Crossover Chaos V2: Slate 44 - Halloween

Time to bring back a few old friends.

327

Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Signature Z-Move: X-Laser
Type: Fire
Power: 190
Classification: Special
Effect: Requires Focus Energy and Justiceium Z. Always results in a critical hit.
Stats: 100/135/100/135/85/90 (Total: 645)
Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter, Shift Gear
Overview: Well, she was the big baddie in the first game, so we got a powerful Steel type here. She got Levitate for...floating, I guess, Long Reach for her long fingers and tail, and her signature ability, Gear Diffusion, referencing her Fire and Electric manipulation. Her movepool also refers several attacks she had in the Guilty Gear XX AC#PR game, in which is the reason she's slower than usual, but somewhat faster than other Steel types. She also has her signature moves for her 3 original overdrives and Instant Kill move (which here is basically a very powerful Z-Move with the chance of the opponent to survive at least. Shift Gear represents Omega Shift here. She counts since she's the mother of Dizzy....

350

Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care
Signature Moves:
Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back non-contact moves for 1 turn.

Gamma Ray-
Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray
Type: Fire
Power: 180
Classification: Special
Effect: Requires Focus Energy and Dizzium Z. Causes the opponent to flinch for the next turn.
Stats: 90/105/60/155/65/120 (Total: 595)
Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter
Overview: ...And she's the mother of Sin Kaske, her and Ky's son. Basically a far less bulky, more Specially powerful version of Justice, with different enough differences to not make her a clone. Her typing is for her wings, though she also has Fire-type moves for Necro. She also has Magic Bounce and her signature move, Glass Reflector, referencing her projectile-reflecting move (here being non-contact moves). Also, Natural Care for her supposed ability to revive Gears.
 
Voting is open, get your votes in by next weekend.

Pokémon: Urumi Ushizaki

Typing: Water | Rock

Ability: Pressure | Weight Surge (On switch-in, this Pokemon summons Gravity).

Signature Item: Heavy Stone Baby (If the holder is Urumi Ushizaki, can use Drowning in the Sanzu. If not, holder is grounded and Speed halved.)Fling power: 130

Z-Move: Drowning in the Sanzu (160 BP | Water | must know Dive | Inflicts Drown condition.)

Drown: A Pokemon inflicted with this condition takes damage equal to N/12 of its max HP every turn, where N starts at 1 and increases by 1 every turn. Prevents the target from switching for five turns. Water-types are immune. The effect ends if either the user or the target leaves the field.

Stats: 95/105/105/40/75/100 (520)

Moves:

Physical: Stone Edge, Dive, Liquidation, Megahorn, Leech Life, Sucker Punch, Knock Off, Fling

Special: Infestation

Status: Trick, Stealth Rock, Rock Polish, Milk Drink, Protect

For Flavor: Origin Pulse, Whirlpool, Ancient Power, Smack Down, Rollout, Rock Blast, Horn Attack, Shadow Sneak

Reasoning: Urumi Ushizaki is a river-dwelling cow-spider youkai. She gives her stone baby to oblivious passerbies, only to weigh them down with her weight-increasing powers (where the abilities come from). She then emerges out of the river to attack. Her spells are based on the stone baby and drowning, which translates to Rock-type and Water-type. Some Bug-type moves were also given due to her being part spider, and cow-related moves in Milk Drink and Horn Attack as well. In current times, she is forbidden from attacking humans, so she now domesticates giant extinct fish instead, thus Origin Pulse and Ancient Power. Doubt you'll do much with that OP move because of her low SpA though. The Dark-type moves, Trick & Shadow Sneak are because she is a youkai that tricks people, gives them a bad thing to hold, sneaks in and attacks them.

Sample Set:

Urumi Ushizaki (F) @ Heavy Stone Baby

Ability: Pressure

EVs: 252 HP / 252 Atk / 4 SpD

Adamant Nature

- Milk Drink

- Dive

- Leech Life / Stone Edge

- Trick / Stone Edge



Urumi Ushizaki (F) @ Choice Band

Ability: Weight Surge

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Stone Edge

- Megahorn

- Liquidation

- Trick / Knock Off
Pokémon: Naraku

Typing: Normal | Ghost

Ability: Steelworker | Unburden

Moves:

Physical: Return, Spirit Shackle, Shadow Sneak, Heavy Slam, Anchor Shot, High Jump Kick, Trop Kick, Rapid Spin, Acrobatics

Special: Hurricane, Shadow Ball, Water Shuriken

Status: Autotomize, Calm Mind, Healing Wish

For Flavor: All other Kick moves, Phantom Force, Gyro Ball

Stats: 75/135/70/75/70/105 (530)



Form: Naraku-Shinobi Transformation (works like Ultra Necrozma, must be holding Secret Ninja Art Scroll and can use Z-Move after transforming)

Ability: Steelworker

Stats: 75/155/70/125/70/135 (630)

Z-Move: Six Paths of Samsara (200 BP | Steel | upgraded from Heavy Slam | Removes entry hazards on the user's side of the field.)



Reasoning:

  • Naraku is a Shinobi, priestess, but more importantly the guardian of the Reincarnation Sphere, a jewel that holds Kagura. Naraku was trained from birth to help Kagura, a young child that is born every 100 years to annihilate Yoma (demons). After Kagura was reincarnated, Naraku acts as her mother.
  • Naraku's Ghost type comes from the fact that she's tasked with Kagura's reincarnation, all of her attacks are named after the afterlife and/or underworld, and even her name comes from Naraka (Buddhist hell). But otherwise she is a normal, living human being, thus the Normal primary type.
  • Unburden is based on Frantic mode, a mechanic in all Senran Kagura games where a character strips most of their clothes and gains more power and speed. Steelworker comes from the fact that Naraku mainly uses two giant steel balls to fight, that she can increase or decrease the size of at will.
  • All of her Steel-moves are related to the steel balls. She often kicks the steel balls like a paddleball, or spins furiously creating a hurricane. As for other moves, they come from the fact that she's a Shinobi that exclusively uses her feet and throwing weapons to attack. Trop Kick specifically is because her clan (is heavily implied but not confirmed to) come from the tropical island where the Kagura Millennium Festival takes place. Healing Wish is related again to her overseeing the Reincarnation Sphere and wishing for Kagura to reincarnate.
  • Shinobi Transformation comes from another mechanic in Senran Kagura games, where a character gains a boost in attack and speed, but keeps their clothes. Only transformed characters can use their Secret Ninja Arts. One of her Secret Ninja Arts, the one chosen to be her Z-Move is Six Paths of Samsara, the one in the pic.

Sample Sets:

Naraku @ Grassy Seed

Ability: Unburden

EVs: 4 HP / 252 Atk / 252 Spe

Adamant Nature

- Return

- High Jump Kick

- Spirit Shackle

- Trop Kick / Acrobatics



Naraku @ Secret Ninja Art Scroll

Ability: Steelworker

EVs: 4 HP / 252 Atk / 252 Spe

Jolly Nature

- Heavy Slam

- Shadow Sneak / Spirit Shackle

- High Jump Kick

- Healing Wish
Pokémon: Kyoko

Type: Ice

Ability: Crystal Barrier (Kyoko takes halved damage from all incoming damaging moves (Kinda like Fur Coat but SpD is doubled too), but said incoming damaging moves have perfect accuracy.)

Moves: Light Screen, Reflect, Aurora Veil, Ice Beam, Ice Shard, Icicle Crash, Icy Wind, Avalanche, Freeze-Dry, Water Pulse, Hail, Magic Coat, Mirror Coat, Blizzard, Aurora Beam, Flash Cannon, Protect, Iron Defense, Icicle Spear, Barrier

Stats: 90/50/60/60/60/50 [BST 370]

Bio

Kyoko is the brains of the Shifu Brands and the Stage 5 Boss of SUGURI, later reappearing in both Acceleration of SUGURI games and in 100% Orange Juice, the latter as DLC alongside fellow SUGURIverse character Alte. She is one of the first Shifu Brands to have received their enhancements, the man who enhanced her being SUGURI's Big Bad and penultimate boss Shifu, who in turn is implied to have been responsible for (re)discovering Suguri's planet: Planet Earth. Unfortunately, Kyoko seemed to be pained all over (maybe from the alterations, maybe from other things), but was able to use icy crystals for defensive tactics. She is seen as motherly by her fellow Shifu Brands, and in fact even appreciates it.

Reasoning: You might be curious about Kyoko's bad stats, but combined with her ability, she basically hits 90/169/138 bulk on Physical sets and 90/138/169 on Special, making her a good defensive choice if need be. (Basically imagine 90/60/138 bulk with Fur Coat) Her stat spread is entirely based on 100% Orange Juice (5HP/-1ATK/+3DEF/-2EVA), packing the highest Defense in the game (Untied among playable, and tied with one of the bosses when counting enemy NPCs), as well as her lore (She's easily one of the weakest Shifu Brands physically, implying her barriers are keeping her safe, which is how she relies on her ability in this mod to back up that +3DEF in 100% OJ Proper), but she's also tied with many others for the worst Attack of anyone in the game. HP's average though, so 90 works, but she has -2EVA... Which is meaningless considering her inability to evade, which adds this effect into her ability.



Her Ice-typing is from how nearly all of her attacks involve ice crystals, be they for defense or offense, or just ice in general, since said ice crystals leave behind trails of cold air, indicating their temperature. The aforementioned barrier manipulation gives her Protect and Iron Defense, on top of Screens, Magic Coat, and Mirror Coat. Her movepool's based on both her Crystal Barrier hyper in 100% Orange Juice and her moves in Acceleration of SUGURI 2.
Pokémon: Zerg Broodmother

Type: Bug / Psychic

Ability: Spawn Creep

Spawn Creep - summons the terrain effect Creep for 5 turns. During Creep, Bug types' Speed is raised by 50% and Dark type moves deal 50% damage.

Signature Move: Baneling Barrage - Poison Type | Physical | 25 BP | 80% Acc. | 5-8 PP | Hits 3 times. First hit lowers Def 1 stage. Super Effective vs. Steel types.

