Crossover Chaos V2: Slate 44 - Halloween

Approved by Ludicrousity
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Crossover Chaos

Basic premise of Crossover Chaos is to turn characters from other franchises into Pokemon. Many other franchises such as Soul Calibur, Mario Kart, Sonic the Hedgehog, and of course Super Smash Brothers have had cameos from other franchises to either promote a series or create a crossover title.

Submissions
Each slate you have the opportunity to turn up to five of your favourite video game characters into Pokemon (check the Winning Crossovers tab below to make sure your character has not won before). Feel free to resubmit your character in a following slate if they did not win.

You will need to create a suitable Type, Ability, and Moves for these characters. To keep things interesting, each character can have a new signature move, new signature ability, and/or new signature Z-Move. Be sure to explain what your new signature move or ability does. Keep in mind of the abilities and affinities that the characters have in their original games and series.
Pokémon: [Name of character]
Type:
Ability:
Moves:
Signature move:
Z-Move:
(Optional)
Stats: HP/Atk/Def/SpA/SpD/Spe

Reasoning: Explain the reasoning for the character's type, ability and moves. Include description and details of signature move or ability such as BP, secondary effects, form changes, etc. Feel free to be as creative and include as much detail as you want.
Pokémon: Pikachu
Typing: Electric
Ability: Lightning Rod (Raises Special attack by one stage when attacked by an Electric type move)
Moves: see here
Signature Move: Volt Tackle (120 BP | Electric | Physical | 100% Accuracy | 15 (24) PP | 10% chance to paralyse | deals 1/3 recoil damage)
Z-Move: Catastropika (210 BP | Electric | | Physical | must know Volt Tackle)
Stats: 35/55/40/50/50/90

Reasoning: Being an electric mouse, it makes sense that Pikachu is an Electric type. It's ability to conduct lightning allows it to have the ability Lightning Rod. It's new signature move, Volt Tackle, comes from the immense electrical charge Pikachu covers itself in when it charges at its opponents. Volt Tackle has 120 BP, has 10% chance to paralyse, and deals 1/3 recoil damage.
Voting
Vote for your three favourite submissions by others in a 3-2-1 format (positional voting).
You can only include one of your own submissions but it cannot be your top vote.
Late votes do not count.

Bonus Theme
Every odd slate there will be a bonus theme.
Any submission that fits the theme will get a a bonus vote at the end of the slate.
Please show that your submission matches the bonus theme like so:
**Pikachu**

Have fun!
 
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Slate 1: Kirby, Inkling, Corrin
Slate 2: King Dedede, Plague Knight, Chihiro Fujisaki
Slate 3: Meta Knight, Pit, Ice Climbers
Slate 4: Bandana Waddle Dee, Spectre Knight, Gale
Slate 5: Titan Dweevil, Lord Frederik, Star Dream
Slate 6: Daroach, Propeller Knight, Zarya
Slate 7: Bowser, Shulk, Lloyd Irving
Slate 8: Marx, Primrose, Chibiterasu
Slate 9: Shovel Knight, Kuro (Ori and the Blind Forest), Flowey
Slate 10: Zan Partizanne, Wyvern, Sonic
Slate 11:F.L.U.D.D., Palico, Gooey
Slate 12: Luigi, Rathian and Rathalos, Zero (Mega Man)
Slate 13: The Knight, False Knight, Sans
Slate 14: Stone Talus, Mega Man, X
Slate 15: King Boo, Majora, 0
Slate 16: Chaos Kin, Captain Falcon, Waluigi
Slate 17: Great Nailsage Sly, President Haltmann, Wario
Slate 18: Dry Bones, Dewy, Hyness
Slate 19: Waterwraith, Samus, Taranza
Slate 20: Donkey Kong, Galeem, Isabelle
Slate 21: Joker, Riki, Jevil
Slate 22: Mario, Yoshi, Komaeda
Slate 23: Master Chief, Spy, Magolor
Slate 24: Galleom, Tenshi Hinanawi, Master Hand
Slate 25: Sub-Zero, Fi, Maki Harukawa
Slate 26: Captain Olimar, Rosalina, Galaxy Man
Slate 27: Urdnot Wrex, Soma Cruz, Fujiwara no Mokou
Slate 28: Shield Knight, Link, Artoria Pendragon
Slate 29: Nero Claudius, Zelda, Morpho Knight
Slate 30: The Prince, Landia, Cirno
Slate 31: Monokuma, Princess Peach, Banjo & Kazooie
Slate 32: Toriel, GLaDOS, Kyoko
Slate 33: Steve, Dimentio, Traitor Lord
Slate 34: Archer, Magus, Silver the Hedgehog
Slate 35: Tamamo no Mae, Knuckles the Echinda, HR-H
Slate 36: Uumuu, Ringo, High Priest
Slate 37: Queen Sectonia, Creeper, Dark Mind
Slate 38: Flandre Scarlet, Dharkon, Zeromus
Slate 39: Delicious Fruit, Enderman, Rat Splat Man
Slate 40: Gargantuar, Salmonids, Touhou Fairies
Slate 41: Wood Man, Nightmare Wizard, Soul Elizabeth Ravenous
Slate 42: Lucina, Romulus, Camilla
Slate 43: Austin, Wham Bam, Biolizard
Slate 44: Radiance, Blue Baby, Promestein
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Puyo Puyo Tetris (30+ wins):

