Crossover Chaos V2: Slate 44 - Halloween

Pokémon: Galleom
Type: Steel/Ground
Ability: Heatproof / Iron Fist [HA]
Moves: Iron Head, Body Slam, Stomping Tantrum, Bulldoze, Earthquake, Stomp, Wring Out, Double-Edge, Sky Uppercut, Explosion, Self-Destruct, Rapid Spin, Fire Punch, Outrage, Thrash, Storm Throw, Dynamic Punch, Flash Cannon, Earth Power, Rage
New Move: Deploy Missiles (Steel-type Rock Blast. Mons with Bulletproof are protected from this attack.)
Stats: 120/130/100/80/85/85 [BST 600]

Reasoning: Galleom's obviously covered in armor, Steel-type. Takes extra damage from Ice- and Water-type moves (plus the dust on his armor), not to mention attacking with shockwaves, etc., Ground-type. He actually takes less damage from Fire-type moves, so he gets Heatproof. Explosion and Self-Destruct are that Subspace Bomb he carries inside him, Earth Power and Flash Cannon are mandatory STABs, and the other moves have basis in his boss battles.
 
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latest

Pokémon: Chun-Li
Type: Fighting
Ability: Power Kick (boosts Kick moves by 1.2x)
Stats: 70 / 140 / 92 / 58 / 75 / 120 (555 BST)

Notable Moves: Hyakuretsukyaku, all kicking moves, most moves Fighting-type Pokemon can learn such as Knock Off, elemental punches, etc.
Hyakuretsukyaku | Physical | Fighting | 25 BP | 30 PP | Hits two to five times

Z-Move: Spinning Bird Kick | Physical | Fighting | 180 BP | Requires Hyakuretsukyaku | User becomes airborne until the end of the turn

Reasoning: Chun-Li is one of the most recognisable fighters in video games and is most known for her powerful kicking moves and this is reflected in her ability, Power Kick. When combined with the array of kicking moves at her disposal Chun-Li would be most suited to being a powerful breaker with coverage to break through her checks. Hyakuretsukyaku is a special move Chun-Li has had since her debut in Street Fighter II where she unleashes a powerful barrage of lightning fast kicks. Spinning Bird Kick is another special move of Chun-Li's that is an aerial kicking move, hence the airborne effect. Her stats a fairly typical for a Fighting type (high physical stats and lower special stats) but being one of the faster fighters in the Street Fighter series gives her high speed, giving her an edge against slower Fighting types.

I'll be opening voting in a couple of hours.
 
Votes are open. As mentioned before, voting lasts a week now so get your votes in by next weekend.
Pokémon: Master Hand
Type: Normal
Ability: Levitate / Iron Fist (HA)
Stats: 120/120/100/100/80/80 (600)
Notable Moves: Finger Bullets*, Hold Hands, Extreme Speed, Fire Punch, Flare Blitz, Fire Blast, Eruption, Overheat, Thunder Punch, Wild Charge, Thunderbolt, Thunder, Ice Punch, Ice Beam, Blizzard, Brave Bird, Gunk Shot, Sludge Bomb, Cross Chop, Hammer Arm, Meteor Mash, Drain Punch, Mach Punch, Fake Out, Spikes, Defog, Rapid Spin, Tailwind
*Finger Bullets: Physical Normal, 40 BP, 100% Accuracy, 10/16 PP, Hits 3 times, 190 BP Breakneck Blitz
Sample Sets
Master Hand @ Normalium Z
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hold Hands
- Thunder Punch
- Ice Punch
- Finger Bullets

Master Hand @ Leftovers / Life Orb
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fake Out
- Extreme Speed
- Hammer Arm / Drain Punch
- Tailwind

Reasoning: It's Master Hand, from Kirby and the Am- er, Super Smash Bros.! Normal-type because Master Hand isn't really tied to any element and seems pretty adaptable and is also a white glove. As a boss, he's bulky, and he seems to prefer physical attacks - I cut down on his speed because while he can move fast, he usually takes his sweet time between attacks. Levitate because he floats. Iron Fist because he's a fucking hand. Most of his moves are based on his attacks in Smash in some way, though some are combinations of factors rather than any one thing. Finger Bullets in particular is based on his signature move where he shoots bullets out of his fingers. Hold Hands is based on his combination attacks with Crazy Hand.
Pokémon: **Tenshi Hinanawi** (Touhou Hisouten ~ Scarlet Weather Rhapsody)
Type: Ground/Rock
Ability: Scarlet Temperament- Negates any benefits the opponent gains from weather and any harmful effects the weather would have on Tenshi's team. Tenshi also gains increased stats depending on the weather:
Sun/Desolate Land- Attack X1.5
Rain/Primordial Sea- Special Defense X1.5
Sand- Defense X1.5
Hail- Speed X1.5
Delta Stream- 2x All Stats.
Scarlet Temperament cannot be copied, disabled or removed.
Moves: Sword of Hisou, Earthquake, Slash, Night Slash, Stone Edge, Fury Cutter, Iron Defense, Protect, Swords Dance, All Weather moves, Etc.
Signature Move: Sword of Hisou- Ground-type, Physical, 90 BP, 100 Accuracy, 10 PP. Can damage Flying-type foes and foes with Levitate. Fails unless used by Tenshi. If there is a weather active, Sword of Hisou's power doubles and will deal typed damage depending on which would do more damage:
Sun/Desolate Land- Fire
Rain/Primordial Sea- Water
Sand- Steel
Hail- Ice
Delta Stream- Flying.
Signature Z-Move: Scarlet Weather Rapture- Ground-type, Special, 220 BP. Upgrades from Tenshi's Sword of Hisou with Tenshium Z. Can damage Flying-type foes and foes with Levitate. If there is a weather active, it is dispelled and Scarlet Weather Rapture's power is increased by 50%. If Scarlet Weather Rapture is boosted this way, it deals typed damage based on the weather dispelled. Can remove Primordial Sea, Desolate Land and Delta Stream. Typed damage is the same as Sword of Hisou's. Does damage based on Tenshi's Attack.
Stats: 120 HP/110 Atk/120 Def/50 SpA/100 SpD/60 Spd

Reasoning: Tenshi Hinanawi is a celestial who first appears in the Touhou fighting game spinoff, Scarlet Weather Rhapsody, as the game's final boss. As she did not have many of the virtues many other celestials do, due to ascending via technicality more than anything else, Tenshi grew bored with life in Heaven and thus caused trouble in Gensokyo to try to kill time. She also stole two sacred treasures in the Keystones and the Sword of Hisou, the former of which can only be wielded by the Hinanawi clan, and the latter of which can only be wielded by Celestials. The Keystone is a divine rock that is associated with either invoking or suppressing earthquakes, and given Tenshi's association with the Keystones, she was an absolute shoe-in for Rock/Ground-typing.

Tenshi's stats are based on how she plays in the fighting games for the most part. She's got powerful physical attacks and is very tough to bring down, but she's not that fast, and her Danmaku, while fairly potent, is also predictable and thus she has low SpA, and it's still on the low end of danmaku.

Her Moveset is pretty standard fare. Slashing moves revolve around her blade, Stone Edge references the Keystones (and Tenshi's use of them as Danmaku), but the real meat of Tenshi's moveset comes from her signature Sword of Hisou, the other relic Tenshi wields.

The Sword of Hisou manifests threefold in Tenshi's ability, her signature move and its Z-Move counterpart. Her ability, Scarlet Temperament, is a reference to how she was the cause of the unnatural weather in Scarlet Weather Rhapsody, and lets her manipulate the weather to her benefit- hoarding the benefits of weather to herself but taking none of the downsides. She also gains bonus stats depending on the weather, since Tenshi's movepool doesn't actually accomodate most of the benefits (or lack of downsides) of Weather. Her signature move, Sword of Hisou, is similar in this regard. She typically stabs it into the ground to cause Earthquakes, hence the Ground-typing, but flight typically doesn't allow an automatic dodge against the blade, hence why it bypasses the ground immunity granted by the Flying-type and Levitate ability. Like with Tenshi's ability, it gains benefits depending on the weather, in this case doing typed damage based on the weather in question. Scarlet Weather Rapture (Otherwise known as Scarlet Weather Rhapsody of All Humankind), the Z-Move, is based on Tenshi's rather famous last spell in her debut game. Tenshi is unleashing the Sword's full power, so it makes sense for it to simply be a hypercharged version of her signature move. It also straight-up dispels all weather instead of just benefiting from it.
Pokémon: Mii Fighter (SSB)
Type: Electric | Fighting | Steel (Gunner, Brawler and Swordmaster respectively)
Ability: Mii Mode - Switches between formes depending on what signature move is present.
Stats:
Gunner: 110 / 70 / 100 / 125 / 70 / 65 | BST: 540
Brawler: 70 / 110 / 100 / 65 / 70 / 125 | BST: 540
Swordfighter: 80 / 110 / 90 / 80 / 100 / 80 | BST: 540
Signature Move(s):
Brawler - Flashing Mach Punch | Fighting | Physical | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Punch Move.

Swordfighter - Blurring Blade | Steel | Physical | 100 BP | 10 PP | 90% Acc | 20% chance to burn.

Gunner - Charge Blast | Electric | Special | 110 BP | 10 PP | 100% Acc | 20% chance to flinch. Bomb move.

Z-move:
Omega Blitz | Required move: Flashing Mach Punch | 190 BP | Higher critical hit ratio. Grounds Foe if airborne. | Punch move | Z-Crystal: Miilium Z

Final Edge | Required move: Blurring Blade | 190 BP | Raises all stats by one stage. | Z-Crystal: Miilium Z

Full Blast | Required move: Charge Blast | 190 BP | Hits all adjacent foes. Paralyzes targets. | Bomb move | Z-Crystal: Miilium Z

Other Moves: Close Combat, Sky Uppercut, Swords Dance, Agility, Mach Punch, Focus Blast, Flash Cannon, Thunderbolt, Thunder, Thunder Punch, Ice Punch, Blaze Kick, High Jump Kick, Fire Punch, Sacred Sword, Leaf Blade, Smart Strike, Bounce, Bulk Up, Dazzling Gleam, Knock Off, U-turn, Water Shuriken,
Sample Sets:

Mii Brawler @ Life Orb
EVs: 252 Atk / 4 Def / 252 Spe
Ability: Mii Mode
Jolly Nature
- Flashing Mach Punch
- Thunder Punch
- Swords Dance
- Knock Off

Mii Gunner @ Choice Specs
EVs: 252 HP / 252 SpA / 4 Spe
Ability: Mii Mode
Modest Nature
- Charge Blast
- Focus Blast
- U-turn
- Flash Cannon

Mii Swordfighter @ Miilium Z
EVs: 252 Atk / 4 SpD / 252 Spe
Ability: Mii Mode
Jolly Nature
- Swords Dance
- Blurring Blade
- Close Combat
- Knock Off

Justification: Mii Fighter is a playable fighter in the Super Smash Bros series, which can alternate between three different formes before battle. Being carried over to Pokemon, Mii Fighter essentially can do the same thing. Each signature move is based on an attack each fighter class learns. And their signature Z Moves are based on their Final Smash. The rest of their movepool has attacks that best translate from SSB.
Dung Defender
bug.gif
ground.gif


