 / 180 / 60 / 180 / 60 / 170 (BST: 720)
Reasoning: Oh yeah, if you haven't noticed, shes an Anything Goes based thing, so she was design to be broken. Basically, her abilities and original stat spread was inspired by Speed Flandre from TPDP. However, shes been beefed up with +60 in her attacking stats and has quite a few different new moves in her arsenal. Basically, some of the best moves in the game, with Four of a Kind being a real game changer if you can, with Sheer Force breaking it even further. And not to mention, her glass cannon stats are basically the fact that she can destroy anything and everything by crushing their eye. Yes, really. One good Mach Punch can be good. Fire for pretty much closest to light and Dark for being a vampire. All her moves were spell cards from EoSD.

Flandre Scarlet @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Four of a Kind
- Lävatein
- Dark Pulse
- Starbow Break
Pokémon: Genshyrioku (Mutant Genetic Gladiators)
Type:

Abilities: Soundproof / Anger Point / Wound (HA)
Other Stuff: Weightkg->999.9kg. Can only be male.
Signature Ability: Wound-->This Pokemons attacks makes the target to lose 16% health each turn. Takes no damage from Life Orb.
Stats: 150 HP/180 Atk/90 Def/100 SpA/130 SpD/30 Spe
Reasoning: That stupidly huge Attack and bulk are due to being clasified as having a "Cataclysmal" attack and being a "Tank", while his painfuly low speed is due to being "very slow" at his original game. Poison/Dark typing comes from being borned from radioactive pollution and being in a constant bad mood. The latter also explains Anger Point. Soundproof cause he just fights to find silence and Wound cause it's a conmon ability to all Beast mutants at the game.
Signature Move: Radioactive Spite |
|
| Power: 80 | Accuracy: 100% | 16 PP | Doesn't make contact. Deals super effective damage to Steel-types. Physical in case they're user's SpecialAttack is lower than its Attack. | Z-Move: 160 BP Acid Downpour.
Genshyrioku @ Choice Band
Ability: Wound
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Radioactive Spite / Gunk Shot
- Knock Off
- Ice Punch / Aqua Tail
- Pursuit / Earthquake / Fire Punch
Other Notable Moves: Belly Drum, Crunch, Poison Jab, Thunder Punch, Heavy Slam, Gyro Ball, Stone Edge, Toxic Spikes, Toxic, Surf, Flamethrower, Fire Blast, Sludge Bomb, Sludge Wave, Superpower, Thunder Wave, Thunderbolt, Dark Pulse.
Pokémon: H.U.M.A.N (Mutant Genetic Gladiators)
Type:

Abilities: Download / Levitate / Shield (HA)
Other Stuff: Genderless.
Signature Ability: Shield-->On switch-in, Def or SpD are raised 1 stage based on the foe's higher offensive stat.
Stats: 110 HP/70 Atk/150 Def/130 SpA/130 SpD/90 Spe
Reasoning: As Geshyrioku, H.U.M.A.N is clasified as a Tank at MGG, so that's why it has huge defences. It has a good SpA due to having a high attack at the mentioned game and 90 Spe due to its "intermediate speed". Normal/Steel comes from not being confirmed being either a pair of humans or robos and due to its steel-made body. Download cause it's a robot or smth, Levitate because it's literally levitating and Shield is a reference to the original game.
Signature Move: Digital Love |
|
| Power: 100 | Accuracy: -% | 16 PP | Hits adjacent foes. 10% chance of infatuating the target(s) regardless of its gender. | Z-Move: 180 BP Corskrew Crash.
Other Notable Moves: B O O M B U R ST, Volt Switch, Thunderbolt, Discharge, Vacuum Wave, Shift Gear, Autotomize, Laser Focus, Dazzling Gleam, Shadow Ball, Focus Miss Blast, Overheat, Ice Beam, Signal Beam, Thunder Wave, Trick.
Pokémon : Sakuya Izayoi (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Steel/Fighting
Abilities: Levitate / Speed Boost / Sakuya's World (HA)
Signature Ability: Sakuya's World- Always moves first, regardless of speed, against any moves with a Priority below +3. (As in, +3 and above moves will go before her).
Moves: Fake Out, Trick Room, Close Combat, High Jump Kick, Extreme Speed, Knock Off, Sucker Punch, X-Scissor, Acrobatics, First Impression, Throat Chop, Slash, Night Slash, Smart Strike, Silver Edge*, Swords Dance, Detect, Substitute, Memento, Snatch, Torment, Acupressure, U-Turn, Parting Shot, Speed Swap
Signature Move: Silver Edge - Physical, Steel-Type, 90 BP, 100 Acc, 10 PP. High critical hit ratio, Super Effective against Dark- and Ghost- Types.
Signature Z-Move: Deflation World - Converted from Silver Edge using Sakuyanium Z. 200 BP, Super Effective against Dark- and Ghost- types. +5 Priority (yes, it goes before Protect and the like).
Stats: 90 HP / 130 Atk / 90 Def / 60 SpA / 90 SpD/ 130 Spe (BST: 590)
Reasoning: Sakuya is the maid of Remilia Scarlet and likely a former vampire hunter, though she has forgotten or simply refuses to divulge her past before meeting the Scarlet Devil. Her typing relates to her primary weapon of choice (her enchanted silver knives) and her close-quarters combat skills, two main facets of her possible former identity. Her normal abilities are Levitate (Because it's Touhou, she can fly obviously) and Speed Boost, but her most notable ability is her hidden ability, Sakuya's World, which is a direct nod to her ability in canon: She can manipulate time. She's a primarily physical combatant with not much variety to her name, but she doesn't really need it. She's got a plethora of priority moves for sets not using her Hidden Ability, and her Hidden Ability allows her to use her high power moves without fear of being outsped. Her signature move, Silver Edge, is a representation of her silver knives, which work well against Vampires and other such demonic beings, which affords it a unique super-effectiveness against Dark and Ghost- types. Her other moves are either relative to her time manipulation powers (Trick Room, Fake Out, Speed Swap, Extreme Speed, Sucker Punch, First Impression, Detect), Her general wit and devotion to her mistress (Memento, Snatch, Torment, U-Turn, Parting Shot), her close-quarters combat skills (Close Combat, High Jump Kick, Knock Off, X Scissor, Acrobatics, Throat Chop, Slash, Night Slash, Smart Strike, Swords Dance) or some combination of them (Substitute mainly). Sakuya's stats are generally high across the board save for her special attack due to her mistress' demands to be the perfect maid forcing Sakuya to toughen up A LOT. She's not extremely strong in any one area, but she's not particularly weak in any area either. Her Z-Move is based on her Last Word in Imperishable Night of the same name: Deflation World, and serves as an ultimate demonstration of her time manipulation powers. Even Protect will not save the unfortunate target from Sakuya's wrath.