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Super Smash Bros. (10-29 wins):
Pika Xreme (26 wins), KeeganSkymin4444 (16 wins), KirbyRider1337 (17 wins), Neosonic97 (10 wins), Brodaha (10 wins)

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NES Remix (6-9 wins):
Scoopapa (8 wins), Cookie Butter (8 wins)
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Mario + Rabbids Kingdom Battle (3-5 wins):
Origin0 (4 wins), G-Luke (3 wins), Reviloja753 (3 wins), Mygavolt (4 wins), Ticktock (3 wins), Ninetales Dragons (3 wins)

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Captain Rainbow (1-2 wins):
Estronic (1 win), Gravity Monkey (1 win), Shoopz_Whisper (2 wins), Melons-N-Soda (1 wins), leonard (from big bang theory) (1 win), ToadBrigade (1 win), DatHeatmor (1 win), Squidy822 (2 wins), Failure999 (2 wins), Blumenwitz (1 win), PunishmentTime (1 win), Bmw6446 (1 win), colourcodedchaos (1 win), lordofdunans (1 win)
List of series with at least two winning submissions:
Dangan Ronpa: 4
Donkey Kong: 2
Fate: 5
Fire Emblem: 3
Hollow Knight: 6
Kid Icarus: 2
Kirby: 21
Legend of Zelda: 5
Mega man: 5
Minecraft: 3
Monster Hunter: 2
Pikmin: 3
Shovel Knight: 5
Sonic: 4
Splatoon: 2
Super Mario Bros.: 11
Super Smash Bros.: 4
Touhou: 5
Undertale: 4
Xenoblade: 2
 
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Slate #1
Bonus Theme: E3!

Most things about Crossover Chaos have remained the same however there will now be bonus themes (check the OP for details). This week's Bonus Theme is E3 so any character that has appeared during this year's E3 will receive a bonus vote.
Show your submission fits the Bonus Theme like this: **Pikachu**

Get your submissions in by the 18th of June.
Have fun!​
Recent winners from the last thread are restricted this slate:
Shadow Mewtwo, Marisa Kirisame, Deathwing
Niko, Waluigi, Sayori
Samus, Demigod of Rock, Sora
Big Rig, Norn, Pepsiman
Heavy, Reimu Hakurei, Crow
 
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Pokemon: **Inkling**
Type:
Inkling-Kid: Poison / Normal
Inkling-Squid: Poison
Ability: Inky Surge- This Pokemon summons Inky Terrain when switching in. In inky terrain, grounded pokemon's poison type moves do 1.5x damage and are immune to sound based moves.
Signature Move: Rapid Splat- Poison | Special | 10 pp | 15 BP | Hits 2-5 times | If Inkling-Squid knocks out an opponent with this move, change to Inkling-Kid. If Inkling-Kid knocks out an opponent with this move, raise speed by 1 stage.
Stats:
Inkling-Squid: 70 / 60 / 65 / 90 / 85 / 130 | BST: 500
Inkling-Kid: 80 / 90 / 65 / 120 / 95 / 100 | BST: 550

Reasoning: Inkling-Kid is Poison/Normal because it's a kid who shoots it's own squid ink. Inkling-Squid is pure poison because it's just an ink squid. Inky Terrain is based on the turf wars gamemode, where you cover as much area in ink as you can. The terrain effect of being immune to Sound based moves is because the Inklings are always seen wearing headphones and listening to music, as well as the fact that one of the bosses is music-based and the player beats them.

Sample set:
Inkling @ Life Orb
Ability: Inky Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Splat
- Hydro Pump
- Flamethrower
- Parting Shot
 
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Pokémon: Ridley (a.k.a the boi)
Type:
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Abilities: Regenerator / Merciless / Tough Claws (HA)
Signature Move: Kinetic Breath Weapon |
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|
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| Power: 130 | Accuracy: 100% | 10 PP | If the user KOes the target turns into Meta Ridley. When used by Meta Ridley is Steel-type. Physical if Attack is higher than Special Attack. Pulse Move. | Z-Move: 200 BP Devastating Drake (Corskrew Crash when Meta form).
Stats: 110 HP/125 Atk/75 Def/135 SpA/85 SpD/120 Spe
Moves: Crunch, Knock Off, Sucker Punch, Dragon Claw, Dual Chop, Outrage, Dark Pulse, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Solar Beam, Hyper Beam, Sludge Bomb, Flash Cannon, Metal Claw, Poison Jab, Dragon Tail, Hone Claws, Dragon Dance, Brave Bird, Air Slash, Elemental Fangs, Stomping Tantrum, U-Turn, Taunt, Roost, Aqua Tail, Smart Strike, Steel Wing, Wing Attack, Iron Head, Fly, Heat Wave, Nasty Plot, Defog.
Reasoning: Dark/Dragon because his boi is cruel as heck (Ordered his entire legion of space pirates to kill the whole population of K2-L, killed and ate Samus' parents and almost killed her, believes on the superiority of other species over others and is known as the friggin Cunning God of Death) and Dragon because he's unoficially known as a space dragon (ik it shouldn't count but c'mon guys look at him). Regenerator comes because he always has an excuse to be alive at every Metroid game, Merciless because of the same reason for being Dark (may change it tho) and Tough Claws because, well, his claws hurt a lot and are his more powerful source for doing contact damage at Metroid.
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Pokémon: Meta Ridley (a.k.a the boi)
Type:
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Abilities: Mega Launcher (HA)
Signature Move: Kinetic Breath Weapon |
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|
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| Power: 130 | Accuracy: 100% | 10 PP | If the user KOes the target turns into Meta Ridley. When used by Meta Ridley is Steel-type. Physical if Attack is higher than Special Attack. Pulse Move. | Z-Move: 200 BP Devastating Drake (Corskrew Crash when Meta form).
Stats: 110 HP/165 Atk (+40)/75 Def/175 SpA (+50)/85 SpD/130 Spe (+10)
Reasoning: Steel because it's reborn and cybernetically enhanced through Space Pirate technology. Mega Launcher due to his mainly bomb and beams based attacks.
(The Boi) Ridley @ Choice Specs
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- Sludge Bomb
- Fire Blast / Thunderbolt