Honour
Raises Atk by one stage when hit by an enemy.
Stats
100/110/95/90/95/100
Dung Ball
ground.gif
/ Physical / Non-Contact / Hits Flying types neutrally
Other Moves
Earthquake, Stone Edge, Rock Polish, X-Scissor, Belly Drum, Waterfall, Power Whip
Reasoning
Dung Defender is a Dung beetle, which makes Bug/Ground an obvious typing choice. His signature ability, Honour, is based on him reacting to defeat by becoming stronger. The stats are because Dung Defender is a fairly balanced boss, moving around quickly and hitting pretty often, but also taking a lot of hits. Dung Ball is one of Dung Defender's most common attacks which he uses in multiple forms, so I made it his signature move. The other moves are all based on attacks he does in game, with the exception of Waterfall which is a bit of a stretch. (He swims through the ground sometimes.)
Pokémon: Galleom
Type: Steel/Ground
Ability: Heatproof / Iron Fist [HA]
Moves: Iron Head, Body Slam, Stomping Tantrum, Bulldoze, Earthquake, Stomp, Wring Out, Double-Edge, Sky Uppercut, Explosion, Self-Destruct, Rapid Spin, Fire Punch, Outrage, Thrash, Storm Throw, Dynamic Punch, Flash Cannon, Earth Power, Rage
New Move: Deploy Missiles (Steel-type Rock Blast. Mons with Bulletproof are protected from this attack.)
Stats: 120/130/100/80/85/85 [BST 600]

Reasoning: Galleom's obviously covered in armor, Steel-type. Takes extra damage from Ice- and Water-type moves (plus the dust on his armor), not to mention attacking with shockwaves, etc., Ground-type. He actually takes less damage from Fire-type moves, so he gets Heatproof. Explosion and Self-Destruct are that Subspace Bomb he carries inside him, Earth Power and Flash Cannon are mandatory STABs, and the other moves have basis in his boss battles.
Pokémon: Chun-Li
Type: Fighting
Ability: Power Kick (boosts Kick moves by 1.2x)
Stats: 70 / 140 / 92 / 58 / 75 / 120 (555 BST)

Notable Moves: Hyakuretsukyaku, all kicking moves, most moves Fighting-type Pokemon can learn such as Knock Off, elemental punches, etc.
Hyakuretsukyaku | Physical | Fighting | 25 BP | 30 PP | Hits two to five times

Z-Move: Spinning Bird Kick | Physical | Fighting | 180 BP | Requires Hyakuretsukyaku | User becomes airborne until the end of the turn

Reasoning: Chun-Li is one of the most recognisable fighters in video games and is most known for her powerful kicking moves and this is reflected in her ability, Power Kick. When combined with the array of kicking moves at her disposal Chun-Li would be most suited to being a powerful breaker with coverage to break through her checks. Hyakuretsukyaku is a special move Chun-Li has had since her debut in Street Fighter II where she unleashes a powerful barrage of lightning fast kicks. Spinning Bird Kick is another special move of Chun-Li's that is an aerial kicking move, hence the airborne effect. Her stats a fairly typical for a Fighting type (high physical stats and lower special stats) but being one of the faster fighters in the Street Fighter series gives her high speed, giving her an edge against slower Fighting types.
Pika Xreme
Neosonic97
G-Luke
Brodaha
KirbyRider1337
 
I forgot to submit, but even if I had submitted, there would have only been about two more characters.

Neosonic97's Tenshi Hinanawi
KirbyRider1337's Galleom
G-Luke's Mii Fighters
 
This slate is so tiny, even Sonic would seem taller than it by miles (And he's only 3'3)!

Pika Xreme's Master Hand
Neosonic97's Tenshi Hinanawi
KirbyRider1337's Galleom
 
Have an obscure-ish character.
"If I don't kill you, I'll be killed. If that happens, everyone else will die."
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Pokémon: Alte
Type: Electric/Normal
Ability: Frisk / Searchlight Panel [Compound Eyes clone] / Aftermath [HA]
Moves: Self-Destruct, Explosion, Final Gambit, Destiny Bond, Zap Cannon, Wild Charge, Deploy Missiles (See Galleom), Magnet Bomb, Charge Beam, Signal Beam, Lock-On, Laser Focus, Swift, Shock Wave, Endeavor, Facade, Volt Switch, Protect, Agility, Eerie Impulse, Electro Ball
Stats: 85/100/75/100/75/115 [BST 550]

Reasoning: The stat spread shown is based off of Alte's 5HP/0Atk/-1Def/+1Eva stat spread in 100% Orange Juice: Above-Average Evasion, Sub-par Defense, and Average everywhere else. Her Physical and Special stats are the same because she uses a good amount of moves that would fall under both categories. Her first four moves and HA are from what happens when you beat her in Sora (She blows the titular protagonist up in a last-ditch effort), Destiny Bond in particular being from the corresponding card's effects in 100% Orange Juice. (If Alte gets KO'd in a battle she uses it in, she OHKOs the attacker, causing them to lose half their stars instead, with neither party gaining any wins.) Agility is from Dash, and Eerie Impulse I feel wouldn't be too out of place on her. Everything else is from her moves in Sora and Acceleration of Suguri 2. Frisk is from how her searchlight panel comes into play in 100% Orange Juice, as she has a passive that lets her see an opponent's card. Electric because holy peck she's got loads of attacks involving Electricity, and Normal because if she didn't have that many Electric moves, she probably wouldn't have been categorized as having an element, switching the types around. Swift because Mandatory STAB (Not to mention it's Speed Star in Japanese and Alte over here's named after the star Kappa Leonis, aka Alterf) Endeavor and Facade translate to Daredevil and Bravado respectively, and let's just say Alte's too diligent to know when to fold 'em...
 
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Pokemon: Soma Cruz
Type: Normal
Ability: Soul Dominance (If this Pokemon has three specific moves within its movepool (Mystical Fire, Oblivion Wing, Lifesteal), it will become Soma-Awakened, and his lifestealing moves will steal 30% more HP from targets (like the item Big Root). If Soma-Awakened holds the Big Root item in conjunction with this ability, the maximum you will regain is 100% of the damage you deal, or in the case of Oblivion Wing, 105%. Against a target with Liquid Ooze, Soma-Awakened will not take damage, but will not heal either.)
Type (Awakened): Dark/Flying
Signature Move: Lifesteal
- Type: Dark
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Drains 50% of the damage you deal.
Stats: 50 / 55 / 40 / 55 / 40 / 60
Stats (Awakened): 90 / 95 / 90 / 115 / 90 / 100
Notable Moveset: Lifesteal, Sketch, other basic moves that all Pokemon get
Overview: Soma Cruz, mostly based on his Aria of Sorrow appearance, has the power to dominate the souls of monsters to utilize their techniques. This is what Sketch is based on, but that could still be a big issue on a Pokemon with high enough stats. However, Soma has relatively moderate stats. Better than those of Smeargle, but not quite enough to be absolutely terrifying. (+2 252 Atk Life Orb Soma Cruz Sunsteel Strike vs. 252 HP / 252+ Def Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery) On the other hand, you could also utilize the much stronger Awakened form.
Soma Cruz is the reincarnation of Dracula. In Aria of Sorrow, equipping three specific souls while taking on the fake final boss allows Soma to truly awaken as Dracula, though you eventually overcome the evil spirit of him that is trying to possess Soma.
The Awakened form has considerably better stats than his normal form, and a somewhat better typing, but it is highly limited in move choice. However, you still have an extra move slot for coverage, utility, or setup, so even if he is mostly predictable, there is still an element of unpredictability. And, with his life-stealing moves, he has a very powerful way of regaining HP.
Sample Movesets:

Soma Cruz @ Focus Sash
Soul Dominance
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Spore
- Power Trip
- Sunsteel Strike

Soma-Awakened @ Power Herb
Soul Dominance
4 HP / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Mystical Fire
- Oblivion Wing
- Lifesteal

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Pokemon: Dharkon
Type: Dark/Poison
Ability: Bane of Light (The user's Dark type moves are super effective on Fairy types, and their Poison type moves are super effective against Psychic types.)
Signature Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 110
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a 40% chance to lower the foe's Speed by two stages. Targets all adjecent Pokemon in a Double Battle.
Signature Z-Move: Hammer of Darkness
- Prerequisite Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 190
- Effect: Lowers the opposing Pokemon's speed by one stage.
- Flavor: The user gathers together its entire dark mass and smashes it onto the foe. Lowers their Speed by one stage.
Stats: 97/142/101/75/88/100 (Total: 603)
Notable Moveset: Poison Jab, Gunk Shot, Dark Pulse, Knock Off, Glare, Hypnosis, Nightmare, Curse, Work Up, Shadow Claw, Shadow Force, Phantom Force, Teleport, Sludge Bomb, Drill Run, X-Scissor, Laser Focus
Overview: Dharkon is the opposite of Galeem. A dark entity that wants nothing more than to shroud the world in darkness. Everything about it is supposed to make you uncomfortable and wary, which is why here it has bizarre stat numbers. Like Galeem, its ability is named after the respective spirit power in game, and here it has the same effect for Dharkon's STABs. Its defenses are a little more balanced, in exchange for a lower offensive stat. Its Speed was kept the same as Galeem's Speed to show that, despite the two being polar opposites, they're equally matched.
Sample Movesets: WIP
 
latest

Pokémon: Boomer (Left 4 Dead)
Type: Ghost/Poison
Ability: Thick Fat / Gluttony (Cursed Body)
Moves: Gunk Shot, Sludge Bomb, Shadow Claw, Bulk Up, Lick, Shadow Force, Shadow Ball, Roullout, Belch, Toxic, Toxic Spikes, Slack Off, Stockpile, Swallow, Spit Up, Body Slam, Heavy Slam, Earthquake, Drain Punch
Stats: 110 / 100 / 140 / 65 / 100 / 30 (BST: 545)

Reasoning: An undead Pokemon that rose from the graves of the Pokemon tower. It shoots sludge from its mouth to anyone who disturbs it when eating. Gunk Shot is its main STAB, as it makes perfect flavor with what Boomer does in the game. Slack Off from its laziness and Earthquake + Heavy Slam comes from its heavy stature.
 
300px-SS_Fi_Artwork.png

Pokémon: Fi
Type: Steel
Ability: *Sword Spirit
*Sword Spirit - This Pokemon deals 50% more damage with slashing moves and takes 50% less damage from them ( Lloyd Irving and Meta Knight already have abilities based on slashing moves )
Moves: Calm Mind, Rapid Spin, Agility, Flash Cannon, Revelation Dance, Secret Sword, Focus Blast, Fiery Dance, Hyper Voice, Psychic, Lunar Dance, Swords Dance, Smart Strike, Sacred Sword, Sing
Stats: 80 / 80 / 80 / 125 / 90 / 125 | BST: 580
Reasoning: Fi, the spirit of the Master Sword in The Legend of Zelda series. She essentially serves the role of an angel, and her speech suggests she may be a robot, so she's sort of this AI / servant of the gods kind of character. Her role in the game is to remind Link of things he already knows, and generally provide large blocks of expository text and long, repetitive cutscenes. She conveys messages from the goddess Hylia by dancing and singing, and her movements are based on a figure skater, hence the various dancing moves. Secret Sword is due to her being the spiritual embodiment of a sword ( and her attacks in Hyrule Warriors ) and Fiery Dance refers to her ability to use the Sacred Flames to purify the Master Sword ( and she attacks with them in Hyrule Warriors ).

215px-SS_Ghirahim_Artwork.png

Pokémon: Ghirahim
Type: Steel / Dark
Ability: *Sword Spirit
Moves: Swords Dance, Smart Strike, Night Slash, Knock Off, Sacred Sword, Taunt, Nasty Plot, Night Daze, Flash Cannon
Stats: 80 / 140 / 90 / 80 / 80 / 110 | BST: 580
Reasoning: Ghirahim, self proclaimed Demon Lord who clashes with Link multiple times throughout Skyward Sword. He seeks to capture Zelda, needing her spirit in order to resurrect his master, Demise. *Spoilers* He also happens to be a sword spirit, as at the end of the game Demise is resurrected and Ghirahim turns into his sword. Steel type comes from the sword relation, Dark from being a demon. *End Spoilers* He generally fights with a sword, hence moves like Sacred Sword, Smart Strike, and Night Slash. I think the stat spread represents Ghirahim's vain and flambouyant personality; although similar to Fi's, the offenses are less balanced in favor of a massive attack stat. Ghirahim wants to pick his battles and win in dominating fashion.
 