Sample Attacker Sakuya Set w/Sakuya's World:

Sakuya@Sakuyanium Z
Ability: Sakuya's World
252 Atk, 252 HP, 4 Def
Adamant Nature
- Silver Edge
- Close Combat/High Jump Kick
- Knock Off/Throat Chop/Night Slash
- Filler
Filler=Swords Dance/Detect/Substitute/Memento/Snatch/Torment/Acupressure/U-Turn/Parting Shot/Speed Swap/Acrobatics/X-Scissor/Trick Room
Pokémon: Utsuho Reiuji (Touhou Chireiden ~ Subterranean Animism)
Type: Fire/Flying
Abilities: Sheer Force/Desolate Land/Nuclear Fusion (HA)
Signature Ability: Nuclear Fusion: All attacks gain a 30% chance to burn the opponent on top of pre-existing effects. User resists Water- and Ice-type moves (disregarding normal weaknesses), and is immune to Freeze. User's Fire-Type Moves become super-effective on Water-Type Pokemon, but are resisted by Steel-Type Pokemon. Solar Beam does not require a charge turn, regardless of weather.
Moves: Overheat, Flamethrower, Fire Blast, Blast Burn, Eruption, Fiery Dance, Magma Storm, Inferno, Fusion Flare, Blue Flare, Heat Wave, Tailwind, Roost, Defog, Brave Bird, Aerial Ace, Acrobatics, Beak Blast, Hell's Artificial Sun*, Earth Power, High Jump Kick, Sunsteel Strike, Solar Beam, Sky Attack, Explosion, Sunny Day, U-Turn, Flare Blitz, Focus Blast, Scald, Steam Eruption.
Signature Move: Hell's Artificial Sun- Base 90 Power, Fire-Type, Special, 100 Accuracy, 10 PP. Sets up Sunny Day if it is not already set up. Uses Utsuho's higher stat between Attack and Special Attack for damage calculation.
Z-Move: Subterranean Sun- Converted from Hell's Artificial Sun via Okuunium Z. Base 230 Power. Bypasses Accuracy Check. Sets the weather to Intense Sunlight if it is not already present, which lasts until Utsuho is switched out. Uses Utsuho's stat between Attack and Special Attack for damage calculation.
Stats: 90 HP/140 Atk/50 Def/140 SpA/50 Def/110 Spe (BST: 580)

Reasoning: Okuu is a powerful mixed attacker who utilizes both physical and special attacks in her nuclear fusion powered arsenal, and as you might have guessed, LOVES bringing the Sun out. She's a fire-type due to the sun motif and flying-type due to, well, being a bird (a hell crow to be precise), which is also why she has moves like Brave Bird, Beak Blast and Roost. She consumed the corpse of the Yatagarasu, and as such gained the power to manipulate Nuclear Fusion. As a result, she can learn pretty much every Fire, Heat and Sun-based attack there is, even moves that would normally be signature to legendaries, such as Magma Storm, Blue Flare, Sunsteel Strike and Steam Eruption.