(The Boi) Ridley @ Choice Specs
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- U-turn
- Sludge Bomb / Fire Blast

(The Boi) Ridley @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kinetic Breath Weapon / Outrage
- Knock Off
- U-turn / Pursuit
- Poison Jab / Fire Fang

(The Boi) Ridley @ Poisinium Z / Firium Z / Dragonium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kinetic Breath Weapon / Outrage
- Knock Off
- Dragon Dance
- Poison Jab / Fire Fang

(The Boi) Ridley @ Poisinium Z / Electrium Z
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- Nasty Plot
- Sludge Bomb / Fire Blast / Thunderbolt
 
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Pokémon: **Kirby** (from Kirby. Appeared at E3 in Super Smash Bros)
Type: Flying/(various) (Pure Flying in standard form. Has different forms with every type as their secondary, except for Flying. These forms can be changed in battle using Copy, but you can, and are encouraged to, start the battle with an ability and not run Copy.)
Ability: Gluttony / Dancer
Stats: 150/140/90/140/90/90 (700)
Stats (nerfed): 130/120/80/120/80/70 (600)
Moves: Copy*, Star Spit**, all TM/HM and Tutor moves from all generations (except for ones Mew cannot learn), Draco Meteor, Stockpile, Spit Up, Swallow, Cosmic Power, Tailwind, Wood Hammer, Dragon Dance, Teeter Dance, extra moves based on ability
*Copy: Special Flying-type, 80 BP, 5 PP. 100% Accuracy. If the target is hit by this move, Kirby gains their primary type (or Normal-type if they're a primary Flying-type) as a "copy ability", changing forms and getting said type as a secondary type. This lasts outside of battle - as such, Kirby can start the match already having a Copy Ability. After copying an ability, turns into various moves (shown in the hide tag below). Physical if Attack is higher than Special Attack (like Photon Geyser)
**Star Spit: Special Flying-type, 80 BP, 15 PP. 100% Accuracy. 1.5x power if the user moves after the target. Physical if Attack is higher than Special Attack (like Photon Geyser)
The moves Copy turns into, depending on its category, with Physical listed first and then Special. These can be moves Kirby already gets as part of the whole "All TMs and Tutors" deal. They'll be Bolded if they are unique to the ability (they can still be used if Kirby starts the match in the corresponding form, rather than get it in the middle of the match with Copy).

Normal: Extreme Speed, Boomburst
Fighting: Sacred Sword, Aura Sphere
Poison: Poison Jab, Sludge Wave
Ground: Earthquake, Earth Power
Rock: Stone Edge, Power Gem
Bug: Lunge, Bug Buzz
Ghost: Shadow Claw, Shadow Ball
Steel: Meteor Mash, Flash Cannon
Fire: Flare Blitz, Flamethrower
Water: Waterfall, Surf
Grass: Leaf Blade, Energy Ball
Electric: Wild Charge, Thunderbolt
Psychic: Psycho Cut, Psychic
Ice: Icicle Crash, Ice Beam
Dragon: Dragon Claw, Dragon Pulse
Dark: Throat Chop, Dark Pulse
Fairy: Play Rough, Moonblast
Dragon Dance (Kirby-Ground) @ Leftovers / Life Orb / Rockium Z
Ability: Dancer
EVs: 252 Atk / 4 Def / 252 Speed
Jolly Nature
- Dragon Dance
- Earthquake
- Star Spit
- Stone Edge / Roost