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feb 2nd: TODAYS THE DAYYYY

later edit: pretend i posted this yesterday
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Pokémon: Maki Harukawa
Type: Dark/Fighting
Ability: Friend Guard / Merciless (Infiltrator)
Moves: Night Slash, Feint Attack, Poison Jab, Sacred Sword, Slash, Air Slash, Psycho Cut, Cut, Swords Dance, Fury Cutter, Shadow Sneak, Cross Poison, Knock Off, Crunch, Sucker Punch, Assassinate*, Toxic Spikes, Throat Chop, Endure, Play Nice, Helping Hand
Assassinate: 90 BP Physical Dark-Type Move. Ignores Opponents Stat boosts.
Z-Move: Strike-9 Shot (Z-Assassinate): 180 BP. Badly poisons the opponent, regardless of typing.
Stats: 130+125+75+50+50+101 (531 BST)

Reasoning:
Typing: Assassin, and exercise training parts in the game in a sort of way. But honestly, Assassin. Fairly obvious.
Merciless / Endure: To quote the danganronpa wiki, "Maki agreed to be trained as an assassin which she herself described as "the beginning of hell". The training she described being excruciatingly difficult, vomiting every day, and crying every night. However, after vomiting and crying constantly, her heart gradually became empty, thus she adapted to the lifestyle of killing people." The ability goes along with especially the "her heart gradually became empty." and ties in well with Assassin nature. Endure is for her enduring the training.
Illusion: Though it could tie in to some bits of her personality or stuff in the story, this one especially ties in to her originally claiming to be the Ultimate Child Caregiver to avoid unnecessary panic, before getting revealed by a certain devil eggplant as the Ultimate Assassin.
Slash/Jab/Sword/Cut: Her talent as the Ultimate Assassin, and some of her sprites having her holding a knife, leads to several of these moves.
Feint Attack/Shadow Sneak/Toxic Spikes/Assassinate/Infiltrator/Good speed: The overall nature of Assassination, killing them without much of a struggle. A feint attack, sneakiness, toxicing them before they can even get a move out, the name of the 4th bloody move, and infiltrating an area to kill them. The speed thing feels rather obvious.
Cross Poison: Ok, I'm proud of this joke. At one point in the game, she uses a CROSSbow with poisoned arrows.
Knock Off / Sucker Punch: Typical, easy dark-type STAB. Goes well with almost anyone really. Sucker Punch also ties in rather well with Assassin nature.
Throat Chop: At one point in the game, she holds up a certain devil eggplant by the neck as he reveals her as the Ultimate Assassin. This is the closest thing to that possible.
Play Nice / Friend Guard / Helping Hand: Her heart was suppressed as mentioned earlier from the training, but during the game it gradually ends up coming back a bit. Mostly because of a certain Luminary of the Stars.
High HP: She lives to the end. Same thing as the previous Nagito one.
High HP again, High Atk, Meh Def: I feel the training would lead to stats such as this. The Defense isn't anything in particular due to her seeming rather thin if anything.
 
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Me: Am I gonna post a silly idea for a crossover, even with all the excellent suggestions all already above?

Me: It's almost a guarantee mine would never win, given this is my first time here, and I have no idea what I'm doing.

Me: Am I EVER!
View attachment 158404

Pokémon: Aang
Type:
flying.gif

Ability: Quick Feet / Competitive / Lightning Rod (HA)
Notable Moves:
Physical:
Superpower, Brick Break, Waterfall, Bounce, Acrobatics, Waterfall, Rock Slide, Stone Edge, Earthquake, Knock Off, Icicle Crash, U-turn
Special: Hurricane, Aeroblast, Focus Blast, Fiery Dance, Flamethrower, Fire Blast, Inferno, Surf, Hydro Pump, Earth Power, Power Gem, Tri Attack, Ice Beam, Blizzard
Status: Calm Mind, Agility, Work Up, Dragon Dance, Work Up, Slack Off, Defog, Whirlwind, Will-o-Wisp, Trick (Doesn't Learn Toxic)
Stats: 85 / 75 / 65 / 105 / 65 / 135 | BST: 530
Reasoning: For all of those wondering, this is the main protaganist in Avatar: The Last Airbender, who would, throughout his adventure, would master the four elements of Water, Earth, Fire, and Air, and eventually defeat the Fire Lord aiming to conquer every Nation. The stats are supposed to represent a mostly Special Attacker with a ridiculous Speed Tier and a bit of physical attack, fitting Aang's great mastery of the elements and hit-and-run strategy, with his physical attack held back by his unwillingness to intentionally kill or even severely hurt someone. His move pool is intended to also represent moves related to the elements, with Ice-Type coverage, Knock Off, and U-turn there just to be nice. Dragon Dance, while odd, is a reference to one of the episodes in Season Three, where he learns special Firebending techniques from Dragons, nicknamed, Way of the Dragon. Lightning Rod is a reference to while how he didn't learn how to create Lightning, he can redirect it after being taught that technique by Zuko.
View attachment 158405
Pokemon: Aang-Avatar-State
Type:
flying.gif

Ability: No Guard
Stats: 85 / 110 / 70 / 140 / 70 / 150 | BST: 630 (+35 Atk, +5 Def / +35 SpA / +5 SpD / +20 Spe)
How to Access: Activate with Aang on field with Aeroblast as one of your moves. (Yes, like Mega Ray, lol)
Description: Yea, this thing is getting banned, there's no way it is staying, but hey, this was an entirely intended outcome so why not, anyways, it is the definition of a glass cannon, with Sky-High stats and a great ability held back by horrendous defenses. That's all I gotta say for this powerhouse.
Side Note: If you want to allow this thing to not be banned by offering a nerf, please let me know what you have as an idea. Since it is my first time here, I wanted to do a wacky choice.
Thanks for the subs but this Pet Mod is based on characters from video games. If there's an Avatar character that is from one of the Avatar video games, you can submit those.
 
Hmmm... At least I got a triple, winning three slates in a row (that I participated in, anyway).


Pokémon: **Richter Belmont** (Castlevania: Rondo of Blood. Simon Belmont's Echo Fighter.)
Typing: Steel/Fighting
Abilities: Justified/Moxie
Moves: Holy Water*, Vampire Killer*, Cross*, Axe*, Close Combat, etc.
Signature Moves
Holy Water: Water-type, Special, 100 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Flying-types are immune. Damage is calculated from Richter's Attack stat. If used by Simon or Richter, they gain STAB on the move, regardless of typing.
Vampire Killer: Steel-type, Physical. 90 BP, 100 Accuracy, 20 PP. Super Effective against Dark-types and Ghost-types.
Cross: Steel-type, Physical, 30 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Hits twice.
Axe: Steel-type, Physical, 70 BP, 100 Accuracy, 15 PP. Super effective against Flying-types.
Z-Moves
Hydro Storm: Water-type, Special, 240 BP. Upgraded from Richter's Holy Water using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Damages both opponents in a double battle. Damage is calculated from Richter's attack stat. Richter always gains STAB on the move, regardless of typing.
Axe Sweep: Steel-type, Physical, 200 PP. Upgraded from Axe using Itemcrashium Z. Super effective against Flying-types. Breaks screens.
Grand Cross: Steel-type, Special, 190 BP. Upgraded from Cross using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Not resisted by Steel-types. Bypasses Substitutes. Damage is calculated from Richter's Attack stat.
Flame Whip: Vampire Killer: Steel-type, Physical, 230 BP. Upgraded from Vampire Killer using Itemcrashium Z. Deals either Steel-type or Fire-type damage, whichever would do more damage. Super effective against Dark-types and Ghost-types.
Stats: 90 HP/130 Atk/90 Def/70 SpA/80 SpD/110 Spe (BST: 570).
Reasoning: Richter Belmont is a descendant of Simon Belmont who battled Dracula in the year 1792, during the events of Castlevania: Rondo of Blood. He later appears Symphony of the Night, which takes place 5 years later. Richter is said to be one of the most powerful Belmonts, hence his good overall stats except for special attack, and one of the only ones to be able to use Item Crashes (Which, in this case, take on the form of Z-Moves, naturally). His abilities are self-explanatory.

Richter's listed moves aside from Close Combat are based on the weapons he uses in the Castlevania series, and to be more specific, the ones that appeared in Super Smash Bros. Ultimate. The Cross, Holy Water and Vampire Killer are all effective weapons against the forces of darkness, so it seemed fitting to make them super-effective on Dark and Ghost-types. The Holy Water is ineffective against flying foes except when used for his Item Crash, so they're immune to the otherwise devastating attack. Also, the Holy Water is a weapon Richter uses, so despite its nature of leaving holy fire where it strikes, it actually does damage based on Richter's attack, as it's not magic. The Cross acts as a boomerang, coming back for a second hit, allowing Richter a way to bypass subs. The Axe, on the other hand, is designed to defeat flying foes due to its arcing movement, so it's naturally super-effective on flying types. As for his famous Vampire Killer, it's a basic weapon that's simple to use.

His Z-Moves are his Item Crashes for each item. The Flame Whip is one you may not have heard of, but if Richter tries to use an Item Crash without a subweapon equipped, he'll use the Flame Whip, which has a pretty self-explanatory effect.

Hydro Storm is his Item Crash for use with the Holy Water. It's a full-screen move that causes a massive rainstorm of Holy Water, hence why it hits both opponents in a double battle. It's also known for being the most powerful Item Crash, hence why it has the highest power, but no special effect.

Axe Sweep is not as powerful as Hydro Storm, but it still smashes through Flying-types like it's nobody's business. It also crushes screens, so don't expect Aurora Veil or anything to be a problem.

Grand Cross is even weaker, but in turn it still bypasses those pesky substitutes, and, despite being a Steel-type move, is not walled by Steel-types.

Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, 29 PP, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target. Icium Z turns it into 190BP Subzero Slammer.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Tanned Cirno [Cirno-Tan]

Form Change is triggered out of battle by using the item Essence of Four Seasons on Cirno. Using it again will transform Tanned Cirno back into Cirno. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. In the sun, all of Cirno's stats except for HP get a 1.5x increase.)
Base Stats and Typing remain unchanged.
New Moves: Solarbeam, Sunny Day, Petal Dance, Air Slash.
Signature Z-Move: Cold Sunflower- Base 199 Power, Special. Upgraded from Cirno-Tan's Icicle Fall using Tancirnium Z. Calculated using Cirno's Higher Attack Stat and the enemy's lower defense stat. Sets up permanent Sunny Day. 10% chance to Freeze or Burn the enemy.

Reasoning: Meet THE STRONGEST fairy, Cirno. She's an Ice Fairy (obvious typing is obvious). Her stats and the base power of her signature moves are a reference to the "Nine-ball" meme. Hence her Base Stats are all nines. Still, she is a lot stronger than her species would suggest and can actually threaten others, so Cirno's stats are decent all around, with Base 99 in all stats. Where Cirno excels however is in battlefield manipulation through her abilities and moves, including a signature terrain, which helps Ice-Types outspeed threats. Cirno can attack fine on both ends of the spectrum, although she's better on the Special end of the Spectrum. Her signature move is Icicle Fall, named after the famous move from EoSD, which is most known for its glaring safe spot on Easy Difficulty. It's tougher on Normal and above, though. It upgrades into Perfect Freeze, her ACTUAL signature move. The reason Perfect Freeze is super effective against Fire-Types is because Cirno can actually freeze flames solid with it in Fairy Wars. Most of her moves are self-explanatory, although Nature Power and Energy Ball are due to the fact that Cirno, being a fairy, is an embodiment of an aspect of nature, thus allowing her to draw upon Nature's power. She functions best in a Hailstorm, however, so you'll need to keep that up. Luckily, timing her Z-Move well will allow her to have a permanent hailstorm going. Snow Warning is because she's associated with Ice and Snowy weather in Hisoutensoku, and Levitate because it's Touhou Project and every notable character in that series can fly.

