Crossover Chaos V2: Slate 44 - Halloween

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.

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.

And one more...

"I've been in the basement. For about 495 years."

latest


Pokémon: Flandre Scarlet (Touhou Koumakyou ~ The Embodiment of Scarlet Devil)
Type: Fire/Dark
Ability: Four of a Kind/Ability to Destroy Anything (HA)
Signature Abilities
Four of a Kind: Flandre's damaging moves hit 4 times, with each hit doing 32.5% damage.
Ability to Destroy Anything: Flandre has a passive +2 to Critical Hit ratio. Critical Hit Damage is increased to 200%. Flandre's moves with secondary effects are unable to activate their secondary effects, but moves with secondary effects deal 20% more damage. Basically Sheer Force, Sniper and Super Luck condensed into one ability.
Moves: Laevateinn, Night Slash, Dark Pulse, Oblivion Wing, Brave Bird, Dazzling Gleam, Play Rough, Leech Life, Giga Drain, etc.
Signature Move: Laevateinn ~ Fire-type, Physical, 100 Base Power, 100 accuracy, 10 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat.
Stats: 60 HP/190 Atk/10 Def/190 SpA/10 SpD/160 Spe (BST: 620)

Reasoning: Meet Flandre Scarlet, younger sister of Remilia Scarlet and the Extra Boss of Embodiment of Scarlet Devil. She's a vampire who may or may not be insane, but is incredibly powerful due to her Ability to Destroy Anything. This manifests as one of her two abilities, which basically acts as a combination of three other abilities: Sheer Force, Sniper and Super Luck, though for balance's sake, the Sheer Force portion of the ability is nerfed from 33% to only 20%. She also has an ability directly based on one of her most famous spell cards, Taboo "Four of a Kind", in which she splits into four, which manifests itself exactly as you'd expect- her attacks all hit four times, with each hit dealing 32.5% damage (for a total of 130% damage). Fire typing is based on some of her attacks having a fire aspect to it (Notably her signature move), and Dark-type because she's a vampire.

Flandre's stats are how she is typically depicted in fan works; A glass cannon, with emphasis on both the glass and cannon aspect. Flandre has insane amounts of Attack and Special Attack, and her speed is amazing too. To compensate however, Flandre's bulk is absolutely pathetic- to the point where even Deoxys-Attack compares favourably in terms of bulk, and you KNOW that if Deoxys-Attack compares favourably in that regard, it's really bad. Priority moves are the bane of Flandre's existence, and she can't ever switch in without a free switch. She NEEDS slow U-turns and defense against Priority (like Psychic Terrain) in order to succeed.

Flandre's movepool is based on spell cards she's used, her vampiric qualities and personality traits. Her signature Laevateinn is based on the Spell Card of the same name (Taboo "Laevateinn"), and it plays to Flandre's strengths and the foe's weaknesses- it deals adaptive damage. Night Slash and Dark Pulse are fairly self-explanatory. Oblivion Wing, Giga Drain and Leech Life are based on Flandre's vampirism, letting her drain the opponents' life to heal herself (Not that she should be taking damage ever, anyway). Play Rough is based on her childish Nature, and Brave Bird is because Crobat got it, so why not Flan? Dazzling Gleam is based on another spell card, that being Forbidden Barrage "Starbow Break".

Flan can run a multitude of sets (as long as they're offense-based, Defensive Flan is absolutely out of the question), so here are a few examples, which mostly boil down to the obligatory Choice sets. Because Flan will always switch out against something it can't kill in one hit.

Specs Flan
Flandre@Choice Specs
Modest/Timid Nature
EVs: 252 Spe, 252 SpA, 4 HP
IVs: 0 Attack (to MAYBE live a Foul Play... MAYBE)
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse
-Dazzling Gleam
-Giga Drain/Oblivion Wing

Banded Flan
Flandre@Choice Band
Adamant/Jolly Nature
EVs: 252 Spe, 252 Atk, 4 HP
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Night Slash
-Play Rough
-Leech Life/Brave Bird

Scarf Flan
Flandre@Choice Scarf
Nature depends on physical or special. Adamant/Jolly for Physical, Modest/Timid for Special.
EVs: 252 Spe, 252 into either Atk or SpA, 4 HP.
Atk IV is 0 for Special attacking sets.
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse/Night Slash
-Play Rough/Dazzling Gleam
-Giga Drain/Oblivion Wing/Leech Life/Brave Bird
 
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"Hey."
View attachment 163059
Type: Steel / Dark
Ability: Defiant / Anger Point / Strong Jaw
Moves: Axe Pummel, Crunch, Fire Fang, Ice Fang, Thunder Fang, Poison Fangs, Sucker Punch, Gunk Shot, Beat Up, Knock Off, Pursuit, Snarl, Payback, Thief, Fake Out, Taunt, Torment, Parting Shot, Snatch, Roar, Spite, Toxic, Play Rough, Outrage, Thrash, Foul Play
Signature Move: Axe Pummel - 110 BP Physical Steel-type move, 90% accuracy
Stats: 110/125/85/60/75/115 [570 BST]
Reasoning: Steel typing due to the axe Susie wields, Dark due to her bully nature and her brief time as an antagonist. I opted against Dragon, solely because her design is not enough to make her Dragon to me; if Sans is Ghost/Psychic, Susie can skip out on Dragon. Defiant is due to her rebellious nature, Anger Point is due to her short temper and her famous quote, "Quiet people piss me off". Strong Jaw is rather obvious, considering how she has threatened multiple times to bite someone's face off. Axe Pummel is based on her weapon in Deltarune. Susie then gets access to most fang moves due to Strong Jaw. All of the other moves derive from her bully nature and her personality as a whole. I will point out that Fake Out is due to her deciding not to eat Kris's face and all. Stats are what you would expect. Susie has 110 HP in Deltarune proper, so that was an easy translation. Also made Susie fast, as she is faster than Kris and whatnot.

Sample sets:

Strong Jaw Sweeper (Susie) @ Life Orb
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Fire Fang / Ice Fang / Thunder Fang
- Ice Fang / Thunder Fang / Fire Fang

Offensive Utility (Susie) @ Leftovers / Assault Vest
Ability: Defiant
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Parting Shot / Pursuit / Sucker Punch
- Pursuit / Toxic / Poison Fangs
- Fake Out / Sucker Punch / Taunt

Defiant Abuser (Susie) @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Play Rough
- Gunk Shot / Sucker Punch
"oh no......."
latest

Type: Ghost
Ability: Incorporeal / Truant / Wimp Out
Moves: Ghastly Tears, Shadow Ball, Dazzling Gleam, Hyper Voice, Teleport, Baby-Doll Eyes, Ominous Wind, Shadow Sneak
Signature Ability: Incorporeal - The user is immune to Physical attacks.
Signature Move: Ghastly Tears - 20 BP Special Ghost-type move, +1 priority; hits 3-5 times.
Stats: 20/5/10/110/125/30 [300 BST]
Reasoning: Ghost because duh. Ghastly Tears is based on the tears Napstablook uses in his attacks. Incorporeal is based off of how ghosts work in Undertale; they cannot be physically harmed. While this may seem broken, Napstablook has piss poor stats across the board aside from Special Attack and SpD, the latter of which is useless with 20 HP. Truant is due to the infamous "Not feeling it today" attack, and Wimp Out is due to Napstablook's cowardly nature. Dazzling Gleam is due to Dapperblook, Hyper Voice because of his DJ career and the fact I was too scared to give Boomburst, Teleport because of his fading, Baby-Doll Eyes due to his eyes in the GIF, and Ominous Wind plus Shadow Sneak are basic Ghost-type moves.

Sample sets:

"here, i guess...." (Napstablook) @ Focus Sash
Ability: Incorporeal
EVs: 252 SpA / 252 SpD / 4 Spe
Modest Nature
- Ghastly Rain / Shadow Ball
- Dazzling Gleam
- Hyper Voice
- Ominous Wind
Why not Rude Buster as a Z-Move for susie?
 
I've been meaning to bring this sub back from v1, but I kept forgetting to.