Her Signature Ability, Nuclear Fusion, is simple in practice. Her power is known to burn things pretty badly (given how she's hurling SUNS at people), and given how she's a walking embodiment of a sun god, she resists Water and Ice attacks well (I mean, you wouldn't use water and ice to try put out a sun, would you?) but in turn her radioactive powers are kept in check by Steel-Types, who resist her fiery assaults. It also lets her fire off Solar Beam without fear of a charge time (Because come on, she's basically a walking, talking sun generator), but only when using this power. Her other two abilities revolve around either her focus on firepower over gimmicks and her associated weather in Hisoutensoku, the Scorching Sun weather. This also shows up in her Signature move and Signature Z-Move, which both set up a variant of Sunny Day. This also applies to her stats: while Okuu has a lot of HP, her defenses are poor. However, she's also very fast and hits hella hard, as befitting for one who manipulates and is powered by Nuclear Fusion. For Pokemon who appreciate the power of sunlight, you can't really go wrong with pairing them with Okuu. Speaking of suns, her signature move, Hell's Artificial Sun, and her Z-Move, Subterranean Sun, are both based on spell cards in Touhou: Subterranean Animism (In fact they're the same spell card, with Hell's Artificial Sun being used on Easy and Normal and Subterranean Sun being used on Hard and Lunatic).

However, Utsuho, like others sharing her type (see: Charizard, Moltres, Talonflame and Ho-Oh) DOES NOT like dealing with Stealth Rocks. She can clear them away with Defog but doesn't want to switch into them ever.

Example Special Attacker Moveset w/ Okuunium Z

Utsuho@Okuunium Z
Ability: Nuclear Fusion
Nature: Modest
252 SpA, 252 Spe, 4 HP
-Hell's Artificial Sun
-Steam Eruption/Scald
-Solar Beam
-Earth Power/Focus Blast/Tailwind/Roost/Defog
Pokémon: Tenshi Hinanawi (Touhou Hisouten- Scarlet Weather Rhapsody)
Type: Ground/Flying
Ability: Solid Rock, Unaware, Scarlet Weather Rhapsody* (HA)
Scarlet Weather Rhapsody: Summons Aurora upon switching in, until Tenshi switches out.
Moves: Earthquake, Stone Edge, Rock Slide, all sword/slash/blade moves, Sword of Hisou*, Rock Polish, all weather moves, Weather Ball, Aurora Veil, Hurricane, Stealth Rock, Rock Wrecker, Rock Blast, Magnitude, Stomping Tantrum, Bulldoze, Earth Power, Ancient Power, Play Rough, Land's Wrath, Precipice Blades, Recover, Endure
Sword of Hisou: Flying | Physical | Power: 90 | Accuracy: 100% | 16 PP | Non-Contact | If a weather is active, increases to 130 base power and dispels the weather. If not, Aurora is summoned until the user switches out.
Z-Move: Sky of Scarlet Perception of All Humankind | Flying | Physical | Power: 190 | Accuracy: - | - PP | Useable when Sword of Hisou is converted by Tenshium Z. Dispels current weather and replaces it with Aurora until Tenshi switches out. Aurora: Eliminates all resistances to Flying-type moves, making them do neutral damage against would-be resists. Allows Aurora Veil to be set. Can be summoned by Sword of Hisou/Scarlet Weather Rhapsody. Weather Ball becomes Flying type and is doubled in power.
Stats: 90/145/115/65/105/80 (600)

Reasoning: Tenshi's stat spread, ability of Solid Rock, and access to Recover and Endure are derived from her being very tough, to the extent of not being pierced by Sakuya's knives. She has power over earthquakes, which is why she has a Ground type and quake moves. Her Flying type comes from being a Celestial, and Oblivious and Play Rough are from having a playful nature and not considering how her actions affect others. She is often seen with a Keystone, which is where the Rock type moves come from.
She is the wielder of the Sword of Hisou, which is where her sword and slash moves come from. The Sword of Hisou has power over "sky" and "people", and she uses it to gather everyone's thought energy in Gensokyo, which results in the residents of Gensokyo to have some weather follow them around perpetually (which is why the submitted Marisa has Drizzle). The Sword of Scarlet Perception card in SWR ends the active weather when used, which explains the move's first effect. Tenshi is associated with the Aurora weather, which is relayed in Scarlet Weather Rhapsody and Sword of Hisou's second effect. Sky of Scarlet Perception of All Humankind is Tenshi's strongest spell card.

Competitive: You know Landorus-T? Of course you do. Now replace a decent SpAtk, a bit of Spd, the ability to act as a pivot, Explosion, and Intimidate with lots more bulk, an actual Flying STAB that is unresisted at times, SOLID tanking abilities, the ability to disrupt weather teams, a nuke button that doesn't make her KO herself, is stronger, and has no immunities, and the Ground/Flying type which is FAR superior to Flying/Ground. She is a better Stealth Rock setter due to her superior bulk, and can break past the bulky Grasses that Landorus needs a specific set to do. She still is very dead to Ice types, but Water types are less of an issue.