Her alternate form, Cirno-Tan, or Tanned Cirno, is based on her appearance in Hidden Star in Four Seasons, where she was empowered with the essence of Summer. Since she uses the Essence of Four Seasons item to transform, she also gains moves akin to the Sub-Seasons in HSiFS in Air Slash and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down.

"When it comes to me, I'm the strongest!" (Regular Cirno set)
Cirno@Cirnium Z
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 Spd
Ability: Freeze Atmosphere
-Icicle Fall
-Dazzling Gleam
-Energy Ball
-Filler
Filler=Aurora Veil/Freeze-Dry/Glaciate/Icy Wind/Nature Power/Hail

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind

Anything else I can think of...? Hmm... Oh, I know!

"Transcode #003! Mega Man!"

latest


Pokémon: Star Force Mega Man (Mega Man Star Force)
Type: Electric (Normal, Tribe King)
Electric/Dark (Black Ace, Red Joker)
Electric/Steel (Thunder Zerker)
Fire/Normal (Fire Leo)
Fire/Rock (Fire Saurian)
Fire/Electric (Saurian Zerker)
Grass/Dragon (Green Dragon)
Grass/Dark (Wood Ninja)
Grass/Electric (Zerker Ninja)
Water/Ice (Ice Pegasus)
Ability: Star Break/Tribe On/Finalise (HA)
Signature Abilities
Star Break
: If Star Force Mega Man scores a KO, he transforms into one of three Star Break forms. KOing with certain types of moves (or KOing certain types of Pokemon) will produce fixed results. Otherwise, the form is random:
Grass & Dragon: Green Dragon
Water & Ice: Ice Pegasus
Fire & Normal: Fire Leo
Essentially, it's an altered version of Battle Bond.
Tribe On: Star Force Mega Man will automatically transform into an alternate form upon switching in. The form picked is based on what types of moves are in Star Force Mega Man's Moveset. If multiple conditions are met, will become a multi-typed form. Tribe King gains STAB on all three types, regardless of typing:
Fire: Fire Saurian
Electric: Thunder Zerker
Grass: Wood Ninja
Fire & Electric: Saurian Zerker
Electric & Grass: Zerker Ninja
Grass & Fire: Ninja Saurian
Grass & Fire & Electric: Tribe King
Finalise: Star Force Mega Man will transform into one of two finalised forms depending on his stat distribution upon reaching 50% or less HP.
Attack, Special Attack and Speed dominant: Black Ace.
Defense, Special Defense and HP dominant: Red Joker.
Basically an altered Power Construct.
Moves: Flamethrower, Blaze Kick, Thunderbolt, Zing Zap, Ice Beam, Icicle Crash, Night Slash, Dark Pulse, Petal Blizzard, Energy Ball, Close Combat, Aura Sphere, Draco Meteor, Dragon Hammer, Protect, Barrier, Light Screen, Reflect, Recover, etc.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (All forms but Tribe King, Star Breaks and Finalises. BST: 600)
120 HP/120 Atk/120 Def/120 SpA/120 SpD/120 Spe (Star Break forms. BST: 720.)
110 HP/110 Atk/110 Def/110 SpA/110 SpD/110 Spe (Tribe King. BST: 660.)
100 HP/140 Atk/100 Def/140 SpA/100 SpD/140 Spe (Black Ace. BST: 720.)
140 HP/100 Atk/140 Def/100 SpA/140 SpD/100 Spe (Red Joker. BST: 720.)
Reasoning: And here I go crazy with the alternate forms, and with another incarnation of Mega Man, no less! This incarnation of Mega Man is the fusion of Geo Stelar, an otherwise ordinary teenager, and Omega-xis, an alien made out of Electromagnetic waves. Given that this Mega Man is made up of Electromagnetic waves, it only made sense to make him an Electric-typing. However, the real meat of his abilities come from the many, MANY transformations he's obtained over the years. The Star Break forms come from the first Mega Man Star Force games, where he gains powers from the three Satellite Admins: Dragon Sky, Leo Kingdom and Pegasus Magic, granting him their powers, which revolve around Wood, Fire and Aqua element attacks respectively (Ice comes under the Aqua element in Mega Man Star Force games), and their animalistic themes naturally afforded Green Dragon and Fire Leo secondary typings of Dragon and Normal respectively. The Tribe forms from Star Force 2 are the easiest to trigger, but are in turn the weakest of his enhanced states, except for Tribe King, which combines the powers of the three OOParts, the Sword of Zerker, the Rock of Saurian and the Star of Ninja. They revolve around Elec, Fire and Wood elements respectively, with, again, their secondary characteristics determining a secondary typing: Steel for Zerker, Rock for Saurian, Dark for Ninja. Double Tribe is the combining of two Tribe forms, which is represented by Saurian Zerker, Zerker Ninja and Ninja Saurian, which combines the types of the two tribes used to make the form. Tribe King is normally meant to be as powerful as the other ultimate forms, but so as to not break the game as badly as Tribe King breaks Mega Man Star Force 2, I opted to tone down its raw power compared to the other ultimate forms. Lastly, the Finalized forms come from Star Force 3, and are obtained when Noise levels reach a certain point in battle. Noise is portrayed as a dark force in Star Force 3, so it made sense for the finalised forms to be Dark-type on top of Geo's usual Electric-typing as, unlike the other forms, they do not revolve around any particular elements of attack, instead revolving around different playstyles: Black Ace represents mobility and offense, Red Joker represents defense and longevity.

All of Geo's moves are based around Battle Cards which appear in the Mega Man Star Force series.

And a third one, since I've been having a craze about said game lately.

180


"O brilliant blade of coldest steel, rend the infinite darkness and crush my enemies to nothing! SAVAGE WOLF FURY!"

Pokémon: Yuri Lowell (Tales of Vesperia)
Type: Steel/Dark
Ability: Justified/Skill Link
Moves: Dragon Swarm*, Lone Wolf Storm*, Fury Swipes, Night Slash, Blaze Kick, Icicle Crash, Close Combat, Thousand Waves, etc.
Signature Moves
Dragon Swarm: Physical, Steel-type, Base 25 Power, 100 Accuracy, 15 PP. Hits 2-5 times.
Lone Wolf Storm: Physical, Flying-type, Base 90 Power, 100 Accuracy. 20% chance to Flinch.
Signature Z-Move: Savage Wolf Fury- Upgrades from Yuri's Dragon Swarm with Mysticartium Z. Steel-type, base 40 power. Hits 5 times.
Stats: 70 HP/120 Atk/60 Def/60 SpA/60 SpD/130 Spe
Reasoning: Here we have Yuri Lowell, the main protagonist of Tales of Vesperia. The Steel portion of his typing is fairly self-explanatory, but one might not get the Dark-typing behind Yuri at first. This is because of a plot-point in Tales of Vesperia.

Specifically, Yuri turns to Vigilantism and murder in order to punish those who use their position or status to avoid being punished by the law, full well knowing that he himself is a criminal for doing so. This is also why he has Justified.

Yuri's moves are a mixture of martial arts and swordplay, based on multiple of his Artes in Tales of Vesperia: Blaze Kick is Pyre Havoc, Icicle Crash is Frigid Blast, Close Combat is Brutal Fang, Thousand Waves is Crushing Eagle, Night Slash is Demon Attack (An arte he only obtains through wearing a specific costume in the Definitive Edition), and Fury Swipes has plenty of artes it could be, such as Shining Fang. His two signature moves are Artes that show up in Tales of Vesperia as well. Dragon Swarm is an advancing flurry of slashes in the form of an Arcane Arte, and Lone Wolf Storm is an altered arte version of Lone Wolf Charge, which shoots out a wind-elemental Wolf-shaped projectile forwards (But the arte itself deals damage based on Yuri's Attack, not his Magic Attack). His Signature Z-Move is, of course, his first Mystic Arte in Tales of Vesperia, which can only be triggered after an Altered or Arcane Arte. In this case, due to the similar nature as a repeated flurry of slashes, it made sense that Savage Wolf Fury upgraded from Dragon Swarm. Skill Link comes from the fact that combat in the Tales series often requires the player to learn how to link artes into chains (And Yuri himself is particularly good at it, to the point where in the source material he has an infinite combo).

Yuri's stats are a reference to his playstyle in Tales of Vesperia- he's kinda frail, and he doesn't use any magic at all, but his offensive capability is good and he has, bar none, the best combo potential of all nine playable characters in Tales of Vesperia, being the only one who can infinitely combo even bosses.
 
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Thanks for the subs but this Pet Mod is based on characters from video games. If there's an Avatar character that is from one of the Avatar video games, you can submit those.
Well, there goes my dreams of being a good submitter here. Noted, will read OP carefully next time. Since I can't let this be a one-liner, and it would be rude to just bail out of this due to one failed submission (which is exactly what I intend to do, as I don't really have many ideas to begin with, and it would be funny to live up to my name), here is my back-up submission.
Edit: If any of you want me to take down my Avatar post, please let me know and I'll do it immediately, otherwise if it's fine I'll leave it there cause it took a lot of effort to do it all on mobile.
158456

Pokemon: Sub-Zero
Type:
ice.gif
fighting.gif

Ability: Iron Fist / Justified / Chilling Atmosphere* (HA)
Chilling Atmosphere: On switch-in, lowers all foes on field's speed by 1 stage
Notable Moves:
Physical:
Icicle Crash, Ice Punch, Ice Shard, Ice Hammer, Close Combat, Superpower, High Jump Kick, Jump Kick, Low Kick, Low Sweep, Knock Off, Sucker Punch, Drill Run
Special: Ice Beam, Icy Wind, Blizzard, Focus Blast, Vacuum Wave, Freeze-Dry, Hidden Power (lol)
Status: Ice Klone*, Substitute, Work Up, Hail
Ice Klone*: Protects the user from harm. When for makes contact, for loses 1/16 of health and drops its speed by 1 stage.
Stats: 80 / 135 / 85 / 115 / 65 / 100 | BST: 580
Reasoning: This is Sub Zero, a fighter from Mortal Kombat, a fighting game. I was hesitant on using this character as I don't know this character well, but it's all I have left so I better at least try. Sub Zero is skilled at close-quarter combat and in cyromatic abilities, hence, his good attacking stats on both ends. Most of his moves only center around Ice and Fighting type moves for that same reason. This Pokemon, from a competitive standpoint, has access to incredible offensive STABs and priority, but is held back by said horrid defensive typing and mediocre defenses, requiring assistance to switch in safely to start causing havoc.
 
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I'll just submit this fucking tree again. Haven't been able to do much of anything this week.

150px-KSS_WhispyWoods.png

"Please do not tread on my roots. It would not be a wise decision."
Pokémon: Whispy Woods
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat
Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
 
There's no regret. This is the happiness I choose !
900px-Portrait_-_Eternity_Winner.png

Eternity Winner (Elsword)
Typing : Fighting/Fairy
Stats : 90/130/100/50/50/110 (530 total)
Abilities : Iron Fist/Scrappy/Inner Strength*(HA)
Inner strength : all physical attacks receive a 1.3x boost
Notable moves : Close Combat, Drain Punch, Play Rough, Dynamic Punch, Thunder Punch, Fire Punch, Ice Punch, Blaze Kick, Focus Punch, Dizzy Punch, Mach Punch, Work Up, Thrash, Kapow Punch*, Acrobatics, Arm Thrust, Agility, Focus Blast, Aura Sphere, Beat Up, Bounce, Sky Drop, Brutal Swing, Circle Throw, Comet Punch, Reversal, Counter, Cross Chop, Darkest Lariat, Facade, Force Palm, Head Smash, Knock Off, Low Kick, Low Sweep,Meteor Mash, Power-up Punch, Shadow Punch, Superpower, Refresh, Aromatherapy
Kapow Punch : Fairy-type, Physical, 90BP, 100 Accuracy. Ignores target's stat changes.
Exclusive Z-move : Love and Peace(requires Labium Z, based on Kapow Punch. 200BP, Physical, Fairy-type, ignores target's stat changes and hits all enemies in doubles).