"Shoot and I'll move!"
Pokémon: Marisa Kirisame
Type: Electric/Psychic
Ability: Magician / Levitate / Drizzle (Hidden)
Stats: 70/120/60/150/80/120 (600)
Notable Moves: Thunder, Master Spark*, Psyshock, Thunderbolt, Hydro Pump, Scald, Ice Beam, Blizzard, Flamethrower, Fire Blast, Wild Charge, Flare Blitz, Waterfall
*Master Spark: Special Psychic-type, 120 BP, 100% Accuracy, 10/16 PP, 30% chance to lower target's Special Defense by 1, Pulse move
Marisa Kirisame @ Life Orb
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Master Spark (120 BP. Special Psychic. 30% chance to lower target's Special Defense by 1. 10 PP, 16 max.)
- Thunder
- Hydro Pump
- Ice Beam
Reasoning: Marisa literally carries a reactor on her person at all times, and it gets across both the rain motif and her usage of light/heat magic, and touhoumon agrees with me, so Electric-type it is. Both Marisa and the Psychic-type are often associated with space and light, so while not actually psychic Marisa is a Psychic-type by any reasonable standard. Marisa is both a literal magician and fond of taking people's "held items", so she gets Magician. Marisa also can fly, hence Levitate. Marisa is also associated with rain, and "drizzle" is the literal meaning of her surname, and she gets rain as an effect in SWR (citation needed), so Drizzle. Marisa isn't exactly the most durable, but she's fast. And while her main focus is blowing people the fuck up with her magic, hence the high Special Attack, one of her very favorite attacks is just ramming people in the face, hence her high Attack. Master Spark is obviously her signature attack (actually stolen from Yuuka). It's Psychic-type this time around so it's not competing directly with Thunder (since she has Drizzle), and because it's just a massive beam of light similar to Photon Geyser. Thunder and Psyshock are just STAB. Water-type moves because of her natural (but ignored) affinity with water magic, and Fire-type moves from one of her shot types in DDC. In HSiFS, Marisa can literally use an ice beam, so she also gets a few Ice-type moves.
 
a76.jpg

"Try this."
Pokémon: Alfyn
Type: Normal/Poison
Ability: Wonder Skin / Heightened Healing*
*The user, when healed, is healed for an additional 1/16 HP.
Moves: Chip Away, Last Stand**, Ice Beam, Recover, Heal Pulse, Wish, Aromatherapy, Toxic, Will-O-Wisp, Thunder Wave, Cotton Spore, Sleep Powder, Confuse Ray, Screech, Acid Spray, Sweet Scent, Clear Smog, Safeguard, Aqua Ring, Feint, Purify, Pollen Puff
**Poison, Physical, ??? BP, 95% Acc, 10 PP | Hits all adjacent foes. Base Power = 80 + (80 * (user's current HP) / (user's max HP)) | Poisonium Z: 160 BP Acid Downpour
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries are known for having various means to heal their allies and hurt their enemies. (Normal/Poison typing represents this duality.) Alfyn is a special Apothecary, having many more means via his Talent: Concoct. His Abilities are based on his Support Skills, where Wonder Skin is a parallel to Resist Ailments..
It'd be tedious to use standard paragraph writing to specify the move associations, so...
Apothecary skills: Chip Away (axe attacks), Last Stand, Ice Beam (Icicle), Recover, Heal Pulse, Wish (First Aid), Aromatherapy (Rehabilitate), Toxic (Empoison)
Alfyn's concoctions: Will-O-Wisp (harmful Noxroot), Thunder Wave, Cotton Spore (harmful Essence of Pomegranate), Sleep Powder (harmful Sleepweed), Confuse Ray (harmful Addlewort), Screech (harmful Essence of Grape), Acid Spray (harmful Essence of Plum), Sweet Scent (harmful Olive Bloom), Clear Smog (Bizarre Incense), Safeguard (Curious Mist), Aqua Ring (Nameless Panacea), Feint (the harmful ones are effective for guard breaking), Purify (AoE healing), Pollen Puff (from the duality of concoctions)
 
Time for Mass Effect Characters:

Pokémon :Liara T'Soni
Type: Psychic
Ability: Biotic Barrier
Biotic Barrier: When above 50% HP, attacks deal 2/3 damage. Electric Weakness.
Stats: 75 / 80 / 70 / 125 / 115 / 100 | BST: 565
Notable Moves: *Warp, *Singularity, Focus Blast, Shadow Ball, Calm Mind, Nasty Plot, Recover, Barrier, Psycho Cut, Superpower
Singularity - 100 BP | Psychic | Special | 75% Acc. | Traps and damages foe for 4-5 turns
Warp - 70 BP | Psychic | Special | 100% Acc. | Lowers foe's SpD and Def by 1. If it hits a target affected by Singularity, the target and all adjacent oppoents take 25% of their max HP multiplied by their weakness or resistance to Psychic, and the singularity is ended.
Reasoning: Liara T'Soni, one of the party members from Mass Effect. She is the player's introduction to the Asari, a highly advanced alien race who live for over 1000 years, and have innate biotic ( telekinetic essentially ) powers. For reasons of incredible convenience, they are capable of mating with members of other species somehow. Liara is a scientist who studies the Protheans, a civilation that was wiped out 100,000 years ago ( which happens to be very relevant to the plot of the game ).

In combat she is an Adept, a character that uses only biotic special abilities. Singularity is an ability which creates a gravity well that pulls in enemies, who then float helplessly in the air. In Mass Effect 3, enemies caught in Singularity are primed for biotic explosions, meaning any damage dealing biotic ability that hits them will set of an explosion that deals splash damage. Warp is a biotic ability that deals some damage but is mostly used for debuffing the defenses of enemies. It's also a good biotic detonator. Biotic barriers ( and their electronic counterparts ) are generally weak to electrical attacks from engineers, hence the ability.

Type: Steel
Ability: Omni-tool
Omni-Tool: This pokemon's Ice, Fire, and Electric attacks deal 50% more damage.
75 / 85 / 90 / 110 / 115 / 90 | BST: 565
Notable Moves: Combat Drone, Decoy, Discharge, Flamethrower, Freeze Dry, Iron Head, Ice Punch, Fire Punch, Thunder Punch
Combat Drone | Status | 5-8 PP | sets up a combat drone. While the drone is active, attacks will hit the drone, dealing 1 damage to Morodin but ending the drone. At the end of each turn, the drone uses Thundershock. This can only be used once per switch in. The drone last 8 turns, or until Morodin switches out or gets hit by an attack.
Decoy | Status | 5-8 PP | user sacrifices 25% of its health to set up a substitute with 50% increased defenses. This substitute takes damage before the combat drone.
Reasoning: Morodin, one of the party members from Mass Effect 2. He is a member of the Salarian race, a species with short lifespans, who are extremely quick in their thinking, talking, and wit. Morodin is a scientist / engineer who developed a bioweapon that nearly sterilized the Krogan race, a very controversial act that ended a desperate war.

Mordin's combat class is Engineer, a character who has only tech-based special abilities. Engineer offensive abilities tend to be divided into electrical, fire, and cold based, hence the Omni-tool ability and coverage movepool. Combat Drone is a common engineer ability, used primarily to distract approaching enemies and slow them down. Decoy creates a hologram which can draw aggression from enemy units.
Urdnot_Wrex.png

Pokemon: Urdnot Wrex
Type: Dragon / Psychic
Ability: Krogan Rage
Krogan Rage: Boosts Speed and Atk by 1 when it KOs with a physical move.
105 / 130 / 110 / 115 / 70 / 70 | BST: 600
Notable Moves: Carnage, Warp, Bulk Up, Outrage, Dragon Hammer, Zen Headbutt, Psychic, Close Combat, Hammer Arm, Focus Blast, Head Smash,
Carnage - 100 BP | Fire type | Special | 90% Acc. | Foe takes 1/8 of its max HP in damage at the end of the next two turns.
Warp - 70 BP | Psychic | Special | 100% Acc. | Lowers foe's SpD and Def by 1. If it hits a target affected by Carnage, the target and all adjacent oppoents take 25% of their max HP multiplied by their weakness or resistance to Fire, and the Carnage effect is ended.
Reasoning: Urdnot Wrex, a Krogan Mercenary and playable character in Mass Effect. The Krogans were a race that never made it to the space age because they devastated their homeworld with a nuclear war. They were uplifted by the council of allied races to help in a war, due to their aggressive nature, large size, and plentiful numbers. After winning the war, the Krogans turned on the council, seeking to populate their nuclear fallout-free planets. In retaliation, they were afflicted by a retrovirus that crippled their ability to reproduce to a 1/1000 chance of viability. Faced with the impending extinction of their species, the war quickly ended. Many Krogans have now integrated into the council worlds, but there is a deep sense of resentment and nihilism in most Krogans due to the fate of their species.

Wrex's combat class is Vanguard, a character who has access to both combat and biotic-based special abilities. Carnage is an ability for combat classes that is essentially a rocket launcer, which inflicts fire-based bleed damage on its opponent for a short time. When a target that is affected by this bleed damage effect is hit by a detonator ability such as Warp, it causes a Fire explosion, which deals damage to all enemies in the area. Warp is a biotic ability primarily used for debuffing enemies, and detonating primed targets. Krogans in Mass Effect 3 have a mechanic called Rage, where getting a certain number of melee kills in quick succession allows them to enter a mode of increased speed, health regeneration, and melee damage.
[/end]
 
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What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
View attachment 152968
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 100/100/75/75/75/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he has a magic qualia and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up

“I will not allow anyone to stop my song.”
162283


162284


Pokémon: Hilda (Stella Glow)
Type: Fairy
Ability: Pressure/Pixilate
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Play Rough, Moonblast, Dazzling Gleam, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Boomburst, Double-Edge, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Hyper Beam, Giga Impact, Roar of Time, Calm Mind, Swords Dance, Nasty Plot, Light of Ruin, Earthquake, Earth Power, Power Gem, Stone Edge, Sacred Sword, Flame Charge, Icicle Crash, Wild Charge.
Signature Move: Ice World-Fairy, Status, 5 PP, Stops the clock of the opponent.
Signature Z Move: Blazing Light-Converted from Ice World using Tunium Z. Only usable in Goddess form. Fairy, Special, Base 100 Power, Stops the clock of all opponents on the field.
"Start my Clock once Again!"
  • New Status Effect: Stop
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • Any items and abilities that activate "at the end of every turn" don't activate under this condition. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, etc.
    • Cannot be cured by switching out.
    • However, Stopped Clock doesn’t affect it’s own counter.
    • Speed reduced to 25% of the original.
    • 25% of not being able to move.
    • Attacks aimed at afflicted have their accuracy multiplied by 5/3
    • Wears of after a random number of turns
Stats: 80/100/90/115/125/90
Stats (Goddess): 100/110/100/145/145/100
Reasoning: Hilda doesn’t have an element like the other witches, so she’s pure fairy. Pressure is the standard legendary pokemon ability. Pixilate is to emphasize she’s a pure fairy. Final Tuning and the Goddess Form reference her Goddess Form from the game. Her huge movepool reflects her age and her being the strongest witch. The Stop status conditon reflects her stopping her own clock for thousands of years.

