Crossover Chaos V2: Slate 44 - Halloween

Kindly, but powerful. This robot is equipped with the almighty Leaf Shield, which can deflect any attack. When the shield's down, that's your chance!
Pokémon: Wood Man
Typing: Grass
Ability: Leaf Guard / Filter
Moves: Iron Defense, Leaf Storm, Petal Blizzard, Wood Hammer, Rototiller, Synthesis, Ingrain, Leaf Tornado, Protect, Razor Leaf, Magical Leaf, Stomp, Superpower, Nature Power, Natural Gift, Grass Knot, Retaliate
New Move: Leaf Shield (Physical Solar Beam but doesn't insta-charge in Sun and, during the "charging" phase, creates four "leaves" around the user. While the "leaves" are active, all incoming moves deal halved damage, but each 18.75% of the user's Max HP depleted from those destroys a leaf, with contact moves being guaranteed to knock out another, though with Rocky Helmet recoil. Upon reaching the "attack" phase, BP is 30*[Amount of leaves remaining], the move failing if none remain.)
Stats: 90/125/140/55/105/55 [BST 570]

Reasoning: Wood Man is Mono Grass because he's made from wood, and uses the least amount of metal among the Robot Masters, so that's why he skips out on the Steel type. Filter and Iron Defense because what little metal he has is a thin film on the wood that makes up most of his body, presumably as anti-rotting lamination. Leaf Guard and his signature move are both from the weapon you get after beating him in Mega Man 2, which the latter was named after. His stats are from how he's physically one of the stronger Robot Masters, but also unfortunately quite sluggish. Other things are based on tree things and how he doesn't like when nature is harmed. (Plus there's the fact that in his boss fight, when he sends the leaves across the screen, more leaves fall from the sky)
TH15Clownpiece.png

"Hey, fairies! Let's crank up the speed! It's lunatic tiiiime! Welcome to a world of madness!"
Pokémon: Clownpiece
Typing: Fairy/Fire
Ability: Fairy Aura / Manipulation of Madness (Non-contact Special moves a 20% chance of inflicting Confusion.)
Moves: Moonblast, Rock Slide, Stone Edge, Smack Down, Moonlight, Night Daze, Rock Tomb, Astonish, Ember, Flamethrower, Fire Blast, Inferno, Shadow Ball, Swagger, Taunt, Hex, Confuse Ray, Will-O-Wisp, Dark Pulse, Endure, Trick, Burn Up, Solar Beam, Morning Sun, Sunny Day, Flash Cannon, Dazzling Gleam, Swift, Signal Beam, Disarming Voice, Aura Sphere, Fire Spin, Night Shade, Uproar, Psybeam, Nasty Plot, Misty Terrain, Worry Seed, Rage Powder, Torment
Stats: 90/70/40/135/110/110 [BST 555]

Reasoning: Fairy because she's, well, a fairy... that got turned into sentient lifeforce. Fire because she's a Hell Fairy armed with a torch and weaponizes it in some of her spellcards. Fairy Aura dials up the volatility of Fairy-type moves, befitting of a Fairy turned into sentient lifeforce. (though it's moreso adaptability for one of her types in practice) Rock moves and Moonblast/Moonlight because some of her spellcards weaponize Moon-shaped danmaku that blocks out both her fire and yours, excluding the star-shaped danmaku of course. Sun moves because of her first spellcard "Hell Sign 'Eclipse of Hell'" implying that the other thing alongside the Moon is supposed to represent the sun, plus contrasting the moon she's invading nicely. Other parts of her attacks tend to either be star-shaped danmaku or laser beams.
 
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We're not pawns of some scripted fate. I believe we're more. Much more... There's something between us all. Something that keeps us together... Like...invisible ties, connecting us.
Pokémon: Robin
Type: Normal
Ability: Class Change (clone of Protean)
New Moves:
  • Rally Spectrum (Normal, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user raises every stat of it or its ally. This move can be used once per target. [Excludes Accuracy and Evasion] [Implemented like a Stockpile counter on the target with max. 1; resets on switch] [Z-Power: Increases critical hit ratio by 2 stages])
    • Robinium Z upgrades this move to the Z-Move Fallen By His Own Hand (Normal, Special, 500 BP, bypasses accuracy checks, 1 PP, makes contact; The user, Robin, becomes one with the target and attacks it. The user faints at the end of the turn. [Robin's team always wins if this is the last turn of the battle.])
  • Nosferatu (Dark, Special, 95 BP, 85% accuracy, 10 PP, does not make contact; The user's HP is restored by over half [i.e. 75%] of the damage taken by the target.)
Moves: Swords Dance, Nasty Plot, Flamethrower, Fire Blast, Hurricane, Ice Beam, Blizzard, Thunderbolt, Thunder, Sacred Sword, Close Combat, Outrage, Heal Pulse, Follow Me, Tailwind, Helping Hand, Smart Strike, Gunk Shot, Sludge Bomb, Knock Off, Shadow Sneak, Psychic, Psyshock, Spirit Shackle, Stone Edge, Fly, Defog, Roost, Dragon Dance, Night Slash, Air Cutter, Earthquake, Earth Power
Stats: 105/105/90/100/70/100 (BST: 570)
Reasoning: Robin's well-rounded stats, wide movepool, and Class Change are a testament to his versatility in his original game, Fire Emblem Awakening, specifically his ability to be almost any class in the game. The stats correspond roughly to his base growths. Rally Spectrum is one of Robin's skills as Grandmaster. Nosferatu is a famously overpowered attack that Robin can use as a Dark Mage/Sorcerer. The Flying- and Dragon-type moves come from his ability to reclass into a wyvern mount; Spirit Shackle comes from his ability to reclass as an archer; etc. His Double Battle-suited moves (e.g. Follow Me, Helping Hand) come from the Pair Up mechanic in his game.
Fallen By His Own Hand is one outcome that could happen to Grima in the ending.
 
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I know too damn much about her.
Pokémon: Soul Elizabeth Ravenous (https://forums.rpgmakerweb.com/index.php?threads/hopes-fleet-frontier-v2-3.33252/ Just download it. It's a decent game)
Type: Dark/Steel
Abilities: Magic Guard/Multiscale/Mold Breaker
New Moves: (Quite a few)
  • Crystal Spikes (Ice, Special, 90 BP, 100% accuracy, 10 PP, does not make contact; Deals Fire-type and Ice-type damage. Has a 20% chance to burn.)
  • Shuffle! (Normal, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user transforms into a random Pokemon for 1 turn (including characters from Crossover Chaos, Crossover Chaos V2, and Crossover Chaos expanded). There's a 10% chance that this move will fail. [Z-Power: Increases all stats by 1 stage])
  • Twilight Spiral (Steel, Physical, 30 BP, 90% accuracy, 10 PP, does make contact; Deals 4 hits at once. Has a 10% chance to lower the target's Defense by 1 stage.)
  • Twilight Splicer (Dark, Physical, 70 BP, 95% accuracy, 10 PP, does not make contact; Repeats over 2 turns after use.)
  • Regional Paradox Layline: (Steel, Status, —, bypasses accuracy checks, 5 PP, does not make contact; causes all opponents to flinch for the next 2 turns. Deals recoil equal to 15% of her max HP to use. [Z-Power: Increases Speed by 2 stages])
  • Z-Move: Axis Lock (Dark, Physical, 180 BP, does not make contact; Lowers all opponent's stats by 2 stages. Powered off of Dark Pulse)
Moves: Swords Dance, Fake Out, Giga Drain, Drain Punch, Hyper Beam, Future Sight, Ice Beam, Meteor Mash, Thunder Wave, Sacred Sword, Night Slash, Fire Punch, Ice Punch, Moongeist Beam, Moonlight, Lunar Dance, All TM's and Tutors, Slack Off, Dazzling Gleam, Dark Pulse, Knock OFf
Stats: 125/135/90/130/90/80 (BST: 650)
Reasoning: I don't know what to say. She's a Fate Master, and she uses Wildcards to summon different pop-culture characters (from any and all timelines, dimensions, universes, and the like). That's where Shuffle! comes from. The rest are skills seen in the 2 games linked above. Some are original (since they don't have really useful Pokemon counterparts), while others are made up because they do have useful counterparts. Dark/Steel for kinda her "EDGY NAME", but Dark represents her loose relation to the moon, and Steel for her immortal metal hand thing. All abilities to her immortality and breaking 4th walls.

I can definitely smell that overpowered OC self-insert 14 year old sweat from Bahrain here.
 
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Awww yiss.

Now back to my usual submissions... plus maybe one off the wall.

Pokémon: Reisen Udongein Inaba (Touhou Eiyashou ~ Imperishable Night)
Type: Psychic
Ability: Red Eyes of Insanity
Signature Ability: Red Eyes of Insanity- Reisen's Psychic-type moves can affect Dark-type Pokemon, but only deal half damage to them. Against foes with a mental status ailment (Infatuation, Taunt, Torment, Confusion, Encore), Reisen deals guaranteed critical hits. Reisen can infatuate targets regardless of gender.
Moves: Mind Starmine, Demotivator, Tele-mesmerism, Psyshock, Confuse Ray, Glare, Hypnosis, etc.
Signature Moves
Mind Starmine: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Taunts the Target, stopping them from using Status moves.
Demotivator: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Torments the Target, preventing them from using the same move twice in a row.
Tele-mesmerism: 70 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Infatuates the target, giving all of their actions a 50% chance to fail.
Z-Move: Lunatic Red Eyes- Upgrades from Glare with Udongium Z. 180 BP. Hits both targets in a double battle. Confuses, Infatuates, Taunts and Paralyzes the targets, while also trapping them for 3 turns.
Stats: 80 HP/50 Atk/70 Def/90 SpA/90 SpD/130 Spe (BST: 510)

Reasoning: Here we have Reisen Udongein Inaba, the Lunatic Lunar Rabbit. She is, as the name suggests, a Moon Rabbit, a type of rabbit youkai that originally came from the moon, who first stats in Imperishable Night.

Reisen's Ability is based on her ability in canon, which is to drive foes to insanity through her eyes. Naturally, through this, Reisen is meant to focus on the mental status ailments, which she can easily inflict through her signature moves, all of which are named after Spell Cards in the series. This focus on mental assaults is also what gives Reisen her Psychic-typing.

Her Z-Move is based on her Last Word in Imperishable Night, Glare of the Hazy Phantom Moon "Lunatic Red Eyes", where she unleashes a powerful blast of waves from her eyes (Which, naturally, drives all nearby foes insane.)

...That's it. Reisen was actually very simple to make.