ReKiller (Kirby-Normal) @ Leftovers
Ability: Dancer
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Extreme Speed
- Swords Dance
- Star Spit / Throat Chop
- Roost
Reasoning: (Standard is meant for Ubers, and nerfed for OU. If they're too broken for their intended destination, lemme know.) Kirby is Flying-type because he flies, his default attack (Inhale) in the games is wind-based, and he is associated with the spring breeze. Kirby's Copy Ability isn't the same thing as, say, Mega Man's - rather than get specific attacks based on his target, Kirby copies a general power - enemies that give the same ability (like Hothead and Flamer) don't even necessarily share any attacks. I felt the best way to translate this into Pokémon mechanics was to make him copy the target's type and get a move based on said type and which of Kirby's offenses was higher. This power of his is also reflected in his ability to learn every TM or Tutor. Kirby isn't especially fast - many bosses are capable of faster movement than him - and his stats reflect that. Copy and Star Spit are based off the two different things he can do after using his Inhale. Copy allows him to copy abilities in his home game, and I've already gone over how I chose to translate that. Star Spit can be done with weak enemies, but against bosses, Kirby has to inhale either projectiles or whatever the "impact stars" are from their attacks, so it's naturally stronger right after an enemy attacks. Gluttony is because Kirby eats a lot, and Dancer is because of Kirby's famous victory dances. Stockpile, Swallow, and Spit Up are there for the same reason as Gluttony. Cosmic Power is because a lot of Kirby's powers are star-related (and he's an alien). Tailwind is because he rode in to Dream Land on the spring breeze. He gets Dragon Dance and Teeter Dance for the same reason as Dancer. Finally, Wood Hammer is because I really couldn't forget the iconic Hammer ability. Finally, the moves Copy gives him are just good moves of the corresponding type.

RESUB FROM LAST THREAD
Pokémon: **Bowser** (from Mario. Appeared at E3 in Super Smash Bros.)
Type: Fire/Dark
Ability: Intimidate / Regenerator
Stats: 120/130/130/100/70/50 (600)
Notable Moves: Fireball*, Knock Off, Earthquake, Rapid Spin, Recover, Will-o-Wisp, Flare Blitz, Crunch, Shell Smash, Flamethrower, Fire Blast, Overheat, Lava Plume, Dark Pulse, Flame Charge, Dragon Dance, Dragon Claw, Roar, Taunt, Thunderbolt, Thunder, Thunder Wave, Gyro Ball, Dragon Tail, Iron Tail, Iron Head, Thunder Punch, Outrage, Dragon Pulse, Superpower
Fireball: Physical Fire-Type, 85 BP, 15 PP. 100% Accuracy 10% chance to burn
King of Vests (Bowser) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fireball
- Knock Off
- Earthquake
- Rapid Spin

Wallser (Bowser) @ Leftovers
Ability: Intimidate / Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Will-o-Wisp
- Rapid Spin
- Knock Off

Parting Shot (Bowser) @ Figy Berry / Darkium Z
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Parting Shot
- Knock Off
- Fireball
- Rapid Spin / Earthquake

Rampager (Bowser) @ White Herb / Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Fireball / Flare Blitz
- Knock Off / Crunch
- Earthquake
Reasoning: I tried to make Bowser versatile, given the amount of roles he's filled and powers he's had in his home series Bowser is associated with fire in almost every appearance, so that should be self-explanatory. Being the Great Demon King of the Turtle Tribe (no really that's his actual title), he can fit right in as a Dark-type.
Bowser is oft feared by others, hence Intimidate. Bowser has a tendency to survive and bounce back from ridiculous fates, hence Regenerator, as well as his great physical bulk. Bowser is known for his power, hence his high Attack, but he's also a good enough sorcerer to justify good Special Attack. And while Bowser can run fast and jump high, he's not awfully fast as a combatant, hence low Speed.
Fireball comes from the typical shape of Bowser's fire breath in 2D games (and also the need to have a reliable physical fire STAB). Knock Off is mostly just Dark STAB, but Bowser DOES knock off Mario's cap in the intro to Super Mario Odyssey. Bowser can create Earthquakes when he uses a Ground Pound in certain titles. Bowser can also spin around in his shell, hence Rapid Spin (and Gyro Ball). Parting Shot comes from Bowser, well, making parting threats. ("I'll remember this!") Will-o-Wisp because fire and also a sorcerer. Crunch comes from Bowser biting people sometimes. Shell Smash is common on turtle Pokémon, and while Bowser doesn't exactly smash his shell ever, the idea of him abandoning reason and going apeshit still rings true.
Again, fire powers.
Bowser has draconic features, more than enough to learn a few Dragon moves.
Bowser can roar.
Bowser taunts people.
He also displayed lightning powers in Super Mario Galaxy
Bowser has a tail, and can headbutt people.
Bowser is strongk.
 
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Pokémon: **Donkey Kong**
Type:
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/
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Ability: Iron Fist / Drummer (Dancer clone for Sound-Based moves)
Moves: Bananna Toss, Wind-Up Punch, Belly Drum, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Earthquake, Roar, Focus Punch, Substitute, Power-Up Punch, Superpower, Close Combat, Counter, Double-Edge, Focus Energy, Hyper Voice, Mega Kick, Heavy Slam, Bullet Punch, Play Rough, Protect
Banana Toss:
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/ Status/ Throws a banana into the air. Comes down at the end of the next turn and heals the Pokemon in that slot by 33% of Donkey Kong's max heals and raises a random stat by 1 stage
Wind-Up Punch:
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/ Physical / 140 BP/ 100% accuracy / 10 PP/ Charges for a turn and then releases an extremely powerful punch
Z-Move:
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/
Punching Frenzy / Requires Wind-Up Punch/ Physical / 200 BP/ No charging turn
Stats: 120/170/110/60/110/30 (600 BST)