Signature Z-Move: Bane Rain - Poison Type | Physical | 175 BP | Super Effective vs. Steel types ( Zergium Z )

Moves: Megahorn, X-Scissor, Leech Life, Bug Buzz, Zen Headbutt, Psycho Cut, Psychic, Bulk Up, Recover, Superpower, Slash, Night Slash, Smart Strike,

Stats: 175 / 125 / 80 / 85 / 60 / 55 | BST: 580

Reasoning: Zerg Broodmothers are advanced versions of zerg queens. Queens defend the hive, spread creep along the ground, and spawn the larvae that grow into all the other zerg beasties. Broodmothers do all of this, and also exert telepathic control over lesser zerg creatures, and can mutate genes in order to create new ones to fit their purposes. Banelings are little green acid-filled critters whose purpose in life is to run close to the enemy and explode. They are very good at destroying metal vehicles, hence the Steel effectiveness. Creep is a sort of living ground covering that zerg units can move faster over. It also provides battlefield vision to the zerg, so wherever they have creep, they are never in the dark.
Pokémon: GLaDOS

Type: Poison/Steel

Ability: Deadly Neurotoxin* / Battery (HA)

*Deadly Neurotoxin: Changes the weather to Toxic Clouds. This damages Pokémon for 1/16th of their HP at the end of each turn, unless they're Poison, Ghost, or Steel-type, or have the abilities Poison Heal or Immunity. Lasts for 5 turns (extended to 8 if holding the Toxic Rock, an item I just made up for this purpose)

Stats: 120/80/130/130/90/50 (600)

Notable Moves: Sludge Bomb, Flash Cannon, Recover, Flamethrower, Fire Blast, Overheat, Energy Ball, Giga Drain, Leaf Storm, Defog, Stealth Rock, Spikes, Toxic Spikes, Sticky Web, Taunt, Haze, Nasty Plot, Parting Shot

Sample Sets

GLaDOS @ Toxic Rock / Black Sludge

Ability: Deadly Neurotoxin

EVs: 252 HP / 4 Def / 252 SpA

Modest Nature

- Sludge Bomb

- Flamethrower / Fire Blast

- Recover

- Stealh Rock / Nasty Plot / Sticky Web / Flash Cannon



Reasoning: The homicidal, testing-addict AI that operates the Aperture Science Testing Facility. Her Poison typing, signature ability, and Haze all reflect her love of killing people with neurotoxic gas. Steel type for the obvious reasons. Battery and Grass moves reflect her brief (half of Portal 2) stint as a potato battery. Recover due to being able to repair herself. Fire moves because she also has some fondness for burning things and people, though not as much as poisoning them. He has moves that control hazards due to being able to manipulate the environment of the testing facility. Taunt, Nasty Plot, and Parting Shot are due to her fondness for insults and manipulation.



As for her fitting the slate: the translation for the Turret Opera, presumably written by her, refers to Chell as "[her] daughter". Also she refers to Chell as adopted several times. She's definitely not a good mom but she's a mom nonetheless.
Pokémon: Dyna Blade
Type: Steel/Flying
Ability: Pressure / Reckless (HA)
Stats: 100/135/120/80/80/85 (600)
Notable Moves: Iron Head, Brave Bird, Drill Peck, Fireball (see Bowser), Flare Blitz, High Jump Kick, Head Smash, Roost, Extreme Speed, Agility, Will-o-Wisp

Sample Set

Dyna Blade @ Leftovers
Ability: Reckless
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Brave Bird
- Flare Blitz
- Head Smash / High Jump Kick
- Roost

Reasoning: The giant bird who stole Dream Land's crops in order to feed her chicks, and later helped Kirby take down the Halberd as thanks for his actions as a babysitter. Steel/Flying because she's a bird with metal wings. Pressure because Pressure, and Reckless because of her "strategy" against the Halberd, as well as her having a shitload of recoil moves. Her moves mostly reflect her attacks in-game: charging, spitting fireballs, headbutting, and stomping. She also gets Roost and Drill Peck because birb.
Pokémon: **Pam** (Brawl Stars)

Type:





Ability: Triage / Mama's Hug (This Pokemon heals itself and its allies 1/32 of their health when dealing damage with a STAB attack.)

Moves: Recover, Wish, Spikes, Flash Cannon, Heal Pulse, Draining Kiss, Discharge, Scrapstorm (Steel / Special / 25 BP / 10 PP / 90% Accuracy / Hits 2-5 Times)

Z-Move: Mama's Kiss (Steel / Status / 1 PP / Requires Superium-Z and Scrapstorm. Heals all allied status conditions and restores 1/6 of all allies HP.)

Stats: 108/62/72/90/102/66



Reasoning: Pam is a support-oriented brawler from Brawl Stars. I chose pure Steel type because she is a junker who attacks with a barrage of metal scrap and also builds a healing turret from a metal material. Triage is because she is a healing brawler who is largely based around providing cover fire and placing healing turrets to help allies. Pam's Star Power is now her HA, Mama's Hug, which is basically the same effect as in-game but translated to Pokemon. Scrapstorm is also a translation of Pam's normal attack, which shoots a bunch of scrap metal from her gun. Her Super, which places a healing turret in-game, is a powerful Z-move that can have a big effect on a match by healing all non-fainted allies and curing status. Her stats are based around her being a fairly bulky, not very fast character with decent offensive prowess in-game who becomes really good because of her suppor capabilities.



Sample Sets

Singles:

Pam @ Superium Z / Leftovers

Ability: Mama's Hug

- Scrapstorm

- Spikes

- Recover / Wish

- Discharge

Doubles:

Pam @ Superium Z

Ability: Triage

- Scrapstorm

- Heal Pulse

- Recover

- Draining Kiss
Pokémon: Toriel

Type: Fire/Fairy

Ability: Flame Body/Healer

H. Ability: Serene Grace

Moves: Flamethrower, Fire Blast, Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Heat Wave, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Disarming Voice, Hyper Beam, Giga Impact, Wish, Thunderbolt, Thunder, Calm Mind, Discharge, Rest, Heal Bell, Ally Switch, .

Sig move: Butterscotch-Cinnamon Pie | Normal | Status | 30PP | Heals the target for 50% of Toriel’s max health.

Sig Move: Heartache | Fire | Special | 150 Base Power | 25PP | 100% Accuracy | 40% chance of burning. The lower the opponent's HP, the less accurate this attack gets.

100% Health = 100% Accuracy

10% Health = 10% Accuracy

Stats: 150/10/50/135/165/90

Reasoning: Fire because her main method of battle is fireballs. Fairy because she’s a monster, a creature made almost entirely out of magic. Flame Body because it helps hatch eggs, befitting her motherly nature, taking care of children out of the goodness of her heart, whether. Healer also does this, healing other allies from status conditions. Her movepool is mostly Fire and Fairy attacks, with ample support on the side. Butterscotch-Cinnamon Pie comes from her fav food and love of baking. Heartache comes from the battle she has with Frisk and her unwillingness to hit them when they are low on health. Her stats reflect her strengths. In a magic battle, she’s the strongest. But one physical swing from a toy knife or stick from a high level frisk will one shot her easily.
Pokémon: Nightmare/Night Terror (Soul Calibur)

Type: Dark/Ghost (Nightmare)

Type: Dark/Flying (Night Terror)

Ability: Pressure/Dark Aura

H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.

Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash

Stats: 100/120/90/120/90/110 (Nightmare)

Stats: 100/150/110/150/110/130 (Night Terror)

New Item: Soul Shard - Turns Nightmare into Night Terror when held

Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.

Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.

Stats: 100/100/50/125/75/150 (600)

Stats (Goddess): 120/130/60/155/75/160 (700)

Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.

Sample Sets

Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.

Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.

Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.

Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.

Stats: 100/150/125/100/75/50 (600)

Stats (Goddess): 120/160/155/130/75/60 (700)

Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.

Sample Sets

Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
Pokemon: Justice
Type: Steel
Abilities: Long Reach / Levitate / Gear Diffusion (Powers up Fire and Electric moves by 50%)

Signature Moves:

Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Michael Blade
Type: Steel
Classification: Physical
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a high critical hit ratio and a 10% chance to paralyze.

Gamma Ray
Type: Electric
Classification: Special
Power: 150
Accuracy: 100
PP: 5 (max 8)
Effect: Takes a turn to charge. Does Fire damage as well, and bypasses Ground immunity.

Signature Z-Move: X-Laser
Type: Fire
Power: 190
Classification: Special
Effect: Requires Focus Energy and Justiceium Z. Always results in a critical hit.

Stats: 100/135/100/135/85/90 (Total: 645)

Other Notable Moves: Sacred Sword, Focus Energy, Magnet Bomb, Metal Claw, Dragon Claw, Taunt, Dragon Tail, Iron Tail, Dual Chop, Counter, Flamethrower, Fire Blast, Thunderbolt, Thunder, Fire Punch, Thunder Punch, Hyper Beam, Quick Attack, Double Edge, Fury Cutter, Counter, Shift Gear

Overview: Well, she was the big baddie in the first game, so we got a powerful Steel type here. She got Levitate for...floating, I guess, Long Reach for her long fingers and tail, and her signature ability, Gear Diffusion, referencing her Fire and Electric manipulation. Her movepool also refers several attacks she had in the Guilty Gear XX AC#PR game, in which is the reason she's slower than usual, but somewhat faster than other Steel types. She also has her signature moves for her 3 original overdrives and Instant Kill move (which here is basically a very powerful Z-Move with the chance of the opponent to survive at least. Shift Gear represents Omega Shift here. She counts since she's the mother of Dizzy....
Pokemon: Dizzy
Type: Dark/Ice
Abilities: Magic Bounce / Long Reach / Natural Care

Signature Moves:

Imperial Ray
Type: Fire
Classification: Special
Power: 100
Accuracy: 90
PP: 10 (max 16)
Effect: Has a 30% chance to flinch the target.

Glass Reflector
Type: Ice
Classification: Status
Power: -
Accuracy: -
PP: 10 (max 16)
Effect: Reflects back non-contact moves for 1 turn.

Gamma Ray-

Type: Electric
Classification: Special
Power: 25/100
Accuracy: 100
PP: 5 (max 8)
Effect: Hits 3 times, the first 2 hits being 25 power, the last being 100 power. Does both Fire and Ice damage for the 2 hits respectively.

Signature Z-Move: Emotional Gamma Ray

Type: Fire

Power: 180
Classification: Special
Effect: Requires Focus Energy and Dizzium Z. Causes the opponent to flinch for the next turn.