Pokémon: Youmu Konpaku (Touhou Youyoumu ~ Perfect Cherry Blossom.)
Type: Ghost/Steel
Ability: Phantom Half
Signature Ability: Phantom Half- Youmu's attacks strike a second time at 35% power. The damage of the second hit is always dealt as Ghost-type damage, regardless of what type of move Youmu is using (And is subject to Ghost-type weaknesses and resistances). Cannot be disabled or removed.
Moves: Sacred Sword, Night Slash, Petal Blizzard, Roukanken, Hakurouken, Swords Dance, Agility, etc.
Signature Moves
Roukanken: Steel-type, 100 Power, 100 Accuracy, 10 PP, Physical. Ignores the target's stat changes. Super-effective on Ghost-types. 210 BP Corkscrew Crash.
Hakurouken: Ghost-type, 90 Power, 100 Accuracy, 10 PP, Physical. Can damage foes that are normally immune to Ghost-type moves (e.g. Normal-types), removing their Ghost-type immunity until they are switched out (Basically a reskinned Thousand Arrows, except Ghost-type and single-target). 200 BP Never-Ending Nightmare.
Stats: 90 HP/125 Atk/100 Def/50 SpA/70 SpD/140 Spe (BST: 575)

Reasoning: Youmu Konpaku, the Half-Phantom, Half-Human Gardener, is... well, a half-human half-phantom hybrid who first appears as the Stage 5 Boss of Perfect Cherry Blossom. She serves Yuyuko Saigyouji, and acts as her gardener (Although realistically she's closer to a maid, like a certain other silver-haired servant) and swordsmanship instructor (Not that she's ever seen giving Yuyuko lessons). She's an expert swordswoman herself and wields two swords that have been passed down through the Konpaku lineage for generations: The Roukanken and the Hakurouken, which manifest as her signature moves.

If you look at an image of Youmu, you'll see a white blob of some sort floating behind Youmu. This... is also Youmu, or to be more specific, her phantom half, which manifests as Youmu's first and only ability, manifesting as a slightly stronger version of Parental Bond which only deals Ghost-type damage (This means that the ability is useless against Normal-types unless she uses Hakurouken on them). Her other moves are mostly self-explanatory, except for perhaps Petal Blizzard. That move is specifically based on one of Youmu's spell cards from the fighting games. Specifically, Sword Skill "Cherry Blossom Flashing".

Youmu's stats are fairly straightforward as well. As a half-phantom, Youmu is naturally more resilient to physical attacks than an ordinary human would be so her defense is a fair bit higher than her special defense, and she has decent HP. In the fighting games, Youmu's projectiles are some of the worst in the game, which naturally translates to awful special attack. But in return, her melee attacks are fast and powerful, hence she has good attack and is blisteringly fast.

Pokémon: Reimu Hakurei (Touhou Reiiden ~ Highly Responsive to Prayers.)
Type: Fighting/Flying
Abilities: Cloud Nine/Own Tempo/Mysterious Flying Shrine Maiden (HA)
Signature Ability: Mysterious Flying Shrine Maiden- Removes the weaknesses associated with the Flying-type from the user. Moves that cannot miss (EXCEPT Z-Moves) gain a 50% increase in damage.
Moves: Swift, Feint Attack, Magical Leaf, Fantasy Seal*, Aura Sphere, Smart Strike, Play Rough, Detect, Outrage, Thrash, Close Combat, Petal Dance, Slack Off, etc.
Signature Moves: Fantasy Seal- Flying-type, 60 BP, Special, 20 PP. Cannot miss. Super-effective on Dark-Types. Calculated from Reimu's higher offensive stat.
Signature Z-Move: Fantasy Nature. Flying-Type, Special. Upgrades from Reimu's Fantasy Seal with Hakureinium Z. 250 BP. Does neutral damage to the foe, regardless of typing (Cannot deal Super-effective or not very effect damage). Ignores abilities. This move is a two-turn move: On the first, Reimu enters an invulnerable state, and on the second, Reimu attacks, leaving the invulnerable state. Damage is calculated from Reimu's higher offensive stat.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Reimu Hakurei, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

One of Reimu's titles (And a spell card of hers is named after this) is the Mysterious Flying Shrine Maiden, and she's shown no trouble in handling the normal Flying-type weaknesses, so the ability itself manifests as a version of Delta Stream that is restricted only to Reimu herself. In addition, this ability also gives Reimu a 50% bonus damage on all moves that cannot miss with the exception of Z-Moves, referencing the fact that she always has the homing shot type. Speaking of typing, Reimu was a tough one to pin down at first, but eventually I came to Flying/Fighting. Flying because of the same reasons as her ability, and Fighting because in the fighting games, her moveset prominently includes usage of martial arts. Reimu's other abilities are a reference to her personality and distinct way of thinking from others in Gensokyo, and the weather she is associated with in Scarlet Weather Rhapsody, the Sunny weather (While it's translated as Sunny, its kanji's more literal translation is Pleasant Weather), so she can either avoid confusion or keep weather effects off the field. While Reimu's typing is bolstered by Mysterious Flying Shrine Maiden, removing the Flying-type associated weaknesses still doesn't give her all that great a defensive typing, as she only resists Bug, Fighting, Grass, Rock and Ground-type moves, and is weak to Psychic, Flying and Fairy-type moves (Fairies are always pranking her, after all).

Reimu's stats are because she's always the jack of all trades, master of none in any game she appears in: Her stats are 100 base across the board, not lacking nor excelling in any one area.

Her moveset typically revolves around her style of using homing attacks, like her trademark homing amulets. Moves like Aura Sphere, Smart Strike are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. Other moves like Close Combat, Detect and Play Rough are from her appearances in Fighting Games and Print Works, or in the case of Detect, based on Reimu's keen intuition. Outrage and Slack Off are based on two facets of Reimu's personality: She's quick to anger if offended (And in fanon, oftentimes gets depicted as going on a rampage due to lack of donations), but she's also very lazy when it comes to things that not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

Her signature Z-Move, Fantasy Nature, is based on her Last Word in Imperishable Night and Hopeless Masquerade. It was difficult to balance this one given how utterly broken the ability is in the actual series' canon, so this was the best I could come up with: It's a two-turn move akin to something like Shadow Force or Phantom Force. With Reimu's ultimate manifestation of her natural powers, she ignores weaknesses, resistances and abilities, and cannot be hurt during the charge turn by anything. However, due to the charge turn, it can be fairly easy to prepare for Fantasy Nature so long as you're careful, and another Semi-Invulnerable move will beat Fantasy Nature out. Still, it is an IMMENSELY powerful nuke, and if you don't have a defensive measure prepared, you're probably going to lose something, as even coming off of a meager base 100 SpA, a base 250 STAB hurts a great deal.

Pokémon : Marisa Kirisame (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*/Master Spark Frozen*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 20% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 40% chance to freeze the target.

Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name, that being Star Sign "Dragon Meteor"), as are Swift and Dazzling Gleam. Dark Pulse is based on when her Mini Hakkero got possessed in Double-Dealing Character, and the spell card, Bewitched Weapon "Dark Spark" (Which is yet another Master Spark variant).

Marisa's abilities follow a simple pattern. Levitate is the standard Touhou fare, Magician fits thematically in two ways (She's a magician obviously, but she's also a known thief and burglar, fitting the item-stealing shtick [Not that she'd want to use it, given that she's usually going to be holding the Hakkero]), and Speed Boost is a reference to Marisa using her magic to fly faster (like with one of her Z-Moves).

Marisa's alternate form, Marisa-Winter, takes cues from Hidden Star in Four Seasons, where Marisa is infused with the power of Winter, giving her attacks an icy aftertouch. This affords Marisa a secondary Ice-typing and turns her Master Spark into Master Spark Frozen, which instead has a chance to freeze. Both the regular and Frozen variants of the Master Spark can be upgraded into one of two Z-Moves using the Mini Hakkero in place of a Z-Crystal. Final Spark is based off of her Last Spell in Imperishable Night, and is just a supercharged Master Spark. Blazing Star, on the other hand, is based on her Last Word from the same game, which later becomes a recurring spell card throughout the series, and involves her using a Master Spark as propulsion to ram into the enemy, hence a Psyshock-esque effect. The Z-Moves change type (and possibly effects) depending on which version of Master Spark is upgraded- the Normal-type versions can hit Ghost-types just like the base move, the Ice-type versions instead either reduce speed or have a chance to freeze the target solid.

Marisa's stats are fairly self-explanatory: She's a fast specially offensive glass cannon, just like in her home series.

Some example sets:

"Danmaku is all about Firepower!" (Standard Marisa set)
Marisa@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
-Master Spark
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Ice Beam, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam

"It's so cold over where I live that it's snowing! It's practically winter! Seriously, what's going on?" (Standard Marisa-Winter set)
Marisa-Winter@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
Modest/Timid Nature
-Master Spark Frozen
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam, Tri-Attack.
 
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And now for an off-the-wall submission. Since my title just got changed to Super Smash Bros., may as well do a submission for the game's most recently-released guests...

"Guh-huh!"