Reasoning: Donkey Kong was always built to be an offensive tank. I gave him pretty much every viable punch move in the game as well as some other moves. With access to Belly Drum and an incredibly powerful physical move in Wind-Up Punch, Donkey Kong can boost with Belly Drum, tank a hit with his decent bulk, and then heal up a bit with Banana Toss. I added Play Rough and Heavy Slam as coverage moves to take out the Fighting and Fairy Types that would give Donkey Kong trouble. Heavy Toss also makes use of Donkey Kong's large size. Donkey Kong can also run Iron Fist for extra punch strength or Drummer to retaliate against -ate users and other sound-based mons. Can get walled by physical walls and stall mons that capitalize on Donkey Kong's slow speed. Now, just imagine this monster in Trick Room

Sample Set:
Donkey Kong @ Donkium Z / Life Orb
Ability: Drummer
EVs: 252 Atk / 128 Def / 128 SpD (0 speed IV's if for a Trick Room team)
Jolly Nature
- Belly Drum
- Wind-Up Punch / Close Combat (drops bulk, but no charging turn - run this with Life Orb)
- Banana Toss
- Play Rough / Heavy Slam

A SubPunch set is also viable and a priority move set to negate Donkey Kong's bad speed could also work
 
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Pokémon: **Donkey Kong**
Type:
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/
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Ability: Iron Fist / Drummer (Dancer clone for Sound-Based moves)
Moves: Bananna Toss, Wind-Up Punch, Belly Drum, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Earthquake, Roar, Focus Punch, Substitute, Power-Up Punch, Superpower, Close Combat, Counter, Double-Edge, Focus Energy, Hyper Voice, Mega Kick, Heavy Slam, Bullet Punch, Play Rough, Protect
Banana Toss:
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/ Status/ Throws a banana into the air. Comes down at the end of the next turn and heals the Pokemon in that slot by 33% of Donkey Kong's max heals and raises a random stat by 1 stage
Wind-Up Punch:
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/ Physical / 140 BP/ 100% accuracy / 10 PP/ Charges for a turn and then releases an extremely powerful punch
Z-Move:
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/
Punching Frenzy / Requires Wind-Up Punch/ Physical / 200 BP/ No charging turn
Stats: 120/170/110/60/110/30 (600 BST)

Reasoning: Donkey Kong was always built to be an offensive tank. I gave him pretty much every viable punch move in the game as well as some other moves. With access to Belly Drum and an incredibly powerful physical move in Wind-Up Punch, Donkey Kong can boost with Belly Drum, tank a hit with his decent bulk, and then heal up a bit with Banana Toss. I added Play Rough and Heavy Slam as coverage moves to take out the Fighting and Fairy Types that would give Donkey Kong trouble. Heavy Toss also makes use of Donkey Kong's large size. Donkey Kong can also run Iron Fist for extra punch strength or Drummer to retaliate against -ate users and other sound-based mons. Can get walled by physical walls and stall mons that capitalize on Donkey Kong's slow speed. Now, just imagine this monster in Trick Room

Sample Set:
Donkey Kong @ Life Orb
Ability: Drummer
EVs: 252 Atk / 128 Def / 128 SpD (0 speed IV's if for a Trick Room team)
Jolly Nature
- Belly Drum
- Wind-Up Punch / Close Combat (drops bulk, but no charging turn
- Banana Toss
- Play Rough / Heavy Slam

A SubPunch set is also viable and a priority move set to negate Donkey Kong's bad speed could also work
I mean charge up moves suck, so Wind Up Punch would only be used as a Z-Move nuke.
 
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**Pokémon Trainer**
Type:
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Ability: Limber / Passive-Aggressive* / Keen Eye
Stats: 80 / 56 / 80 / 74 / 80 / 110 (BST: 480)
Moves: Charizard's x Squirtle's x Ivysaur's movepool
*Passive-Aggressive: Ability | Upon entering the terrain, directly switches out for another pokemon. If it's a Charizard, a Squirtle or an Ivysaur, each of its stats are increased by one stage (except evasiness and accuracy).
**Triple Finish: Z-Move | Base Move: Fire Blast, Solar Beam or Hydro Pump | Crystal: Trainium-Z | 200 BP |
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| Always super-effective.
Reasoning:
Limber: Look at those fancy dance moves he performs to entertain the battling pokemon
Passive-Aggressive: He isn't really in the fight, he's just switching the pokemons around.
Keen Eye: He's always watching. What is he watching? I don't know. But he sure is watching...
Triple Finish: The final smash. It always displays It's super-effective!
Do I have anything else to add? Hmmmm... Except saying that it's a totally legit and serious submission, I don't know...
 
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Pokémon: **Ice Climbers**
Type: Normal/Ice
Ability: Power of Two - If the user has 50% or more HP, then the user's attacks hit twice (excluding multi-hit and Z-moves).
Moves: Ice Hammer, Wood Hammer, Dragon Hammer, Double-Edge, Double Hit, Giga Impact, Rock Climb, Icicle Crash, Ice Shard, Brick Break, Rock Slide, Bounce, Avalanche, Blizzard, Icy Wind, Earth Power, Agility, Work Up
Z-Move: Summon Iceberg - Ice, Physical, 100 BP | Hits all adjacent foes. If a foe uses a contact move afterwards and on the same turn, then the attack is negated and the foe is frozen. | Move: Icicle Crash | Z-Crystal: Iceclimberium Z
Stats: 65/65/95/65/95/115 | 500 BST
The Ice Climbers are children affiliated with ice (Normal/Ice type). They use hammers to attack (Ice Hammer, Wood Hammer, Dragon Hammer), dish out blows (Double-Edge, Double Hit, Giga Impact, Brick Break), or make a mess of the terrain (Brick Break, Rock Slide, Avalanche, Earth Power). As their name implies, they climb up icy mountains (Rock Climb, Bounce, Agility, Work Up) and even have the power to summon ice on their own (Icicle Crash, Ice Shard, Blizzard, Icy Wind). They fight as a pair, but only if both of them are intact (hence the Ability). Z-Move is loosely based on their Final Smash in Brawl. Stats are kept rather low to offset the Ability. (It has Deoxys-A power above 50% HP, but good luck keeping it there.)
 