"I have to say, I'm an instant fan. Looks like you've got a date with an angel!"
152879


Pokémon: Alice Angel (Bendy and the Ink Machine)
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 75/60/75/135/110/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her own, relying on trickery and experiments, also she got killed by one stab wound. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities, and her singing. Poison moves are because ink in that period was toxic. TM Moves are for coverage.

Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
 
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>New Status Effect: Stopped Clock
  • Pokemon with this Status Condition Acts as if turns stop counting.
    • They can’t move, dodge, or attack for 3 turns.
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • Any items and abilities that activate "at the end of every turn" don't activate under this condition. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, etc.
    • Cannot be cured by switching out.
    • However, Stopped Clock doesn’t affect it’s own counter.

This is... completely broken. 100% Accuracy on everything? Complete lockdown even greater than Freeze, to the point where the opponent can ONLY switch out? The 3 turn limit for such a potent effect doesn't really mean anything given how it's essentially a dead 'mon. It literally becomes a game of 'Can you Outspeed AND OHKO Hilda? No? Too bad, you lose the game.' And Hilda isn't exactly frail either, AND has a good defensive typing.

I don't see Hilda ever getting accepted while this exists.
 
This is... completely broken. 100% Accuracy on everything? Complete lockdown even greater than Freeze, to the point where the opponent can ONLY switch out? The 3 turn limit for such a potent effect doesn't really mean anything given how it's essentially a dead 'mon. It literally becomes a game of 'Can you Outspeed AND OHKO Hilda? No? Too bad, you lose the game.' And Hilda isn't exactly frail either, AND has a good defensive typing.

I don't see Hilda ever getting accepted while this exists.
Nah, it should be applied to 5 turns because I HATE 1 turn only status. Pokemon's meant to be broken, not balanced.
 
Nah, it should be applied to 5 turns because I HATE 1 turn only status. Pokemon's meant to be broken, not balanced.

I'm talking Mega Rayquaza levels broken- this isn't just something Ubers-worthy- This goes BEYOND that and into AG levels broken. Combine Hilda's ridiculously high stats with an obscenely large movepool AND the ability to completely lock down entire enemy teams? The ONLY thing that would stop Hilda from effortlessly dominating even Uber-level or AG-Level suggestions (Whether they got accepted or not, like Ultimate Armor X back when he was a part of my X submission, or my Yukari for the Final Boss slate) is 4 Moveslot Syndrome. That is quite literally the ONLY downside to Hilda as she exists right now.
 
I'm talking Mega Rayquaza levels broken- this isn't just something Ubers-worthy- This goes BEYOND that and into AG levels broken. Combine Hilda's ridiculously high stats with an obscenely large movepool AND the ability to completely lock down entire enemy teams? The ONLY thing that would stop Hilda from effortlessly dominating even Uber-level or AG-Level suggestions (Whether they got accepted or not, like Ultimate Armor X back when he was a part of my X submission, or my Yukari for the Final Boss slate) is 4 Moveslot Syndrome. That is quite literally the ONLY downside to Hilda as she exists right now.
Does that matter? If the mod ever does become playable (which will likely be a while and it will probably be a shitshow balance-wise) just ban hilda beforehand. This mod is mostly about the creative process so I don’t think balance really needs to be taken into account
 
Does that matter? If the mod ever does become playable (which will likely be a while and it will probably be a shitshow balance-wise) just ban hilda beforehand. This mod is mostly about the creative process so I don’t think balance really needs to be taken into account

The OP dictates the rules, though, and these were his rules last I checked. It's why my X submission doesn't have the Ultimate Armor.
 
What am I doing!? I almost gave up! She saved me! If I don’t protect her now, who will!? I need to be stronger… I need the strength to protect those precious to me!"
View attachment 152968
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 125/125/100/75/100/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he has a magic qualia and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up

“I will not allow anyone to stop my song.”
162283


162284


Pokémon: Hilda (Stella Glow)
Type: Fairy
Ability: Pressure/Pixilate
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Play Rough, Moonblast, Dazzling Gleam, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Boomburst, Double-Edge, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Hyper Beam, Giga Impact, Roar of Time, Calm Mind, Swords Dance, Nasty Plot, Light of Ruin, Earthquake, Earth Power, Power Gem, Stone Edge, Sacred Sword, Flame Charge, Icicle Crash, Wild Charge.
Signature Move: Ice World-Fairy, Status, 5 PP, Stops the clock of the opponent.
Signature Z Move: Blazing Light-Converted from Ice World using Tunium Z. Only usable in Goddess form. Fairy, Special, Base 100 Power, Stops the clock of all opponents on the field.

"Start my Clock once Again!"
New Status Effect: Stopped Clock
  • Pokemon with this Status Condition Acts as if turns stop counting.
    • They can’t move, dodge, or attack for 1 turn.
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • Any items and abilities that activate "at the end of every turn" don't activate under this condition. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, etc.
    • Cannot be cured by switching out.
    • However, Stopped Clock doesn’t affect it’s own counter.
Stats: 100/120/120/135/135/80 (690)
Stats (Goddess): 120/135/135/150/150/100 (790)
Reasoning: Hilda doesn’t have an element like the other witches, so she’s pure fairy. Pressure is the standard legendary pokemon ability. Pixilate is to emphasize she’s a pure fairy. Final Tuning and the Goddess Form reference her Goddess Form from the game. Her huge stats and movepool reflect her age and her being the strongest witch. The Stopped Clock status conditon reflects her stopping her own clock for thousands of years.

"I have to say, I'm an instant fan. Looks like you've got a date with an angel!"
152879


Pokémon: Alice Angel (Bendy and the Ink Machine)
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 60/50/75/165/135/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her own, relying on trickery and experiments, also she got killed by one stab wound. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities, and her singing. Poison moves are because ink in that period was toxic. TM Moves are for coverage.

Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
Dude, maybe at least tone it down for all of them. They are quite strong in their manner, so here are my suggestions.
Alto: BST is 625, so maybe tone down the stats to 525, with the stats 100/100/75/75/75/100 in mind. Also, maybe a new move for him based on Double Slash (45 BP, 95% Acc, 15 PP, Hits 2 times, Physical) as well. And just a note, Z-Moves ignore accuracy checks.
Hilda: Change Final Tuning so that Alto just has to be in the party with the Tune Stone, so that she can be used in singles. Anyways, having a BST larger than Mega Ray is just no, so the base form will now have 600 BST and the goddess 700 BST, with their stats respectively being 80/100/90/115/125/90 and 100/110/100/145/145/100. You can also rework the Stopped Clock status (just rename it to Stop/Slow), by making it a combination of Frozen and Paralysis. Their speed will be cut to 1/4th, but they might not move 50% of the time. They can dodge attacks, but accuracy is boosted by the same multiplier as Gravity. It'll wear off after a random amount of turns. Turn-activated moves and abilities also fail under it.
Alice Angel: Uh, 60/50/75/165/135/105 is 585, which is fine, but 560 is also fine as long as the stat spread is this: 75/60/75/135/110/105.
The rest is actually fine in my eyes, so do these and your good.
 
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.

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.

And one more...