250px-Banjo_%26_Kazooie_SSBU.png


Pokémon: Banjo & Kazooie (Banjo-Kazooie)
Type: Normal/Flying
Ability: Inseperable Friends
Signature Ability: Inseperable Friends- Parental Bond clone.
Moves: Egg Shot, Crush Claw, Beak Blast, Drill Peck, Pluck, Roost, Egg Bomb, Rock Climb, Body Slam, Close Combat, Ice Shard, etc.
Signature Move: Egg Shot- Flying-type, 95 BP, Physical, 100 Accuracy. Does not make contact. No added effect. 10PP. Turns into a 200BP Supersonic Skystrike with Flynium Z.
Signature Z-Move: Wonderwing- Upgrades from Banjo & Kazooie's Body Slam with Golden Feather. 220 BP. +4 Priority. Deals either Normal or Flying-type damage, depending on which would do more. Protects the user from all attacks during this turn (Except for attacks that would otherwise bypass Protect.).
Stats: 100/110 Atk/90 Def/40 SpA/80 SpD/100 Spe (BST: 520)
Reasoning: And here we have the Bear and the Bird (Specifically, a Red-Crested Breegull). Due to the mostly mundane nature of their attacks, Normal Flying is the best type available to them, with the Normal typing representing Banjo and the Flying-typing representing Kazooie. Though they do have Close Combat to reference the fact that many of their close-quarters attacks are fairly slow but quite powerful (Notably the Breegull Bash from Banjo-Tooie). Most of the moves are either generic moves, or references to specific moves in Banjo-Kazooie and Banjo-Tooie. Their signature move Egg Shot is a reference to Kazooie's ability to shoot eggs as projectiles (And later in Tooie, the Breegull Blaster), Crush Claw is based on Banjo's Claw Swipe, Drill Peck is based on the Bill Drill from Banjo-Tooie. Egg Bomb is based on the Grenade Eggs from Banjo-Tooie, and similarly, Ice Shard is based on the Ice Eggs from the same game. Lastly, the pair's Z-Move is the Wonderwing from Banjo-Kazooie. It's a charging attack that hits for the higher damage of the types representing the two characters. It also protects the two from most hazards, hence the Protect effect attached to it (including the increased priority). The ability of the duo is to reference the fact that Banjo and Kazooie, while they have separated in the past, have only done so due to necessity, and the two are much stronger together (And if Kazooie has anything to say about it, Kazooie pretty much always sticks with Banjo).
Somebody already won with those two earlier on.
 
mite as well resub these
Pokémon: Kiara Sesshouin
Type: Psychic/Fairy
Abilities: Triage / Infiltrator
Moves:
Physical: Zen Headbutt, Heart Stamp, Play Rough, Submission, Close Combat, Arm Thrust, Force Palm, Drain Punch, Mach Punch, Dynamic Punch, Reversal, Attack Order, Sucker Punch, Beat Up, Power Trip, Pursuit, Foul Play, Lick, Shadow Claw, Shadow Sneak, Phantom Force, Dizzy Punch, Last Resort
Special: Dazzling Gleam, Draining Kiss, Moonblast, Disarming Voice, Psychic, Psybeam, Dream Eater, Future Sight, Extrasensory, Psyshock, Stored Power, Shadow Ball, Thunderbolt, Zap Cannon, Signal Beam, Focus Blast, Aura Sphere, Flash Cannon
Status: Play Nice, Baby-Doll Eyes, Lovely Kiss, Sweet Kiss, Attract, Heal Order, Defend Order, Nasty Plot, Barrier, Reflect, Light Screen, Magic Coat, Trick Room, Wonder Room, Magic Room, Curse, Healing Wish, Heal Pulse, Moonlight, Conversion, Conversion 2, Thunder Wave, Lock-On, Teleport
Thesis of Still Heart - 60 BP | Psychic | Special | 15 PP | --% Acc. | Ignores the target's type, always dealing neutral damage. Eliminates the target's stat changes.
Stats: 115/100/80/110/90/105 (600)

Form: Kiara Sesshouin-Heaven's Hole
Type: Psychic/Fairy
Abilities: Dazzling
Moves: All of the above plus:
Physical: Meteor Mash, Megahorn
Special: Doom Desire, Night Daze, Night Shade
Status: Cosmic Power, Sunny Day, Morning Sun
Stats: 125/120/90/150/90/105 (680)

By equipping the Crown of the Beast, Heaven's Hole Kiara can become Beast III/R Kiara (works like Primal Reversion).
Form: Kiara Sesshouin-Beast III/R
Type: Dark/Fairy
Signature Ability: Ten Thousand Colored Stagnation - When Beast III/R is on field, every Vulnerable Lifeform opponent is under the effect of Attract. This Ability can't be ignored.
Stats: 145/140/100/150/120/125 (780)

Reasoning:
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, Horn Leech, 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: Yuuka Kazami
Type: Grass/Fairy
Ability: Four Seasons Flower Master / Pranskter / Grassy Surge / Comatose
Works exactly like Red and Blue Basculin. Comatose Yuuka has long hair and pajamas.
Four Seasons Flower Master - In Rain, Sun or Hail, Yuuka restores 1/16 of her maximum HP, rounded down, at the end of each turn. In Sun, takes half damage from Fire-type moves. In Hail, immune to chip damage.
Moves:
Physical: Petal Blizzard, Earthquake, Strength, Play Rough, Bullet Seed
Special: Petal Dance, Energy Ball, Frenzy Plant, Solar Beam, Giga Drain, Hyper Beam, Tri-Attack, Seed Flare, Flash Cannon, Dazzling Gleam, Fleur Cannon, Pollen Puff, Earth Power, Nature's Madness, Charge Beam
Status: Aromatherapy, Floral Healing, Sweet Scent, Nature Power, Rest, Sleep Talk, Play Nice, Spiky Shield, Ingrain, Grassy Terrain, Sunny Day, Synthesis, Leech Seed, Sleep Powder, Poison Powder, Stun Spore, Rototiller, Curse, Growth, Double Team, Agility, Teleport
Signature Moves: Master Spark - 120 BP | Normal | 5 PP | 90% Acc. | Hits twice if Double Team was used by this Pokémon the turn prior.
Additionally, Yuuka gains every flower related move added to Crossover Chaos. Currently only Final Death Bloom. Rosa Ichthys doesn't count due to being a weapon slash, thus not fully a flower move.
Stats: 120 HP/140 Atk/120 Def/120 SpA/100 SpD/20 Spe (BST: 620)
Reasoning:
Pokémon: Seija Kijin
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's lowest Defense stat) Must be holding Reverse Sign.
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
 
Voting starts now, get your votes in by next weekend.
Pokémon: Wood Man
Typing: Grass
Ability: Leaf Guard / Filter
Moves: Iron Defense, Leaf Storm, Petal Blizzard, Wood Hammer, Rototiller, Synthesis, Ingrain, Leaf Tornado, Protect, Razor Leaf, Magical Leaf, Stomp, Superpower, Nature Power, Natural Gift, Grass Knot, Retaliate
New Move: Leaf Shield (Physical Solar Beam but doesn't insta-charge in Sun and, during the "charging" phase, creates four "leaves" around the user. While the "leaves" are active, all incoming moves deal halved damage, but each 18.75% of the user's Max HP depleted from those destroys a leaf, with contact moves being guaranteed to knock out another, though with Rocky Helmet recoil. Upon reaching the "attack" phase, BP is 30*[Amount of leaves remaining], the move failing if none remain.)
Stats: 90/125/140/55/105/55 [BST 570]

Reasoning: Wood Man is Mono Grass because he's made from wood, and uses the least amount of metal among the Robot Masters, so that's why he skips out on the Steel type. Filter and Iron Defense because what little metal he has is a thin film on the wood that makes up most of his body, presumably as anti-rotting lamination. Leaf Guard and his signature move are both from the weapon you get after beating him in Mega Man 2, which the latter was named after. His stats are from how he's physically one of the stronger Robot Masters, but also unfortunately quite sluggish. Other things are based on tree things and how he doesn't like when nature is harmed. (Plus there's the fact that in his boss fight, when he sends the leaves across the screen, more leaves fall from the sky)
Pokémon: Clownpiece
Typing: Fairy/Fire
Ability: Fairy Aura / Manipulation of Madness (Non-contact Special moves a 20% chance of inflicting Confusion.)
Moves: Moonblast, Rock Slide, Stone Edge, Smack Down, Moonlight, Night Daze, Rock Tomb, Astonish, Ember, Flamethrower, Fire Blast, Inferno, Shadow Ball, Swagger, Taunt, Hex, Confuse Ray, Will-O-Wisp, Dark Pulse, Endure, Trick, Burn Up, Solar Beam, Morning Sun, Sunny Day, Flash Cannon, Dazzling Gleam, Swift, Signal Beam, Disarming Voice, Aura Sphere, Fire Spin, Night Shade, Uproar, Psybeam, Nasty Plot, Misty Terrain, Worry Seed, Rage Powder, Torment
Stats: 90/70/40/135/110/110 [BST 555]

Reasoning: Fairy because she's, well, a fairy... that got turned into sentient lifeforce. Fire because she's a Hell Fairy armed with a torch and weaponizes it in some of her spellcards. Fairy Aura dials up the volatility of Fairy-type moves, befitting of a Fairy turned into sentient lifeforce. (though it's moreso adaptability for one of her types in practice) Rock moves and Moonblast/Moonlight because some of her spellcards weaponize Moon-shaped danmaku that blocks out both her fire and yours, excluding the star-shaped danmaku of course. Sun moves because of her first spellcard "Hell Sign 'Eclipse of Hell'" implying that the other thing alongside the Moon is supposed to represent the sun, plus contrasting the moon she's invading nicely. Other parts of her attacks tend to either be star-shaped danmaku or laser beams.
Pokémon: Robin
Type: Normal
Ability: Class Change (clone of Protean)
New Moves:
  • Rally Spectrum (Normal, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user raises every stat of it or its ally. This move can be used once per target. [Excludes Accuracy and Evasion] [Implemented like a Stockpile counter on the target with max. 1; resets on switch] [Z-Power: Increases critical hit ratio by 2 stages])
    • Robinium Z upgrades this move to the Z-Move Fallen By His Own Hand (Normal, Special, 500 BP, bypasses accuracy checks, 1 PP, makes contact; The user, Robin, becomes one with the target and attacks it. The user faints at the end of the turn. [Robin's team always wins if this is the last turn of the battle.])
  • Nosferatu (Dark, Special, 95 BP, 85% accuracy, 10 PP, does not make contact; The user's HP is restored by over half [i.e. 75%] of the damage taken by the target.)
Moves: Swords Dance, Nasty Plot, Flamethrower, Fire Blast, Hurricane, Ice Beam, Blizzard, Thunderbolt, Thunder, Sacred Sword, Close Combat, Outrage, Heal Pulse, Follow Me, Tailwind, Helping Hand, Smart Strike, Gunk Shot, Sludge Bomb, Knock Off, Shadow Sneak, Psychic, Psyshock, Spirit Shackle, Stone Edge, Fly, Defog, Roost, Dragon Dance, Night Slash, Air Cutter, Earthquake, Earth Power
Stats: 105/105/90/100/70/100 (BST: 570)
Reasoning: Robin's well-rounded stats, wide movepool, and Class Change are a testament to his versatility in his original game, Fire Emblem Awakening, specifically his ability to be almost any class in the game. The stats correspond roughly to his base growths. Rally Spectrum is one of Robin's skills as Grandmaster. Nosferatu is a famously overpowered attack that Robin can use as a Dark Mage/Sorcerer. The Flying- and Dragon-type moves come from his ability to reclass into a wyvern mount; Spirit Shackle comes from his ability to reclass as an archer; etc. His Double Battle-suited moves (e.g. Follow Me, Helping Hand) come from the Pair Up mechanic in his game.
SPOILER FROM THE GAME
Fallen By His Own Hand is one outcome that could happen to Grima in the ending.
Pokémon: Soul Elizabeth Ravenous (https://forums.rpgmakerweb.com/index.php?threads/hopes-fleet-frontier-v2-3.33252/ Just download it. It's a decent game)
Type: Dark/Steel
Abilities: Magic Guard/Multiscale/Mold Breaker
New Moves: (Quite a few)
  • Crystal Spikes (Ice, Special, 90 BP, 100% accuracy, 10 PP, does not make contact; Deals Fire-type and Ice-type damage. Has a 20% chance to burn.)
  • Shuffle! (Normal, Status, —, bypasses accuracy checks, 10 PP, does not make contact; The user transforms into a random Pokemon for 1 turn (including characters from Crossover Chaos, Crossover Chaos V2, and Crossover Chaos expanded). There's a 10% chance that this move will fail. [Z-Power: Increases all stats by 1 stage])
  • Twilight Spiral (Steel, Physical, 30 BP, 90% accuracy, 10 PP, does make contact; Deals 4 hits at once. Has a 10% chance to lower the target's Defense by 1 stage.)
  • Twilight Splicer (Dark, Physical, 70 BP, 95% accuracy, 10 PP, does not make contact; Repeats over 2 turns after use.)
  • Regional Paradox Layline: (Steel, Status, —, bypasses accuracy checks, 5 PP, does not make contact; causes all opponents to flinch for the next 2 turns. Deals recoil equal to 15% of her max HP to use. [Z-Power: Increases Speed by 2 stages])
  • Z-Move: Axis Lock (Dark, Physical, 180 BP, does not make contact; Lowers all opponent's stats by 2 stages. Powered off of Dark Pulse)
Moves: Swords Dance, Fake Out, Giga Drain, Drain Punch, Hyper Beam, Future Sight, Ice Beam, Meteor Mash, Thunder Wave, Sacred Sword, Night Slash, Fire Punch, Ice Punch, Moongeist Beam, Moonlight, Lunar Dance, All TM's and Tutors, Slack Off, Dazzling Gleam, Dark Pulse, Knock OFf
Stats: 125/135/90/130/90/80 (BST: 650)
Reasoning: I don't know what to say. She's a Fate Master, and she uses Wildcards to summon different pop-culture characters (from any and all timelines, dimensions, universes, and the like). That's where Shuffle! comes from. The rest are skills seen in the 2 games linked above. Some are original (since they don't have really useful Pokemon counterparts), while others are made up because they do have useful counterparts. Dark/Steel for kinda her "EDGY NAME", but Dark represents her loose relation to the moon, and Steel for her immortal metal hand thing. All abilities to her immortality and breaking 4th walls.