Stats: 90/105/60/155/65/120 (Total: 595)

Other Notable Moves: Hyper Beam, Dragon Claw, Ice Beam, Flamethrower, Crunch, Taunt, Torment, Recover, Tearful Look, Heal Bell, Dragon Tail, Fury Cutter, Icicle Crash, Flame Burst, Lava Plume, Ice Shard, Blizzard, Fire Blast, Dark Pulse, Sacred Sword, Light Screen, Reflect, Fire Punch, Thunder Punch, Ice Punch, Mirror Coat, Counter

Overview: ...And she's the mother of Sin Kaske, her and Ky's son. Basically a far less bulky, more Specially powerful version of Justice, with different enough differences to not make her a clone. Her typing is for her wings, though she also has Fire-type moves for Necro. She also has Magic Bounce and her signature move, Glass Reflector, referencing her projectile-reflecting move (here being non-contact moves). Also, Natural Care for her supposed ability to revive Gears.
Pokémon: Cooking Mama
Type: Normal
Ability: Sweet Veil | Skill Link | Harvest
Moves: Scald, Softboiled, Rapid Spin, Arm Thrust, Bullet Seed, Icicle Spear, Gear Grind, Smart Strike, Slash, Return, Sweet Kiss, Sweet Scent, Aromatic Mist, Play Nice, Stockpile, Swallow, Rototiller, Petal Blizzard, Petal Dance, Natural Gift, Rollout, Overheat
Signature Item: Mama Lunch Box - If holder is Cooking Mama, heals by 1/8 max HP at the end of every turn.
Stats: 100/100/100/100/100/100

Reasoning:
Icicle Spear = Ice cubes
Arm Thrust = Pounding mochi
Bullet Seed = Sesame seeds
Gear Grind = Grinding meat
Rototiller, Petal Blizzard, Petal Dance, Natural Gift and Harvest = Gardening Mama spin-off
Scald = boiling water
Rollout = rolling out pizza dough
Softboiled = boiling eggs
Rapid Spin = stand mixer
Sweet Veil, Sweet Kiss and Sweet Scent = sweep recipes
Overheat = when you burn a recipe

Sample Set:
Cooking Mama @ Mama Lunch Box
Ability: Sweet Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scald
- Softboiled
- Rapid Spin
- Overheat / Stockpile
 
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Seated atop the Lead Throne, the Bullet King rules over the Leadfort's Gundead. He will hold court with any brave enough to reach his sanctum.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 75% Accuracy. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 120/115/95/115/95/60 [BST 600]
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!
Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns. Finally Rapid Spin because some of his attacks involve spinning around a lot.
DimentioSuperPaperMario.png

"It would be so very DULL if your journey ended so easily... Instead, it ends with...magic!"
Pokémon: Dimentio
Typing: Psychic
Ability: Dimensional Mastery (It's CAP's Persistent but renamed.) / Levitate
Some Moves: Psychic Terrain, Trick Room, Magic Room, Wonder Room, Block, Incinerate, Double Team, Psyshock, Telekinesis, Psychic, Confusion Reflect, Light Screen, Teleport, Shock Wave, Dark Pulse, Hypnosis, Worry Seed, Nasty Plot, Confuse Ray, Hyperspace Hole, Protect, Safeguard, Laser Focus, Ally Switch, Magic Coat, Trick, Lucky Chant, Confide, Signal Beam, Quash, Sleep Talk, Payback, Spite, Grudge, Knock Off
Stats: 80/64/64/144/112/96 [BST 560]

Reasoning: Dimentio's Psychic typing owes itself entirely to his magic and ability to manipulate dimensions, which is where he gets Dimensional Mastery (It extends Rooms), Psychic Terrain (Dimension D; It applies to everyone so long as they're grounded), and the Room Moves, not to mention Hyperspace Hole. Due to always floating and never walking, he gets Levitate. He tends to use glowing Light projectiles in battle that I feel Psyshock and Signal Beam would fit well. Teleport from his unique "Dimension Flipping" animation, Worry Seed and Hypnosis from Floro Sprouts. Dark Pulse and Nasty Plot because he's really just a nutjob loon hell-bent on deleting reality. Block and Incinerate because he can box in targets then burn them alive. Such barriers also help him get Screens and Protect. Confuse Ray and Shock Wave, finally, owe themselves entirely to how Fracktail ends up hostile. The HP stat is pulled directly from his boss fight in Chapter 8-3, and all his other stats are multiples of 16 (Attack and Defense outright being Powers of 2 as well), with a specially oriented stat spread due to how he prefers magic.
However, he has another forme...

"GREEEEEEN!"
latest

(Use the Chaos Heart on Dimentio and Luigi outside of battle to forme-change Dimentio into this, and again to reverse the process. Moves exclusive to Super Dimentio will be forgotten once Dimentio is reverted back, and if these comprise all of Dimentio's moveslots, he gets Confusion.)
Pokémon: Super Dimentio
Type: Psychic/Dark
Ability: Dimensional Mastery (See Base)
Stats: 200/144/64/128/96/48 [BST 680]
Some Moves: Base's movepool + Attack Order, Hammer Arm, Mega Punch, Bounce, Body Slam, Stomp, Mega Punch, Zen Headbutt, Brutal Swing, Heavy Slam, Lock-On, Focus Energy, Self-Destruct, Rapid Spin
Reasoning: Dimentio's part-Dark here thanks to the reveal of his true, unhinged, psychotic nature, plus the influence of the Chaos Heart. HP is, again, taken right from his boss fight in Chapter 8. He's more of a physical attacker here due to how he fights in the final battle, which is where these new moves come from. I think this forme might end up in Ubers due to his access to Trick Room on top of that lacking 48 Speed, as exploitable as that Psychic/Dark typing is for a Bug-type move, especially from the physical side.
 
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x2v7Z8W.png

Pokémon: Steve?
Type: Normal
Ability: Fire Aspect* / Iron Barbs / Overcoat (Hidden)
*Fire Aspect: Contact moves have a 30% chance to burn. (Poison Touch clone)
Stats: 80/120/120/120/80/80 (600)
Notable Moves: Milk Drink, Return, Diamond Sword*, Sacred Sword, Riptide**, Waterfall, Scald, Hydro Pump, Aqua Jet, Gunk Shot, Sludge Bomb, Thunder, Flamethrower, Fire Blast, Swords Dance, Agility, Rapid Spin, Stealth Rock, Spikes, Toxic Spikes, Sticky Web
*Diamond Sword: Physical Rock-type, 100 BP, 100% Accuracy, 15/24 PP, no additional effect, slashing move, 180 BP Continental Crush
**Riptide: Physical Water-type, 80 BP, 100% Accuracy, 10/16 PP, has +1 priority in Rain or Hail or if the user is trapped by Whirlpool, 160 BP Hydro Vortex
Steve? @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Milk Drink
- Return
- Waterfall
- Swords Dance / Sacred Sword
Reasoning: It's the Minecraft guy. Normal because he's just a guy. Fire Aspect comes from the enchantment of the same name that can be applied to swords. Iron Barbs comes from the Thorns enchantment. Overcoat because armor I guess. Diamond Sword is based on the weapon of the same name, which is pretty much as good as it gets. It has higher PP than a move of its power would normally have because of its famed durability. He also gets Sacred Sword due to his sword use. Riptide is based on the enchantment of the same name for tridents, which pretty much does what it does in the game - it gives the trident a charging attack in water, rain or snow (represented by boosted priority). Thunder also comes from a trident enchantment (namely Channeling). Poison moves are from splash potions. The other Water moves are a mix of both tridents and splash potions as well. Flamethrower and Fire Blast due to the Flame enchantment for bows. He gets boosting moves because potions. He also gets both hazards and Rapid Spin to clear them because of his ability to place and destroy blocks.
68px-SPI-Primid.png

The common soldier of the Subspace Army.
Pokémon: Primid
Type: Dark
Type (Fire Primid): Dark/Fire
Type (Metal Primid): Dark/Steel
Ability: Clear Body
Stats: 50/80/50/50/80/80 (390)
Stats (Fire Primid): 50/80/50/120/80/120 (500)
Stats (Metal Primid): 100/80/100/50/120/50 (500)
Stats (Big Primid): 120/140/60/50/80/50 (500)
(Primid can evolve into any of Fire Primid, Metal Primid, or Big Primid in various ways. Thus, it can use Eviolite.)
Notable Moves: Throat Chop, Knock Off, Dark Pulse, High Jump Kick, Meteor Mash, Flash Cannon, Fire Punch, Blaze Kick, Flamethrower, Fire Blast, Mach Punch, Bullet Punch, Drain Punch, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Rock Blast, Shadow Ball, Sacred Sword, Psycho Cut, Leaf Blade, X-Scissor, Cross Poison, Bonemerang, Swords Dance, Slack Off
Big Primid @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Throat Chop / Knock Off
- Meteor Mash
- Swords Dance
- Slack Off
Reasoning: Dark because they're made of Shadow Bugs. Fire and Steel should be obvious given what evolutions have them. Clear Body because I couldn't think of anything better. In addition to their STABs, they get punching and kicking from the basic Primid moveset, ballistics moves from Scope Primids, sword moves from Sword Primids, and the only boomerang for Boom Primids. Those variations aren't full evolutions because they're just normal Primids with weapons. They also get Slack Off because Scope Primids on easy difficulties might just mess around with their guns instead of shooting.
 
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176814

Name: Don Hedron (from Dewy's Adventure)
Type: Dark/Poison
Ability: Corrupter (While Don Hedron is on the field, Berry items (including Berry Juice), Seeds (including Miracle Seed), Herbs, Absorb Bulb, Luminous Moss, Stick, Big Root, and Leftovers have the effect of the Black Sludge item, and if an item's normal expenditure effect is activated, it would be expended with no effect. This does not apply to opposing Water types.)
Signature Moves:

Black Hammer
- Type: Dark
- Classification: Physical
- Power: 120
- Accuracy: 90
- PP: 10 (max 16)
- Effect: Has a 10% chance to flinch the foe. Drops Speed by one stage.

Dark Waves
- Type: Dark
- Classification: Status
- Accuracy: -
- PP: 20 (max 32)
- Effect: Forces the target to a random ally. -6 priority.
Stats: 115/115/104/72/84/110 (Total: 600)
Notable Moveset: Knock Off, Sucker Punch, Gunk Shot, Poison Jab, Crunch, Fire Lash, Icicle Crash, Thunderbolt, Gastro Acid, Dark Pulse, Sludge Wave, Sludge Bomb Rapid Spin, Taunt, Torment, Curse, Glare, Heal Block, Block, Trick
Overview: Don Hedron is the mastermind behind the invasion of the forces of the Black Water. He pulls his power from the Black Water itself to do battle with Dewy and the Tree of Seven Colors. This power is what is represented in his ability, Corrupter, which corrupts organic items. His moves are based on the attacks he can perform in the first phase of his battle, as well as realistic moves he would get due to his powers. His role is to be a powerful wallbreaker, one that takes down defensive Pokemon by hurting them with their item. He can also run a Trick set with actual Black Sludge to harm the opponents in that way, which helps to break down even the toughest of defensive Pokemon.
 
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Pokémon: Steve
Type: Normal
Ability: Battle Armor / Hunger / Miner
Hunger
: For 10 turns, heals Steve by 1/8 of his max HP at the end of every turn. After 10 turns, damages Steve by 1/16 of his max HP at the end of every turn. Resets upon switching out, or if Steve eats a Berry or uses Swallow. Also has Gluttony effects.
Miner: Steelworker clone for Rock-type.
Moves:
Physical: Explosion, Return, Extreme Speed, Stone Edge, Rock Tomb, Superpower, Sacred Sword, Waterfall, Aqua Jet, Acrobatics, High Horsepower
Special: Sludge Bomb, Thunder, Inferno, Surf
Status: Milk Drink, Stockpile, Swallow, Sticky Web, Stealth Rock, Spikes, Toxic Spikes, Curse, Swords Dance, Iron Defense
Flavor: Egg Bomb, Fire Charge, Block, Fly, Sand Tomb, Rock Throw, Rollout, Rock Slide, Incinerate, Recycle, Teleport
Signature Moves:
Diamond Pickaxe: 80 BP | Rock | Physical | 100% Acc | 10 PP | Removes entry hazards and binding moves from user's side of the field, except Sticky Web, Magma Storm, Whirlpool and Lingering Potion (see below).
Tipped Arrow: 70 BP | Normal | Physical | 100% Acc | 15 PP | Doesn't make contact | Type and effect depend on Steve's IVs.
Lingering Potion: -- BP | Normal | Status | Sets a Lingering Cloud, and effect depend on Steve's IVs. | Can target either Steve's side of the field or opponent's side of the field. Effect activates when the move lands as well as when a Pokémon on the targeted side of the field switches in. | Removable with Defog.
Negative:
Poison - Poison - Inflicts poison.
Bug - Harming - Deals 1/4 max HP damage.
Electric - Slowness - Lowers Speed by -1.
Fairy - Weakness - Lowers Attack by -1.
Dark - Decay - Deals 1/16 max HP damage for 5 turns and applies Heal Block.