"I've been in the basement. For about 495 years."

latest


Pokémon: Flandre Scarlet (Touhou Koumakyou ~ The Embodiment of Scarlet Devil)
Type: Fire/Dark
Ability: Four of a Kind/Ability to Destroy Anything (HA)
Signature Abilities
Four of a Kind: Flandre's damaging moves hit 4 times, with each hit doing 32.5% damage.
Ability to Destroy Anything: Flandre has a passive +2 to Critical Hit ratio. Critical Hit Damage is increased to 200%. Flandre's moves with secondary effects are unable to activate their secondary effects, but moves with secondary effects deal 20% more damage. Basically Sheer Force, Sniper and Super Luck condensed into one ability.
Moves: Laevateinn, Night Slash, Dark Pulse, Oblivion Wing, Brave Bird, Dazzling Gleam, Play Rough, Leech Life, Giga Drain, etc.
Signature Move: Laevateinn ~ Fire-type, Physical, 100 Base Power, 100 accuracy, 10 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat.
Stats: 60 HP/190 Atk/10 Def/190 SpA/10 SpD/160 Spe (BST: 620)

Reasoning: Meet Flandre Scarlet, younger sister of Remilia Scarlet and the Extra Boss of Embodiment of Scarlet Devil. She's a vampire who may or may not be insane, but is incredibly powerful due to her Ability to Destroy Anything. This manifests as one of her two abilities, which basically acts as a combination of three other abilities: Sheer Force, Sniper and Super Luck, though for balance's sake, the Sheer Force portion of the ability is nerfed from 33% to only 20%. She also has an ability directly based on one of her most famous spell cards, Taboo "Four of a Kind", in which she splits into four, which manifests itself exactly as you'd expect- her attacks all hit four times, with each hit dealing 32.5% damage (for a total of 130% damage). Fire typing is based on some of her attacks having a fire aspect to it (Notably her signature move), and Dark-type because she's a vampire.

Flandre's stats are how she is typically depicted in fan works; A glass cannon, with emphasis on both the glass and cannon aspect. Flandre has insane amounts of Attack and Special Attack, and her speed is amazing too. To compensate however, Flandre's bulk is absolutely pathetic- to the point where even Deoxys-Attack compares favourably in terms of bulk, and you KNOW that if Deoxys-Attack compares favourably in that regard, it's really bad. Priority moves are the bane of Flandre's existence, and she can't ever switch in without a free switch. She NEEDS slow U-turns and defense against Priority (like Psychic Terrain) in order to succeed.

Flandre's movepool is based on spell cards she's used, her vampiric qualities and personality traits. Her signature Laevateinn is based on the Spell Card of the same name (Taboo "Laevateinn"), and it plays to Flandre's strengths and the foe's weaknesses- it deals adaptive damage. Night Slash and Dark Pulse are fairly self-explanatory. Oblivion Wing, Giga Drain and Leech Life are based on Flandre's vampirism, letting her drain the opponents' life to heal herself (Not that she should be taking damage ever, anyway). Play Rough is based on her childish Nature, and Brave Bird is because Crobat got it, so why not Flan? Dazzling Gleam is based on another spell card, that being Forbidden Barrage "Starbow Break".

Flan can run a multitude of sets (as long as they're offense-based, Defensive Flan is absolutely out of the question), so here are a few examples, which mostly boil down to the obligatory Choice sets. Because Flan will always switch out against something it can't kill in one hit.

Specs Flan
Flandre@Choice Specs
Modest/Timid Nature
EVs: 252 Spe, 252 SpA, 4 HP
IVs: 0 Attack
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse
-Dazzling Gleam
-Giga Drain/Oblivion Wing

Banded Flan
Flandre@Choice Band
Adamant/Jolly Nature
EVs: 252 Spe, 252 Atk, 4 HP
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Night Slash
-Play Rough
-Leech Life/Brave Bird

Scarf Flan
Flandre@Choice Scarf
Nature depends on physical or special. Adamant/Jolly for Physical, Modest/Timid for Special.
EVs: 252 Spe, 252 into either Atk or SpA, 4 HP.
Atk IV is 0 for Special attacking sets.
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse/Night Slash
-Play Rough/Dazzling Gleam
-Giga Drain/Oblivion Wing/Leech Life/Brave Bird
All of them are fine, but for Richter, can you maybe balance out the power of his Z-moves to at least 200 BP, since Grand Cross being the weakest and Hydro Storm being the strongest doesn't make sense to me?
 
Fujiwara no Mokou


Pokémon: Fujiwara No Mokou (Touhou Eiyashou ~ Imperishable Night)
Type: Fire/Fighting
Ability: Flash Fire/Reckless/Person of Hourai (HA)
Signature Ability
Person of Hourai: Heals 1/16th of her HP every turn, but increases to 1/8th of her HP if hit with a Fire-type move (immunity to Fire-type moves). If Mokou is knocked out once, she is revived with 100% HP. This can only happen once per battle.
Moves: Phoenix Rebirth, Fujiyama Volcano, Flare Blitz, Blast Burn, Blaze Kick, Burn Up, Eruption, Fire Punch, Fire Blast, Inferno, Lava Plume, Searing Shot, Will-O-Wisp, Recover, Close Combat, Counter, Focus Punch, High Jump Kick, Mach Punch, Sky Uppercut, Foul Play, Sucker Punch, Taunt, Knock Off, Curse, Double-Edge, Dragon Claw, Mist, Brave Bird, U-Turn, Explosion
Signature Moves: Phoenix Rebirth ~ Fire-type, Status, 5 PP. If the user was knocked out after this move was used, she is revived at 100% HP and becomes Reborn Form. All attacks are 50% more powerful, but also cause 1/3rd of the damage to her as recoil. These also get boosted by Reckless.
Fujiyama Volcano ~ Fire-type, Physical, 150 Base Power, 80 Accuracy, 5 PP. 30% chance to burn the target. Deals damage equal to 1/2 of the damage done.
Z-Moves
Let This Whole World Burn Away to Nothing! ~ Fire-type, Special, 250 Base Power. Causes the user to faint (can still activate Person of Hourai). If the target survives, burns them. Can only be access by Phoenix Rebirth using Mokouium Z.
Stats: 180 HP/120 Atk/100 Def/80 SpA/120 SpD/80 Spe (BST: 680)

Reasoning: Meet Fujiwara No Mokou, the Immortal Human and the Extra Boss of Imperishable. She's a immortal human, alive for 1300 years and a manifestation of a phoenix. Maintaining her status, her signature ability, Person of Hourai, gives a bit of her immortality through natural Leftovers, bumped up when she's hit with Fire-type moves. Also, she can revive as well due to her ability, but due to balancing, she just revives herself once at full HP. Fire type and Flash Fire are obvious, but Fighting type and Reckless is known for her somewhat physical approach, which appears to be free-form.

Mokou's stats are like that in Genius of Sappheiros: A powerful physical attacker with excellent HP. Here, she's translated into possibly a Snorlax on crack, with high HP and better Special Defense than Defense, though the gap is not as bad. She's also a bit on the slower side and doesn't have that good of a Special Attack, but her Attack is good enough.

Mokou's movepool is based on spell cards she's used, her fire sorcery, among others. Phoenix Rebirth is her Last Spell in IN and it basically acts as a unique version of Endure or Destiny Bond. It makes her more powerful, but at the cost of damage taken (like she is with some moves in her fighting appearences, both official and non-canon). Her high HP can counteract it, though. Fujiyama Volcano is a Head Smash clone with a chance to burn, also based off of her spell-card of the same name. Several Fire-type moves for her volcano-related ones and others as well, Fighting-type moves for her punches in Genius of Sappheiros, and other moves for her deliquent nature, skills, and other spell cards, like Mist for her Precious Life Scatters like Mist spellcard. Her Z-move is based off of her last word in ULiL and AoCF. Explosion also holds the same criteria.

Scarf Mokou
Mokou @ Choice Scarf
Jolly Nature
EVs: 252 Spe, 252 Atk, 4 Def
Ability: Flash Fire/Reckless/Person Of Hourai
-Flare Blitz/Fujiyama Volcano
-Close Combat
-Knock Off
-U-Turn/Brave Bird

Band Mokou
Mokou @ Choice Band
Adamant Nature
EVs: 252 Spe, 252 Atk, 4 Def
Ability: Flash Fire/Reckless/Person Of Hourai
-Flare Blitz/Fujiyama Volcano
-Close Combat
-Knock Off
-Mach Punch/U-Turn

Mokouium Z
Mokou @ Mokouium Z
Hasty Nature
EVs: 252 Spe, 252 Atk, 4 SpA
Ability: Person Of Hourai
-Fujiyama Volcano
-Phoenix Rebirth
-Mach Punch/High Jump Kick
-Recover
 
Dude, maybe at least tone it down for all of them. They are quite strong in their manner, so here are my suggestions.
Alto: BST is 625, so maybe tone down the stats to 525, with the stats 100/100/75/75/75/100 in mind. Also, maybe a new move for him based on Double Slash (45 BP, 95% Acc, 15 PP, Hits 2 times, Physical) as well. And just a note, Z-Moves ignore accuracy checks.
Hilda: Change Final Tuning so that Alto just has to be in the party with the Tune Stone, so that she can be used in singles. Anyways, having a BST larger than Mega Ray is just no, so the base form will now have 600 BST and the goddess 700 BST, with their stats respectively being 80/100/90/115/125/90 and 100/110/100/145/145/100. You can also rework the Stopped Clock status (just rename it to Stop/Slow), by making it a combination of Frozen and Paralysis. Their speed will be cut to 1/4th, but they might not move 50% of the time. They can dodge attacks, but accuracy is boosted by the same multiplier as Gravity. It'll wear off after a random amount of turns. Turn-activated moves and abilities also fail under it.
Alice Angel: Uh, 60/50/75/165/135/105 is 585, which is fine, but 560 is also fine as long as the stat spread is this: 75/60/75/135/110/105.
The rest is actually fine in my eyes, so do these and your good.
Bmw6446, I see you did put some down, but not all of them? Could you fix them up and I'll be happy?
 