I can definitely smell that overpowered OC self-insert 14 year old sweat from Bahrain here.
Pokémon: Reisen Udongein Inaba (Touhou Eiyashou ~ Imperishable Night)
Type: Psychic
Ability: Red Eyes of Insanity
Signature Ability: Red Eyes of Insanity- Reisen's Psychic-type moves can affect Dark-type Pokemon, but only deal half damage to them. Against foes with a mental status ailment (Infatuation, Taunt, Torment, Confusion, Encore), Reisen deals guaranteed critical hits. Reisen can infatuate targets regardless of gender.
Moves: Mind Starmine, Demotivator, Tele-mesmerism, Psyshock, Confuse Ray, Glare, Hypnosis, etc.
Signature Moves
Mind Starmine: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Taunts the Target, stopping them from using Status moves.
Demotivator: 80 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Torments the Target, preventing them from using the same move twice in a row.
Tele-mesmerism: 70 BP, 100 Accuracy, 10 PP, Psychic-type, Special. Infatuates the target, giving all of their actions a 50% chance to fail.
Z-Move: Lunatic Red Eyes- Upgrades from Glare with Udongium Z. 180 BP. Hits both targets in a double battle. Confuses, Infatuates, Taunts and Paralyzes the targets, while also trapping them for 3 turns.
Stats: 80 HP/50 Atk/70 Def/90 SpA/90 SpD/130 Spe (BST: 510)

Reasoning: Here we have Reisen Udongein Inaba, the Lunatic Lunar Rabbit. She is, as the name suggests, a Moon Rabbit, a type of rabbit youkai that originally came from the moon, who first stats in Imperishable Night.

Reisen's Ability is based on her ability in canon, which is to drive foes to insanity through her eyes. Naturally, through this, Reisen is meant to focus on the mental status ailments, which she can easily inflict through her signature moves, all of which are named after Spell Cards in the series. This focus on mental assaults is also what gives Reisen her Psychic-typing.

Her Z-Move is based on her Last Word in Imperishable Night, Glare of the Hazy Phantom Moon "Lunatic Red Eyes", where she unleashes a powerful blast of waves from her eyes (Which, naturally, drives all nearby foes insane.)

...That's it. Reisen was actually very simple to make.
Pokémon: Youmu Konpaku (Touhou Youyoumu ~ Perfect Cherry Blossom.)
Type: Ghost/Steel
Ability: Phantom Half
Signature Ability: Phantom Half- Youmu's attacks strike a second time at 35% power. The damage of the second hit is always dealt as Ghost-type damage, regardless of what type of move Youmu is using (And is subject to Ghost-type weaknesses and resistances). Cannot be disabled or removed.
Moves: Sacred Sword, Night Slash, Petal Blizzard, Roukanken, Hakurouken, Swords Dance, Agility, etc.
Signature Moves
Roukanken: Steel-type, 100 Power, 100 Accuracy, 10 PP, Physical. Ignores the target's stat changes. Super-effective on Ghost-types. 210 BP Corkscrew Crash.
Hakurouken: Ghost-type, 90 Power, 100 Accuracy, 10 PP, Physical. Can damage foes that are normally immune to Ghost-type moves (e.g. Normal-types), removing their Ghost-type immunity until they are switched out (Basically a reskinned Thousand Arrows, except Ghost-type and single-target). 200 BP Never-Ending Nightmare.
Stats: 90 HP/125 Atk/100 Def/50 SpA/70 SpD/140 Spe (BST: 575)

Reasoning: Youmu Konpaku, the Half-Phantom, Half-Human Gardener, is... well, a half-human half-phantom hybrid who first appears as the Stage 5 Boss of Perfect Cherry Blossom. She serves Yuyuko Saigyouji, and acts as her gardener (Although realistically she's closer to a maid, like a certain other silver-haired servant) and swordsmanship instructor (Not that she's ever seen giving Yuyuko lessons). She's an expert swordswoman herself and wields two swords that have been passed down through the Konpaku lineage for generations: The Roukanken and the Hakurouken, which manifest as her signature moves.

If you look at an image of Youmu, you'll see a white blob of some sort floating behind Youmu. This... is also Youmu, or to be more specific, her phantom half, which manifests as Youmu's first and only ability, manifesting as a slightly stronger version of Parental Bond which only deals Ghost-type damage (This means that the ability is useless against Normal-types unless she uses Hakurouken on them). Her other moves are mostly self-explanatory, except for perhaps Petal Blizzard. That move is specifically based on one of Youmu's spell cards from the fighting games. Specifically, Sword Skill "Cherry Blossom Flashing".

Youmu's stats are fairly straightforward as well. As a half-phantom, Youmu is naturally more resilient to physical attacks than an ordinary human would be so her defense is a fair bit higher than her special defense, and she has decent HP. In the fighting games, Youmu's projectiles are some of the worst in the game, which naturally translates to awful special attack. But in return, her melee attacks are fast and powerful, hence she has good attack and is blisteringly fast.
Pokémon: Reimu Hakurei (Touhou Reiiden ~ Highly Responsive to Prayers.)
Type: Fighting/Flying
Abilities: Cloud Nine/Own Tempo/Mysterious Flying Shrine Maiden (HA)
Signature Ability: Mysterious Flying Shrine Maiden- Removes the weaknesses associated with the Flying-type from the user. Moves that cannot miss (EXCEPT Z-Moves) gain a 50% increase in damage.
Moves: Swift, Feint Attack, Magical Leaf, Fantasy Seal*, Aura Sphere, Smart Strike, Play Rough, Detect, Outrage, Thrash, Close Combat, Petal Dance, Slack Off, etc.
Signature Moves: Fantasy Seal- Flying-type, 60 BP, Special, 20 PP. Cannot miss. Super-effective on Dark-Types. Calculated from Reimu's higher offensive stat.
Signature Z-Move: Fantasy Nature. Flying-Type, Special. Upgrades from Reimu's Fantasy Seal with Hakureinium Z. 250 BP. Does neutral damage to the foe, regardless of typing (Cannot deal Super-effective or not very effect damage). Ignores abilities. This move is a two-turn move: On the first, Reimu enters an invulnerable state, and on the second, Reimu attacks, leaving the invulnerable state. Damage is calculated from Reimu's higher offensive stat.
Stats: 100 HP/100 Atk/100 Def/100 SpA/100 SpD/100 Spe (BST: 600)
Reasoning: Reimu Hakurei, the Shrine Maiden of Paradise, is the main character of the Touhou Project series.

One of Reimu's titles (And a spell card of hers is named after this) is the Mysterious Flying Shrine Maiden, and she's shown no trouble in handling the normal Flying-type weaknesses, so the ability itself manifests as a version of Delta Stream that is restricted only to Reimu herself. In addition, this ability also gives Reimu a 50% bonus damage on all moves that cannot miss with the exception of Z-Moves, referencing the fact that she always has the homing shot type. Speaking of typing, Reimu was a tough one to pin down at first, but eventually I came to Flying/Fighting. Flying because of the same reasons as her ability, and Fighting because in the fighting games, her moveset prominently includes usage of martial arts. Reimu's other abilities are a reference to her personality and distinct way of thinking from others in Gensokyo, and the weather she is associated with in Scarlet Weather Rhapsody, the Sunny weather (While it's translated as Sunny, its kanji's more literal translation is Pleasant Weather), so she can either avoid confusion or keep weather effects off the field. While Reimu's typing is bolstered by Mysterious Flying Shrine Maiden, removing the Flying-type associated weaknesses still doesn't give her all that great a defensive typing, as she only resists Bug, Fighting, Grass, Rock and Ground-type moves, and is weak to Psychic, Flying and Fairy-type moves (Fairies are always pranking her, after all).

Reimu's stats are because she's always the jack of all trades, master of none in any game she appears in: Her stats are 100 base across the board, not lacking nor excelling in any one area.