Sets: Scarlet Weather Double Dance
Tenshi @ Tenshium Z
Ability: Scarlet Weather Rhapsody
EVs: 252 Atk / 4 SpD / 252 Spd
Jolly Nature
- Sword of Hisou
- Earthquake/Precipice Blades
- Swords Dance
- Rock Polish
Pokémon: Shadow Kirby (from Kirby and the Amazing Mirror)
Type: Flying/Dark
Ability: Gluttony / Protean (Hidden)
Stats: 130/110/90/110/90/70 (600)
OU Moveset: (Nicknames used in place of role descs, give him your own nickname)
Special-biased Bulky Protean Attacker (Kirby) @ Leftovers
Ability: Protean
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Star Shot (Special Flying. 80 BP. 20 PP, 32 max. 1.5x damage if an enemy has already used an attacking move.)
- Boomburst
- High Jump Kick
- Slack Off

he support u... (Kirby) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Star Shot (see above)
- Slack Off
- Rapid Spin
- Thunder Wave / Toxic

Other Goodish Moves: (in no particular order) Swords Dance, Low Kick, Seismic Toss, Defog, Spiky Shield, Aqua Jet, Frost Breath, Rock Slide, Waterfall, Aura Sphere, Poison Jab, Discharge, Iron Head, Psyshock, Drill Run, Dazzling Gleam, Lunge, Flamethrower, Surf, Ice Beam, Thunderbolt, Psychic, Sludge Bomb, Sludge Wave, Leaf Blade, Stone Edge, Hydro Pump, Fire Blast, Hurricane, Megahorn, Flare Blitz, Focus Blast, Brave Bird, Power Whip, Gunk Shot, Wood Hammer, Leaf Storm, Bulk Up, Crunch, Night Daze
Reasoning: Here's Kirby 2 because he deserves something more accurate.
the actual reasoning, based on normal Kirby
Kirby focuses on wind attacks such as Inhale and Air Bullet in base form, and unlike Sonic, he can actually fly, so Flying-type it is! In addition, his title as "Pink Demon"/"Pink Terror", tendency to rip mind-controllers apart with alarming frequency, issues with disposing of insects, and abnormal brutality are pretty Dark-type. Gluttony for a HUNGRY BOI, Intimidate reflects his terrifying reputation, while Protean reflects how he always seems to be fluent in whatever fighting style he tries next. (There are others that could make sense, like Friend Guard and Trace, but this seems to be a good lineup.) Kirby is equally proficient in martial and magical techniques, so his Attack and Special Attack are equal. He also takes a ton of hits, so he has high HP so he can... well... take a ton of hits. Kirby isn't awfully fast compared to his other powers in the Kirby series, and the same applies here. Star Shot is based off of his signature attack in base form. Low Kick is his slide kick, Defog from his inhale, Crunch because, again, HUNGRY BOI, and Night Daze from his association with stars which are pretty "night". His other moves are based on his various Copy Abilities. No way in hell I'll explain all of them, but notably: Boomburst is Mike, HJK from Fighter, Slack Off from Sleep, Rapid Spin from Tornado and Wheel and Thunder Wave from Spark. Less obvious or less well-known include Dazzling Gleam from Light, Drill Run from Animal, and Megahorn from Beetle.
Pokémon: Susie (from Kirby: Planet Robobot)
Type: Steel
Ability: Steelworker
Stats: 90/130/150/90/90/50 (600)
Shifty Secretary (Susie) @ Leftovers
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shift Gear
- Drone Ballet (Steel, 40 BP. Hits three times. 10/16 PP.)
- Knock Off / Wild Charge.
- Earthquake
Reasoning: Susie works with technology and uses a mech suit to fight, with no other strongly associated elements, hence Steel-type, Steelworker, her stats, and Shift Gear. Drone Ballet is based on a move she uses as a boss. Earthquake because she shakes the earth a bit with some of her attacks, but more importantly because big 'mons tend to get it. Knock Off is based off of her removing President Haltmann's control helmet before the final battle, and Wild Charge from one of the moves she uses as a boss.
Pokémon: Big Rig (from Big Rigs: Over The Road Racing)
Type: Ghost/Fire
Ability(Reversed): Champion*
*Champion: User has 1.5x Attack and Special Attack, blocks damaging priority towards its team while it is out, and is unaffected by entry hazards, weather, terrain, or rooms. However, upon being hit by a non-priority damaging move, turns into Forwards Forme for the rest of the match. Only works on Big Rig-Reversed.
Ability (Forwards): Heavy Metal
Stats (Reversed): 85/70/70/70/50/255 (600)
Stats (Forwards): 85/70/70/70/50/55 (400)
FTL Crusher (Big Rig-Reversed) @ Life Orb
Ability: Champion
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Phasing Ram (90 BP Physical Ghost. Ignores target's boosted stats. 10/16 BP.)
- Flare Blitz
- Gear Grind
- Overheat