Fighting typing comes from Eternity Winner being a brawler. As she was 100% focused on physical attacks in her original game, I gave her high Attack and Defense stats with very low SpA and SpD. As this class also had one of the best mobilities of the game, I gave her a high Speed stat. Its movepool and abilities also reflect this class being a close-ranged fighter, or are references to some of her skills. Kapow Punch is one of Eternity Winner's best and most well-known moves and Love and Peace is one of her Hyperactive skills (basically an ultimate attack).

Laby and Nisha will help ! So, everyone can be happy !
675px-Portrait_-_Radiant_Soul.png

Radiant Soul (Elsword)
Typing : Fairy
Stats : 80/60/60/140/110/80 (530 total)
Abilities : Cute Charm/Dazzling/Fairy Aura(Hidden)
Notable Moves : Moonblast, Psychic, Dazzling Gleam, Sunshower*, Quiver Dance, Aurora Veil, Blizzard, Hurricane, Celebrate, Focus Blast, Extrasensory, Healing Wish, Icy Wind, Petal Dance, Solar Beam, Mist Ball, Moongeist Beam, Petal Blizzard
Sunshower : Fairy-type, Special, 80BP, 100 Accuracy. Hits all enemies in doubles, heals the caster and its allies on the field 10% of their total HP
Exclusive Z-move : Rainbow (requires Labium Z, based on Sunshower. 200BP, Special, Fairy-type, cures status on the user)

Radiant Soul gets a pure fairy-typing 'cause I felt it was the most fitting one with her extremely pink and shiny attacks (also the fact that her powers basically come from friendship and emotions). As Radiant Soul is a magic-based, long-ranged class, I gave her high SpA and SpD stats with low Atk and Def, and average Speed and HP. That "pink, shiny and cute" idea kept coming for her abilities and movepool, and once again some attacks are references to skills she can use in Elsword. Sunshower is probably her most iconic move, but I hard to nerf its effects quite a lot to not make it completely broken (it still is broken, but not as much). And once again, Rainbow is her Hyperactive skill, so I made it a Z-move.

Let me make a world where you can be happy, Laby.
750px-Portrait_-_Nisha_Labyrinth_%28Awakening%29.png

Nisha Labyrinth (Elsword)
Typing : Dark/Fairy
Stats : 90/140/120/50/50/80(530 total)
Abilities : Dark Aura/Illusia(hidden ability)
Illusia : If this Pokemon is at full HP, it survives one hit with at least 1 HP and gains a +1 boost in Attack, Special Attack and Speed, but dies at the end of the next turn or if it switches out.
Notable Moves : Dark Pulse, Knock Off, Sucker Punch, Gunk Shot, Baneful Bunker, Beat Up, Destiny Bond, Foul Play, Grass Knot, Memento, Fantasy*, Wood Hammer, Frenzy Plant, Grass Pledge, Leaf Blade
Fantasy : Dark-type, 120BP, 70% Accuracy, 8PP, Physical. Prevents the target from switching for three turns. Causes damage to the target equal to 1/8 of its maximum HP
Exclusive Z-move : Kaleidoscope (requires Labium Z, based on Fantasy. 200BP, Physical, Dark-type)

Nisha is a being made of Laby's negative emotions, hence the Dark-typing. As she's more physically-oriented in Elsword, i gave her high Atk and Def with low SpA and SpD. Her speed is same as Radiant Soul's as their mobility is pretty similar. Illusia is one of her passive skills. I had to nerf it, but it works the same way aka get stronger when you're supposed to die/faint, but death/fainting is only delayed. Most of her moves are references to skills Nisha can use. The grass-type attacks come from Nisha's ability to summon plants from the Black Forest. Fantasy is Nisha Labyrinth's strongest skill, the trapping part coming from this skill pulling enemies towards it (basically it traps them). Kaleidoscope is her Hyper Active skill, so I made it a Z.

Oh, and the fairy typing on all 3 ... It comes from Laby's behavior throughout the game, as she acts a lot like a child. Since most baby pokémon are fairies, I thought it was fitting for her (also it goes well with her very pink color scheme).

Might as well resub while I'm at it.

Pokemon : Flame Lord
Type : Fire
Abilities : Flash Fire/Blaze(Hidden ability : Mistress of Inferno)
Mistress of Inferno : Increases damage dealt to burning ennemies by 33%
Stats : 50HP/90Atk/80Def/130SpA/90SpD/110Spe (550 total)
Notable moves : Secret Sword, Sacred Sword, U-turn, Quick Attack, Fire Blast, Flamethrower,
Taunt, Work Up, Fire Punch, Eternal Fire*,Scaldic Sword**, Infernal Blade***,Fire Wall****
Z-move : Ancient Fire (Based on Eternal Fire, requires Blazium Z. 220 BP, hits all enemies & allies in doubles.
Burns the pokémon hit.)
*Eternal Fire(130BP|100 Accuracy|Special|5PP|30% chance to burn, hits all ennemies in doubles|Z-move : Inferno Overdrive(195BP))
**Scaldic Sword(40BP|100 Accuracy|Special|40PP|+1 Priority|Z-move : Inferno Overdrive(100BP))
***Infernal Blade(30BP|100 Accuracy|Special|5PP|Hits 3 Times, makes contact|Z-move : Inferno Overdrive(140BP))
****Fire Wall(60BP|100 Accuracy|Special|15PP|Traps the target for 3 turns, reducing their HP by 12.5% each turn|Z-move : Inferno Overdrive(120BP))

The Flame Lord class is meant to be a swordsman and a pyromancer, so I went for pure fire typing for obvious reasons.
Flash Fire and Blaze are no-brainers since they're fire-related abilities. Mistress of Inferno is one of her passives in the game, I had to change
the buffs it provides but it basically works the same, aka be stronger against burnt opponents.
She's originally a mixed attacker oriented towards magic attacks, so I gave her high SpA and speed stats along with
decent physical attack and defenses.
All the new moves are skills from the original game that I adapted as best as I can. Eternal Fire is probably her
best and most spammable move so I gave it high power and no drawbacks, Scaldic Sword is a quick forward dash so I made
it a priority, Infernal Blade is a strong close-ranged 3-hit move, Fire Wall is a kinda weak move damage-wise, but it
prevents opponents from moving by stun-locking them and is extremely simple to land, so I made it into an accurate trapping move with average power.
Ancient Fire is one of her Hyper-active skills and as such became her unique Z-move.
Secret Sword and Sacred Sword 'cause she's still a swordsman, U-turn references the skill Dodge&Slash, Quick Attack = Sonic Assault (an instant forward thrust), all the fire-type moves are here for obvious reasons and Work Up represents the Iron Body - Strong skill since both increase physical and magical (special) attack.
 
Voting is up. Votes will be counted next weekend.
Pokémon: Alte
Type: Electric/Normal
Ability: Frisk / Searchlight Panel [Compound Eyes clone] / Aftermath [HA]
Moves: Self-Destruct, Explosion, Final Gambit, Destiny Bond, Zap Cannon, Wild Charge, Deploy Missiles (See Galleom), Magnet Bomb, Charge Beam, Signal Beam, Lock-On, Laser Focus, Swift, Shock Wave, Endeavor, Facade, Volt Switch, Protect, Agility, Eerie Impulse, Electro Ball
Stats: 85/100/75/100/75/115 [BST 550]

Reasoning: The stat spread shown is based off of Alte's 5HP/0Atk/-1Def/+1Eva stat spread in 100% Orange Juice: Above-Average Evasion, Sub-par Defense, and Average everywhere else. Her Physical and Special stats are the same because she uses a good amount of moves that would fall under both categories. Her first four moves and HA are from what happens when you beat her in Sora (She blows the titular protagonist up in a last-ditch effort), Destiny Bond in particular being from the corresponding card's effects in 100% Orange Juice. (If Alte gets KO'd in a battle she uses it in, she OHKOs the attacker, causing them to lose half their stars instead, with neither party gaining any wins.) Agility is from Dash, and Eerie Impulse I feel wouldn't be too out of place on her. Everything else is from her moves in Sora and Acceleration of Suguri 2. Frisk is from how her searchlight panel comes into play in 100% Orange Juice, as she has a passive that lets her see an opponent's card. Electric because holy peck she's got loads of attacks involving Electricity, and Normal because if she didn't have that many Electric moves, she probably wouldn't have been categorized as having an element, switching the types around. Swift because Mandatory STAB (Not to mention it's Speed Star in Japanese and Alte over here's named after the star Kappa Leonis, aka Alterf) Endeavor and Facade translate to Daredevil and Bravado respectively, and let's just say Alte's too diligent to know when to fold 'em...
Pokemon: Soma Cruz
Type: Normal
Ability: Soul Dominance (If this Pokemon has three specific moves within its movepool (Mystical Fire, Oblivion Wing, Lifesteal), it will become Soma-Awakened, and his lifestealing moves will steal 30% more HP from targets (like the item Big Root). If Soma-Awakened holds the Big Root item in conjunction with this ability, the maximum you will regain is 100% of the damage you deal, or in the case of Oblivion Wing, 105%. Against a target with Liquid Ooze, Soma-Awakened will not take damage, but will not heal either.)
Type (Awakened): Dark/Flying
Signature Move: Lifesteal
- Type: Dark
- Classification: Special
- Power: 80
- Accuracy: 100
- PP: 10 (max 16)
- Effect: Drains 50% of the damage you deal.
Stats: 50 / 55 / 40 / 55 / 40 / 60
Stats (Awakened): 90 / 95 / 90 / 115 / 90 / 100
Notable Moveset: Lifesteal, Sketch, other basic moves that all Pokemon get
Overview: Soma Cruz, mostly based on his Aria of Sorrow appearance, has the power to dominate the souls of monsters to utilize their techniques. This is what Sketch is based on, but that could still be a big issue on a Pokemon with high enough stats. However, Soma has relatively moderate stats. Better than those of Smeargle, but not quite enough to be absolutely terrifying. (+2 252 Atk Life Orb Soma Cruz Sunsteel Strike vs. 252 HP / 252+ Def Clefable: 291-343 (73.8 - 87%) -- guaranteed 2HKO after Leftovers recovery) On the other hand, you could also utilize the much stronger Awakened form.
Spoilers for Aria of Sorrow
Soma Cruz is the reincarnation of Dracula. In Aria of Sorrow, equipping three specific souls while taking on the fake final boss allows Soma to truly awaken as Dracula, though you eventually overcome the evil spirit of him that is trying to possess Soma.