Positive:
Fighting - Strenght - Increases Attack by +1.
Flying - Slow Falling - Gives immunity to Ground-type moves and entry hazards.
Ghost - Regeneration - Heals by 1/16 max HP for 5 turns.
Steel - Night Vision - Next move can't miss unless it is a OHKO move.
Fire - Fire Resistance - Gives immunity to Fire-type moves.
Water - Water Breathing - Gives immunity to Water-type moves.
Grass - Healing - Heals by 1/4 max HP.
Psychic - Invisibility - HP stops changing to the opponent.
Ice - Swiftness - Increases Speed by +1.
Ground - Jump Boost - Increases critical chance by 1 and Speed by 33%.
Dragon - Luck - Next move is a critical hit.

Mixed:
Rock - Turtle Master - Increases Defense by 2 but lowers Speed by 1.

Stats: 95/95/95/95/95/95 (570)

Reasoning:
  • Type and Stats: Normal type and average stats because Steve is just a default skin and has basically no features of his own.
  • Abilities: Battle Armor because Steve can wear armor. Miner because, well, half of Minecraft is mining. Hunger is a major mechanic in Minecraft, making Steve's health recover when satiation is full but dealing damage to him when it's empty. As Steve uses moves in those 10 turns, the satiation decreases.
  • Diamond Pickaxe: Removes some hazards because Steve could basically break them, but pickaxes can't "break" cobwebs, water, lava or clouds.
  • Tipped Arrow and Lingering Potion: Tried to translate the potion effects as faithfully as possible. Some of the types have loose-er connection than others (Night Vision is Steel-type because you brew it with a golden carrot) but they all have some connection.
  • Explosion: TNT
  • Return: ...every Pokémon gets it.
  • Stone Edge, Rock Tomb, Rock Throw, Rollout, Rock Slide, Stealth Rock: Stone is one of the most abundant things in Minecraft, Steve has a lot of it.
  • Sand Tomb: Same as above... but sand instead of stone.
  • Sacred Sword, Swords Dance: Steve uses swords.
  • Acrobatics, Fly: Elytra wings (combined with Fireworks) let Steve take off and fly up and down really fast.
  • Extreme Speed: Ties into the moves above. One of Minecraft's achievements is Super Sonic. "Fly with the elytra through a 1 by 1 gap while moving faster than 40 m/s." 145 km/h (90 mph) sounds fast enough for Extreme Speed to me.
  • High Horsepower: Steve can tame horses.
  • Sludge Bomb: Splash potions.
  • Thunder: Channeling enchantment on Trident.
  • Aqua Jet: Riptide enchantment on Trident.
  • Iron Defense: Protection enchantment on armor.
  • Curse: Curse of Vanishing and Curse of Binding enchantments on armor and weapons.
  • Teleport: Ender Pearl.
  • Inferno: Steve can open up a portal to the Nether. Hell (pun intended), Steve can carry Nether Blocks with him. The burn inflicted by Inferno reflects how Netherrack burns infinitely, unlike other blocks.
  • Milk Drink: Milk Bucket.
  • Waterfall, Surf: Water Bucket.
  • Stockpile: Stacking tons of items in your inventory.
  • Swallow: Eating food from your inventory.
  • Spikes, Toxic Spikes: Steve can place traps that automatically shoot arrows, presumably spiky ones. Traps can also shoot tipped arrows with poison.
  • Superpower: If we were to calculate the physics of Minecraft, we can find out that Steve can actually carry multiple tons of rocks on his inventory.
  • Sticky Web: Steve can place cobwebs.
  • Egg Bomb: Throwing eggs.
  • Fire Charge: Throwing Flame Charges.
  • Incinerate: Minecraft items get deleted when put in fire, Steve can create fire with his Flint & Steel.
  • Recycle: Closest thing I could find in Pokemon to represent "craft" in "Minecraft"
  • Block: haha

Competitive Use: Need some utility? Steve's your guy. Access to all hazards plus a signature temporary hazard-like field effect.
Sample Sets:
Suicide Lead
Steve @ Focus Sash / Mental Herb
Ability: Hunger
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Explosion
- Lingering Potion [Fighting]

Hazard Control
Steve @ Leftovers
Ability: Hunger
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Return / Extreme Speed
- Diamond Pickaxe
- Lingering Potion [Grass]

Stallbreaker
Steve @ Leftovers
Ability: Miner
EVs: 252 HP / 252 Atk / 4 Def
Impish Nature
- Tipped Arrow [Dark]
- Swords Dance
- Rock Tomb / Stone Edge
- Milk Drink
 
Everything under here comes from Brawl Stars

120

Type:
steel.gif
water.gif

Abilities: Battle Armor / Emergency Exit / Steel Hoops
Stats: 105 / 102 / 90 / 57 / 71 / 75 (BST: 500)
Moves: Liquidation, Aqua Jet, Iron Head, Autotomize, Metal Sound, Superpower, Brick Break, Earthquake, U-turn, Bullet Punch, Bulk Up, Surf, Flash Cannon, Surf, Scald, Knock Off, Pursuit, Rapid Spin, Barrel Roll
Steel Hoops:
Filter clone
Barrel Roll: Steel-type U-turn clone that removes hazard, but only has 8 PP

Reasoning: Steel cuz it's a robot (sorry Pika) and water cuz it's a pirate (probably). Has defensive abilities because he's pretty bulky, and Emergency Exit is for his unique passive super charge, like he activates his Barrel Roll in the middle of a fight or something. He has priority cuz he's fast, some normal physical tank coverage like Superpower and EQ and then Barrel Roll, which gives him incredible utility and more role compression.

Sample Set:
Darryl @ Assault Vest
Ability: Steel Hoops
EVs: 252 HP / 4 Atk / 252 Def (or more specific stuff for specific threats ig)
Impish Nature
- Barrel Roll
- Iron Head
- Earthquake
- Scald

120

Type:
fighting.gif
fairy.gif

Abilities: Home Run / Hustle
Stats: 80 / 115 / 75 / 115 / 55 / 90 (BST: 530)
Moves: Dazzling Gleam, Play Rough, Focus Blast, Superpower, Brick Break, Drain Punch, Thunder Punch, Fire Punch, Ice Punch, Knock Off, Iron Head, Poison Jab, Pursuit, Flash Cannon, Nasty Plot, Spitball
Home Run:
First move used has its priority increased by 1 if it's lower than 2. Resets every switch.
Spitball: Fairy-type special Pursuit clone.

Reasoning: Fighting seemed fitting for baseball, and fairy is for her constant gumball. Lot of physical coverage because she's mainly close range, but she has mixed stats because of her super, Spitball (which has the most range in the game, hence the pursuit clone). Home Run boost her speed like in the game.

Sample Sets:
Bibi @ Life Orb / Fightinium Z
Ability: Home Run
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Modest Nature
- Spitball
- Focus Blast
- Flash Cannon
- Dazlling Gleam

Bibi @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Superpower
- Play Rough
- Ice Punch / Knock Off
- Poison Jab
 
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310

Pokémon: Traitor Lord (Hollow Knight)
Type: Dark/Bug
Ability: Sheer Force / Toxic Boost
Moves: X-Scissor, Lunge, Pursuit, Earthquake, Smart Strike, Double-Edge, Swords Dance, Knock Off, Superpower, Sludge Wave, Flash Cannon
Stats: 110/120/85/90/75/90

Reasoning: The Traitor Lord was a Mantis Lord who betrayed his sisters by choosing to take on the Infection to increase his strength. Because of this, I chose Dark type to represent his betrayal and Bug because he is a bug, and his 2 main attacks look similar to Bug type moves. Sheer Force is because he charges very recklessly and demonstrates a lot of power, dealing 2 masks of damage with all his physical attacks. Toxic Boost is because he took on the Infection, sacrificing his health for increased power. His moves are based on attacks he uses in-game, such as Lunge for his lunge attack and Earthquake for his shockwave attack, as well as a few flavour moves. The Traitor Lord is fairly bulky, with lower Special Defense because he is easier when kept at a long range to attack with spells. A high attack is because the Traitor Lord is very strong, a medium special attack is because he has a ranged projectile attack and a shockwave, and a decent speed is because the Traitor Lord attacks almost constantly and is pretty mobile with his dash attack.
 
Sumireko Usami

Pokémon: Sumireko Usami (Touhou Shinpiroku ~ Urban Legend in Limbo)
Type: Normal/Psychic
Ability: Forewarn/Levitate/Psychokinesis (HA)
Signature Ability
Psychokinesis: Psychic-type Steelworker clone.
Moves: 3D Printer Gun, Zener Cards, Psychic, Psyshock, Fire Blast, Flamethrower, Scald, Hydro Pump, Hyper Beam, Detect, Protect, Will-O-Wisp, Endure, Slam, Double-Edge, Foresight, Tri-Attack, Recover, Psych Up, Telekinesis, Trump Card, Agility, Barrier, Dream Eater, Kinesis, Light Screen, Reflect, Psychic Terrain, Psycho Boost, Miracle Eye, Rest, Sleep Talk, Teleport, Hidden Power, Surf, Waterfall, Soak, Sludge Wave, Happy Hour, U-Turn, Earth Power, Ice Beam, Thunderbolt
Signature Moves: 3D Printer Gun ~ Normal-type, 100 Base Power, 80 Accuracy, 5 PP. -6 Priority. Forces the opponent to switch out.
Zener Cards ~ Psychic-type, Physical, 25 Base Power, 85 Accuracy, 20 PP. Hits 2 to 5 times. Hits off of the opponent's Special Defense.
Z-Moves
See Visions of the Other World's Lunacy! ~ Psychic-type, Special, 210 Base Power. Can only be access by Psycho Boost using Sumirekoium Z.
Stats: 81 HP/107 Atk/73 Def/116 SpA/72 SpD/118 Spe (BST: 567)

Reasoning: Expose the Esoteric! The Secret Sealing Club's First President: Sumireko Usami. She's a human with psychic abilities, so that's out of the way, and her abilities are self-explanatory. Forewarn for her enhanced awareness (I think), Levitate since she can do that, and Psychokinesis since I want to make a Psychic-type Steelworker.