All of them are fine, but for Richter, can you maybe balance out the power of his Z-moves to at least 200 BP, since Grand Cross being the weakest and Hydro Storm being the strongest doesn't make sense to me?

Except the thing is that Hydro Storm IS the strongest overall in the source material (In fact, it's to the point where, in SoTN, Hydro Storm and Thousand Blades [not mentioned] are the only two Item Crashes that people generally use when playing Richter Mode). I gave Grand Cross the ability to bypass Substitutes specifically to make up for the fact that it's nowhere near as powerful as Hydro Storm.
 
Except the thing is that Hydro Storm IS the strongest overall in the source material (In fact, it's to the point where, in SoTN, Hydro Storm and Thousand Blades [not mentioned] are the only two Item Crashes that people generally use when playing Richter Mode). I gave Grand Cross the ability to bypass Substitutes specifically to make up for the fact that it's nowhere near as powerful as Hydro Storm.
Well, that's fine.
Anyways, how's my Mokou sub?
 
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Well, that's fine.
Anyways, how's my Mokou sub?

Normally I'd be annoyed about 'Mons coming back after fainting (Mostly because Pika Xreme has already used that gimmick in MANY of his submissions), although in Mokou's case there's actually unique conditions regarding her ressurection (She can only ressurect once, unless you time Phoenix Rebirth well), and unlike half of the other 'Revive on Death' forms, it's not a straight upgrade over the original due to the forced recoil damage. While Mokou does have lots of HP (fittingly for an immortal), that combined with the damage she'll be taking due to her relatively slow nature (compounded by the fact that Fire/Fighting is not a good defensive typing) means it'll add up fast.

I also like the fact that you did a unique take on the mechanics of Destiny Bond. The idea for Phoenix Rebirth is really interesting. I may have to try to find ways to spin that kind of mechanic into future submissions!
 
Voting time. Votes will be tallied in a week's time.
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
Pokémon: Ness
Type: Psychic/Normal
Ability: Healer / Guts / Forewarn [HA]
Stats: 110/110/100/110/100/70 [BST 600]
Z-Move: PSI Rockin Ω (Psychic-type Special 200BP move. Psychic and Nessium Z required.)
Some Moves: Heal Pulse, Recover, Wish, Purify, Refresh, Teleport, Psyshock, Psychic, Flash, Dazzling Gleam, Reflect, Barrier, Mirror Coat, Hypnosis, Thunder Wave, Incinerate, Shock Wave, Eerie Impulse, Hidden Power, Slam, Wood Hammer, Return, Tri Attack, Bide, Zen Headbutt, Facade
Reasoning: Bulky, with decent offense? That's Ness, alright. Recover and Heal Pulse because he can use Lifeup on any team member, himself included. Purify and Refresh because he learns Healing too, which has the same targeting. Flash and Dazzling Gleam from PSI Flash, Reflect, Mirror Coat, and Barrier from Shield (Mirror Coat because Shield β reflects damage back to the attacker), Psyshock and Psychic are STAB, Thunder Wave is Paralysis, and Hypnosis is Hypnosis. Incinerate is from PSI Fire, Shock Wave PSI Thunder, and Eerie Impulse PSI Magnet. All are from Smash Bros, but Ness doesn't get any of them in his game, hence why he didn't get any stronger attacks for the former two. Zen Headbutt's just mandatory STAB tbh. Healer because again he's got loads of healing arts, Guts because he has a rather high Guts stat, and Forewarn (Prophetic Dream) because Magicant. I thought STAB Facade on Guts w/110 Attack and 110/100/100 bulk might've been broken, but it seems workable I think, and considering the Bravado Ness needs to take on Giygas, it fits.
Pokémon: Kaguya Houraisan
Type: Fairy
Ability: Sturdy / Cute Charm / Regenerator [HA]
Moves: Dazzling Gleam, Flamethrower, Fire Blast, Fire Lash, Moonblast, Shadow Ball, Sunny Day, Fire Punch, Flash Cannon, Signal Beam, Aurora Beam, Power Gem, Rock Tomb, Rock Slide, Stone Edge, Withdraw, Water Pulse, Wood Hammer, Grass Knot, Solar Beam, Hydro Pump, Magnet Bomb, Protect, Attract
Z-Move: End of Imperishable Night (40BP Special move. Moonblast is required. Hits five times.)
Stats: 140/70/70/120/120/60 [BST 580]

Reasoning: Fairy because Lunarians are quite mystical, not to mention she's an Hourai Immortal. In addition, Fairy typing would make her weak to Poison, which can kill Lunarians as if they were humans, and gives her STAB on Moonblast. (Lunarians can't die natural deaths, but non-natural deaths will do them in instead. Kaguya, having ingested the Hourai Elixir, is an exception, as she can instantly regenerate from non-natural deaths, which brings us Sturdy and Regenerator.) Moves explained as follows:
Dazzling Gleam, Flash Cannon, Signal Beam, Aurora Beam, Power Gem:
Impossible Request "Jewel from the Dragon's Neck -Five-Colored Shots-" / Divine Treasure "Brilliant Dragon Bullet".
Rock Moves, including the aforementioned Power Gem: Impossible Request "Buddha's Stone Bowl -Indomitable Will-" / Divine Treasure "Buddhist Diamond"
Fire moves: Impossible Request "Robe of Fire Rat -Unhurried Mind-" / Divine Treasure "Salamander Shield"
Withdraw, Water Pulse: Impossible Request "Swallow's Cowrie Shell -Everlasting Life-" / Divine Treasure "Life Spring Infinity" (Cowries are Sea Snails.)
Wood Hammer, Grass Knot, Solar Beam, still Power Gem and Stone Edge: Impossible Request "Bullet Branch of Hourai -Rainbow Danmaku-" / Divine Treasure "Jeweled Branch of Hourai -Dreamlike Paradise-"
Hydro Pump: Tree-Ocean of Hourai"
Moonblast, Shadow Ball: Has ties to the moon and even hid it from view.
Magnet Bomb, still Moonblast: New Impossible Request "Lunar Ilmenite" (Ilmenite is the chemical compound FeTiO3, which is weakly magnetic and is rich in Iron and Titanium, both metals, not to mention quite commonplace on the Moon.)
Protect: Can manipulate the Eternal and Instantaneous, meaning she could use this on some air in front of her to act as a shield.
(The fire moves can also tie to the Red Stone of Aja spellcard, which in the Jojo part it appears in can project lasers that can burn the flesh of said part's antagonists very easily, especially compared to humans.)
Cute Charm, Attract: Had LOADS of suitors in her backstory whom were all tasked to seek out the Impossible Requests seen in IN, drawn in by tales of her astounding beauty.
Her stats lean Special to contrast with her sworn nemesis Mokou, who uses physical attacks a lot. And now, the Z-Move. By the time she uses End of Imperishable Night, you've already won and cannot lose, so it only has 50BP per hit. Still, there's five phases, so it hits five times, and 5*40BP still makes for a strong Z-Move.
Type: Steel / Dark
Ability: Defiant / Anger Point / Strong Jaw
Moves: Axe Pummel, Crunch, Fire Fang, Ice Fang, Thunder Fang, Poison Fangs, Sucker Punch, Gunk Shot, Beat Up, Knock Off, Pursuit, Snarl, Payback, Thief, Fake Out, Taunt, Torment, Parting Shot, Snatch, Roar, Spite, Toxic, Play Rough, Outrage, Thrash, Foul Play
Signature Move: Axe Pummel - 110 BP Physical Steel-type move, 90% accuracy
Stats: 110/125/85/60/75/115 [570 BST]
Reasoning: Steel typing due to the axe Susie wields, Dark due to her bully nature and her brief time as an antagonist. I opted against Dragon, solely because her design is not enough to make her Dragon to me; if Sans is Ghost/Psychic, Susie can skip out on Dragon. Defiant is due to her rebellious nature, Anger Point is due to her short temper and her famous quote, "Quiet people piss me off". Strong Jaw is rather obvious, considering how she has threatened multiple times to bite someone's face off. Axe Pummel is based on her weapon in Deltarune. Susie then gets access to most fang moves due to Strong Jaw. All of the other moves derive from her bully nature and her personality as a whole. I will point out that Fake Out is due to her deciding not to eat Kris's face and all. Stats are what you would expect. Susie has 110 HP in Deltarune proper, so that was an easy translation. Also made Susie fast, as she is faster than Kris and whatnot.