FTL Engine (Big Rig-Reversed) @ Life Orb
Ability: Chamion
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Flamethrower
- Shadow Ball
- Thunderbolt
- Boomburst / Superpower
Reasoning: BIG! MOTHERFUCKING! RIGS! Its speed, the highest possible, reflects that the Big Rig is the fastest character in gaming EVER, its speed having no upper bound but that of the engine... when it's going in reverse. If it goes forwards, not so much. The Big Rig is intangible, hence its Ghost-typing, signature ability and signature move, which phases straight through the target's boosts. Its Fire type and Fire moves come from the fact that it is wreathed in flames on the box art. Its 18 WHEELS OF THUNDER give it the power to wield electric moves and even the mighty Boomburst. Everything else is just it being a big-ass truck.
Pokémon: Zero (from Kirby's Dream Land 3) / 0² (from Kirby 64: The Crystal Shards)
Type: Dark/Poison
Ability (Zero): Last-Ditch Effort* / Levitate (Hidden)
Ability (Zero-Iris): Speed Boost
Ability (0²): Tough It Out!** / Levitate (Hidden)
*Last-Ditch Effort: If the user is Zero, changes to Iris form and restores all HP after being KOed.
**Tough It Out!: Shadow Tag clone. Displays the ability name when the opponent tries to switch out.
Stats (Zero): 90/90/130/120/80/110 (620)
Stats (Zero-Iris): 50/90/50/120/40/150 (500)
Stats (0²): 120/90/150/140/110/70 (680)
(Zero and 0² can be used at the start of the battle. Zero-Iris is only available via Last-Ditch Effort.)
Zero @ Life Orb
Ability: Last-Ditch Effort
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Dark Matter Swarm (Special Dark. 20 BP. Hits 5 times. 15/24 PP. 100% Accuracy.)
- Blood Shot (Special Poison. 90 BP. 20% chance to flinch. 15/24 PP. 100% Accuracy.)
- Thunderbolt
- Shadow Ball

0² @ Leftovers
Ability: Tough It Out!
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Dark Matter Swarm
- Blood Shot
- Dazzling Gleam / Flash Cannon
- Roost
Reasoning: Zero commands what are basically space demons, so Dark-type. Zero also infamously attacks with blood, and has poison gas as 0², so also Poison-type. Last-Ditch Effort is based on Zero's second phase, where it rips apart its body to attack as just an iris. Tough It Out! is based on the fact that, unlike the rest of the game, you cannot quit to map while fighting 0². Levitate because they both levitate. Zero is pretty durable and can deal good damage, but is also pretty fast, reflected by its stats. Its iris is somewhat frail, but also very fast, also reflected by its stats. 0², on the other hand, barely moves at all, but is insanely durable. You know the drill. Dark Matter Swarm and Blood Shot are directly based off of moves Zero uses as a boss. Thunderbolt and Shadow Ball aren't used by Zero itself, but they're used by Dark Matter, which Zero can create in combat. 0² attacks with some kind of light attack, hence Dazzling Gleam and Flash Cannon. Because it has large wings, it can use Roost. (Zero is designed for OU, and 0² is designed for Ubers.)
Pokemon: GLaDOS (Portal)
Type: Poison / Dark
Ability: Adaptability, Malicious- This pokemon's poison type attacks hit Steel for super-effective damage.
Stats: 90 / 30 / 110 / 180 / 80 / 140 | BST = 630
Signature Move: Neurotoxin- Poison, Special, 24 pp, 100 bp, 30% to badly poison target.
Sample Sets:

Specs Sweeper (GLaDOS) @ Choice Specs
Ability: Malicious
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Neurotoxin
-Ice Beam
-Dark Pulse
-Earth Power

Setup Sweeper (GLaDOS) @ Life Orb
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Neurotoxin
-Dark Pulse
-Earth Power
-Nasty Plot

Reasoning: GLaDOS is poison because of her love for neurotoxin, and dark because she's evil af. Don't @ me on that. Ability is adaptability because of GLaDOS being a sentient machine, adapting to any situation. The signature ability, Malicious, is because of her need to cause pain to humans and other machines alike, so it makes sense that she could actually attack them. The move neurotoxin is largely self-explanatory, also your best spammable move if you have Malicious. Very low attack because she has no direct way to hurt you, but pretty high defense because of her being a big old robot thing, with metal plating. Massive special attack is based on her high intelligence, and high speed is because of amazing robot reflexes. (I assume.) The sample sets are pretty simple, you can just spam neurotoxin with specs until a ground type comes in, then go to something else. For setup, just pivot in to a good matchup, click nasty plot as they switch, and sweep away.
Pokemon: Wheatley (Portal 2)
Type: Steel
Ability: Unaware, Oblivious, Intelligence Dampener- Special version of Intimidate
Stats: 90 / 80 / 180 / 40 / 170 / 40 | BST = 600
Signature Move: Moron Roll- Steel, Physical, 16 pp, does more damage the faster the target, randomly switches out target on hit. (Same damage formula as Gyro Ball.) Makes contact.
Sample sets:

Setup Wall (Wheatley) @ Leftovers
Ability: Intelligence Dampener
EVs: 252 HP / 128 Def / 128 SpD
Careful Nature
-Moron Roll
-Curse
-Slack Off
-Toxic