Sumireko's stats were calculated using her puppet's stats. I took all 4 of her different styles, added them up, and divided them by 4. However, I realized that was weak, and decided to add +20 to HP, and +40 to Attack, Special Attack, And Speed.

Her movepool involves a Spellcard, a few different attacks based off her abilities, and some other garbage. Yes, she learns 3 signature legendary moves, but they do fit her well. Zener Cards is a multi-hitting Phyiscal move that does special damage, and 3D Printer Gun is a beefed up Dragon Tail, though Normal-type and Special. Not really much else to say considering she's one of the newer characters out there. Z-Move is her Last Word, and I couldn't think of anything interesting, so its a one-type Psychic nuke.
300px-LoT2_Chara_Satori_Stand.png

Pokémon: Satori Komeiji (Touhou Chireiden ~ Subterranean Animism and assorted fangames)
Type: Psychic
Ability: Protean/Forewarn/3rd Eye (HA)
Signature Ability
3rd Eye: Upon switching in, copies the opponent's moveset, but all moves cost 2 PP to use. Resets upon switching-in.
Moves: Brain Fingerprint, Copycat, Assist, Mimic, Me First, Metronome, Nature Power, Rest, Sleep Talk, Sketch (once), Psychic, Hypnosis, Flamethrower, Thunderbolt, Ice Beam, Shadow Ball, Dark Pulse, Moonblast, Energy Ball, Aura Sphere, Tri-Attack, Signal Beam, Earth Power, Power Gem, Surf, Air Slash, Flash Cannon, Dragon Pulse, Sludge Bomb, Nasty Plot, Fujiyama Volcano, Icicle Fall, Sword of Hisou, Miracle Eye, Mind Reader
Signature Moves: Brain Fingerprint ~ Psychic-type, Special, 70 Base Power, 90 Accuracy, 10 PP. Disables a random move on the opponent.
Z-Moves
Perfect Mind Control ~ Psychic-type, Status. Inflicts the Control status condition. Lasts for 1 turn, and the opponent is hit with its own move. Positive effects are given to the inflicter and they can select what move they use. Can only be access by Mimic using Satorium Z.
Stats: 133 HP/116 Atk/56 Def/120 SpA/56 SpD/102 Spe (BST: 583)

Reasoning: Here's a pretty new one I got here, Satori Komeiji, the head satori of the Palace of the Earth Spirits. She has Orin and Utusho has pets, and Koishi as her younger sister (basically the same as the Scarlet sisters, but with their main focus swapped). Her main ability is to read minds and copy trauma, as well as hypnotism, so she's Psychic type as a matter of fact. Forewarn also kinda helps in that matter. Protean through the fangame, TPDP, because I want to, and Mind Reader to copy the opponent's moves, which is more or less canon through her Spellcards, but this time, she gains the opponent's movepool at the cost of extra PP.

Her stats are kinda of a translation of what she was in LoT2, with very high HP, good offensives, but low defenses. She also had low speed, but not here for the glass cannon roll I'm looking for.

Her movepool is one of a spellcard, and others based off of trauma copying, and fan game stuff, where she is a Blue Mage in GoS. Therefore, she has the most viable special move of all types. She can also mind control through Violet Detector and GoS, so I thought it was a cool idea. She also has moves from the other Touhou subs that one, but only from the ones that one for consistency.
Koishi Komeiji

Pokémon: Koishi Komeiji (Touhou Chireiden ~ Subterranean Animism and assorted fangames)
Type: Psychic/Grass
Ability: Comatose/Flower Veil/Brambly Rose Garden (HA)
Signature Ability
Brambly Rose Garden: Upon switching in, sets up the terrain Brambly Rose Garden for the entire time Koishi is out, disappearing when either knocked out or switched out. The following effects are shown below:
  • Increases the power of Psychic-type moves for grounded Pokemon by 50%.
  • Flower Shield will now boost the user’s Special Defense and Defense.
  • Every turn, there is a 50% chance that Koishi may raise a random stat by 1, and a opponent's random stat lowered by 1.
  • Floral Healing will now be able to heal the user.
  • Other than above, has the same effects as Grassy Terrain.
Moves: Super-Ego, Release of the Id, Ancestors Are Watching You, Petal Blizzard, Leaf Storm, Petal Dance, Flower Shield, Floral Healing, Dazzling Gleam, Psychic, Rest, Sleep Talk, Dark Pulse, Scary Face, Night Slash, Slash, Sacred Sword, Leaf Blade, Psycho Cut, Energy Ball, Shadow Ball, Focus Blast, Nasty Plot, Nature Power, Grassy Terrain, Solar Beam, Heart Swap, Heart Stamp, Spore, Sleep Powder, Poison Powder, Stun Spore, Attract,
Signature Moves: Release of the Id ~ Psychic-type, Special, 40 Base Power, 90 Accuracy, 10 PP. Deals 3 hits.
Super-Ego ~ Psychic-type, Special, 90 Base Power, 100 Accuracy, 5 PP. Always deals neutral damage, regardless of typing. Hits all targets in a Double Battle.
Ancestors Are Watching You ~ Psychic-type, Special, 70 Base Power, 100 Accuracy, 5 PP. Hits for 2 more turns after use. Deals 50% more damage to targets with a mental status condition attached.
Z-Moves
I'm Going to Call You Now, So Answer the Phone! ~ Dark-type, Special, 175 Base Power. Deals damage to the opponent's Defense. Can only be access by Night Slash using Koishium Z.
Stats: 101 HP/53 Atk/74 Def/144 SpA/116 SpD/112 Spe (BST: 600)

Reasoning: And here we meet Satori's strange sister, Koishi Komeiji. Unlike her sister, she forcefully closed her 3rd eye, and has ended up in a permanent state of unconciousness (kinda), which is where Comatose comes from. Flower Veil represents her relationship with roses for her attacks, and Brambly Rose Garden, formerly her Last Word in HM, is now her signature ability, being a buffed up version of Grassy Terrain.

Her stats are also kinda of a translation of what she was in LoT2, but modified to fit a more special attacker/special wall. Also was made to become stronger than her sister due to her Extra boss status.

Her movepool is her 3 main spellcards from the fighting games and also more things like flowers, hearts, and knife moves because of her Z-Move.

And to honor me/Neosonic....

300px-LoT2_Chara_Flandre_Stand.png


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 33.3% damage. Does not affect multi-hit nor fixed-damage moves, and secondary effects are halved.
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 (including recharging) deal 30% 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, Knock Off, Extreme Speed, Dragon Claw, Fly, Fire Blast, Flamethrower, Draining Kiss, Fury Swipes, Blast Burn, Hyper Beam, Giga Impact,
Signature Moves: Laevateinn ~ Fire-type, Physical, 150 Base Power, 100 Accuracy, 5 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat. Consumes double the PP as usual and lowers her used attacking stat by -2.
Starbow Break ~ Dark-type, Physical, 120 Base Power, 95 Accuracy, 10 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat. Deals both Fairy and Dark-type damage, but deals 33% of the damage done back to the user as recoil. Cannot faint from the recoil, though.
Stats: 100 HP/145 Atk/50 Def/145 SpA/50 SpD/145 Spe (BST: 635)

Reasoning: Technically I'm taking this as a repost of Neosonic's Flandre, but I also made a Flandre, so here's a semi-weaker version of her. She has less firepower in turn for "better" bulk. Again, LoT2 inspirations here, but also adding Starbow Break, another famous spellcard to the mix. Laevateinn is also much more powerful, but with even more drawbacks. She also has more thematic and usable options and that's about it, really.

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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"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!"
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's magic 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

“Blood! Darkness! I Shall drown the world in both!”
Image result for soul calibur nightmare
Image result for night terror soul calibur

Pokémon: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.

"It's a rule that you should take care of weary travelers!"
Witch
View attachment 153006
Goddess
View attachment 153007
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance

"As if I care-It's not like I asked them to wait for me, and since when did you become so full of yourself to talk back to me?"
Witch
View attachment 153014
Goddess
View attachment 153015
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge

"I have to say, I'm an instant fan. Looks like you've got a date with an angel! "
View attachment 152879
Pokémon: Alice Angel
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, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. 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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Voting time, get your votes in by next weekend. May the best Paper Mario antagonist character win.
Pokémon: Bullet King
Type: Steel
Ability: Levitate / Mega Launcher
New Move: Burning Flask (Fire-type Status move. Basically Yawn but for burns.)
New Move: Round of Bullets (Steel-type Physical move. 130BP, 75% Accuracy. Blocked by Bulletproof and hits all adjacent mons, but has no other effects.)
Other Moves: Battle Rifle, M6D Pistol (See Master Chief), Bullet Seed, Rock Blast, Magnet Bomb, Roulette (See Komaeda), Flash Cannon, Metal Burst, Aura Sphere, Water Pulse, Dark Pulse, Smack Down, Focus Blast, Sludge Bomb, Fling, Haze, Clear Smog, Rapid Spin
Stats: 120/115/95/115/95/60 [BST 600]
Bio
The Bullet King is one of three possible Stage 1 Bosses, the other two being the Trigger Twins and the Gatling Gull. The Old King is still around in one of the secret levels, however, suggesting SOMETHING happened necessitating the current Bullet King taking his place. He has a chancellor who, if spared, will attack the Gungeoneer later down the line, even in later runs!
Reasoning: Mono Steel due to being a large Bulletkin (Bulletkins seem to be sentient bullets, which happen to be made of metal) seated atop the Lead Throne. Said Lead Throne levitates and protects him from things on the ground, so he gets Levitate. It happens to be made entirely of guns, so Mega Launcher. He has the highest HP among the possible Stage 1 bosses, so I tried to make him somewhat tanky, though a decent offense should also accompany. Burning Flask basically functions as it does in Enter the Gungeon: It covers the ground in red creep, which eventually sets ablaze, and once that happens, deals damage to the Gungeoneer if they stand on it for too long. Once it lights on fire, just simply touching the creep itself isn't enough to damage you if you GTFO right off the gate, which is why switching in prevents the burn in the first place. He doesn't move really fast, so he has lacking Speed. Moves are based off of how his Lead Throne does the attacking for him, and thus he gets moves relating to various guns. Finally Rapid Spin because some of his attacks involve spinning around a lot.
Pokémon: Dimentio
Typing: Psychic
Ability: Dimensional Mastery (It's CAP's Persistent but renamed.) / Levitate
Some Moves: Psychic Terrain, Trick Room, Magic Room, Wonder Room, Block, Incinerate, Double Team, Psyshock, Telekinesis, Psychic, Confusion Reflect, Light Screen, Teleport, Shock Wave, Dark Pulse, Hypnosis, Worry Seed, Nasty Plot, Confuse Ray, Hyperspace Hole, Protect, Safeguard, Laser Focus, Ally Switch, Magic Coat, Trick, Lucky Chant, Confide, Signal Beam, Quash, Sleep Talk, Payback, Spite, Grudge, Knock Off
Stats: 80/64/64/144/112/96 [BST 560]

Reasoning: Dimentio's Psychic typing owes itself entirely to his magic and ability to manipulate dimensions, which is where he gets Dimensional Mastery (It extends Rooms), Psychic Terrain (Dimension D; It applies to everyone so long as they're grounded), and the Room Moves, not to mention Hyperspace Hole. Due to always floating and never walking, he gets Levitate. He tends to use glowing Light projectiles in battle that I feel Psyshock and Signal Beam would fit well. Teleport from his unique "Dimension Flipping" animation, Worry Seed and Hypnosis from Floro Sprouts. Dark Pulse and Nasty Plot because he's really just a nutjob loon hell-bent on deleting reality. Block and Incinerate because he can box in targets then burn them alive. Such barriers also help him get Screens and Protect. Confuse Ray and Shock Wave, finally, owe themselves entirely to how Fracktail ends up hostile. The HP stat is pulled directly from his boss fight in Chapter 8-3, and all his other stats are multiples of 16 (Attack and Defense outright being Powers of 2 as well), with a specially oriented stat spread due to how he prefers magic.
However, he has another forme...