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Pokémon: **Corrin**
Typing:
Human: Dragon/Fighting
Dragon: Dragon/Water
Ability: Dragon's Blood (Using a damaging Dragon-type move turns Corrin into his/her Dragon form. Using a Non-Dragon-type, non-Water-type damaging move turns Corrin into his/her Human form.)
Stats:
Human: 90/125/95/85/65/115 [BST: 575]
Dragon: 90/110/130/140/115/75 [BST: 660]
Some Moves: Dragon Pulse, Dragon Breath, Dragon Claw, Dragon Tail, Draco Meteor, Water Pulse, Hydro Pump, Scald, Ember, Flamethrower, Fire Blast, Thunder Shock, Thunderbolt, Thunder, Blizzard, Night Slash, Fury Cutter, Sacred Sword, Secret Sword, Nature Power, Aqua Tail, Aerial Ace, Liquidation, Drill Run, Crunch, Swords Dance, Dual Chop, Dragon Rage, Outrage, Ominous Wind, Megahorn, Counter

Reasoning: Corrin's Aegislash-esque mechanics originate from how in their origin game, arming a Dragonstone on them turns them into a dragon in combat, which runs off the Magic (SpA) stat. For stats, I took the percentage-based growths for each stat and multiplied them by 2 (1.5 for HP), adding 5 to each afterward since you have to boost one of their stats and cut down another before the game starts, being the boon and bane, respectively, and the boon's boosts are greater than the bane's drops. Dragon/Fighting for base because Corrin's a sword-wielder with the Yato. Corrin also has a weakness to Wyrmslayers (Weapons strong against Dragons), regardless of equipped weapon, so they're still Dragon-type. Dragon/Water for Dragon form because that's a water dragon. The Dragonstone+ is a very powerful weapon, and it was used in calculating Corrin's Dragon form's stats (Drastically boosts Defense and Resistance/SpD, but with quite the Speed penalty) Now, for most of the moves: Corrin can promote into Nohr Noble, which would give them access to magical spells. (Fem!Corrin still has access to Fire Breath and Dark Breath in FE: Heroes, so Fire Blast (Scald too) and Ominous Wind.) Nature Power comes from Dragon Veins, which royal units can set off to cause field effects. Corrin can also partially transform, allowing them to use Water-type moves as a human and also use Drill Run and Crunch.
 
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Needs more 2hu. Better get that other shrine maiden in here. I'm not going for the bonus theme here, though.

"You can't let yourself be held back by common sense in Gensokyo, right?"

Did not appear at E3, so no bonus theme :(
147px-Th15Sanae.png

Deified Human of the Wind

Pokémon: Sanae Kochiya (Touhou Fuujinroku ~ Mountain of Faith)
Type: Water/Flying
Ability: Blessings of Moriya
Signature Ability- Blessings of Moriya: Sanae acts as if she is also a ground-type for purposes of Weaknesses, Resistances and STAB. So she's essentially a Water/Flying/Ground-type. Cannot be disabled or copied by any means.
Moves: Surf, Wily Toad*, Yasaka's Divine Wind*,The Day the Sea Split* Dazzling Gleam, Roost, Tailwind, Reflect, Light Screen, Grassy Terrain, Misty Terrain, Earth Power, Hydro Pump, Aeroblast, Recover, Taunt, Encore, Toxic, Calm Mind, Follow Me, Thunder Wave, Heal Bell, Baton Pass, Soak, Rain Dance, other supportive moves.
Signature Moves
Wily Toad: Ground-type, Special, 80 BP, 10 PP. 30% chance to inflict Toxic Poison, Paralysis or Burn on the target. (Basically a Ground-type Tri Attack with a higher chance of inflicting, but no freeze.)
God's Wind: Flying-Type, 85 BP, 10 PP. 20% chance to increase all stats by 1 stage. (Basically a better, Flying-type Ancient Power).
The Day the Sea Split: Water-Type, Special, 95 BP, 15 PP. Ignores the target's stat boosts.
Z-Moves
Yasaka's Divine Wind: Upgraded from God's Wind with Kanakium Z. 185 BP, Flying-type, Special. Raises all stats by 1 stage (basically Flying-type Clangorous Soulblaze).
Lord Mishaguji: Upgraded from Wily Toad with Suwakium Z. 185 BP, Ground-type, Special. Inflicts Sleep or Freeze on the target.
Moses' Miracle: Upgraded from The Day the Sea Split with Sanaium Z. 200 BP, Water-type, Special. Ignores the Target's Stat Boosts and has a high critical hit rate.
Stats: 120/50/110/100/110/100 (590 BST)