Sample sets:

Strong Jaw Sweeper (Susie) @ Life Orb
Ability: Strong Jaw
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Fire Fang / Ice Fang / Thunder Fang
- Ice Fang / Thunder Fang / Fire Fang

Offensive Utility (Susie) @ Leftovers / Assault Vest
Ability: Defiant
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Parting Shot / Pursuit / Sucker Punch
- Pursuit / Toxic / Poison Fangs
- Fake Out / Sucker Punch / Taunt

Defiant Abuser (Susie) @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Axe Pummel
- Crunch
- Play Rough
- Gunk Shot / Sucker Punch
Type: Ghost
Ability: Incorporeal / Truant / Wimp Out
Moves: Ghastly Tears, Shadow Ball, Dazzling Gleam, Hyper Voice, Teleport, Baby-Doll Eyes, Ominous Wind, Shadow Sneak
Signature Ability: Incorporeal - The user is immune to Physical attacks.
Signature Move: Ghastly Tears - 20 BP Special Ghost-type move, +1 priority; hits 3-5 times.
Stats: 20/5/10/110/125/30 [300 BST]
Reasoning: Ghost because duh. Ghastly Tears is based on the tears Napstablook uses in his attacks. Incorporeal is based off of how ghosts work in Undertale; they cannot be physically harmed. While this may seem broken, Napstablook has piss poor stats across the board aside from Special Attack and SpD, the latter of which is useless with 20 HP. Truant is due to the infamous "Not feeling it today" attack, and Wimp Out is due to Napstablook's cowardly nature. Dazzling Gleam is due to Dapperblook, Hyper Voice because of his DJ career and the fact I was too scared to give Boomburst, Teleport because of his fading, Baby-Doll Eyes due to his eyes in the GIF, and Ominous Wind plus Shadow Sneak are basic Ghost-type moves.

Sample sets:

"here, i guess...." (Napstablook) @ Focus Sash
Ability: Incorporeal
EVs: 252 SpA / 252 SpD / 4 Spe
Modest Nature
- Ghastly Rain / Shadow Ball
- Dazzling Gleam
- Hyper Voice
- Ominous Wind
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.
Pokémon: Flandre Scarlet (Touhou Koumakyou ~ The Embodiment of Scarlet Devil)
Type: Fire/Dark
Ability: Four of a Kind/Ability to Destroy Anything (HA)
Signature Abilities
Four of a Kind: Flandre's damaging moves hit 4 times, with each hit doing 32.5% damage.
Ability to Destroy Anything: Flandre has a passive +2 to Critical Hit ratio. Critical Hit Damage is increased to 200%. Flandre's moves with secondary effects are unable to activate their secondary effects, but moves with secondary effects deal 20% more damage. Basically Sheer Force, Sniper and Super Luck condensed into one ability.
Moves: Laevateinn, Night Slash, Dark Pulse, Oblivion Wing, Brave Bird, Dazzling Gleam, Play Rough, Leech Life, Giga Drain, etc.
Signature Move: Laevateinn ~ Fire-type, Physical, 100 Base Power, 100 accuracy, 10 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat.
Stats: 60 HP/190 Atk/10 Def/190 SpA/10 SpD/160 Spe (BST: 620)

Reasoning: Meet Flandre Scarlet, younger sister of Remilia Scarlet and the Extra Boss of Embodiment of Scarlet Devil. She's a vampire who may or may not be insane, but is incredibly powerful due to her Ability to Destroy Anything. This manifests as one of her two abilities, which basically acts as a combination of three other abilities: Sheer Force, Sniper and Super Luck, though for balance's sake, the Sheer Force portion of the ability is nerfed from 33% to only 20%. She also has an ability directly based on one of her most famous spell cards, Taboo "Four of a Kind", in which she splits into four, which manifests itself exactly as you'd expect- her attacks all hit four times, with each hit dealing 32.5% damage (for a total of 130% damage). Fire typing is based on some of her attacks having a fire aspect to it (Notably her signature move), and Dark-type because she's a vampire.

Flandre's stats are how she is typically depicted in fan works; A glass cannon, with emphasis on both the glass and cannon aspect. Flandre has insane amounts of Attack and Special Attack, and her speed is amazing too. To compensate however, Flandre's bulk is absolutely pathetic- to the point where even Deoxys-Attack compares favourably in terms of bulk, and you KNOW that if Deoxys-Attack compares favourably in that regard, it's really bad. Priority moves are the bane of Flandre's existence, and she can't ever switch in without a free switch. She NEEDS slow U-turns and defense against Priority (like Psychic Terrain) in order to succeed.

Flandre's movepool is based on spell cards she's used, her vampiric qualities and personality traits. Her signature Laevateinn is based on the Spell Card of the same name (Taboo "Laevateinn"), and it plays to Flandre's strengths and the foe's weaknesses- it deals adaptive damage. Night Slash and Dark Pulse are fairly self-explanatory. Oblivion Wing, Giga Drain and Leech Life are based on Flandre's vampirism, letting her drain the opponents' life to heal herself (Not that she should be taking damage ever, anyway). Play Rough is based on her childish Nature, and Brave Bird is because Crobat got it, so why not Flan? Dazzling Gleam is based on another spell card, that being Forbidden Barrage "Starbow Break".

Flan can run a multitude of sets (as long as they're offense-based, Defensive Flan is absolutely out of the question), so here are a few examples, which mostly boil down to the obligatory Choice sets. Because Flan will always switch out against something it can't kill in one hit.

Specs Flan
Flandre@Choice Specs
Modest/Timid Nature
EVs: 252 Spe, 252 SpA, 4 HP
IVs: 0 Attack (to MAYBE live a Foul Play... MAYBE)
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse
-Dazzling Gleam
-Giga Drain/Oblivion Wing

Banded Flan
Flandre@Choice Band
Adamant/Jolly Nature
EVs: 252 Spe, 252 Atk, 4 HP
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Night Slash
-Play Rough
-Leech Life/Brave Bird

Scarf Flan
Flandre@Choice Scarf
Nature depends on physical or special. Adamant/Jolly for Physical, Modest/Timid for Special.
EVs: 252 Spe, 252 into either Atk or SpA, 4 HP.
Atk IV is 0 for Special attacking sets.
Ability: Four of a Kind/Ability to Destroy Anything
-Laevateinn
-Dark Pulse/Night Slash
-Play Rough/Dazzling Gleam
-Giga Drain/Oblivion Wing/Leech Life/Brave Bird
Pokémon: Marisa Kirisame
Type: Electric/Psychic
Ability: Magician / Levitate / Drizzle (Hidden)
Stats: 70/120/60/150/80/120 (600)
Notable Moves: Thunder, Master Spark*, Psyshock, Thunderbolt, Hydro Pump, Scald, Ice Beam, Blizzard, Flamethrower, Fire Blast, Wild Charge, Flare Blitz, Waterfall
*Master Spark: Special Psychic-type, 120 BP, 100% Accuracy, 10/16 PP, 30% chance to lower target's Special Defense by 1, Pulse move
Sample Set
Marisa Kirisame @ Life Orb
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Master Spark (120 BP. Special Psychic. 30% chance to lower target's Special Defense by 1. 10 PP, 16 max.)
- Thunder
- Hydro Pump
- Ice Beam

Reasoning: Marisa literally carries a reactor on her person at all times, and it gets across both the rain motif and her usage of light/heat magic, and touhoumon agrees with me, so Electric-type it is. Both Marisa and the Psychic-type are often associated with space and light, so while not actually psychic Marisa is a Psychic-type by any reasonable standard. Marisa is both a literal magician and fond of taking people's "held items", so she gets Magician. Marisa also can fly, hence Levitate. Marisa is also associated with rain, and "drizzle" is the literal meaning of her surname, and she gets rain as an effect in SWR (citation needed), so Drizzle. Marisa isn't exactly the most durable, but she's fast. And while her main focus is blowing people the fuck up with her magic, hence the high Special Attack, one of her very favorite attacks is just ramming people in the face, hence her high Attack. Master Spark is obviously her signature attack (actually stolen from Yuuka). It's Psychic-type this time around so it's not competing directly with Thunder (since she has Drizzle), and because it's just a massive beam of light similar to Photon Geyser. Thunder and Psyshock are just STAB. Water-type moves because of her natural (but ignored) affinity with water magic, and Fire-type moves from one of her shot types in DDC. In HSiFS, Marisa can literally use an ice beam, so she also gets a few Ice-type moves.
Pokémon: Alfyn
Type: Normal/Poison
Ability: Wonder Skin / Heightened Healing*
*The user, when healed, is healed for an additional 1/16 HP.
Moves: Chip Away, Last Stand**, Ice Beam, Recover, Heal Pulse, Wish, Aromatherapy, Toxic, Will-O-Wisp, Thunder Wave, Cotton Spore, Sleep Powder, Confuse Ray, Screech, Acid Spray, Sweet Scent, Clear Smog, Safeguard, Aqua Ring, Feint, Purify, Pollen Puff
**Poison, Physical, ??? BP, 95% Acc, 10 PP | Hits all adjacent foes. Base Power = 80 + (80 * (user's current HP) / (user's max HP)) | Poisonium Z: 160 BP Acid Downpour
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries are known for having various means to heal their allies and hurt their enemies. (Normal/Poison typing represents this duality.) Alfyn is a special Apothecary, having many more means via his Talent: Concoct. His Abilities are based on his Support Skills, where Wonder Skin is a parallel to Resist Ailments..
It'd be tedious to use standard paragraph writing to specify the move associations, so...
Apothecary skills: Chip Away (axe attacks), Last Stand, Ice Beam (Icicle), Recover, Heal Pulse, Wish (First Aid), Aromatherapy (Rehabilitate), Toxic (Empoison)
Alfyn's concoctions: Will-O-Wisp (harmful Noxroot), Thunder Wave, Cotton Spore (harmful Essence of Pomegranate), Sleep Powder (harmful Sleepweed), Confuse Ray (harmful Addlewort), Screech (harmful Essence of Grape), Acid Spray (harmful Essence of Plum), Sweet Scent (harmful Olive Bloom), Clear Smog (Bizarre Incense), Safeguard (Curious Mist), Aqua Ring (Nameless Panacea), Feint (the harmful ones are effective for guard breaking), Purify (AoE healing), Pollen Puff (from the duality of concoctions)
Pokémon :Liara T'Soni
Type: Psychic
Ability: Biotic Barrier
Biotic Barrier: When above 50% HP, attacks deal 2/3 damage. Electric Weakness.
Stats: 75 / 80 / 70 / 125 / 115 / 100 | BST: 565
Notable Moves: *Warp, *Singularity, Focus Blast, Shadow Ball, Calm Mind, Nasty Plot, Recover, Barrier, Psycho Cut, Superpower
Singularity - 100 BP | Psychic | Special | 75% Acc. | Traps and damages foe for 4-5 turns
Warp - 70 BP | Psychic | Special | 100% Acc. | Lowers foe's SpD and Def by 1. If it hits a target affected by Singularity, the target and all adjacent oppoents take 25% of their max HP multiplied by their weakness or resistance to Psychic, and the singularity is ended.
Reasoning: Liara T'Soni, one of the party members from Mass Effect. She is the player's introduction to the Asari, a highly advanced alien race who live for over 1000 years, and have innate biotic ( telekinetic essentially ) powers. For reasons of incredible convenience, they are capable of mating with members of other species somehow. Liara is a scientist who studies the Protheans, a civilation that was wiped out 100,000 years ago ( which happens to be very relevant to the plot of the game ).