"GREEEEEEN!"
Super Dimentio

(Use the Chaos Heart on Dimentio and Luigi outside of battle to forme-change Dimentio into this, and again to reverse the process. Moves exclusive to Super Dimentio will be forgotten once Dimentio is reverted back, and if these comprise all of Dimentio's moveslots, he gets Confusion.)
Pokémon: Super Dimentio
Type: Psychic/Dark
Ability: Dimensional Mastery (See Base)
Stats: 200/144/64/128/96/48 [BST 680]
Some Moves: Base's movepool + Attack Order, Hammer Arm, Mega Punch, Bounce, Body Slam, Stomp, Mega Punch, Zen Headbutt, Brutal Swing, Heavy Slam, Lock-On, Focus Energy, Self-Destruct, Rapid Spin
Reasoning: Dimentio's part-Dark here thanks to the reveal of his true, unhinged, psychotic nature, plus the influence of the Chaos Heart. HP is, again, taken right from his boss fight in Chapter 8. He's more of a physical attacker here due to how he fights in the final battle, which is where these new moves come from. I think this forme might end up in Ubers due to his access to Trick Room on top of that lacking 48 Speed, as exploitable as that Psychic/Dark typing is for a Bug-type move, especially from the physical side.
Pokémon: Steve?
Type: Normal
Ability: Fire Aspect* / Iron Barbs / Overcoat (Hidden)
*Fire Aspect: Contact moves have a 30% chance to burn. (Poison Touch clone)
Stats: 80/120/120/120/80/80 (600)
Notable Moves: Milk Drink, Return, Diamond Sword*, Sacred Sword, Riptide**, Waterfall, Scald, Hydro Pump, Aqua Jet, Gunk Shot, Sludge Bomb, Thunder, Flamethrower, Fire Blast, Swords Dance, Agility, Rapid Spin, Stealth Rock, Spikes, Toxic Spikes, Sticky Web
*Diamond Sword: Physical Rock-type, 100 BP, 100% Accuracy, 15/24 PP, no additional effect, slashing move, 180 BP Continental Crush
**Riptide: Physical Water-type, 80 BP, 100% Accuracy, 10/16 PP, has +1 priority in Rain or Hail or if the user is trapped by Whirlpool, 160 BP Hydro Vortex
Sample Sets
Steve? @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Milk Drink
- Return
- Waterfall
- Swords Dance / Sacred Sword

Reasoning: It's the Minecraft guy. Normal because he's just a guy. Fire Aspect comes from the enchantment of the same name that can be applied to swords. Iron Barbs comes from the Thorns enchantment. Overcoat because armor I guess. Diamond Sword is based on the weapon of the same name, which is pretty much as good as it gets. It has higher PP than a move of its power would normally have because of its famed durability. He also gets Sacred Sword due to his sword use. Riptide is based on the enchantment of the same name for tridents, which pretty much does what it does in the game - it gives the trident a charging attack in water, rain or snow (represented by boosted priority). Thunder also comes from a trident enchantment (namely Channeling). Poison moves are from splash potions. The other Water moves are a mix of both tridents and splash potions as well. Flamethrower and Fire Blast due to the Flame enchantment for bows. He gets boosting moves because potions. He also gets both hazards and Rapid Spin to clear them because of his ability to place and destroy blocks.
Pokémon: Primid
Type: Dark
Type (Fire Primid): Dark/Fire
Type (Metal Primid): Dark/Steel
Ability: Clear Body
Stats: 50/80/50/50/80/80 (390)
Stats (Fire Primid): 50/80/50/120/80/120 (500)
Stats (Metal Primid): 100/80/100/50/120/50 (500)
Stats (Big Primid): 120/140/60/50/80/50 (500)
(Primid can evolve into any of Fire Primid, Metal Primid, or Big Primid in various ways. Thus, it can use Eviolite.)
Notable Moves: Throat Chop, Knock Off, Dark Pulse, High Jump Kick, Meteor Mash, Flash Cannon, Fire Punch, Blaze Kick, Flamethrower, Fire Blast, Mach Punch, Bullet Punch, Drain Punch, Bullet Seed, Electro Ball, Energy Ball, Focus Blast, Gyro Ball, Rock Blast, Shadow Ball, Sacred Sword, Psycho Cut, Leaf Blade, X-Scissor, Cross Poison, Bonemerang, Swords Dance, Slack Off
Sample Sets
Big Primid @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Throat Chop / Knock Off
- Meteor Mash
- Swords Dance
- Slack Off

Reasoning: Dark because they're made of Shadow Bugs. Fire and Steel should be obvious given what evolutions have them. Clear Body because I couldn't think of anything better. In addition to their STABs, they get punching and kicking from the basic Primid moveset, ballistics moves from Scope Primids, sword moves from Sword Primids, and the only boomerang for Boom Primids. Those variations aren't full evolutions because they're just normal Primids with weapons. They also get Slack Off because Scope Primids on easy difficulties might just mess around with their guns instead of shooting.
Name: Don Hedron (from Dewy's Adventure)
Type: Dark/Poison
Ability: Corrupter (While Don Hedron is on the field, Berry items (including Berry Juice), Seeds (including Miracle Seed), Herbs, Absorb Bulb, Luminous Moss, Stick, Big Root, and Leftovers have the effect of the Black Sludge item, and if an item's normal expenditure effect is activated, it would be expended with no effect. This does not apply to opposing Water types.)
Signature Moves:

Black Hammer
- Type: Dark
- Classification: Physical
- Power: 120
- Accuracy: 90
- PP: 10 (max 16)
- Effect: Has a 10% chance to flinch the foe. Drops Speed by one stage.

Dark Waves
- Type: Dark
- Classification: Status
- Accuracy: -
- PP: 20 (max 32)
- Effect: Forces the target to a random ally. -6 priority.
Stats: 115/115/104/72/84/110 (Total: 600)
Notable Moveset: Knock Off, Sucker Punch, Gunk Shot, Poison Jab, Crunch, Fire Lash, Icicle Crash, Thunderbolt, Gastro Acid, Dark Pulse, Sludge Wave, Sludge Bomb Rapid Spin, Taunt, Torment, Curse, Glare, Heal Block, Block, Trick
Overview: Don Hedron is the mastermind behind the invasion of the forces of the Black Water. He pulls his power from the Black Water itself to do battle with Dewy and the Tree of Seven Colors. This power is what is represented in his ability, Corrupter, which corrupts organic items. His moves are based on the attacks he can perform in the first phase of his battle, as well as realistic moves he would get due to his powers. His role is to be a powerful wallbreaker, one that takes down defensive Pokemon by hurting them with their item. He can also run a Trick set with actual Black Sludge to harm the opponents in that way, which helps to break down even the toughest of defensive Pokemon.
Pokémon: Steve
Type: Normal
Ability: Battle Armor / Hunger / Miner
Hunger
: For 10 turns, heals Steve by 1/8 of his max HP at the end of every turn. After 10 turns, damages Steve by 1/16 of his max HP at the end of every turn. Resets upon switching out, or if Steve eats a Berry or uses Swallow. Also has Gluttony effects.
Miner: Steelworker clone for Rock-type.
Moves:
Physical: Explosion, Return, Extreme Speed, Stone Edge, Rock Tomb, Superpower, Sacred Sword, Waterfall, Aqua Jet, Acrobatics, High Horsepower
Special: Sludge Bomb, Thunder, Inferno, Surf
Status: Milk Drink, Stockpile, Swallow, Sticky Web, Stealth Rock, Spikes, Toxic Spikes, Curse, Swords Dance, Iron Defense
Flavor: Egg Bomb, Fire Charge, Block, Fly, Sand Tomb, Rock Throw, Rollout, Rock Slide, Incinerate, Recycle, Teleport
Signature Moves:
Diamond Pickaxe: 80 BP | Rock | Physical | 100% Acc | 10 PP | Removes entry hazards and binding moves from user's side of the field, except Sticky Web, Magma Storm, Whirlpool and Lingering Potion (see below).
Tipped Arrow: 70 BP | Normal | Physical | 100% Acc | 15 PP | Doesn't make contact | Type and effect depend on Steve's IVs.
Lingering Potion: -- BP | Normal | Status | Sets a Lingering Cloud, and effect depend on Steve's IVs. | Can target either Steve's side of the field or opponent's side of the field. Effect activates when the move lands as well as when a Pokémon on the targeted side of the field switches in. | Removable with Defog.
Effects for Tipped Arrow and Lingering Potion
Negative:
Poison - Poison - Inflicts poison.
Bug - Harming - Deals 1/4 max HP damage.
Electric - Slowness - Lowers Speed by -1.
Fairy - Weakness - Lowers Attack by -1.
Dark - Decay - Deals 1/16 max HP damage for 5 turns and applies Heal Block.

Positive:
Fighting - Strenght - Increases Attack by +1.
Flying - Slow Falling - Gives immunity to Ground-type moves and entry hazards.
Ghost - Regeneration - Heals by 1/16 max HP for 5 turns.
Steel - Night Vision - Next move can't miss unless it is a OHKO move.
Fire - Fire Resistance - Gives immunity to Fire-type moves.
Water - Water Breathing - Gives immunity to Water-type moves.
Grass - Healing - Heals by 1/4 max HP.
Psychic - Invisibility - HP stops changing to the opponent.
Ice - Swiftness - Increases Speed by +1.
Ground - Jump Boost - Increases critical chance by 1 and Speed by 33%.
Dragon - Luck - Next move is a critical hit.

Mixed:
Rock - Turtle Master - Increases Defense by 2 but lowers Speed by 1.