Reasoning: Wheatley is Steel type because he is a metal ball, and no other type seemed to work better than that. Abilities are all based on his unintelligence, especially Intelligence Dampener, which is what he was made for, making GLaDOS stupid. His stats are based on him not having any arms to attack with, but being able to be dropped big distances and be fine. Speed is so low because Wheatley is slow mentally. His signature move, Moron Roll, is again based on being created to make GLaDOS more stupid, so it is more effective the higher intelligence the opponent is. (I know Spe isn't related to intelligence, but whatever. Also, I compared SpA to intelligence in my GLaDOS. What's going on here
Pokemon: Ironclad (Slay the Spire)
Type: Fire
Ability: Burning Blood / Bag of Marbles / Berserk (HA)
Signature Ability:
Burning Blood-> This Pokemon heals 1/16 of it's max HP at the end of every turn (ie: Leftovers), and when it switches out.
Bag of Marbles-> When this pokemon switches in, all opposing pokemon have -1 Defense
Notable Moves: Iron Head, Flare Blitz, Sacred Sword, Swords Dance, Earthquake, Iron Defense, Rest, Heavy Slam, Flamethrower, Explosion, Flame Charge, Thunder Punch, Thunderbolt
Stats: 80/140/100/70/100/80 BST: 570
Reasoning: Ironclad is a sword user who sold his soul to gain fire attacks, hence the Fire Typing. It's ability Burning Blood, is based on Ironclad's starting relic of the same name (relics = abilities), which allows him to heal HP at the end of battle. Bag of Marbles is another relic which allows Ironclad to apply Vulnerable to their opponents at the start of battle (Vulnerable = Less defense). Ironclad's in game HP is 80, so that translates quite well into pokemon.
move reasoning
Iron Head= Headbutt
Flare Blitz= Immolate (fire based attack with recoil)
Sacred Sword= many sword based attacks
Swords Dance= Flex, Inflame (attack boosting moves)
Earthquake= Iron Wave (Slams sword into the ground, creating an earthquake)
Iron Defense= many defense boosting attacks
Rest= There are rest stations in the game that allow Ironclad to sleep and heal HP
Heavy Slam= Body Slam (attack that is based on how much defense Ironclad has)
Flamethrower= Fire Breathing
Explosion= Combust (losing HP to deal damage)
Flame Charge= Searing Blow, Uppercut (Fire based punching attacks)
Thunderbolt/Thunder Punch= Thunderclap (Electricity based attacks)
Pokemon: Silent (Slay the Spire)
Type: Poison
Ability: Snecko Skull / Bronze Scales / Intimidate (HA)
Signature Ability:
Snecko Skull- All moves that Poison the opponent now Toxic the opponent (Toxic Spikes not included)
Bronze Scales- Rough Skin/Iron Barbs Clone
Notable Moves: Toxic Spikes, Spikes, Spiky Shield, Gunk Shot, Cross Poison, Poison Jab, Toxic, High Jump Kick, U-Turn, Iron Defense, Feather Dance, Swords Dance, Sacred Sword
Stats: 70/120/90/70/90/130 BST: 570
Reasoning: Silent is an assassin that kills people and monsters with poison and daggers, hence the Poison typing. Her abilities Snecko Skull and Bronze Scales are based on relics in the game, the former increasing the amount of poison on already poisoned foes, while the latter makes opponents take recoil damage upon attack. Intimidate is based on Neutralize, an attack that weakens the opponent.
Move Reasoning
Toxic Spikes/Spikes= Shiv
Spiky Shield= Caltrops (deals damage back to the opponent on attack)
Gunk Shot/Poison Jab= standard poison attacks
Cross Poison= Poisoned Stab
Toxic= Deadly Poison
High Jump Kick= Flying Knee
U-Turn= Backflip/Acrobatics/Dodge and Roll
Iron Defense= many defense boosting attacks
Feather Dance= Malaise (heavily weakens the opponent)
Swords Dance= Blade Dance/Cloak and Dagger
Sacred Sword= Sword based attacks
Pokemon: Defect
Type: Electric/Ice
Ability: Orb Channeling
Signature Ability: Orb Channeling- The first time an Electric attack is used, the opponent to lose 1/16 of their max HP at the end of every turn. The first time an Ice type attack is used, the user gains +1 Defense at the end of each turn. The first time a Dark type attack is used, the user gains +1 Special Attack at the end of each turn. The first time a Fairy type attack is used, the user gains +1 Speed at the end of each turn. Only 3 of these effects may be active at the same time, the effects do not stack, and the user loses these effects once they switch out, faint, or get this ability nullified or removed.
Stats: 75/80/85/135/95/100 BST: 570
Notable Moves: Echo Form, Thunderbolt, Ice Beam, Dark Pulse, Dazzling Gleam, Power Gem, Recover, Iron Defense, Blizzard, Thunder, Focus Blast
Signature Move: Echo Form- Ghost, Status, - BP, - Acc; -1 Atk and -1 SpA to the user, User's ability is changed to Parental Bond. Z-Move: Removes Negative Stat boosts (before the -1 Atk and -1 SpD)
Reasoning: Defect is a sentient robot that uses the powers of Elemental Orbs to attack. Electric Orbs do damage to opponents, Frost Orbs increase defense, Dark Orbs build up power before being used, and Plasma Orbs increase energy (energy= closest representation of speed in StS). Echo Form allows the user's first move to be used twice (though without a power reduction that Parental Bond has). Too lazy to write out a detailed move reasoning, so just know that most of the Defect's attacks come from attacks in the game.
Pokémon: Utsuho Reiuji
Type: Fire/Flying
Ability: Hustle/Drought/Unaware
Stats: 125/150/61/180/83/61 [BST 660]
Sample Moveset:
Utsuho @ Power Herb
Ability: Drought
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Hammer Arm
- Flare Blitz
- Brave Bird
- Sky Attack