In combat she is an Adept, a character that uses only biotic special abilities. Singularity is an ability which creates a gravity well that pulls in enemies, who then float helplessly in the air. In Mass Effect 3, enemies caught in Singularity are primed for biotic explosions, meaning any damage dealing biotic ability that hits them will set of an explosion that deals splash damage. Warp is a biotic ability that deals some damage but is mostly used for debuffing the defenses of enemies. It's also a good biotic detonator. Biotic barriers ( and their electronic counterparts ) are generally weak to electrical attacks from engineers, hence the ability.
Type: Steel
Ability: Omni-tool
Omni-Tool: This pokemon's Ice, Fire, and Electric attacks deal 50% more damage.
75 / 85 / 90 / 110 / 115 / 90 | BST: 565
Notable Moves: Combat Drone, Decoy, Discharge, Flamethrower, Freeze Dry, Iron Head, Ice Punch, Fire Punch, Thunder Punch
Combat Drone | Status | 5-8 PP | sets up a combat drone. While the drone is active, attacks will hit the drone, dealing 1 damage to Morodin but ending the drone. At the end of each turn, the drone uses Thundershock. This can only be used once per switch in. The drone last 8 turns, or until Morodin switches out or gets hit by an attack.
Decoy | Status | 5-8 PP | user sacrifices 25% of its health to set up a substitute with 50% increased defenses. This substitute takes damage before the combat drone.
Reasoning: Morodin, one of the party members from Mass Effect 2. He is a member of the Salarian race, a species with short lifespans, who are extremely quick in their thinking, talking, and wit. Morodin is a scientist / engineer who developed a bioweapon that nearly sterilized the Krogan race, a very controversial act that ended a desperate war.

Mordin's combat class is Engineer, a character who has only tech-based special abilities. Engineer offensive abilities tend to be divided into electrical, fire, and cold based, hence the Omni-tool ability and coverage movepool. Combat Drone is a common engineer ability, used primarily to distract approaching enemies and slow them down. Decoy creates a hologram which can draw aggression from enemy units.
Pokemon: Urdnot Wrex
Type: Dragon / Psychic
Ability: Krogan Rage
Krogan Rage: Boosts Speed and Atk by 1 when it KOs with a physical move.
105 / 130 / 110 / 115 / 70 / 70 | BST: 600
Notable Moves: Carnage, Warp, Bulk Up, Outrage, Dragon Hammer, Zen Headbutt, Psychic, Close Combat, Hammer Arm, Focus Blast, Head Smash,
Carnage - 100 BP | Fire type | Special | 90% Acc. | Foe takes 1/8 of its max HP in damage at the end of the next two turns.
Warp - 70 BP | Psychic | Special | 100% Acc. | Lowers foe's SpD and Def by 1. If it hits a target affected by Carnage, the target and all adjacent oppoents take 25% of their max HP multiplied by their weakness or resistance to Fire, and the Carnage effect is ended.
Reasoning: Urdnot Wrex, a Krogan Mercenary and playable character in Mass Effect. The Krogans were a race that never made it to the space age because they devastated their homeworld with a nuclear war. They were uplifted by the council of allied races to help in a war, due to their aggressive nature, large size, and plentiful numbers. After winning the war, the Krogans turned on the council, seeking to populate their nuclear fallout-free planets. In retaliation, they were afflicted by a retrovirus that crippled their ability to reproduce to a 1/1000 chance of viability. Faced with the impending extinction of their species, the war quickly ended. Many Krogans have now integrated into the council worlds, but there is a deep sense of resentment and nihilism in most Krogans due to the fate of their species.

Wrex's combat class is Vanguard, a character who has access to both combat and biotic-based special abilities. Carnage is an ability for combat classes that is essentially a rocket launcer, which inflicts fire-based bleed damage on its opponent for a short time. When a target that is affected by this bleed damage effect is hit by a detonator ability such as Warp, it causes a Fire explosion, which deals damage to all enemies in the area. Warp is a biotic ability primarily used for debuffing enemies, and detonating primed targets. Krogans in Mass Effect 3 have a mechanic called Rage, where getting a certain number of melee kills in quick succession allows them to enter a mode of increased speed, health regeneration, and melee damage.
Pokémon: Alto (Stella Glow)
Type: Fighting/Fairy
Ability:Justified/Steadfast
H.A. Ability: Follow Up-Can use another move after knocking out an opponent.
Moves: Extreme Speed, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Earthquake, Earth Power, Protect, Play Rough, Charm, Attract, Wide Guard, Hyper Voice, Boomburst.
Z-Move: Ragna Break-Converted from Sacred Sword using Tunium Z. Fighting, Physical, Power: 200, Accuracy: 100% Ignores all Defense and Evasion Boosts when used, but Defense and Evasion drops.
Stats: 100/100/75/75/75/100
Reasoning: Fighting is because Alto is a knight like the Swords of Justice and Gallade, as well as him having a strong sense of honor, which he shares with many Fighting-types. Fairy because he has a magic qualia and tunes the other witches. Ragna Break is from the game. Most of the attack are slashing attacks, again because he's a knight. Charm and Attract are because he can get any of the other witches in the endings, which can also be linked to Play Rough ( ͡° ͜ʖ ͡°).
Sample Sets
Life Orb
Alto @ Life Orb
Ability: Follow Up
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Swords Dance