Reasoning: Sanae Kochiya is an Arahitogami- a human who ascended to godhood while alive- who first appeared in Mountain of Faith. She has low physical attack, but her other stats are decent across the board, and she has a good bulk of 120/110/110. Her typing is a bit weird and mostly a reference to her spell cards (Sanae mostly deals with water, for instance, The Day the Sea Split, which is her signature move), plus the two gods whose power she borrows, Kanako Yasaka and Suwako Moriya. Kanako Yasaka, a Sky Goddess denotes her Flying-typing, and her signature ability is a reference to Suwako Moriya, who is an earth goddess. This grants her a unique triple-typing of Ground/Water/Flying, granting Sanae two immunities (Ground and Electric), resistances to Fire, Poison, Steel, Bug and Fighting, and only a few weaknesses, notably to Grass and Ice.

She also, fittingly, has three signature moves: Wily Toad references Suwako's secondary nature as a curse goddess, inflicting the lowest damage of her signature moves but cursing the foe with nasty status ailments. God's Wind references Kanako's secondary nature as a War Goddess (later technological innovation), which empowers those who side with her. Lastly, The Day the Sea Split is from Sanae's own power, ignoring other stat gains that the enemy may have. And surprise surprise, they have Z-Move equivalents too, all based on Spell Cards from Mountain of Faith. That being said, Lord Mishaguji is Suwako's spell card, not Sanae's. But it just made sense.

Sanae is a supportive 'mon who comes in two distinct flavours. One flavour of Sanae supports her team, the other hinders the enemy team. She has a wide supportive movepool and combined with her nice defensive typing she can fairly easily switch in and promptly start throwing statuses or setting up for teammates. Sanae is not completely devoid of offensive presence either and, in a pinch, she can start throwing out powerful attacks, since Water/Ground/Flying is actually pretty decent combined coverage, too, so she can play a pretty decent Set-up sweeper, too. And Base 100 Speed is pretty fast. That being said, she's a bit dependant on luck for her signature moves' other effects and she can only use ONE Signature Z Move.

Her other moves are standard fare for being supportive and since she can create miracles there's no real reason to say she can't use 'em.

Here are three sample sets for Sanae, showcasing the different roles she can slot into.

Sample movesets:

"That may have looked like Sanae, but it's actually a wild poisonous Sanae... with poison!"
Sanae@Suwakium Z
Nature: Bold/Calm
EVs: 252 HP, spread the rest between Def and SpD as needed. Maybe some Speed if you need to outspeed specific threats.
-Wily Toad
-Status Move (Thunder Wave, Toxic)
-Filler
-Filler
Filler (For this set)= Taunt, Encore, Protect, Soak, The Day the Sea Split, God's Wind.

This Sanae has a simple purpose: Spread status and annoyance everywhere! Between Wily Toad, Thunder Wave, Toxic, Encore and Taunt, she's got a myriad of ways to cause your opponent no end of frustration. She can even put in extra coverage in the form of her other signature moves if you're worried about Flying-types or levitators (e.g. Other Touhous, ESPECIALLY other Sanae) hard walling you.

The Moriya Shrine Conspiracy:
Sanae@Kanakium Z
Nature: Bold/Calm
EVs: 252 HP, divide the rest between Speed and Bulk as needed.
-God's Wind
-Baton Pass
-Calm Mind
-Tailwind/Recover/Grassy Terrain/Misty Terrain/Heal Bell/Rain Dance/Wily Toad/The Day the Sea Split

Simple Baton Passer set. Get God's Wind Boosts and pass 'em (or you can use Yasaka's Divine Wind for a guaranteed +1 everything), OR for more reliable boosts, Calm Mind is there. Fourth Slot is Filler for what you want to support. Speed Support, Recovery, stopping status, granting healing or status restoration, setting up Rain or simply hitting things with more coverage.

Still Couldn't Take Over the Hakurei Shrine:
Sanae@Sanaium Z/Kanakium Z/Suwakium Z
Nature: Timid/Modest
EVs: 252 Spe, 252 SpA, 4 HP.
-The Day the Sea Split
-Wily Toad
-God's Wind
-Calm Mind

Simple Calm Mind + 3 Attacks Set. Utilizing all three of her signature moves here for maximum coverage and versatility. Got a foe walling you? Spam Wily Toad and hope for a status hit. Enemy can't do anything to you? Throw out God's Wind and hope for a free boost. Want to hit something hard? Split the Sea on 'em. The Z-Crystal is variable here because all three Z-Crystals can be useful for an offensive Sanae set since they ALL have nice effects. Moses' Miracle is a very hard hitting Water-type nuke, Lord Mishaguji is a guaranteed disable on the target, and Yasaka's Divine Wind is Clangorous Soulblaze but Flying-type which is amazing.
 
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Time to start voting!

Vote for your favourite three submissions. Get your votes in by the 20th of June.