Other Moves: Toxic, Inferno, Fire Blast, Will-O-Wisp, Sunny Day, Gravity, Incinerate, Solar Beam, Heat Wave, Flame Burst, Weather Ball, Zap Cannon, Ion Deluge
Reasoning: Fire/Flying's a given when you consider that Okuu is 1. A Hell Raven, and 2. A bird with nuclear powers. In the fighting games, she's sluggish, but has major attack power on both fronts, kinda like a tanky character. 61 and 83 on Speed/Def and SpD respectively have to do with the elements Promethium and Bismuth, respectively, both of which don't have any stable isotopes, but are preceded by elements that do. (Though the latter's half-life is over a billion times the universe's age) Hustle (Enthusiastic in Japanese) refers to her being quite excitable, and Drought refers to how she can more or less substitute for the sun. Unaware's Japanese name is Airhead, and for all her power, she really isn't that intelligent AT ALL, save some knowledge on nuclear physics. Now, some moves.
Toxic refers to how radiation is harmful. Sky Attack's Japanese name is "God Bird", which accurately describes the being she absorbed: The Yatagarasu. Zap Cannon's Japanese name is Electromagnetic Cannon, which accurately describes radiation. Ion Deluge can also be linked to radiation, since ions tend to result from nuclear processes. Inferno's Japanese name is literally "Purgatory", and Gravity is linked to her final spellcard for the boss fight against her: "Hell's Artificial Sun"/"Subterranean Sun", which pulls the player character in towards her.
Pokémon: Scout
Type: Normal
Ability: Quick Capture - While the user is in play, field effect duration counters decrease by 2 per turn instead of 1.
Moves: U-turn, Fake Out, Extreme Speed, Double-Edge, Close Combat, First Impression, Knock Off, Parting Shot, Seed Bomb, Scattergun*, Focus Blast, Detect
*Normal, Special, 60 BP, 100% Acc, 20 PP | Base Power is doubled if the user moves before the target. Blocked by Bulletproof. | Normalium Z: 180 BP Breakneck Blitz
Z-Move: Home Run - Normal, Physical, 200 BP | Scout soundlessly readies his baseball bat and swings it. If this move does not KO, then the target is forcefully switched out. | Move: Double-Edge | Z-Crystal: Australium Z
Stats: 62/133/62/133/62/133 | 585 BST

Reasoning: Scout is an offensively oriented class in Team Fortress 2, known for his high speed and hit-and-run tactics (hence most of his movepool). Base HP and Speed are based on in-game statistics: half max HP and movement speed percentage compared to average, respectively. Ability is because a Scout counts as two people when pushing a payload cart or capturing a point. To explain the signature move effect, the Scattergun (Scout's default primary weapon) deals more damage at point-blank range, which is best represented in Pokémon by turn order.
Pokémon: Heavy
Type: Normal
Ability: Thick Fat
Moves: Minigun*, Fire Blast, Bullet Seed, Rock Blast, Dizzy Punch, Drain Punch, Meteor Mash, Power-Up Punch, Slack Off
*Normal, Special, ??? BP, 100% Acc, 5 PP | Base Power increases if the user is slower than the target. Blocked by Bulletproof. (Gyro Ball clone) | Normalium Z: 160 BP Breakneck Blitz
Z-Move: Showdown - Normal, Physical, 200 BP | "Pow, haha!" Heavy finger bangs the target. This move bypasses immunities and resistances. | Move: Dizzy Punch | Z-Crystal: Australium Z
Stats: 150/80/99/80/99/77 | 585 BST

Reasoning: Again, HP and Speed are from in-game statistics. Since Heavy is a defensive class, his stat spread is more defensively oriented. Thick Fat comes from his pudgy appearance. His main forms of attacking are his minigun (with an effect that relates to how its damage output is reliant on targets approaching him) and fists, and he has access to weapons dedicated to healing himself (such as Sandvich, hence Slack Off
Pokémon: Spy
Type: Dark
Ability: Disguise / Illusion / Imposter
Moves: Pursuit, Assurance, Foul Play, Smart Strike, Revolver*, Night Shade, Parting Shot, Strength Sap, Transform
*Dark, Special, 70 BP, 100% Acc, 15 PP | Base Power is increased by 20 if the user has an active Disguise or Illusion. Blocked by Bulletproof. | Darkinium Z: 160 BP Black Hole Eclipse
Z-Move: Fencing - Dark, Physical, 200 BP | Spy guts the target like a Cornish game hen. | Move: Pursuit | Z-Crystal: Australium Z
Stats: 62/104/104/104/104/107 | 585 BST