Her moveset typically revolves around her style of using homing attacks, like her trademark homing amulets. Moves like Aura Sphere, Smart Strike are all part of keeping in with this, along with Reimu's signature move, Fantasy Seal. It's a technique that forcibly seals the target away, and works extremely well on youkai, hence why it's super-effective against Dark-types. It is of course based on her most common spell card throughout the series, appearing in almost every game in some form since Embodiment of Scarlet Devil. Other moves like Close Combat, Detect and Play Rough are from her appearances in Fighting Games and Print Works, or in the case of Detect, based on Reimu's keen intuition. Outrage and Slack Off are based on two facets of Reimu's personality: She's quick to anger if offended (And in fanon, oftentimes gets depicted as going on a rampage due to lack of donations), but she's also very lazy when it comes to things that not her duties. Petal Dance and Magical Leaf are the obligatory Hidden Star in Four Seasons reference, based on Reimu being infused with the power of Spring, though she doesn't get any extra form or a variant of Fantasy Seal from it.

Her signature Z-Move, Fantasy Nature, is based on her Last Word in Imperishable Night and Hopeless Masquerade. It was difficult to balance this one given how utterly broken the ability is in the actual series' canon, so this was the best I could come up with: It's a two-turn move akin to something like Shadow Force or Phantom Force. With Reimu's ultimate manifestation of her natural powers, she ignores weaknesses, resistances and abilities, and cannot be hurt during the charge turn by anything. However, due to the charge turn, it can be fairly easy to prepare for Fantasy Nature so long as you're careful, and another Semi-Invulnerable move will beat Fantasy Nature out. Still, it is an IMMENSELY powerful nuke, and if you don't have a defensive measure prepared, you're probably going to lose something, as even coming off of a meager base 100 SpA, a base 250 STAB hurts a great deal.
Pokémon : Marisa Kirisame (Touhou Fuumaroku ~ Story of Eastern Wonderland).
Type: Normal
Abilities: Levitate / Magician / Speed Boost (HA).
Signature Item: Mini Hakkero- When held by Marisa, boosts the power of Marisa's off-type moves by 50% (So basically everything BUT normal-type moves [and Ice-types for the alternate form] get the boost). Also acts as a unique Z-Crystal for Marisa, and thus cannot be removed from Marisa.
Moves: Master Spark*/Master Spark Frozen*, Flamethrower, Thunderbolt, Ice Beam, Draco Meteor, Dazzling Gleam, Nasty Plot, Agility, Thief, Dark Pulse, Tri-Attack, Swift, etc.
Signature Move: Master Spark- Normal-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. Can damage Ghost-types.
Master Spark Frozen- Ice-Type, Base 100 Power, 100 Accuracy, Special. 10 PP. 20% chance to freeze the target.
Signature Z-Moves:
Final Spark - Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the typing of the move it upgrades from (So Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 210 Power. Can damage Ghost-types. Hits both targets in a Double Battle. If upgraded from Master Spark Frozen, 40% chance to freeze the target.

Blazing Star -Upgraded from Master Spark or Master Spark Frozen with Mini-Hakkero. Inherits the type of the move it upgrades from (Normal if Master Spark, Ice if Master Spark Frozen), Special, Base 190 Power. Can damage Ghost-types. Hits the target's Defense. If upgraded from Master Spark Frozen, has a 100% chance to lower the foe's speed upon hitting.

Stats: 80 HP/70 Atk/50 Def/130 SpA/70 SpD/130 Spe (BST: 530).
Alternate Form: Marisa-Winter (Toggled by using the Essence of Four Seasons on Marisa out of battle. Can be reverted through using Essence of Four Seasons on Marisa-Winter out of battle. When switching from Marisa to Marisa-Winter, if Marisa knows Master Spark, it will be replaced with Master Spark Frozen, and vice-versa.)
Typing changes to Normal/Ice.
Stats and abilities remain unchanged.
Reasoning: Here we have Marisa Kirisame, the deuteragonist of the Touhou Project series, having been around since the second game in the series. Compared to the original slate, This Marisa leans more from more recent games in the series, like Hidden Star in Four Seasons. Marisa is often associated with magic, and her title is the Ordinary Magician, so it seemed fitting to make Marisa a Normal-type. But to get the most out of her coverage, Marisa has a signature item in the Mini Hakkero, which boosts her non Normal-type attacks by 50%, essentially giving them STAB too. Unlike Protean however, she does not change type. Her signature move is quite obviously her freaking huge magical laser, the Master Spark, which serves as her primary STAB move. It even works on ghosts in the series, so Ghost-types will be in for a big surprise if they think they're safe against Marisa lacking Dark Pulse, as Master Spark will blast them anyway. Only Rock- and Steel-types are safe. Her other main moves are based on attacks she uses through the series. Marisa's Hakkero has shown to have the ability to expel flames and frost as some of her shot-types, and it is a reactor, so she does get the holy trinity of Flamethrower, Thunderbolt and Ice Beam to her name. Draco Meteor is based on her star-based attacks (And one of her moves even has a nearly identical name, that being Star Sign "Dragon Meteor"), as are Swift and Dazzling Gleam. Dark Pulse is based on when her Mini Hakkero got possessed in Double-Dealing Character, and the spell card, Bewitched Weapon "Dark Spark" (Which is yet another Master Spark variant).

Marisa's abilities follow a simple pattern. Levitate is the standard Touhou fare, Magician fits thematically in two ways (She's a magician obviously, but she's also a known thief and burglar, fitting the item-stealing shtick [Not that she'd want to use it, given that she's usually going to be holding the Hakkero]), and Speed Boost is a reference to Marisa using her magic to fly faster (like with one of her Z-Moves).

Marisa's alternate form, Marisa-Winter, takes cues from Hidden Star in Four Seasons, where Marisa is infused with the power of Winter, giving her attacks an icy aftertouch. This affords Marisa a secondary Ice-typing and turns her Master Spark into Master Spark Frozen, which instead has a chance to freeze. Both the regular and Frozen variants of the Master Spark can be upgraded into one of two Z-Moves using the Mini Hakkero in place of a Z-Crystal. Final Spark is based off of her Last Spell in Imperishable Night, and is just a supercharged Master Spark. Blazing Star, on the other hand, is based on her Last Word from the same game, which later becomes a recurring spell card throughout the series, and involves her using a Master Spark as propulsion to ram into the enemy, hence a Psyshock-esque effect. The Z-Moves change type (and possibly effects) depending on which version of Master Spark is upgraded- the Normal-type versions can hit Ghost-types just like the base move, the Ice-type versions instead either reduce speed or have a chance to freeze the target solid.

Marisa's stats are fairly self-explanatory: She's a fast specially offensive glass cannon, just like in her home series.

Some example sets:

"Danmaku is all about Firepower!" (Standard Marisa set)
Marisa@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
-Master Spark
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Ice Beam, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam

"It's so cold over where I live that it's snowing! It's practically winter! Seriously, what's going on?" (Standard Marisa-Winter set)
Marisa-Winter@Mini Hakkero
Modest/Timid Nature
Ability: Levitate/Speed Boost
EVs: 252 SpA/252 Spe/4 HP
Modest/Timid Nature
-Master Spark Frozen
-Coverage
-Coverage
-Coverage
Coverage=Flamethrower, Thunderbolt, Draco Meteor, Dark Pulse, Dazzling Gleam, Tri-Attack.
Pokémon: Kiara Sesshouin
Type: Psychic/Fairy
Abilities: Triage / Infiltrator
Moves:
Physical: Zen Headbutt, Heart Stamp, Play Rough, Submission, Close Combat, Arm Thrust, Force Palm, Drain Punch, Mach Punch, Dynamic Punch, Reversal, Attack Order, Sucker Punch, Beat Up, Power Trip, Pursuit, Foul Play, Lick, Shadow Claw, Shadow Sneak, Phantom Force, Dizzy Punch, Last Resort
Special: Dazzling Gleam, Draining Kiss, Moonblast, Disarming Voice, Psychic, Psybeam, Dream Eater, Future Sight, Extrasensory, Psyshock, Stored Power, Shadow Ball, Thunderbolt, Zap Cannon, Signal Beam, Focus Blast, Aura Sphere, Flash Cannon
Status: Play Nice, Baby-Doll Eyes, Lovely Kiss, Sweet Kiss, Attract, Heal Order, Defend Order, Nasty Plot, Barrier, Reflect, Light Screen, Magic Coat, Trick Room, Wonder Room, Magic Room, Curse, Healing Wish, Heal Pulse, Moonlight, Conversion, Conversion 2, Thunder Wave, Lock-On, Teleport
Thesis of Still Heart - 60 BP | Psychic | Special | 15 PP | --% Acc. | Ignores the target's type, always dealing neutral damage. Eliminates the target's stat changes.
Stats: 115/100/80/110/90/105 (600)

Form: Kiara Sesshouin-Heaven's Hole
Type: Psychic/Fairy
Abilities: Dazzling
Moves: All of the above plus:
Physical: Meteor Mash, Megahorn
Special: Doom Desire, Night Daze, Night Shade
Status: Cosmic Power, Sunny Day, Morning Sun
Stats: 125/120/90/150/90/105 (680)

By equipping the Crown of the Beast, Heaven's Hole Kiara can become Beast III/R Kiara (works like Primal Reversion).
Form: Kiara Sesshouin-Beast III/R
Type: Dark/Fairy
Signature Ability: Ten Thousand Colored Stagnation - When Beast III/R is on field, every Vulnerable Lifeform opponent is under the effect of Attract. This Ability can't be ignored.
Stats: 145/140/100/150/120/125 (780)
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, Horn Leech, 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: Yuuka Kazami
Type: Grass/Fairy
Ability: Four Seasons Flower Master / Pranskter / Grassy Surge / Comatose
Works exactly like Red and Blue Basculin. Comatose Yuuka has long hair and pajamas.
Four Seasons Flower Master - In Rain, Sun or Hail, Yuuka restores 1/16 of her maximum HP, rounded down, at the end of each turn. In Sun, takes half damage from Fire-type moves. In Hail, immune to chip damage.
Moves:
Physical: Petal Blizzard, Earthquake, Strength, Play Rough, Bullet Seed
Special: Petal Dance, Energy Ball, Frenzy Plant, Solar Beam, Giga Drain, Hyper Beam, Tri-Attack, Seed Flare, Flash Cannon, Dazzling Gleam, Fleur Cannon, Pollen Puff, Earth Power, Nature's Madness, Charge Beam
Status: Aromatherapy, Floral Healing, Sweet Scent, Nature Power, Rest, Sleep Talk, Play Nice, Spiky Shield, Ingrain, Grassy Terrain, Sunny Day, Synthesis, Leech Seed, Sleep Powder, Poison Powder, Stun Spore, Rototiller, Curse, Growth, Double Team, Agility, Teleport
Signature Moves: Master Spark - 120 BP | Normal | 5 PP | 90% Acc. | Hits twice if Double Team was used by this Pokémon the turn prior.
Additionally, Yuuka gains every flower related move added to Crossover Chaos. Currently only Final Death Bloom. Rosa Ichthys doesn't count due to being a weapon slash, thus not fully a flower move.
Stats: 120 HP/140 Atk/120 Def/120 SpA/100 SpD/20 Spe (BST: 620)
Pokémon: Seija Kijin
Typing: Dark/Normal
Ability: Contrary | Reverse Ideology
Reverse Ideology:
Moves by or against this Pokémon follow Inverse Battle rules.
Signature Move: This Side Down (80 BP | Normal | Physical | Does damage based on opponent's Special Defense)
Signature Z-Move: Overturning All Under Heaven (200 BP | Normal | Physical | must know This Side Down | Does damage based on opponent's lowest Defense stat) Must be holding Reverse Sign.
Moves:
Physical: This Side Down, Frustration, Beat Up, Foul Play, Knock Off, Sucker Punch, Superpower, Spike Cannon, Reversal, Needle Arm, Twineedle, Brave Bird, Counter, Metal Burst
Special: Mirror Shot, Mirror Coat, Psyshock
Status: Topsy-Turvy, Mirror Move, Trick Room, Wonder Room, Ally Switch, Switcheroo, Trick, Guard Swap, Power Swap, Speed Swap, Power Trick, Heart Swap
Stats: 90/95/80/75/85/100 (BST 525)