Stats: 95/95/95/95/95/95 (570)

Reasoning:
  • Type and Stats: Normal type and average stats because Steve is just a default skin and has basically no features of his own.
  • Abilities: Battle Armor because Steve can wear armor. Miner because, well, half of Minecraft is mining. Hunger is a major mechanic in Minecraft, making Steve's health recover when satiation is full but dealing damage to him when it's empty. As Steve uses moves in those 10 turns, the satiation decreases.
  • Diamond Pickaxe: Removes some hazards because Steve could basically break them, but pickaxes can't "break" cobwebs, water, lava or clouds.
  • Tipped Arrow and Lingering Potion: Tried to translate the potion effects as faithfully as possible. Some of the types have loose-er connection than others (Night Vision is Steel-type because you brew it with a golden carrot) but they all have some connection.
Other Moves Reasoning (warning: large)
  • Explosion: TNT
  • Return: ...every Pokémon gets it.
  • Stone Edge, Rock Tomb, Rock Throw, Rollout, Rock Slide, Stealth Rock: Stone is one of the most abundant things in Minecraft, Steve has a lot of it.
  • Sand Tomb: Same as above... but sand instead of stone.
  • Sacred Sword, Swords Dance: Steve uses swords.
  • Acrobatics, Fly: Elytra wings (combined with Fireworks) let Steve take off and fly up and down really fast.
  • Extreme Speed: Ties into the moves above. One of Minecraft's achievements is Super Sonic. "Fly with the elytra through a 1 by 1 gap while moving faster than 40 m/s." 145 km/h (90 mph) sounds fast enough for Extreme Speed to me.
  • High Horsepower: Steve can tame horses.
  • Sludge Bomb: Splash potions.
  • Thunder: Channeling enchantment on Trident.
  • Aqua Jet: Riptide enchantment on Trident.
  • Iron Defense: Protection enchantment on armor.
  • Curse: Curse of Vanishing and Curse of Binding enchantments on armor and weapons.
  • Teleport: Ender Pearl.
  • Inferno: Steve can open up a portal to the Nether. Hell (pun intended), Steve can carry Nether Blocks with him. The burn inflicted by Inferno reflects how Netherrack burns infinitely, unlike other blocks.
  • Milk Drink: Milk Bucket.
  • Waterfall, Surf: Water Bucket.
  • Stockpile: Stacking tons of items in your inventory.
  • Swallow: Eating food from your inventory.
  • Spikes, Toxic Spikes: Steve can place traps that automatically shoot arrows, presumably spiky ones. Traps can also shoot tipped arrows with poison.
  • Superpower: If we were to calculate the physics of Minecraft, we can find out that Steve can actually carry multiple tons of rocks on his inventory.
  • Sticky Web: Steve can place cobwebs.
  • Egg Bomb: Throwing eggs.
  • Fire Charge: Throwing Flame Charges.
  • Incinerate: Minecraft items get deleted when put in fire, Steve can create fire with his Flint & Steel.
  • Recycle: Closest thing I could find in Pokemon to represent "craft" in "Minecraft"
  • Block: haha


Competitive Use: Need some utility? Steve's your guy. Access to all hazards plus a signature temporary hazard-like field effect.
Sample Sets:
Suicide Lead
Steve @ Focus Sash / Mental Herb
Ability: Hunger
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Sticky Web
- Explosion
- Lingering Potion [Fighting]

Hazard Control
Steve @ Leftovers
Ability: Hunger
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Return / Extreme Speed
- Diamond Pickaxe
- Lingering Potion [Grass]

Stallbreaker
Steve @ Leftovers
Ability: Miner
EVs: 252 HP / 252 Atk / 4 Def
Impish Nature
- Tipped Arrow [Dark]
- Swords Dance
- Rock Tomb / Stone Edge
- Milk Drink
Type:

steel.gif



water.gif


Abilities: Battle Armor / Emergency Exit / Steel Hoops
Stats: 105 / 102 / 90 / 57 / 71 / 75 (BST: 500)
Moves: Liquidation, Aqua Jet, Iron Head, Autotomize, Metal Sound, Superpower, Brick Break, Earthquake, U-turn, Bullet Punch, Bulk Up, Surf, Flash Cannon, Surf, Scald, Knock Off, Pursuit, Rapid Spin, Barrel Roll
Steel Hoops:
Filter clone
Barrel Roll: Steel-type U-turn clone that removes hazard, but only has 8 PP

Reasoning: Steel cuz it's a robot (sorry Pika) and water cuz it's a pirate (probably). Has defensive abilities because he's pretty bulky, and Emergency Exit is for his unique passive super charge, like he activates his Barrel Roll in the middle of a fight or something. He has priority cuz he's fast, some normal physical tank coverage like Superpower and EQ and then Barrel Roll, which gives him incredible utility and more role compression.

Sample Set:
Darryl @ Assault Vest
Ability: Steel Hoops
EVs: 252 HP / 4 Atk / 252 Def (or more specific stuff for specific threats ig)
Impish Nature
- Barrel Roll
- Iron Head
- Earthquake
- Scald
Type:

fighting.gif



fairy.gif


Abilities: Home Run / Hustle
Stats: 80 / 115 / 75 / 115 / 55 / 90 (BST: 530)
Moves: Dazzling Gleam, Play Rough, Focus Blast, Superpower, Brick Break, Drain Punch, Thunder Punch, Fire Punch, Ice Punch, Knock Off, Iron Head, Poison Jab, Pursuit, Flash Cannon, Nasty Plot, Spitball
Home Run:
First move used has its priority increased by 1 if it's lower than 2. Resets every switch.
Spitball: Fairy-type special Pursuit clone.

Reasoning: Fighting seemed fitting for baseball, and fairy is for her constant gumball. Lot of physical coverage because she's mainly close range, but she has mixed stats because of her super, Spitball (which has the most range in the game, hence the pursuit clone). Home Run boost her speed like in the game.

Sample Sets:
Bibi @ Life Orb / Fightinium Z
Ability: Home Run
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
Modest Nature
- Spitball
- Focus Blast
- Flash Cannon
- Dazlling Gleam

Bibi @ Choice Scarf
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Superpower
- Play Rough
- Ice Punch / Knock Off
- Poison Jab
Pokémon: Traitor Lord (Hollow Knight)
Type: Dark/Bug
Ability: Sheer Force / Toxic Boost
Moves: X-Scissor, Lunge, Pursuit, Earthquake, Smart Strike, Double-Edge, Swords Dance, Knock Off, Superpower, Sludge Wave, Flash Cannon
Stats: 110/120/85/90/75/90

Reasoning: The Traitor Lord was a Mantis Lord who betrayed his sisters by choosing to take on the Infection to increase his strength. Because of this, I chose Dark type to represent his betrayal and Bug because he is a bug, and his 2 main attacks look similar to Bug type moves. Sheer Force is because he charges very recklessly and demonstrates a lot of power, dealing 2 masks of damage with all his physical attacks. Toxic Boost is because he took on the Infection, sacrificing his health for increased power. His moves are based on attacks he uses in-game, such as Lunge for his lunge attack and Earthquake for his shockwave attack, as well as a few flavour moves. The Traitor Lord is fairly bulky, with lower Special Defense because he is easier when kept at a long range to attack with spells. A high attack is because the Traitor Lord is very strong, a medium special attack is because he has a ranged projectile attack and a shockwave, and a decent speed is because the Traitor Lord attacks almost constantly and is pretty mobile with his dash attack.
Pokémon: Sumireko Usami (Touhou Shinpiroku ~ Urban Legend in Limbo)
Type: Normal/Psychic
Ability: Forewarn/Levitate/Psychokinesis (HA)
Signature Ability
Psychokinesis: Psychic-type Steelworker clone.
Moves: 3D Printer Gun, Zener Cards, Psychic, Psyshock, Fire Blast, Flamethrower, Scald, Hydro Pump, Hyper Beam, Detect, Protect, Will-O-Wisp, Endure, Slam, Double-Edge, Foresight, Tri-Attack, Recover, Psych Up, Telekinesis, Trump Card, Agility, Barrier, Dream Eater, Kinesis, Light Screen, Reflect, Psychic Terrain, Psycho Boost, Miracle Eye, Rest, Sleep Talk, Teleport, Hidden Power, Surf, Waterfall, Soak, Sludge Wave, Happy Hour, U-Turn, Earth Power, Ice Beam, Thunderbolt
Signature Moves: 3D Printer Gun ~ Normal-type, 100 Base Power, 80 Accuracy, 5 PP. -6 Priority. Forces the opponent to switch out.
Zener Cards ~ Psychic-type, Physical, 25 Base Power, 85 Accuracy, 20 PP. Hits 2 to 5 times. Hits off of the opponent's Special Defense.
Z-Moves
See Visions of the Other World's Lunacy! ~ Psychic-type, Special, 210 Base Power. Can only be access by Psycho Boost using Sumirekoium Z.
Stats: 81 HP/107 Atk/73 Def/116 SpA/72 SpD/118 Spe (BST: 567)

Reasoning: Expose the Esoteric! The Secret Sealing Club's First President: Sumireko Usami. She's a human with psychic abilities, so that's out of the way, and her abilities are self-explanatory. Forewarn for her enhanced awareness (I think), Levitate since she can do that, and Psychokinesis since I want to make a Psychic-type Steelworker.

Sumireko's stats were calculated using her puppet's stats. I took all 4 of her different styles, added them up, and divided them by 4. However, I realized that was weak, and decided to add +20 to HP, and +40 to Attack, Special Attack, And Speed.

Her movepool involves a Spellcard, a few different attacks based off her abilities, and some other garbage. Yes, she learns 3 signature legendary moves, but they do fit her well. Zener Cards is a multi-hitting Phyiscal move that does special damage, and 3D Printer Gun is a beefed up Dragon Tail, though Normal-type and Special. Not really much else to say considering she's one of the newer characters out there. Z-Move is her Last Word, and I couldn't think of anything interesting, so its a one-type Psychic nuke.
Pokémon: Satori Komeiji (Touhou Chireiden ~ Subterranean Animism and assorted fangames)
Type: Psychic
Ability: Protean/Forewarn/3rd Eye (HA)
Signature Ability
3rd Eye: Upon switching in, copies the opponent's moveset, but all moves cost 2 PP to use. Resets upon switching-in.
Moves: Brain Fingerprint, Copycat, Assist, Mimic, Me First, Metronome, Nature Power, Rest, Sleep Talk, Sketch (once), Psychic, Hypnosis, Flamethrower, Thunderbolt, Ice Beam, Shadow Ball, Dark Pulse, Moonblast, Energy Ball, Aura Sphere, Tri-Attack, Signal Beam, Earth Power, Power Gem, Surf, Air Slash, Flash Cannon, Dragon Pulse, Sludge Bomb, Nasty Plot, Fujiyama Volcano, Icicle Fall, Sword of Hisou, Miracle Eye, Mind Reader
Signature Moves: Brain Fingerprint ~ Psychic-type, Special, 70 Base Power, 90 Accuracy, 10 PP. Disables a random move on the opponent.
Z-Moves
Perfect Mind Control ~ Psychic-type, Status. Inflicts the Control status condition. Lasts for 1 turn, and the opponent is hit with its own move. Positive effects are given to the inflicter and they can select what move they use. Can only be access by Mimic using Satorium Z.
Stats: 133 HP/116 Atk/56 Def/120 SpA/56 SpD/102 Spe (BST: 583)

Reasoning: Here's a pretty new one I got here, Satori Komeiji, the head satori of the Palace of the Earth Spirits. She has Orin and Utusho has pets, and Koishi as her younger sister (basically the same as the Scarlet sisters, but with their main focus swapped). Her main ability is to read minds and copy trauma, as well as hypnotism, so she's Psychic type as a matter of fact. Forewarn also kinda helps in that matter. Protean through the fangame, TPDP, because I want to, and Mind Reader to copy the opponent's moves, which is more or less canon through her Spellcards, but this time, she gains the opponent's movepool at the cost of extra PP.