Ragna Break
Alto @ Tunium Z
Ability: Follow Up
EVs: 252 Hp / 252 Atk / 4 SpD
Adamant Nature
- Play Rough
- Sacred Sword
- Extreme Speed
- Bulk Up
Pokémon: Hilda (Stella Glow)
Type: Fairy
Ability: Pressure/Pixilate
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is on the field and has the Song Stone*.
Moves: Play Rough, Moonblast, Dazzling Gleam, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Boomburst, Double-Edge, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Hyper Beam, Giga Impact, Roar of Time, Calm Mind, Swords Dance, Nasty Plot, Light of Ruin, Earthquake, Earth Power, Power Gem, Stone Edge, Sacred Sword, Flame Charge, Icicle Crash, Wild Charge.
Signature Move: Ice World-Fairy, Status, 5 PP, Stops the clock of the opponent.
Signature Z Move: Blazing Light-Converted from Ice World using Tunium Z. Only usable in Goddess form. Fairy, Special, Base 100 Power, Stops the clock of all opponents on the field.
"Start my Clock once Again!"
  • New Status Effect: Stop
    • Moves that hit after three turns never hit. (Future Sight and Doom Desire)
    • Moves that lock the user never "unlock" the user if used, but never confuse either. (Outrage, Thrash, Petal Dance and Uproar)
    • Moves that recharge in the next turn or Truant never recharge, because the next turn never arrives.
    • Any items and abilities that activate "at the end of every turn" don't activate under this condition. Examples: Speed Boost, Shed Skin, Harvest, Leftovers, etc.
    • Cannot be cured by switching out.
    • However, Stopped Clock doesn’t affect it’s own counter.
    • Speed reduced to 25% of the original.
    • 25% of not being able to move.
    • Attacks aimed at afflicted have their accuracy multiplied by 5/3
    • Wears of after a random number of turns
Stats: 80/100/90/115/125/90
Stats (Goddess): 100/110/100/145/145/100
Reasoning: Hilda doesn’t have an element like the other witches, so she’s pure fairy. Pressure is the standard legendary pokemon ability. Pixilate is to emphasize she’s a pure fairy. Final Tuning and the Goddess Form reference her Goddess Form from the game. Her huge movepool reflects her age and her being the strongest witch. The Stop status conditon reflects her stopping her own clock for thousands of years.
Pokémon: Alice Angel (Bendy and the Ink Machine)
Type: Water/Dark
Ability: Competitive/Liquid Voice
H.A. Ability: Instruments of Cyanide-Sound based moves get a 1.5 base power boost and have a 20% chance to Badly Poison opponents.
Notable Moves: Hydro Pump, Surf, Scald, Octazooka, Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Boomburst, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Roar, Uproar, Acid, Acid Spray, Gastro Acid, Sludge, Sludge Bomb, Toxic, Thunderbolt, Thunder, Focus Blast, Dazzling Gleam
Stats: 75/60/75/135/110/105
Reasoning: She's Water/Dark because she's made out of ink, a black liquid. Also, she's evil. Competitive is because Susie (Alice's original actor) was so jealous of Allison taking her job, it pushed her to eviscerating Boris's to use their parts to make herself more beautiful. Liquid Voice is because she's a singer. Instruments of Cyanide is because of the danger her ink poses, and this song. The stats are because Alice doesn't do much on her own, relying on trickery and experiments, also she got killed by one stab wound. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities, and her singing. Poison moves are because ink in that period was toxic. TM Moves are for coverage.

Sample Set
Alice Angel @ Choice Specs
Ability: Instruments of Cyanide
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Snarl
- Sludge Bomb
- Thunderbolt/Thunder/Focus Blast
Pokémon: Fujiwara No Mokou (Touhou Eiyashou ~ Imperishable Night)
Type: Fire/Fighting
Ability: Flash Fire/Reckless/Person of Hourai (HA)
Signature Ability
Person of Hourai: Heals 1/16th of her HP every turn, but increases to 1/8th of her HP if hit with a Fire-type move (immunity to Fire-type moves). If Mokou is knocked out once, she is revived with 100% HP. This can only happen once per battle.
Moves: Phoenix Rebirth, Fujiyama Volcano, Flare Blitz, Blast Burn, Blaze Kick, Burn Up, Eruption, Fire Punch, Fire Blast, Inferno, Lava Plume, Searing Shot, Will-O-Wisp, Recover, Close Combat, Counter, Focus Punch, High Jump Kick, Mach Punch, Sky Uppercut, Foul Play, Sucker Punch, Taunt, Knock Off, Curse, Double-Edge, Dragon Claw, Mist, Brave Bird, U-Turn, Explosion
Signature Moves: Phoenix Rebirth ~ Fire-type, Status, 5 PP. If the user was knocked out after this move was used, she is revived at 100% HP and becomes Reborn Form. All attacks are 50% more powerful, but also cause 1/3rd of the damage to her as recoil. These also get boosted by Reckless.
Fujiyama Volcano ~ Fire-type, Physical, 150 Base Power, 80 Accuracy, 5 PP. 30% chance to burn the target. Deals damage equal to 1/2 of the damage done.
Z-Moves
Let This Whole World Burn Away to Nothing! ~ Fire-type, Special, 250 Base Power. Causes the user to faint (can still activate Person of Hourai). If the target survives, burns them. Can only be access by Phoenix Rebirth using Mokouium Z.
Stats: 180 HP/120 Atk/100 Def/80 SpA/120 SpD/80 Spe (BST: 680)

Reasoning: Meet Fujiwara No Mokou, the Immortal Human and the Extra Boss of Imperishable. She's a immortal human, alive for 1300 years and a manifestation of a phoenix. Maintaining her status, her signature ability, Person of Hourai, gives a bit of her immortality through natural Leftovers, bumped up when she's hit with Fire-type moves. Also, she can revive as well due to her ability, but due to balancing, she just revives herself once at full HP. Fire type and Flash Fire are obvious, but Fighting type and Reckless is known for her somewhat physical approach, which appears to be free-form.

Mokou's stats are like that in Genius of Sappheiros: A powerful physical attacker with excellent HP. Here, she's translated into possibly a Snorlax on crack, with high HP and better Special Defense than Defense, though the gap is not as bad. She's also a bit on the slower side and doesn't have that good of a Special Attack, but her Attack is good enough.

Mokou's movepool is based on spell cards she's used, her fire sorcery, among others. Phoenix Rebirth is her Last Spell in IN and it basically acts as a unique version of Endure or Destiny Bond. It makes her more powerful, but at the cost of damage taken (like she is with some moves in her fighting appearences, both official and non-canon). Her high HP can counteract it, though. Fujiyama Volcano is a Head Smash clone with a chance to burn, also based off of her spell-card of the same name. Several Fire-type moves for her volcano-related ones and others as well, Fighting-type moves for her punches in Genius of Sappheiros, and other moves for her deliquent nature, skills, and other spell cards, like Mist for her Precious Life Scatters like Mist spellcard. Her Z-move is based off of her last word in ULiL and AoCF. Explosion also holds the same criteria.

Scarf Mokou
Mokou @ Choice Scarf
Jolly Nature
EVs: 252 Spe, 252 Atk, 4 Def
Ability: Flash Fire/Reckless/Person Of Hourai
-Flare Blitz/Fujiyama Volcano
-Close Combat
-Knock Off
-U-Turn/Brave Bird

Band Mokou
Mokou @ Choice Band
Adamant Nature
EVs: 252 Spe, 252 Atk, 4 Def
Ability: Flash Fire/Reckless/Person Of Hourai
-Flare Blitz/Fujiyama Volcano
-Close Combat
-Knock Off
-Mach Punch/U-Turn

Mokouium Z
Mokou @ Mokouium Z
Hasty Nature
EVs: 252 Spe, 252 Atk, 4 SpA
Ability: Person Of Hourai
-Fujiyama Volcano
-Phoenix Rebirth
-Mach Punch/High Jump Kick
-Recover
KeeganSkymin4444
KirbyRider1337
Reviloja753
Neosonic97
Pika Xreme
Mygavolt
Scoopapa
Bmw6446
Ticktock
 
Normally I'd be annoyed about 'Mons coming back after fainting (Mostly because Pika Xreme has already used that gimmick in MANY of his submissions), although in Mokou's case there's actually unique conditions regarding her ressurection (She can only ressurect once, unless you time Phoenix Rebirth well), and unlike half of the other 'Revive on Death' forms, it's not a straight upgrade over the original due to the forced recoil damage. While Mokou does have lots of HP (fittingly for an immortal), that combined with the damage she'll be taking due to her relatively slow nature (compounded by the fact that Fire/Fighting is not a good defensive typing) means it'll add up fast.

I also like the fact that you did a unique take on the mechanics of Destiny Bond. The idea for Phoenix Rebirth is really interesting. I may have to try to find ways to spin that kind of mechanic into future submissions!
literally all three (3) times I have made a form that comes back after fainting, it was frailer than the base form by a very noticeable degree.

Of the other subs that have a Revive on Death form that's stronger than the original, I only remember Grimm.
 
literally all three (3) times I have made a form that comes back after fainting, it was frailer than the base form by a very noticeable degree.

Of the other subs that have a Revive on Death form that's stronger than the original, I only remember Grimm.

To be fair though, as TPDP (Touhou Puppet Dance Performance) has taught me, what's essentially Inverse Zen-Darmanitan is actually very good. At least the fraility isn't the ONLY downside to Mokou's ressurection (and the stats don't change AT ALL). Also I could've sworn you did that more times, so I went through the whole thread again. Weird. Maybe I was confusing it with your tendency to always post Kirby characters when possible?
 
To be fair though, as TPDP (Touhou Puppet Dance Performance) has taught me, what's essentially Inverse Zen-Darmanitan is actually very good. At least the fraility isn't the ONLY downside to Mokou's ressurection (and the stats don't change AT ALL). Also I could've sworn you did that more times, so I went through the whole thread again. Weird. Maybe I was confusing it with your tendency to always post Kirby characters when possible?
Chances are you were confusing it with that.

While I'm at it, that isn't even an especially conscious decision a lot of the time to make Kirby characters. I try to do characters I know and have a feel for, and since I'm hopelessly obsessed with Kirby almost all of those are Kirby characters. Might break into the Hollow Knight market next slate.
 
Scoopapa's Urdnot Wrex
Ticktock's Mokou
Bmw6646's Alto

One last thing, BMW. I would still like that Final Tuning not require to activate in a Double Battle. Alto won't be involved (but still can if he's in the party), but the Song Stone will at least make them morph into their Goddess form. It should also change their moves a little bit, like for Hilda, all her moves have a 20% chance to inflict Stop.
 
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