Reasoning: Seija is an amanojaku with the power to turn over anything. So, almost everything about her is based on that fact. Both abilities and most moves reverse or turn over something. Dark/Normal typing because of her name Kijin is spelled with characters meaning "oni" and "human" which would be Dark and Normal respectively. This Side Down and Overturning All Under Heaven are some of Seija's Spell Cards, the one that's the Z-move is the Hard/Lunatic version of the other one. The only things that don't represent Seija's reverse powers are: Spike Cannon (representing her danmaku/bullet hell), Needle Arm & Twineedle (representing her Reverse Needle Spell Card), Brave Bird (representing her Change Air Brave Spell Card), Frustration because she lost against the main heroine (and got an entire spin-off game because she was angry at that), and the Dark moves due to her being a cunning and persuasive Dark-type.
Pokémon: Nightmare Wizard
Type: Flying/Ghost
Ability: Bad Dreams
Stats (Nightmare's Power Orb): 50/50/110/100/110/100 (520)
Stats (Nightmare Wizard): 70/60/120/120/120/110 (600)
(Nightmare's Power Orb evolves into Nightmare Wizard and can use Eviolite)
Notable Moves: Star Barrage*, Air Slash, Hurricane, Shadow Ball, Focus Blast, Energy Ball, Dark Pulse, Flash Cannon, Thunderbolt, Rapid Spin, Nightmare, Hypnosis
*Star Barrage: Special Flying-Type, 25 BP, 100% Acc, 30/48 PP. Hits 2-5 times. 140 BP Supersonic Skystrike
Sample Sets
Nightmare Wizard @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Star Barrage
- Shadow Ball
- Hypnosis
- Rapid Spin / Focus Blast / Nightmare

Reasoning: A tornado in a cape who makes you have bad dreams. Flying-type, Hurricane and Rapid Spin because he's a tornado. Ghost-type because Nightmare is a Ghost-type move and he looks kinda like a vampire (usually a kind of undead). Bad Dreams, Nightmare and Hypnosis because duh. Nightmare's Power Orb and Nightmare Wizard are his two forms, used as an evolution rather than a form change because I recall some interview or other describing the Power Orb as Nightmare's "egg" (don't quote me on this). Star Barrage is an attack he uses a lot. Air Slash because it's STAB and looks loosely like one of his attacks in his Power Orb form. Shadow Ball, Focus Blast and Energy Ball because one of Parallel Nightmare's attacks involves firing off large balls of dark energy. Dark Pulse, Flash Cannon and Thunderbolt because of Parallel Nightmare's laser attack (that I've also heard described as a thunderbolt).
 
sorry last minute

Pokémon: Nightmare Wizard
Type: Flying/Ghost
Ability: Bad Dreams
Stats (Nightmare's Power Orb): 50/50/110/100/110/100 (520)
Stats (Nightmare Wizard): 70/60/120/120/120/110 (600)
(Nightmare's Power Orb evolves into Nightmare Wizard and can use Eviolite)
Notable Moves: Star Barrage*, Air Slash, Hurricane, Shadow Ball, Focus Blast, Energy Ball, Dark Pulse, Flash Cannon, Thunderbolt, Rapid Spin, Nightmare, Hypnosis
*Star Barrage: Special Flying-Type, 25 BP, 100% Acc, 30/48 PP. Hits 2-5 times. 140 BP Supersonic Skystrike
Nightmare Wizard @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Star Barrage
- Shadow Ball
- Hypnosis
- Rapid Spin / Focus Blast / Nightmare
Reasoning: A tornado in a cape who makes you have bad dreams. Flying-type, Hurricane and Rapid Spin because he's a tornado. Ghost-type because Nightmare is a Ghost-type move and he looks kinda like a vampire (usually a kind of undead). Bad Dreams, Nightmare and Hypnosis because duh. Nightmare's Power Orb and Nightmare Wizard are his two forms, used as an evolution rather than a form change because I recall some interview or other describing the Power Orb as Nightmare's "egg" (don't quote me on this). Star Barrage is an attack he uses a lot. Air Slash because it's STAB and looks loosely like one of his attacks in his Power Orb form. Shadow Ball, Focus Blast and Energy Ball because one of Parallel Nightmare's attacks involves firing off large balls of dark energy. Dark Pulse, Flash Cannon and Thunderbolt because of Parallel Nightmare's laser attack (that I've also heard described as a thunderbolt).
 
AZARRZE.png

Congratulations to KirbyRider1337, Pika Xreme and Ticktock for winning with Wood Man, Nightmare Wizard and Ebony Dark'ness Dementia Raven Way Soul Elizabeth Ravenous. Ticktock has earned the title, Mario + Rabbids Kingdom Battle.

This slate is for any characters who are members of a royal family or nobility (e.g. Princess Peach) or have a title or moniker relating to royalty (can't think of any video game examples but think Michael Jackson "King of Pop".

Submissions for the current slate close in one week.
Have fun!​
 
BRING IN THE ROYAL RESUBS >:D
$

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, 70% Accuracy, 5-8PP. 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: 110/115/90/115/90/50 [BST 570]
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, Haze and Clear Smog mostly from smoke pouring out of a gun after it fires. Finally Rapid Spin because some of his attacks involve spinning around a lot.

Bullet King @ Assault Vest
Quiet Nature
Ability: Mega Launcher / Levitate
EVs: 252 HP / 8 Atk / 248 SpA
- M6D Pistol / Dark Pulse
- Round of Bullets
- Aura Sphere
- Clear Smog

Bulky AV that screws over set-up sweepers. Levitate should only be considered if you're doing M6D Pistol, as with Dark Pulse, you're completely unresisted and have two moves boosted by Mega Launcher.

Bullet King @ Icium Z
Sassy Nature
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
- Rapid Spin
- Burning Flask
- Haze
- Metal Burst / Water Pulse

Spinner that can spread burns and heal when things get dicey. Still screws over mons that use boosts to wreck shop. Metal Burst is there so you can screw over wallbreakers that can't KO you, with Water Pulse as an alternative option if you want to punish the enemy for blocking your Burning Flask.
Camilla.png

"Now prepare to beg, Princess. My dear Corrin only needs one big sister! That's why you're the one person I simply can't lose to!"
latest

Pokémon: Camilla
Type: Dragon/Flying
Ability: Savage Blow (All adjacent enemies take 12.5% of their Max HP in damage after Camilla's attack, though this effect cannot KO these enemies. Does not affect mons with Magic Guard.) / Rose's Thorns (Adjacent allies deal x1.5 damage and take x0.8 damage. This effect does not extend to Camilla herself.) / Sheer Force
New Move: Axe Strike (Steel-type 110BP 70% accurate Physical move, 5-8PP. 30% chance to flinch the target.)
Moves: Nature Power, Brutal Swing, Flamethrower, Fire Blast, Thunderbolt, Thunder, Shock Wave, Icy Wind, Blizzard, Hurricane, Razor Wind, Draco Meteor, Dark Pulse, Dragon Pulse, Dragon Rush, Aerial Ace, Fly, Lunge, Dual Chop, Assurance, Taunt, Torment, False Swipe, Superpower, Brick Break, Throat Chop
Stats: 60/130/90/80/120/120 [BST 600]
Reasoning: Camilla has the "Dragon" and "Flying" attributes in Fates due to being of the Malig Knight class, a promotion to the Wyvern Rider, and thus she gets her Dragon/Flying typing, mostly from her mount though. (besides she can still activate dragon veins, which requires some concentration of draconic blood, sooo) Stats were calculated exactly the same way as Corrin's, minus the +5 everything from Boons/Banes because she doesn't have those in Fates, but coincidentally enough... 600BST. Special moves are from Tomes (and bolt axe in tbolt's case; one could argue that dark pulse or dragon pulse can translate from odin's grimoire and she needs special stab anyway sooo), Lunge from the Skill of the same name, Nature Power because Dragon Veins. Taunt because she just loooves rubbing it in to Hinoka on Conquest, Dual Chop from Brave Axe (and it's stab anyway sooo), False Swipe because Japanese name refers to striking with the dull edge of a Katana and I imagine getting struck by the axe with the sharp edge facing away would hurt less. Sheer Force because still hits crazy hard in the game proper and secondaries are few and far between for the weapons themselves in FE, even the Tomes, and furthermore that's actually quite accurate of Camilla in standard play.
Camilla @ Life Orb / Choice Band
Hasty Nature
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
- Superpower
- Dragon Rush
- Axe Strike
- Fire Blast

Sheer Force erases Camilla's Life Orb recoil, though Band can put a little more oomph into your strikes. Dragon+Steel+Fire is perfect coverage... excluding Heatran. Superpower blasts that all the way into next slate anyway. Hasty to preserve firepower, speed, and Special survivability (she's only as physically bulky as chandelure anyway sooo) Note, however, that your best move against Specially Defensive Riki (Axe Strike) would only land a 3HKO if Riki's packing Leftovers, but you should have good matchups against most others anyway.
Daisy_SSBUltimate.png