The Awakened form has considerably better stats than his normal form, and a somewhat better typing, but it is highly limited in move choice. However, you still have an extra move slot for coverage, utility, or setup, so even if he is mostly predictable, there is still an element of unpredictability. And, with his life-stealing moves, he has a very powerful way of regaining HP.
Sample Movesets:

Soma Cruz @ Focus Sash
Soul Dominance
252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Spore
- Power Trip
- Sunsteel Strike

Soma-Awakened @ Power Herb
Soul Dominance
4 HP / 252 SpA / 252 Spe
Timid Nature
- Geomancy
- Mystical Fire
- Oblivion Wing
- Lifesteal
Pokemon: Dharkon
Type: Dark/Poison
Ability: Bane of Light (The user's Dark type moves are super effective on Fairy types, and their Poison type moves are super effective against Psychic types.)
Signature Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 110
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Has a 40% chance to lower the foe's Speed by two stages. Targets all adjecent Pokemon in a Double Battle.
Signature Z-Move: Hammer of Darkness
- Prerequisite Move: Demonic Rend
- Type: Dark
- Classification: Physical
- Power: 190
- Effect: Lowers the opposing Pokemon's speed by one stage.
- Flavor: The user gathers together its entire dark mass and smashes it onto the foe. Lowers their Speed by one stage.
Stats: 97/142/101/75/88/100 (Total: 603)
Notable Moveset: Poison Jab, Gunk Shot, Dark Pulse, Knock Off, Glare, Hypnosis, Nightmare, Curse, Work Up, Shadow Claw, Shadow Force, Phantom Force, Teleport, Sludge Bomb, Drill Run, X-Scissor, Laser Focus
Overview: Dharkon is the opposite of Galeem. A dark entity that wants nothing more than to shroud the world in darkness. Everything about it is supposed to make you uncomfortable and wary, which is why here it has bizarre stat numbers. Like Galeem, its ability is named after the respective spirit power in game, and here it has the same effect for Dharkon's STABs. Its defenses are a little more balanced, in exchange for a lower offensive stat. Its Speed was kept the same as Galeem's Speed to show that, despite the two being polar opposites, they're equally matched.
Pokémon: Boomer (Left 4 Dead)
Type: Ghost/Poison
Ability: Thick Fat / Gluttony (Cursed Body)
Moves: Gunk Shot, Sludge Bomb, Shadow Claw, Bulk Up, Lick, Shadow Force, Shadow Ball, Roullout, Belch, Toxic, Toxic Spikes, Slack Off, Stockpile, Swallow, Spit Up, Body Slam, Heavy Slam, Earthquake, Drain Punch
Stats: 110 / 100 / 140 / 65 / 100 / 30 (BST: 545)

Reasoning: An undead Pokemon that rose from the graves of the Pokemon tower. It shoots sludge from its mouth to anyone who disturbs it when eating. Gunk Shot is its main STAB, as it makes perfect flavor with what Boomer does in the game. Slack Off from its laziness and Earthquake + Heavy Slam comes from its heavy stature.
Pokémon: Fi
Type: Steel
Ability: *Sword Spirit
*Sword Spirit - This Pokemon deals 50% more damage with slashing moves and takes 50% less damage from them ( Lloyd Irving and Meta Knight already have abilities based on slashing moves )
Moves: Calm Mind, Rapid Spin, Agility, Flash Cannon, Revelation Dance, Secret Sword, Focus Blast, Fiery Dance, Hyper Voice, Psychic, Lunar Dance, Swords Dance, Smart Strike, Sacred Sword, Sing
Stats: 80 / 80 / 80 / 125 / 90 / 125 | BST: 580
Reasoning: Fi, the spirit of the Master Sword in The Legend of Zelda series. She essentially serves the role of an angel, and her speech suggests she may be a robot, so she's sort of this AI / servant of the gods kind of character. Her role in the game is to remind Link of things he already knows, and generally provide large blocks of expository text and long, repetitive cutscenes. She conveys messages from the goddess Hylia by dancing and singing, and her movements are based on a figure skater, hence the various dancing moves. Secret Sword is due to her being the spiritual embodiment of a sword ( and her attacks in Hyrule Warriors ) and Fiery Dance refers to her ability to use the Sacred Flames to purify the Master Sword ( and she attacks with them in Hyrule Warriors ).
Pokémon: Ghirahim
Type: Steel / Dark
Ability: *Sword Spirit
Moves: Swords Dance, Smart Strike, Night Slash, Knock Off, Sacred Sword, Taunt, Nasty Plot, Night Daze, Flash Cannon
Stats: 80 / 140 / 90 / 80 / 80 / 110 | BST: 580
Reasoning: Ghirahim, self proclaimed Demon Lord who clashes with Link multiple times throughout Skyward Sword. He seeks to capture Zelda, needing her spirit in order to resurrect his master, Demise. *Spoilers* He also happens to be a sword spirit, as at the end of the game Demise is resurrected and Ghirahim turns into his sword. Steel type comes from the sword relation, Dark from being a demon. *End Spoilers* He generally fights with a sword, hence moves like Sacred Sword, Smart Strike, and Night Slash. I think the stat spread represents Ghirahim's vain and flambouyant personality; although similar to Fi's, the offenses are less balanced in favor of a massive attack stat. Ghirahim wants to pick his battles and win in dominating fashion.
Pokémon: Maki Harukawa
Type: Dark/Fighting
Ability: Friend Guard / Merciless (Infiltrator)
Moves: Night Slash, Feint Attack, Poison Jab, Sacred Sword, Slash, Air Slash, Psycho Cut, Cut, Swords Dance, Fury Cutter, Shadow Sneak, Cross Poison, Knock Off, Crunch, Sucker Punch, Assassinate*, Toxic Spikes, Throat Chop, Endure, Play Nice, Helping Hand
Assassinate: 90 BP Physical Dark-Type Move. Ignores Opponents Stat boosts.
Z-Move: Strike-9 Shot (Z-Assassinate): 180 BP. Badly poisons the opponent, regardless of typing.
Stats: 130+125+75+50+50+101 (531 BST)

Reasoning:
Typing: Assassin, and exercise training parts in the game in a sort of way. But honestly, Assassin. Fairly obvious.
Merciless / Endure: To quote the danganronpa wiki, "Maki agreed to be trained as an assassin which she herself described as "the beginning of hell". The training she described being excruciatingly difficult, vomiting every day, and crying every night. However, after vomiting and crying constantly, her heart gradually became empty, thus she adapted to the lifestyle of killing people." The ability goes along with especially the "her heart gradually became empty." and ties in well with Assassin nature. Endure is for her enduring the training.
Illusion: Though it could tie in to some bits of her personality or stuff in the story, this one especially ties in to her originally claiming to be the Ultimate Child Caregiver to avoid unnecessary panic, before getting revealed by a certain devil eggplant as the Ultimate Assassin.
Slash/Jab/Sword/Cut: Her talent as the Ultimate Assassin, and some of her sprites having her holding a knife, leads to several of these moves.
Feint Attack/Shadow Sneak/Toxic Spikes/Assassinate/Infiltrator/Good speed: The overall nature of Assassination, killing them without much of a struggle. A feint attack, sneakiness, toxicing them before they can even get a move out, the name of the 4th bloody move, and infiltrating an area to kill them. The speed thing feels rather obvious.
Cross Poison: Ok, I'm proud of this joke. At one point in the game, she uses a CROSSbow with poisoned arrows.
Knock Off / Sucker Punch: Typical, easy dark-type STAB. Goes well with almost anyone really. Sucker Punch also ties in rather well with Assassin nature.
Throat Chop: At one point in the game, she holds up a certain devil eggplant by the neck as he reveals her as the Ultimate Assassin. This is the closest thing to that possible.
Play Nice / Friend Guard / Helping Hand: Her heart was suppressed as mentioned earlier from the training, but during the game it gradually ends up coming back a bit. Mostly because of a certain Luminary of the Stars.
High HP: She lives to the end. Same thing as the previous Nagito one.
High HP again, High Atk, Meh Def: I feel the training would lead to stats such as this. The Defense isn't anything in particular due to her seeming rather thin if anything.
Pokémon: **Richter Belmont** (Castlevania: Rondo of Blood. Simon Belmont's Echo Fighter.)
Typing: Steel/Fighting
Abilities: Justified/Moxie
Moves: Holy Water*, Vampire Killer*, Cross*, Axe*, Close Combat, etc.
Signature Moves
Holy Water: Water-type, Special, 100 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Flying-types are immune. Damage is calculated from Richter's Attack stat. If used by Simon or Richter, they gain STAB on the move, regardless of typing.
Vampire Killer: Steel-type, Physical. 90 BP, 100 Accuracy, 20 PP. Super Effective against Dark-types and Ghost-types.
Cross: Steel-type, Physical, 30 BP, 100 Accuracy, 15 PP. Super effective against Dark-types and Ghost-types. Hits twice.
Axe: Steel-type, Physical, 70 BP, 100 Accuracy, 15 PP. Super effective against Flying-types.
Z-Moves
Hydro Storm: Water-type, Special, 240 BP. Upgraded from Richter's Holy Water using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Damages both opponents in a double battle. Damage is calculated from Richter's attack stat. Richter always gains STAB on the move, regardless of typing.
Axe Sweep: Steel-type, Physical, 200 PP. Upgraded from Axe using Itemcrashium Z. Super effective against Flying-types. Breaks screens.
Grand Cross: Steel-type, Special, 190 BP. Upgraded from Cross using Itemcrashium Z. Super effective against Dark-types and Ghost-types. Not resisted by Steel-types. Bypasses Substitutes. Damage is calculated from Richter's Attack stat.
Flame Whip: Vampire Killer: Steel-type, Physical, 230 BP. Upgraded from Vampire Killer using Itemcrashium Z. Deals either Steel-type or Fire-type damage, whichever would do more damage. Super effective against Dark-types and Ghost-types.
Stats: 90 HP/130 Atk/90 Def/70 SpA/80 SpD/110 Spe (BST: 570).
Reasoning: Richter Belmont is a descendant of Simon Belmont who battled Dracula in the year 1792, during the events of Castlevania: Rondo of Blood. He later appears Symphony of the Night, which takes place 5 years later. Richter is said to be one of the most powerful Belmonts, hence his good overall stats except for special attack, and one of the only ones to be able to use Item Crashes (Which, in this case, take on the form of Z-Moves, naturally). His abilities are self-explanatory.

Richter's listed moves aside from Close Combat are based on the weapons he uses in the Castlevania series, and to be more specific, the ones that appeared in Super Smash Bros. Ultimate. The Cross, Holy Water and Vampire Killer are all effective weapons against the forces of darkness, so it seemed fitting to make them super-effective on Dark and Ghost-types. The Holy Water is ineffective against flying foes except when used for his Item Crash, so they're immune to the otherwise devastating attack. Also, the Holy Water is a weapon Richter uses, so despite its nature of leaving holy fire where it strikes, it actually does damage based on Richter's attack, as it's not magic. The Cross acts as a boomerang, coming back for a second hit, allowing Richter a way to bypass subs. The Axe, on the other hand, is designed to defeat flying foes due to its arcing movement, so it's naturally super-effective on flying types. As for his famous Vampire Killer, it's a basic weapon that's simple to use.

His Z-Moves are his Item Crashes for each item. The Flame Whip is one you may not have heard of, but if Richter tries to use an Item Crash without a subweapon equipped, he'll use the Flame Whip, which has a pretty self-explanatory effect.

Hydro Storm is his Item Crash for use with the Holy Water. It's a full-screen move that causes a massive rainstorm of Holy Water, hence why it hits both opponents in a double battle. It's also known for being the most powerful Item Crash, hence why it has the highest power, but no special effect.

Axe Sweep is not as powerful as Hydro Storm, but it still smashes through Flying-types like it's nobody's business. It also crushes screens, so don't expect Aurora Veil or anything to be a problem.