Reasoning: Evenly distributed stat spread because Spy is a support class. Spy is a master of disguise, and he can appear as a friend (Illusion) or foe (Imposter). Dark typing comes from his reliance on dirty tactics such as backstabbing (Pursuit), cleaning up after allies (Assurance), guerilla tactics (Foul Play / Night Shade), knife attacks (Smart Strike), and shooting when he has to (Revolver / Parting Shot). He always keeps a sapper handy (Strength Sap) and can alter his disguise at will (Transform).
Pokémon: Zen
Type: Dark
Ability: King Card - Boosts the user's Fire-, Ice-, Flying-, and Electric-type attacks by a factor of 1.5.
Moves: Soul Slice*, Pin Missile, Icicle Crash, Thunderbolt, Flame Burst, Hurricane, Swords Dance, Cosmic Power, Recover, Heal Bell, Psych Up
*Dark, Physical, 95 BP, 100% Acc, 10 PP | Has a 20% chance to burn the target. | Darkinium Z: 175 BP Black Hole Eclipse
Stats: 110/110/80/110/80/80 | 570 BST

Reasoning: In Persona Q, Zen is a dual crossbow wielder with high HP and offenses. He resists Dark and has a dark appearance, hence the Dark typing. Pin Missile is the closest match to attacking with a bow. Ability and other moves are from the skills of the game.
Skills
King Card (passive)
Soul Slice
Icicle Crash = Frozen Spear
Thunderbolt = Thunder Clap
Flame Burst = Fire Spray
Hurricane = Cyclone

Swords Dance = Guiding Sword
Cosmic Power = Guarding Staff
Recover = Recovery / Life Goblet
Heal Bell = Refresh
Psych Up = Renewal
Pokémon: Youmu Konpaku (from Touhou)
Type: Ghost/Normal
Ability: Steelworker / Inner Focus / Half-Ghost Bond*
(*Parental Bond clone, but the second hit is considered Ghost-type instead of its previous type)
Stats: 80 / 125 / 95 / 55 / 70 / 90 (515)
Youmu Konpaku @ Spooky Plate
Ability: Half-Ghost Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Swords Dance
- Sacred Sword
- Shadow Sneak / Shadow Claw
- Double-Edge / Fake Out
Other options: Smart Strike in a Steelworker set.
Reasoning: Ghost/Normal typing because she's half-ghost and half-human. Steelworker because of the sword. Inner Focus because of her personality. Half-Ghost Bond because the ghost part of her is separate from her main body, like Kangaskhan and baby Kangaskhan are separate, but the ghost spirit can only use Ghost moves. The stat spread is taken directly from Touhou Puppet Dance Performance, a clone of Pokemon with Touhou characters.
Gameplay: I'm almost surprised with myself, because Half-Ghost Bond seems like a very fun ability to use. You basically get move of your choice, an unboosted and intact version of it, plus a 1/4 STAB Ghost version of it. With Sacred Sword you get 90 BP Fighting move and a 33 BP Ghost move (after STAB) in one turn. With Fake Out, you can even make Ghost-types flinch, but they'll take only 15 BP (after STAB) super effective damage. With other Ghost-type moves, it works just like normal Parental Bond though.
Yahooboo
Ticktock
Gojiratar
Neosonic97
Regimaster57
Pika Xreme
Brodaha
Squawkerz
KirbyRider1337
Mygavolt
Cookie Butter
After reading all these Touhou submissions I still have no idea what Touhou is about
 
We ain't votin' for none of that jank-ass weeb shit, BIG RIG BAYBEEEE
can you format that as a real vote

Pika Xreme's Big Rig
Yahooboo's Pepsiman (this isn't even as a joke, that just sounds really cool and viable)
Squawkerz' Silent (I know nothing about this game, I just think Snecko Skull is a cool ability)
 
Pika Xreme's Big Rig
Yahooboo's Pepsiman
Yahooboo's Norn

(Was gonna give Skyrim a vote til I realized it has 200 Attack for absolutely no fuckin reason and it angered me lmao)
 
(Was gonna give Skyrim a vote til I realized it has 200 Attack for absolutely no fuckin reason and it angered me lmao)
If Skyrim itself could launch a massive rock slide or earthquake at you it would hurt a shitload, it just can't move in order to do it
that's my logic
also gods and followers along with balanced hackmons are both OMs and I'd like to increase its chance of being banned for both of them lol

anyways, onto my votes
Yahooboo's Norn
Pika Xtreme's Big Rig
Squawkerz' Silent
 
I would like to point out that Pepsiman is technically not a videogame character, but rather, he originated in TV commercials.

My Votes:
Regimaster57's Tenshi Hinanawi
Mygavolt's Heavy
Pika Xreme's 02
 
Pepsiman is still a video game though so he's a video game character as well as a TV character
Technically, this logic could be applied to any character that has appeared in a video game. Goku, Shrek, Superman, Chester Cheetah, Mr. Monopoly, and Spongebob all have their own video games, but they aren't video game characters. I'm not saying Pepsiman is an insane pick or impossible to accept (on the contrary, his videogame is one of the most notable things about him, so he makes more sense then people like Goku or Superman), I'm just pointing this out because of what ToadBrigade said earlier about characters that originated outside of video games, and to make sure everything is alright on all ends before/if Pepsiman makes it in.
 
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