"HI, I'M DAISY!"
Pokémon: Daisy
Typing: Normal/Grass
Ability: Flower Veil / Competitive / Own Tempo
Moves: Aromatherapy, Petal Dance, Floral Healing, Trop Kick, Flower Shield, Petal Blizzard, Wake-Up Slap, Stone Edge, Play Rough, Solar Beam, Dynamic Punch, Jump Kick, High Jump Kick, Meteor Mash, Endeavor, Facade
Stats: 90/115/80/100/100/105 [BST 590]

Reasoning: Daisy's among the very few humans in Mario alongside Peach, so she gets the Normal typing. She skips out on the Fairy typing because while she's capable of magic, she prefers her physical firepower instead. Of course, while Peach is the more mellow and feminine of the two, Daisy's the more tomboyish and excitable one, hence Competitive. Due to Flower Power, she has the Grass type, but still being a human and all, that's her secondary typing. Her stats have honestly been all over the place in the spinoffs. (In Mario Strikers, she favors firepower and speed, but doesn't really favor those in Mario Sports Mix) Dynamic Punch and Stone Edge from her Mario Strikers Charged Super Ability, where she punches the ground to cause loads of crystals to pop up around her, and her Mega Ability even encases her fist in crystals, which I felt Meteor Mash was the closest to. Other stuffs from things she can do in the Strikers games, floral stuff (Sports Mix shows she has actual powers over flowers), and smacking Bowser all the way into the horizon.
Daisy @ Life Orb
Jolly Nature
Ability: Own Tempo
EVs: 252 Atk / 4 SpD / 252 Spe
- High Jump Kick
- Trop Kick / Petal Blizzard
- Stone Edge
- Facade

HJK / Trop Kick / Petal Blizzard easily handles everything that's neither Fighting/Poison nor Steel/Ghost. Facade's there to help with the former (or in case you get burned) and the latter really just has Star Dream Soul OS and Honedge's evolutionary line to block all four of your moves, and you really should have a teammate that handles the latter.
 
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latest


Pokemon: Robo-Patrick
Typing: Steel/Poison
Abilities: Acidic Poison, Steelworker, Contaminate
Moves: Frost Breath, Hammer Arm, Toxic Upchuck, Rapid Spin, Heavy Slam, Body Slam, Earthquake, Poison Jab, Acid, Acid Spray, Return, Frustration, Work Up, Gunk Shot, Flash Cannon, Superpower, Sludge Wave, Sludge Bomb, Iron Head, Poison Spin, Belch, Belly Drum, Toxic, Hidden Power, Facade, etc.
Custom move details: Toxic Upchuck: 20 BP, 16 PP, 90% accuracy, Special. Hits 6 times. Z-move: 190 BP Acid Downpour
Poison Spin: 120 BP, 24 PP, Physical, 100% accuracy. Makes contact. Poison-type Thrash. At the end of the third turn, it removes all entry hazards and frees the user from Leech Seed and binding moves, but confuses the user. Acid Downpour from this move has 190 BP, but does not have any secondary effect.
Custom ability details: Acidic Poison: Scrappy clone for Poison-type moves + Corrosion
Contaminate: Poison -ate
Stats: 100/115/110/120/90/65 (600)
Rationale: Steel is self-explanatory, but Poison is because the arena you fight him in is in a polluted industrial area and the boss appears to have an ice cream cone that is actually toxic sludge. Moves are based off of the boss battle, plus some flavor as well. As for the abilities, Acidic Poison is when the announcer fish says “That hot goo will melt anything!” and Steelworker refers to the Industrial Park (area where he’s fought) and Contaminate is again, because of the seemingly polluted area and Poison-type. Stats refer to how he’s a fairly durable robot, but also fairly slow.
 
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"Both of you, faithless fools who would dare to take up arms against the king of light and shadow... So you choose! And so you shall feel my wrath!"
zUigYICbuenC1SmekKssk3YalT1UI1XTmyIRilTJjU5In9jYqzAjfsOV0oiltYBgVyxV5MGlt4xQ75b3iDri5i1XOjE6LgjSrXOokYncTxT97KVLneiknMgxOemPRlQOQZ3Lxayi
ib2b52O27yKARUYgq7VawGueWhJl1pp_1IPcp-SjvwvNZuyRNaqYPj7f29_OvyrzvaWqwhX3zVmkU9ArrKqMHVmoK_gTU7bauCinvwW7_7gJ7PoA9DjDVQBIl7C1uCTfL2K7_jSi

Pokemon: Ganondorf
Type: Dark/Fighting
Mega Type: Dark
Ability: Sturdy/Sheer Force
Mega Ability: Reckless
Moves:Knock Off, Taunt, Lunge, Nasty Plot, Swords Dance, Foul Play, Sucker Punch, Switcheroo, Dark Pulse, Shadow Punch, Shadow Ball, Destiny Bond, Curse, Power-Up Punch, Superpower, Close Combat, Counter, Force Palm, Double-Edge, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Flamethrower, Shadow Ball, Hyper Voice, U-Turn, Play Rough, Waterfall, Liquidation, Hydro Pump, Thunderbolt, Thunder, Flamethrower, Inferno, Flare Blitz, Head Smash
Sig Move: Warlock Punch | Dark | Physical | 130 Base Power | 30PP | 100% accuracy | ⅓ damage as recoil
Stats: 150/90/120/120/90/90
Mega Stats: 150/150/150/75/135/100

Reasoning: Dark/Fighting as he is a skilled combatant and master of dark magic. Sturdy for his extreme durability, usually requiring to be impaled through the face by the master sword to be killed. Sheer Force coming from the Triforce of Power. Reckless for his mega form as he usually relies on brute force in giant pig mode. The Triforce of Power offers Ganondorf a multitude of powerful and varied attacks. His Signature Move, Warlock Punch, is an incredibly powerful punch from Smash Bros. His normal form relies mostly on his spellcasting, reflected by his stats. His Ganon form however, is mostly brute force and destruction, reflected by his dramatic increase in Attack and equally dramatic decrease in Special Attack.

"You will never touch this world again. In Mother's name, I swear it!"
SOTN_Alucard_Main_Portrait_.jpg

Pokémon: Alucard
Type: Dark/Fairy
Ability: Intimidate/Pressure
Moves: Swagger, Taunt, Torment, Dark Pulse, Snatch, Snarl, Night Slash, Knock Off, Dazzling Gleam, Draining Kiss, Moonblast, Play Rough, Aromatic Mist, Disarming Voice, Swords Dance, Nasty Plot, Drain Punch, Focus Blast, Thunderbolt, Thunder, Flamethrower, Fire Blast, Ice Beam, Blizzard, Air Slash, Cross Poison, Psycho Cut, Shadow Claw, X-Scissor, Transform, Giga Drain
Stats: 120/100/120/100/120/130

Reasoning: The Dark/Fairy comes from his greatest powers, his dark magic and vampirism. Intimidate and Pressure is his overwhelming presence. His wide movepool comes from his wide array of magic, and his sword skills. Transform comes from his ability to transform into animals. His stats revolve around his vampire toughness and superhuman speed and senses.
 
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Time to bring back an old submission...

250


"I tell you again: I make my own future. And it's one you'll not live to see!"

Pokémon: **Chrom** (Fire Emblem Awakening. Current Exalt [read: King] of Ylisse.)
Typing: Steel
Abilities: Justified/Defiant/Rightful King (HA)
Signature Ability: Rightful King- User has a high critical hit chance. User's secondary effects have a double chance of proccing (So basically, Serene Grace+Super Luck). Cannot be negated or removed.
Moves: Slash, Sacred Sword, Fury Cutter, Swords Dance, King's Shield, Exalted Slash*, Return, etc.
Signature Move: Exalted Slash- Steel-Type, Physical, 100 BP, 100 Accuracy, 10 PP. Super-Effective against Dark-types and Dragon-types.
Z-Move: Awakening Aether- Steel-Type, Physical, 100 BP. Upgrades from Exalted Slash with Chromium Z. Hits Twice. Super Effective vs. Dark-Types and Dragon-types. The first hit drains 50% of the damage dealt. The second hit is a guaranteed critical hit.
Stats: 100 HP/130 Atk/80 Def/50 SpA/60 SpD/110 Spe (BST: 530)
Reasoning: Chrom is the main character of Fire Emblem Awakening, and the current Exalt of Ylisse, serving as its ruler.

Chrom's typing is Pure Steel, because that's really the only type that makes sense. I only listed a few moves to give him because that's all I was confident in (There could be other slashing moves or such to give him), but his move for the most part is pretty similar to that of Aegislash, including King's Shield. The main difference would be Chrom's signature move, Exalted Slash, which references Chrom's personal weapon, the Falchion. Specifically, it refers to the Exalted Falchion, which he obtains in Chapter 24 of Fire Emblem Awakening (Hence the 'SE on Dark-types' effect on top of its Dragon Slaying properties).

Awakening Aether is Chrom's Final Smash in Super Smash Bros. Ultimate, and is based on Aether's Portrayal in Fire Emblem Awakening, and here, I decided to make a nearly straight translation of that skill: Awakening Aether hits twice (and thus breaks Subs), with the first strike healing Chrom for 50% of the damage dealt, an exact copy of the first half of an Aether Proc. The second half is what has changed: Instead of ignoring half of the enemy's defense (THAT would be way too powerful, flashbacks of Gen 4 Selfdestruct), I decided to simply make it a guaranteed Critical Hit to bypass the enemy's defensive buffs, still sticking to the principle of the second half of an Aether Proc in ignoring the enemy's defenses.

His signature ability is Rightful King, based on the final skill Chrom learns in the Great Lord Class, which increases the chance of proccing in-battle skills like Aether. Here, it manifests similarly: Chrom gains an increase to both his critical hit rate AND his chance to proc secondary effects on moves. Justified and Defiant are two other abilities that make a lot of sense for Chrom.

Chrom's stat spread is based on what it was like in Fire Emblem Awakening: Chrom has high HP, Strength and Speed and Decent Defense, but his Magic and Resistance are poor in Awakening, which translates into High HP, Attack and Speed, and decent Defense, but low special stats.