Grand Cross is even weaker, but in turn it still bypasses those pesky substitutes, and, despite being a Steel-type move, is not walled by Steel-types.
Pokémon: Cirno (Touhou Koumakyou ~ Embodiment of Scarlet Devil)
Type: Ice/Fairy (obviously)
Abilities: Snow Warning/Levitate/Freeze Atmosphere (HA)
Signature Ability: Freeze Atmosphere - Upon switching in, turns the Terrain into Frozen Terrain until the terrain is changed or removed. Frozen Terrain reduces the speed of all grounded non-Ice Type Pokemon by half and boosts the power of Ice-Type moves by 50%, while weakening the power of Fire-type moves by 50%. Nature Power becomes Ice Beam in Frozen Terrain.
Moves: Icicle Fall*, Ice Beam, Icicle Crash, Play Rough, Dazzling Gleam, Freeze-Dry, Blizzard, Hail, Aurora Veil, Glaciate, pretty much every Ice-Type move, Energy Ball, Nature Power.
Signature Move: Icicle Fall- Base 99 Power, 99 Accuracy, Ice-Type, 29 PP, Special. Calculated from Cirno's higher attack stat and the target's lower defense stat. 9% chance to Freeze the target. Icium Z turns it into 190BP Subzero Slammer.
Z-Move: Perfect Freeze- Base 199 power, Ice-Type, Special. Upgraded from Cirno's/Cirno-Tan's Icicle Fall using Cirnium Z. Calculated using Cirno's higher attack stat and the target's lower defense stat. Sets up permanent Hail. Super Effective against Fire-Types.
Stats: 99 HP/99 Atk/99 Def/99 SpA/99 SpD/99 Spe (BST: 594)

Alternate Form: Tanned Cirno [Cirno-Tan]

Form Change is triggered out of battle by using the item Essence of Four Seasons on Cirno. Using it again will transform Tanned Cirno back into Cirno. She cannot keep moves that can't be learned by the normal form upon reverting.
Ability: Power of Summer (User resists Fire-Type moves, regardless of typing. In the sun, all of Cirno's stats except for HP get a 1.5x increase.)
Base Stats and Typing remain unchanged.
New Moves: Solarbeam, Sunny Day, Petal Dance, Air Slash.
Signature Z-Move: Cold Sunflower- Base 199 Power, Special. Upgraded from Cirno-Tan's Icicle Fall using Tancirnium Z. Calculated using Cirno's Higher Attack Stat and the enemy's lower defense stat. Sets up permanent Sunny Day. 10% chance to Freeze or Burn the enemy.

Reasoning: Meet THE STRONGEST fairy, Cirno. She's an Ice Fairy (obvious typing is obvious). Her stats and the base power of her signature moves are a reference to the "Nine-ball" meme. Hence her Base Stats are all nines. Still, she is a lot stronger than her species would suggest and can actually threaten others, so Cirno's stats are decent all around, with Base 99 in all stats. Where Cirno excels however is in battlefield manipulation through her abilities and moves, including a signature terrain, which helps Ice-Types outspeed threats. Cirno can attack fine on both ends of the spectrum, although she's better on the Special end of the Spectrum. Her signature move is Icicle Fall, named after the famous move from EoSD, which is most known for its glaring safe spot on Easy Difficulty. It's tougher on Normal and above, though. It upgrades into Perfect Freeze, her ACTUAL signature move. The reason Perfect Freeze is super effective against Fire-Types is because Cirno can actually freeze flames solid with it in Fairy Wars. Most of her moves are self-explanatory, although Nature Power and Energy Ball are due to the fact that Cirno, being a fairy, is an embodiment of an aspect of nature, thus allowing her to draw upon Nature's power. She functions best in a Hailstorm, however, so you'll need to keep that up. Luckily, timing her Z-Move well will allow her to have a permanent hailstorm going. Snow Warning is because she's associated with Ice and Snowy weather in Hisoutensoku, and Levitate because it's Touhou Project and every notable character in that series can fly.

Her alternate form, Cirno-Tan, or Tanned Cirno, is based on her appearance in Hidden Star in Four Seasons, where she was empowered with the essence of Summer. Since she uses the Essence of Four Seasons item to transform, she also gains moves akin to the Sub-Seasons in HSiFS in Air Slash and Petal Dance. However, Cirno-Tan's most notable aspect is her ability. It may seem paradoxical for an Ice-Type to be designed around functioning in the sun, where Fire-Types run rampant, but with Cirno-Tan being boosted by Summer's power, she gains a great increase in power under the sun, which makes up for her type not being good in that weather normally, and she can set up permanent Sun through her Z-Move, Cold Sunflower, which is named after her Bomb from Hidden Star in Four Seasons. She CAN still use Perfect Freeze in her tanned form, but she cannot use Cold Sunflower in her Normal Form. She also resists Fire-type moves, having overcome her weakness to heat.

However, Cirno's stats are only average at best regardless of form, given how, while she is strong for her kind, she is not particularly strong by Gensokyo's standards. She NEEDS to get her gimmicks going in order to succeed. When she has her gimmicks up, she is a devastating force that can be very hard to stop. Without it though, she's fairly easy to bring down.

"When it comes to me, I'm the strongest!" (Regular Cirno set)
Cirno@Cirnium Z
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 Spd
Ability: Freeze Atmosphere
-Icicle Fall
-Dazzling Gleam
-Energy Ball
-Filler
Filler=Aurora Veil/Freeze-Dry/Glaciate/Icy Wind/Nature Power/Hail

"This atmosphere... it smells of war!" (Tanned Cirno set)
Cirno-Tan@TanCirniumZ
Modest/Timid Nature
EVs: 252 Spe/252 SpA/252 SpD
Ability: Power of Summer
-Icicle Fall
-Solar Beam
-Dazzling Gleam
-Filler
Filler=Petal Dance/Energy Ball/Air Slash/Freeze-Dry/Glaciate/Icy Wind
Pokémon: Star Force Mega Man (Mega Man Star Force)
Type: Electric (Normal, Tribe King)
Electric/Dark (Black Ace, Red Joker)
Electric/Steel (Thunder Zerker)
Fire/Normal (Fire Leo)
Fire/Rock (Fire Saurian)
Fire/Electric (Saurian Zerker)
Grass/Dragon (Green Dragon)
Grass/Dark (Wood Ninja)
Grass/Electric (Zerker Ninja)
Water/Ice (Ice Pegasus)
Ability: Star Break/Tribe On/Finalise (HA)
Signature Abilities
Star Break
: If Star Force Mega Man scores a KO, he transforms into one of three Star Break forms. KOing with certain types of moves (or KOing certain types of Pokemon) will produce fixed results. Otherwise, the form is random:
Grass & Dragon: Green Dragon
Water & Ice: Ice Pegasus
Fire & Normal: Fire Leo
Essentially, it's an altered version of Battle Bond.
Tribe On: Star Force Mega Man will automatically transform into an alternate form upon switching in. The form picked is based on what types of moves are in Star Force Mega Man's Moveset. If multiple conditions are met, will become a multi-typed form. Tribe King gains STAB on all three types, regardless of typing:
Fire: Fire Saurian
Electric: Thunder Zerker
Grass: Wood Ninja
Fire & Electric: Saurian Zerker
Electric & Grass: Zerker Ninja
Grass & Fire: Ninja Saurian
Grass & Fire & Electric: Tribe King
Finalise: Star Force Mega Man will transform into one of two finalised forms depending on his stat distribution upon reaching 50% or less HP.
Attack, Special Attack and Speed dominant: Black Ace.
Defense, Special Defense and HP dominant: Red Joker.
Basically an altered Power Construct.
Moves: Flamethrower, Blaze Kick, Thunderbolt, Zing Zap, Ice Beam, Icicle Crash, Night Slash, Dark Pulse, Petal Blizzard, Energy Ball, Close Combat, Aura Sphere, Draco Meteor, Dragon Hammer, Protect, Barrier, Light Screen, Reflect, Recover, etc.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (All forms but Tribe King, Star Breaks and Finalises. BST: 600)
120 HP/120 Atk/120 Def/120 SpA/120 SpD/120 Spe (Star Break forms. BST: 720.)
110 HP/110 Atk/110 Def/110 SpA/110 SpD/110 Spe (Tribe King. BST: 660.)
100 HP/140 Atk/100 Def/140 SpA/100 SpD/140 Spe (Black Ace. BST: 720.)
140 HP/100 Atk/140 Def/100 SpA/140 SpD/100 Spe (Red Joker. BST: 720.)
Reasoning: And here I go crazy with the alternate forms, and with another incarnation of Mega Man, no less! This incarnation of Mega Man is the fusion of Geo Stelar, an otherwise ordinary teenager, and Omega-xis, an alien made out of Electromagnetic waves. Given that this Mega Man is made up of Electromagnetic waves, it only made sense to make him an Electric-typing. However, the real meat of his abilities come from the many, MANY transformations he's obtained over the years. The Star Break forms come from the first Mega Man Star Force games, where he gains powers from the three Satellite Admins: Dragon Sky, Leo Kingdom and Pegasus Magic, granting him their powers, which revolve around Wood, Fire and Aqua element attacks respectively (Ice comes under the Aqua element in Mega Man Star Force games), and their animalistic themes naturally afforded Green Dragon and Fire Leo secondary typings of Dragon and Normal respectively. The Tribe forms from Star Force 2 are the easiest to trigger, but are in turn the weakest of his enhanced states, except for Tribe King, which combines the powers of the three OOParts, the Sword of Zerker, the Rock of Saurian and the Star of Ninja. They revolve around Elec, Fire and Wood elements respectively, with, again, their secondary characteristics determining a secondary typing: Steel for Zerker, Rock for Saurian, Dark for Ninja. Double Tribe is the combining of two Tribe forms, which is represented by Saurian Zerker, Zerker Ninja and Ninja Saurian, which combines the types of the two tribes used to make the form. Tribe King is normally meant to be as powerful as the other ultimate forms, but so as to not break the game as badly as Tribe King breaks Mega Man Star Force 2, I opted to tone down its raw power compared to the other ultimate forms. Lastly, the Finalized forms come from Star Force 3, and are obtained when Noise levels reach a certain point in battle. Noise is portrayed as a dark force in Star Force 3, so it made sense for the finalised forms to be Dark-type on top of Geo's usual Electric-typing as, unlike the other forms, they do not revolve around any particular elements of attack, instead revolving around different playstyles: Black Ace represents mobility and offense, Red Joker represents defense and longevity.

All of Geo's moves are based around Battle Cards which appear in the Mega Man Star Force series.
Pokémon: Yuri Lowell (Tales of Vesperia)
Type: Steel/Dark
Ability: Justified/Skill Link
Moves: Dragon Swarm*, Lone Wolf Storm*, Fury Swipes, Night Slash, Blaze Kick, Icicle Crash, Close Combat, Thousand Waves, etc.
Signature Moves
Dragon Swarm: Physical, Steel-type, Base 25 Power, 100 Accuracy, 15 PP. Hits 2-5 times.
Lone Wolf Storm: Physical, Flying-type, Base 90 Power, 100 Accuracy. 20% chance to Flinch.
Signature Z-Move: Savage Wolf Fury- Upgrades from Yuri's Dragon Swarm with Mysticartium Z. Steel-type, base 40 power. Hits 5 times.
Stats: 70 HP/120 Atk/60 Def/60 SpA/60 SpD/130 Spe
Reasoning: Here we have Yuri Lowell, the main protagonist of Tales of Vesperia. The Steel portion of his typing is fairly self-explanatory, but one might not get the Dark-typing behind Yuri at first. This is because of a plot-point in Tales of Vesperia.

Tales of Vesperia spoilers
Specifically, Yuri turns to Vigilantism and murder in order to punish those who use their position or status to avoid being punished by the law, full well knowing that he himself is a criminal for doing so. This is also why he has Justified.

Yuri's moves are a mixture of martial arts and swordplay, based on multiple of his Artes in Tales of Vesperia: Blaze Kick is Pyre Havoc, Icicle Crash is Frigid Blast, Close Combat is Brutal Fang, Thousand Waves is Crushing Eagle, Night Slash is Demon Attack (An arte he only obtains through wearing a specific costume in the Definitive Edition), and Fury Swipes has plenty of artes it could be, such as Shining Fang. His two signature moves are Artes that show up in Tales of Vesperia as well. Dragon Swarm is an advancing flurry of slashes in the form of an Arcane Arte, and Lone Wolf Storm is an altered arte version of Lone Wolf Charge, which shoots out a wind-elemental Wolf-shaped projectile forwards (But the arte itself deals damage based on Yuri's Attack, not his Magic Attack). His Signature Z-Move is, of course, his first Mystic Arte in Tales of Vesperia, which can only be triggered after an Altered or Arcane Arte. In this case, due to the similar nature as a repeated flurry of slashes, it made sense that Savage Wolf Fury upgraded from Dragon Swarm. Skill Link comes from the fact that combat in the Tales series often requires the player to learn how to link artes into chains (And Yuri himself is particularly good at it, to the point where in the source material he has an infinite combo).