Her stats are kinda of a translation of what she was in LoT2, with very high HP, good offensives, but low defenses. She also had low speed, but not here for the glass cannon roll I'm looking for.

Her movepool is one of a spellcard, and others based off of trauma copying, and fan game stuff, where she is a Blue Mage in GoS. Therefore, she has the most viable special move of all types. She can also mind control through Violet Detector and GoS, so I thought it was a cool idea. She also has moves from the other Touhou subs that one, but only from the ones that one for consistency.
Pokémon: Koishi Komeiji (Touhou Chireiden ~ Subterranean Animism and assorted fangames)
Type: Psychic/Grass
Ability: Comatose/Flower Veil/Brambly Rose Garden (HA)
Signature Ability
Brambly Rose Garden: Upon switching in, sets up the terrain Brambly Rose Garden for the entire time Koishi is out, disappearing when either knocked out or switched out. The following effects are shown below:
  • Increases the power of Psychic-type moves for grounded Pokemon by 50%.
  • Flower Shield will now boost the user’s Special Defense and Defense.
  • Every turn, there is a 50% chance that Koishi may raise a random stat by 1, and a opponent's random stat lowered by 1.
  • Floral Healing will now be able to heal the user.
  • Other than above, has the same effects as Grassy Terrain.
Moves: Super-Ego, Release of the Id, Ancestors Are Watching You, Petal Blizzard, Leaf Storm, Petal Dance, Flower Shield, Floral Healing, Dazzling Gleam, Psychic, Rest, Sleep Talk, Dark Pulse, Scary Face, Night Slash, Slash, Sacred Sword, Leaf Blade, Psycho Cut, Energy Ball, Shadow Ball, Focus Blast, Nasty Plot, Nature Power, Grassy Terrain, Solar Beam, Heart Swap, Heart Stamp, Spore, Sleep Powder, Poison Powder, Stun Spore, Attract,
Signature Moves: Release of the Id ~ Psychic-type, Special, 40 Base Power, 90 Accuracy, 10 PP. Deals 3 hits.
Super-Ego ~ Psychic-type, Special, 90 Base Power, 100 Accuracy, 5 PP. Always deals neutral damage, regardless of typing. Hits all targets in a Double Battle.
Ancestors Are Watching You ~ Psychic-type, Special, 70 Base Power, 100 Accuracy, 5 PP. Hits for 2 more turns after use. Deals 50% more damage to targets with a mental status condition attached.
Z-Moves
I'm Going to Call You Now, So Answer the Phone! ~ Dark-type, Special, 175 Base Power. Deals damage to the opponent's Defense. Can only be access by Night Slash using Koishium Z.
Stats: 101 HP/53 Atk/74 Def/144 SpA/116 SpD/112 Spe (BST: 600)

Reasoning: And here we meet Satori's strange sister, Koishi Komeiji. Unlike her sister, she forcefully closed her 3rd eye, and has ended up in a permanent state of unconciousness (kinda), which is where Comatose comes from. Flower Veil represents her relationship with roses for her attacks, and Brambly Rose Garden, formerly her Last Word in HM, is now her signature ability, being a buffed up version of Grassy Terrain.

Her stats are also kinda of a translation of what she was in LoT2, but modified to fit a more special attacker/special wall. Also was made to become stronger than her sister due to her Extra boss status.

Her movepool is her 3 main spellcards from the fighting games and also more things like flowers, hearts, and knife moves because of her Z-Move.
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 33.3% damage. Does not affect multi-hit nor fixed-damage moves, and secondary effects are halved.
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 (including recharging) deal 30% 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, Knock Off, Extreme Speed, Dragon Claw, Fly, Fire Blast, Flamethrower, Draining Kiss, Fury Swipes, Blast Burn, Hyper Beam, Giga Impact,
Signature Moves: Laevateinn ~ Fire-type, Physical, 150 Base Power, 100 Accuracy, 5 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat. Consumes double the PP as usual and lowers her used attacking stat by -2.
Starbow Break ~ Dark-type, Physical, 120 Base Power, 95 Accuracy, 10 PP. Deals damage based on Flandre's higher attack stat, targeting the foe's lower defense stat. Deals both Fairy and Dark-type damage, but deals 33% of the damage done back to the user as recoil. Cannot faint from the recoil, though.
Stats: 100 HP/145 Atk/50 Def/145 SpA/50 SpD/145 Spe (BST: 635)

Reasoning: Technically I'm taking this as a repost of Neosonic's Flandre, but I also made a Flandre, so here's a semi-weaker version of her. She has less firepower in turn for "better" bulk. Again, LoT2 inspirations here, but also adding Starbow Break, another famous spellcard to the mix. Laevateinn is also much more powerful, but with even more drawbacks. She also has more thematic and usable options and that's about it, really.

Old Description
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: 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's magic 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: Nightmare/Night Terror (Soul Calibur)
Type: Dark/Ghost (Nightmare)
Type: Dark/Flying (Night Terror)
Ability: Pressure/Dark Aura
H. Ability: Soul Eater - Gains +1 Attack and +1 Special Attack when knocking out a pokemon.
Moves: Spiritomb movepool + Secret Sword, Cut, Leaf Blade, Swords Dance, Bulk Up, Smart Strike, Rapid Spin, Air Cutter, Air Slash
Stats: 100/120/90/120/90/110 (Nightmare)
Stats: 100/150/110/150/110/130 (Night Terror)
New Item: Soul Shard - Turns Nightmare into Night Terror when held
Reasoning: Dark/Ghost because Nightmare is a demonic spirit fused with a sword. Dark/Flying for Night Terror because Night Terror gains wing and flight in the transformation. Pressure is the standard Legendary ability, Dark Aura exemplifies its evil nature, and Soul Eater exemplifies its hunger for souls and pieces of itself for completion. Spiritomb and Nightmare are very similar, they are both monstrous spirits possessing objects, Nightmare willingly, Spiritomb unwillingly, both cause destruction due to it being in their nature, and both are Dark/Ghost types. Thus, Spiritomb’s movepool plus some swords moves for the Soul Edge. Stats imply great offensive and serviceable defensive power. Nightmare needs shards of itself to be complete.
Pokémon: Popo (Stella Glow)
Type: Flying/Fairy
Ability: Long Reach/Lightning Rod
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Air Slash, Air Cutter, Hurricane, Fly, Brave Bird, Chatter, Dazzling Gleam, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Psychic, Thunderbolt, Charge Beam, Thunder, Thunder Wave, Zap Cannon, Volt Switch, Silver Wind, Ominous Wind, Focus Blast, Quiver Dance, Rain Dance.
Signature Move: Rusty Key-Flying, Status, 5 PP, Paralyzes all foes and lowers their Def and SpD by 1.
Z-Move: Volt Shower-Converted from Rusty Key using Tunium Z. Only usable in Goddess form. Flying, Special, Base 90 Power, Paralyzes all foes and lowers their Def and SpD by 2.
Stats: 100/100/50/125/75/150 (600)
Stats (Goddess): 120/130/60/155/75/160 (700)
Reasoning: Flying/Fairy because wind witch. Long Reach because she's a archer. Lightning Rod because she can control electricity. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Flying and Fairy are for STAB. Electric is for coverage, also Popo uses lightning in the game. Rain Dance because Popo makes clouds and manipulates the weather.
Sample Sets
Popo @ Life Orb
Ability: Lightning Rod/Final Tuning
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Focus Blast
- Air Slash/Rusty Key
- Quiver Dance

Popo @ Damp Rock
Ability: Lightning Rod
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Moonblast
- Thunder
- Hurricane
- Rain Dance
Pokémon: Sakuya (Stella Glow)
Type: Fire/Fairy
Ability: Magma Armor/Anger Point
H.A. Ability: Final Tuning-Transforms into her Goddess form when Alto is in your party and has the Song Stone*.
Moves: Flare Blitz, Flame Charge, Fire Lash, Sacred Fire, Sizzly Slide, Heat Crash, Will-O-Wisp, Fiery Dance, Eruption, Earthquake, Earth Power, Play Rough, Moonblast, Dazzling Gleam, Air Slash, Sacred Sword, Secret Sword, Psycho Cut, Stone Edge, Swords Dance, Aromatic Mist, Disarming Voice, Echoed Voice, Hyper Voice, Sing, Sunny Day.
Signature Move: Cherry Blossom-Fire, Status, 5 PP, Raises the critical hit raito of all Pokemon on user's side of the field by 2.
Z-Move: Fiery Night-Converted from Cherry Blossom using Tunium Z. Only usable in Goddess form. Fire, Special, Base 90 Power, Raises the critical hit raito of all Pokemon on user's side of the field by 4.
Stats: 100/150/125/100/75/50 (600)
Stats (Goddess): 120/160/155/130/75/60 (700)
Reasoning: Fire/Fairy because fire witch. Magma Armor because she controls volcanoes. Anger Point because she's quick to anger and her A.I. during Chapter 3 is quite aggressive. Final Tuning and the Goddess Form reference her Goddess Form from the game. Stat spread reflects her stat spread in the game. Fire and Fairy are for STAB. Few special being a result of her mainly physical attacks in the game. Slashing attacks are because she uses a blade.
Sample Sets
Sakuya @ Leftovers
Ability: Final Tuning
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Sizzly Slide
- Sacred Sword
- Stone Edge

Sakuya @ Tunium Z
Ability: Final Tuning
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Cherry Blossom
- Flare Blitz
- Sacred Sword
- Stone Edge
Pokémon: Alice Angel
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, relying on trickery and experiments. Water and Dark moves are for STAB, though Octoazooka is there because it shoots ink. Sound based moves are for the abilities. 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
 
Slate #34
Into the Future
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Congratulations to Cookie Butter, KirbyRider1337 and Brodaha for winning with Steve, Dimentio and Traitor Lord. Cookie Butter has earned the title, Captain Rainbow.

This slate is all about characters from games set in the future. Characters can be from post-apocalyptic games such as Fallout, distant futures such as Halo or fantasy-based futures such as Final Fantasy and Chrono Trigger.

Submissions close in one week.
Have fun!​
 
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