"Your end has come!" (Sample Chrom set)
Chrom@Chromium Z/Choice Band
Ability: Defiant/Rightful King
Nature: Adamant or Jolly
-Exalted Slash
-Swords Dance/Filler (depending on whether Choice or Z-Move)
-Filler
-Filler
 
455px-FEA_Lucina_03.png

When I fight for my father, no matter how terrible the foe, or how powerful... I know that I have no choice. I simply cannot lose.
Pokémon: **Lucina**
Type: Fighting/Psychic
Abilities: Foreseer [Aerilate clone for Psychic-type moves, except with a 1.3x multiplier]/Brand of the Exalt [crit ratio sharply increased by 2 stages] (HA: Illusion)
New Move(s):
  • Visionary (Psychic, Status, —, bypasses accuracy checks, 5 PP, does not make contact; Once per battle, the user borrows Naga's power to shift time. One Pokémon on each team is revived. [Priority +5. The new Pokémon are immediately sent to battle. Fails if one of the teams has no fainted Pokémon. Ends the turn immediately when used. Z-Power: Restores Lucina's HP])
Moves: Close Combat, Psycho Cut, Knock Off, Night Slash, Detect, Quick Attack, Sacred Fire, Swords Dance, Smart Strike, Trick Room, Magic Room, Future Sight, U-turn, Sacred Sword, Ancient Power, Role Play, Double-Edge, Extreme Speed
Stats: 85/105/80/55/80/125 (BST: 530)
Reasoning: The secondary Psychic typing, Visionary, Foreseer, and Ancient Power comes from Lucina's ability to (with Naga's help) travel to the past. Visionary, in particular, comes from Lucina's attempt to save the world by doing so. Illusion and Role Play come from the fact that Lucina disguises herself as "Marth" early on. Sacred Fire comes from her C-support with any of her siblings, where the sibling says "Kill it with fire magic or something!" or the like. The stats correspond to Lucina's base growth rates.
Lucina @ Psychium Z/Life Orb
Adamant / Jolly Nature
Ability: Foreseer
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Close Combat/Double-Edge
- Extreme Speed/Double-Edge
- Visionary/Double-Edge

Standard setup sweeper set. After a boost, destroy everything that doesn't resist Psychic with Extreme Speed. Close Combat deals with Dark-types, and Z-Visionary heals Lucina and allows another offensive mon to come in.

Lucina @ Choice Band
Adamant / Jolly Nature
Ability: Foreseer
EVs: 252 Atk / 4 Def / 252 Spe
- Extreme Speed
- Close Combat
- Knock Off/U-turn/Double-Edge
- Visionary

Choice Band + 104 BP priority is a broken combo. Double-Edge is used to outspeed and KO standard Lele.
 
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Edited (as in, nerfed) resub
200
Pokémon: Beowulf (Fate/Grand Order)
Type:
Fighting.png

Ability: Sturdy/Super Luck/Dragon Steak
Signature Ability
Dragon Steak: This Pokemon is immune to Dragon-type moves, deals double damage to Dragon-type foes and restores 1/4 of its maximum HP, rounded down, when hit by a Dragon-type move.
Moves:
Physical.png
Close Combat, Hammer Arm, Secret Sword, Sacred Sword, Cross Chop, Dual Chop, Night Slash, Slash, Outrage, Thrash, Mega Punch, Mach Punch, Drain Punch, Fire Punch, Thunder Punch, Sucker Punch, Power-up Punch, Smart Strike, Double Iron Bash
Status.png
Laser Focus, Focus Energy, Swords Dance
Signature Items:
Hrunting: If held by Beowulf, his critical hit damage is increased by 50%. Allows Beowulf to use its signature Z-move.
Naegling: If held by Beowulf, his Fighting-type moves become strong against Fairy-types. Allows Beowulf to use its signature Z-move.
Signature Z-Move:
Grendel Buster-Primal Conflict: Upgraded from Close Combat with Hrunting or Naegling. 200 BP,
Fighting.png
-type,
Physical.png
. Increases Beowulf's Attack by 2, but destroys Beowulf's item.
Stats: 120 HP/130 Atk/70 Def/50 SpA/70 SpD/110 Spe (BST: 570)
Reasoning:
  • Typing: Fighting type because he is a honorable hero of old. He also loves to get into fights, and is most known for defeating monsters BAREHANDED (in the Fate interpretation he punches things really hard after his swords break).
  • Abilities:
    • Sturdy: Beowulf has the "Battle Continuation" Skill which does the same exact thing as Guts.
    • Super Luck: Beowulf has the "Instinct" Skill (which can be upgraded to the "Inspired Hero" Skill) which gives him Critical Stars. In FGO, the game where Beowulf originates from, Critical Stars are needed to perform Critical Hits, the Skill gives Stars so it increases Critical Hit chance... so Super Luck is pretty close.
    • Dragon Steak: In Fate, Beowulf hunted dragons for fun and for food when he was alive. It is said that he killed hundreds of them. He loves to eat dragon steaks and even gives one to the game's protagonist as a gift. The ability effects represent eating (immunity + HP recovery) and represent hunting (increased damage).
  • Items:
    • Hrunting: One of Beowulf's swords. Called the "Hound of the Red Plains." In Fate lore, it can smell the opponent's blood and "launch the most optimal slash with a mere ordinary swing." I'd say the most optimal attack is a pseudo-Sniper boosted critical hit.
    • Naegling: One of Beowulf's swords. Called the "Iron Hammer Snake Smash." It is actually a giant club made of steel, "a sword with a fundamental purpose of smashing targets in close range, and it is equivalent to having no cutting ability." It gives Beowulf's Fighting-type moves the effectiveness of Steel-type moves (Fighting is already super-effective on Rock and Ice, so the item makes it SE against Fairy.)
  • Moves: In order:
    • status moves related to "performing the most advantageous attack," ties into his Instict skill and Hrunting.
    • slashing moves and moves related to swords for obvious reasons.
    • blunt moves using his sword-hammer-club thing.
    • barehanded moves for obvious reasons.
    • moves related to going out of control, due to Beowulf being a Berserker-class Servant and having a low level Mad Enhancement skill, meaning he can get out of control when fighting sometimes.
latest

  • Z-Move: Beowulf's true Noble Phantasm, his strongest attack that he can only use after destroying his own swords. It is based on the legend about him defeating Grendel and his mother, two giant monsters, barehanded after his swords broke. In Fate/Grand Order, it is impossible for this move to miss. Good thing Z-Moves don't miss. In lore, he gains a massive power boost and "this Noble Phantasm temporarily revives the amazing power he had in life" so I decided that it should increase his Attack.
  • Stats: Beowulf has the Battle Continuation skill, meaning he has the ability to survive for a long time, that's why he has high HP. As for Attack, he has Mad Enhancement and Berserk skills that both increase damage. In game, they increase Buster damage, which are usually Physical attacks. He is also part of the Berserker class, which means more increased damage, but he has disadvantage against other classes in-game (but not in lore), so I gave him mediocre defenses.
200

Pokémon: Romulus (Fate/Grand Order)
Type:
Grass.png

Ability: Imperial Privilege / Clear Body / Sturdy
Imperial Privilege - See Nero
Moves:
Physical - Drill Run, Fury Attack, Horn Attack, Horn Drill, Horn Leech, Megahorn, Needle Arm, Poison Sting, Twineedle, Smart Strike, Guillotine, Leaf Blade, Stone Edge
Status - Recover, Spiky Shield, Stealth Rock, Bulk Up, Attract, Follow Me
Signature Move & Z-Move:
Magna Voluisse Magnum - Grass-type First Impression clone
All Things Lead to My Spear - Upgraded from Magna Voluisse Magnum. 175 BP, Grass-type, Physical. If this move is successful, clears the field of special terrains (currently Aestus Domus Aurea and Unlimited Blade Works), and the terrain becomes Grassy Terrain. Hits all opponents in Double Battle.
Stats: 110/130/120/40/110/100 (BST: 610)
Reasoning: Romulus does things!!!
 
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My turn.

latest

"Through dream I travel, at lantern's call
To consume the flames of a kingdom's fall"

Pokémon: Grimm
Type: Fire/Bug
Ability: Bad Dreams / Flash Fire (HA)
Stats: 90/115/90/100/90/115 (600)
Stats (Nightmare King): 100/135/100/110/100/135 (680)
(Grimm becomes Nightmare King Grimm by using the Nightmare's Heart on him outside of battle (similar to Hoopa's form change))
Notable Moves: Knock Off, Fireball (see Bowser), Blaze Kick, Flare Blitz, Flamethrower, Fire Blast, Overheat, Eruption, Lunge, Megahorn, Signal Beam, Quiver Dance, High Jump Kick, Outrage, Earth Power, Shadow Claw, Spikes, Hypnosis, Nightmare
Grimm @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fireball / Flare Blitz
- Lunge / Megahorn
- High Jump Kick
- Spikes / Shadow Claw

Grimm @ Firium Z
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hypnosis
- Quiver Dance
- Fire Blast
- Signal Beam / Earth Power
Reasoning: The master of the Grimm Troupe, the world's one and only circus master vampire moth nightmare god. Fire because he does a lot of fire stuff and Bug because he's some sort of moth thing. This is also the reason for his Fire and Bug moves. High Jump Kick because he has... pretty much exactly that as an attack. Outrage because he gets REALLY mad if you hit him while he's bowing. Earth Power because he has an attack that shoots up from the ground (resembling Earth Power's animation). Shadow Claw because he has some sort of claw attack. Spikes because he also can produce spikes on the ground. Hypnosis and Nightmare for obvious reasons.
 
Last edited:
My turn.

latest

"Through dream I travel, at lantern's call
To consume the flames of a kingdom's fall"

Pokémon: Grimm
Type: Fire/Bug
Ability: Bad Dreams / Flash Fire (HA)
Stats: 90/115/90/100/90/115 (600)
Stats (Nightmare King): 100/135/100/110/100/135 (680)
Notable Moves: Knock Off, Fireball (see Bowser), Blaze Kick, Flare Blitz, Flamethrower, Fire Blast, Overheat, Eruption, Lunge, Megahorn, Signal Beam, Quiver Dance, High Jump Kick, Outrage, Earth Power, Shadow Claw, Spikes, Hypnosis, Nightmare
Grimm @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fireball / Flare Blitz
- Lunge / Megahorn
- High Jump Kick
- Spikes / Shadow Claw

Grimm @ Firium Z
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hypnosis
- Quiver Dance
- Fire Blast
- Signal Beam / Earth Power
Reasoning: The master of the Grimm Troupe, the world's one and only circus master vampire moth nightmare god. Fire because he does a lot of fire stuff and Bug because he's some sort of moth thing. This is also the reason for his Fire and Bug moves. High Jump Kick because he has... pretty much exactly that as an attack. Outrage because he gets REALLY mad if you hit him while he's bowing. Earth Power because he has an attack that shoots up from the ground (resembling Earth Power's animation). Shadow Claw because he has some sort of claw attack. Spikes because he also can produce spikes on the ground. Hypnosis and Nightmare for obvious reasons.
How do you access nightmare king?
 
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