Yuri's stats are a reference to his playstyle in Tales of Vesperia- he's kinda frail, and he doesn't use any magic at all, but his offensive capability is good and he has, bar none, the best combo potential of all nine playable characters in Tales of Vesperia, being the only one who can infinitely combo even bosses.
Pokemon: Sub-Zero
Type:
ice.gif
fighting.gif

Ability: Iron Fist / Justified / Chilling Atmosphere* (HA)
Chilling Atmosphere: On switch-in, lowers all foes on field's speed by 1 stage
Notable Moves:
Physical:
Icicle Crash, Ice Punch, Ice Shard, Ice Hammer, Close Combat, Superpower, High Jump Kick, Jump Kick, Low Kick, Low Sweep, Knock Off, Sucker Punch, Drill Run
Special: Ice Beam, Icy Wind, Blizzard, Focus Blast, Vacuum Wave, Freeze-Dry, Hidden Power (lol)
Status: Ice Klone*, Substitute, Work Up, Hail
Ice Klone*: Protects the user from harm. When for makes contact, for loses 1/16 of health and drops its speed by 1 stage.
Stats: 80 / 135 / 85 / 115 / 65 / 100 | BST: 580
Reasoning: This is Sub Zero, a fighter from Mortal Kombat, a fighting game. I was hesitant on using this character as I don't know this character well, but it's all I have left so I better at least try. Sub Zero is skilled at close-quarter combat and in cyromatic abilities, hence, his good attacking stats on both ends. Most of his moves only center around Ice and Fighting type moves for that same reason. This Pokemon, from a competitive standpoint, has access to incredible offensive STABs and priority, but is held back by said horrid defensive typing and mediocre defenses, requiring assistance to switch in safely to start causing havoc.
Pokémon: Whispy Woods
Type: Grass
Ability: Powerful Breath* / Harvest (HA)
*Powerful Breath: Boosts Flying-type moves by 1.5x
Stats: 130/130/100/120/70/50 (600)
Notable Moves: Seed Bomb, Energy Ball, Power Whip, Whispy Inhale*, Air Bullet**, Hurricane, Synthesis, Poison Jab, Gunk Shot, Spikes, Toxic Spikes, Crunch, Dark Pulse, Shadow Ball, Flamethrower, Fire Blast, Overheat, Heavy Slam, Rock Slide, Stone Edge
*Whispy Inhale: Physical Flying-type, 90 BP, 100% Accuracy, 15/24 PP, 20% chance to drop target's Defense by 1, Biting move, 175 BP Supersonic Skystrike
**Air Bullet: Special Flying-type, 30 BP, 100% Accuracy, 15/24 PP, hits 3 times, 175 BP Supersonic Skystrike
Sample Sets
Whispy Woods @ Leftovers
Ability: Powerful Breath
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Whispy Inhale
- Seed Bomb
- Stone Edge
- Overheat

Reasoning: Whispy Woods is a tree, hence Grass type. Powerful Breath because Whispy specializes in wind-based attacks using his breath, but obviously cannot fly. Harvest and Seed Bomb are based on Whispy's apple attacks, while the Poison moves are based on the poisonous version of said attack used as Whispy's Revenge. Power Whip, Spikes, and Toxic Spikes are based on his root attacks. Energy and Synthesis are just because Grass-type. Whispy Inhale comes from the attack of the same name, as does Crunch. Air Bullet inspires the signature move of the same name, while its gust variation gives Hurricane and its dark variation gives Dark Pulse and Shadow Ball. His fiery Burst Fruits from Star Allies give him Fire moves. Heavy Slam comes from his jumping moves. Rock Slide and Stone Edge come from the stone-tossing moves he gets as Clanky Woods in Planet Robobot. His stats reflect his being a big ol tree. His speed is 50 because while he's rooted in the ground, he's not completely immobile, and can crawl and jump (!) with surprising speed.
Eternity Winner (Elsword)
Typing : Fighting/Fairy
Stats : 90/130/100/50/50/110 (530 total)
Abilities : Iron Fist/Scrappy/Inner Strength*(HA)
Inner strength : all physical attacks receive a 1.3x boost
Notable moves : Close Combat, Drain Punch, Play Rough, Dynamic Punch, Thunder Punch, Fire Punch, Ice Punch, Blaze Kick, Focus Punch, Dizzy Punch, Mach Punch, Work Up, Thrash, Kapow Punch*, Acrobatics, Arm Thrust, Agility, Focus Blast, Aura Sphere, Beat Up, Bounce, Sky Drop, Brutal Swing, Circle Throw, Comet Punch, Reversal, Counter, Cross Chop, Darkest Lariat, Facade, Force Palm, Head Smash, Knock Off, Low Kick, Low Sweep,Meteor Mash, Power-up Punch, Shadow Punch, Superpower, Refresh, Aromatherapy
Kapow Punch : Fairy-type, Physical, 90BP, 100 Accuracy. Ignores target's stat changes.
Exclusive Z-move : Love and Peace(requires Labium Z, based on Kapow Punch. 200BP, Physical, Fairy-type, ignores target's stat changes and hits all enemies in doubles).

Fighting typing comes from Eternity Winner being a brawler. As she was 100% focused on physical attacks in her original game, I gave her high Attack and Defense stats with very low SpA and SpD. As this class also had one of the best mobilities of the game, I gave her a high Speed stat. Its movepool and abilities also reflect this class being a close-ranged fighter, or are references to some of her skills. Kapow Punch is one of Eternity Winner's best and most well-known moves and Love and Peace is one of her Hyperactive skills (basically an ultimate attack).
Radiant Soul (Elsword)
Typing : Fairy
Stats : 80/60/60/140/110/80 (530 total)
Abilities : Cute Charm/Dazzling/Fairy Aura(Hidden)
Notable Moves : Moonblast, Psychic, Dazzling Gleam, Sunshower*, Quiver Dance, Aurora Veil, Blizzard, Hurricane, Celebrate, Focus Blast, Extrasensory, Healing Wish, Icy Wind, Petal Dance, Solar Beam, Mist Ball, Moongeist Beam, Petal Blizzard
Sunshower : Fairy-type, Special, 80BP, 100 Accuracy. Hits all enemies in doubles, heals the caster and its allies on the field 10% of their total HP
Exclusive Z-move : Rainbow (requires Labium Z, based on Sunshower. 200BP, Special, Fairy-type, cures status on the user)

Radiant Soul gets a pure fairy-typing 'cause I felt it was the most fitting one with her extremely pink and shiny attacks (also the fact that her powers basically come from friendship and emotions). As Radiant Soul is a magic-based, long-ranged class, I gave her high SpA and SpD stats with low Atk and Def, and average Speed and HP. That "pink, shiny and cute" idea kept coming for her abilities and movepool, and once again some attacks are references to skills she can use in Elsword. Sunshower is probably her most iconic move, but I hard to nerf its effects quite a lot to not make it completely broken (it still is broken, but not as much). And once again, Rainbow is her Hyperactive skill, so I made it a Z-move.
Nisha Labyrinth (Elsword)
Typing : Dark/Fairy
Stats : 90/140/120/50/50/80(530 total)
Abilities : Dark Aura/Illusia(hidden ability)
Illusia : If this Pokemon is at full HP, it survives one hit with at least 1 HP and gains a +1 boost in Attack, Special Attack and Speed, but dies at the end of the next turn or if it switches out.
Notable Moves : Dark Pulse, Knock Off, Sucker Punch, Gunk Shot, Baneful Bunker, Beat Up, Destiny Bond, Foul Play, Grass Knot, Memento, Fantasy*, Wood Hammer, Frenzy Plant, Grass Pledge, Leaf Blade
Fantasy : Dark-type, 120BP, 70% Accuracy, 8PP, Physical. Prevents the target from switching for three turns. Causes damage to the target equal to 1/8 of its maximum HP
Exclusive Z-move : Kaleidoscope (requires Labium Z, based on Fantasy. 200BP, Physical, Dark-type)

Nisha is a being made of Laby's negative emotions, hence the Dark-typing. As she's more physically-oriented in Elsword, i gave her high Atk and Def with low SpA and SpD. Her speed is same as Radiant Soul's as their mobility is pretty similar. Illusia is one of her passive skills. I had to nerf it, but it works the same way aka get stronger when you're supposed to die/faint, but death/fainting is only delayed. Most of her moves are references to skills Nisha can use. The grass-type attacks come from Nisha's ability to summon plants from the Black Forest. Fantasy is Nisha Labyrinth's strongest skill, the trapping part coming from this skill pulling enemies towards it (basically it traps them). Kaleidoscope is her Hyper Active skill, so I made it a Z.
Pokemon : Flame Lord
Type : Fire
Abilities : Flash Fire/Blaze(Hidden ability : Mistress of Inferno)
Mistress of Inferno : Increases damage dealt to burning ennemies by 33%
Stats : 50HP/90Atk/80Def/130SpA/90SpD/110Spe (550 total)
Notable moves : Secret Sword, Sacred Sword, U-turn, Quick Attack, Fire Blast, Flamethrower,
Taunt, Work Up, Fire Punch, Eternal Fire*,Scaldic Sword**, Infernal Blade***,Fire Wall****
Z-move : Ancient Fire (Based on Eternal Fire, requires Blazium Z. 220 BP, hits all enemies & allies in doubles.
Burns the pokémon hit.)
*Eternal Fire(130BP|100 Accuracy|Special|5PP|30% chance to burn, hits all ennemies in doubles|Z-move : Inferno Overdrive(195BP))
**Scaldic Sword(40BP|100 Accuracy|Special|40PP|+1 Priority|Z-move : Inferno Overdrive(100BP))
***Infernal Blade(30BP|100 Accuracy|Special|5PP|Hits 3 Times, makes contact|Z-move : Inferno Overdrive(140BP))
****Fire Wall(60BP|100 Accuracy|Special|15PP|Traps the target for 3 turns, reducing their HP by 12.5% each turn|Z-move : Inferno Overdrive(120BP))

The Flame Lord class is meant to be a swordsman and a pyromancer, so I went for pure fire typing for obvious reasons.
Flash Fire and Blaze are no-brainers since they're fire-related abilities. Mistress of Inferno is one of her passives in the game, I had to change
the buffs it provides but it basically works the same, aka be stronger against burnt opponents.
She's originally a mixed attacker oriented towards magic attacks, so I gave her high SpA and speed stats along with
decent physical attack and defenses.
All the new moves are skills from the original game that I adapted as best as I can. Eternal Fire is probably her
best and most spammable move so I gave it high power and no drawbacks, Scaldic Sword is a quick forward dash so I made
it a priority, Infernal Blade is a strong close-ranged 3-hit move, Fire Wall is a kinda weak move damage-wise, but it
prevents opponents from moving by stun-locking them and is extremely simple to land, so I made it into an accurate trapping move with average power.
Ancient Fire is one of her Hyper-active skills and as such became her unique Z-move.
Secret Sword and Sacred Sword 'cause she's still a swordsman, U-turn references the skill Dodge&Slash, Quick Attack = Sonic Assault (an instant forward thrust), all the fire-type moves are here for obvious reasons and Work Up represents the Iron Body - Strong skill since both increase physical and magical (special) attack.
KirbyRider1337
KeeganSkymin4444
MegaFlareon
Scoopapa
Squidy822
Failure999
Neosonic97
Pika Xreme
Daiyaga
 
Not many submissions I like here. Still, I decided I'd vote for a few... mostly because YOU GET A SWORD, AND YOU GET A SWORD, YOU ARE A SWORD, EVERYBODY GETS SWORDS!

Scoopapa's Fi
Neosonic97's Yuri Lowell
KeeganSkymin's Soma Cruz
 
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