Pokemon: **Inkling**
Type:
Inkling-Kid: Poison / Normal
Inkling-Squid: Poison
Ability: Inky Surge- This Pokemon summons Inky Terrain when switching in. In inky terrain, grounded pokemon's poison type moves do 1.5x damage and are immune to sound based moves.
Signature Move: Rapid Splat- Poison | Special | 10 pp | 15 BP | Hits 2-5 times | If Inkling-Squid knocks out an opponent with this move, change to Inkling-Kid. If Inkling-Kid knocks out an opponent with this move, raise speed by 1 stage.
Stats:
Inkling-Squid: 70 / 60 / 65 / 90 / 85 / 130 | BST: 500
Inkling-Kid: 80 / 90 / 65 / 120 / 95 / 100 | BST: 550

Reasoning: Inkling-Kid is Poison/Normal because it's a kid who shoots it's own squid ink. Inkling-Squid is pure poison because it's just an ink squid. Inky Terrain is based on the turf wars gamemode, where you cover as much area in ink as you can. The terrain effect of being immune to Sound based moves is because the Inklings are always seen wearing headphones and listening to music, as well as the fact that one of the bosses is music-based and the player beats them.

Sample set:
Inkling @ Life Orb
Ability: Inky Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Splat
- Hydro Pump
- Flamethrower
- Parting Shot
Pokémon: Ridley (a.k.a the boi)
Type:
dark.gif
dragon.gif

Abilities: Regenerator / Merciless / Tough Claws (HA)Signature Move: Kinetic Breath Weapon |
dragon.gif
|
special.png
| Power: 130 | Accuracy: 100% | 10 PP | If the user KOes the target turns into Meta Ridley. When used by Meta Ridley is Steel-type. Physical if Attack is higher than Special Attack. Pulse Move. | Z-Move: 200 BP Devastating Drake (Corskrew Crash when Meta form).
Stats: 110 HP/125 Atk/75 Def/135 SpA/85 SpD/120 Spe
Moves: Crunch, Knock Off, Sucker Punch, Dragon Claw, Dual Chop, Outrage, Dark Pulse, Dragon Pulse, Draco Meteor, Flamethrower, Fire Blast, Solar Beam, Hyper Beam, Sludge Bomb, Flash Cannon, Metal Claw, Poison Jab, Dragon Tail, Hone Claws, Dragon Dance, Brave Bird, Air Slash, Elemental Fangs, Stomping Tantrum, U-Turn, Taunt, Roost, Aqua Tail, Smart Strike, Steel Wing, Wing Attack, Iron Head, Fly, Heat Wave, Nasty Plot, Defog.
Reasoning: Dark/Dragon because his boi is cruel as heck (Ordered his entire legion of space pirates to kill the whole population of K2-L, killed and ate Samus' parents and almost killed her, believes on the superiority of other species over others and is known as the friggin Cunning God of Death) and Dragon because he's unoficially known as a space dragon (ik it shouldn't count but c'mon guys look at him). Regenerator comes because he always has an excuse to be alive at every Metroid game, Merciless because of the same reason for being Dark (may change it tho) and Tough Claws because, well, his claws hurt a lot and are his more powerful source for doing contact damage at Metroid.

Pokémon: Meta Ridley (a.k.a the boi)
Type:
dark.gif
steel.gif

Abilities: Mega Launcher (HA)
Signature Move: Kinetic Breath Weapon |
dragon.gif
|
special.png
| Power: 130 | Accuracy: 100% | 10 PP | If the user KOes the target turns into Meta Ridley. When used by Meta Ridley is Steel-type. Physical if Attack is higher than Special Attack. Pulse Move. | Z-Move: 200 BP Devastating Drake (Corskrew Crash when Meta form).
Stats: 110 HP/165 Atk (+40)/75 Def/175 SpA (+50)/85 SpD/130 Spe (+10)
Reasoning: Steel because it's reborn and cybernetically enhanced through Space Pirate technology. Mega Launcher due to his mainly bomb and beams based attacks.
Movesets
(The Boi) Ridley @ Choice Specs
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- Sludge Bomb
- Fire Blast / Thunderbolt

(The Boi) Ridley @ Choice Specs
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- U-turn
- Sludge Bomb / Fire Blast

(The Boi) Ridley @ Choice Scarf
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kinetic Breath Weapon / Outrage
- Knock Off
- U-turn / Pursuit
- Poison Jab / Fire Fang

(The Boi) Ridley @ Poisinium Z / Firium Z / Dragonium Z
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Kinetic Breath Weapon / Outrage
- Knock Off
- Dragon Dance
- Poison Jab / Fire Fang

(The Boi) Ridley @ Poisinium Z / Electrium Z
Ability: Regenerator / Merciless
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Kinetic Breath Weapon
- Dark Pulse
- Nasty Plot
- Sludge Bomb / Fire Blast / Thunderbolt
Pokémon: **Kirby** (from Kirby. Appeared at E3 in Super Smash Bros)
Type: Flying/(various) (Pure Flying in standard form. Has different forms with every type as their secondary, except for Flying. These forms can be changed in battle using Copy, but you can, and are encouraged to, start the battle with an ability and not run Copy.)
Ability: Gluttony / Dancer
Stats: 150/140/90/140/90/90 (700)
Stats (nerfed): 130/120/80/120/80/70 (600)
Moves: Copy*, Star Spit**, all TM/HM and Tutor moves from all generations (except for ones Mew cannot learn), Draco Meteor, Stockpile, Spit Up, Swallow, Cosmic Power, Tailwind, Wood Hammer, Dragon Dance, Teeter Dance, extra moves based on ability
*Copy: Special Flying-type, 80 BP, 5 PP. 100% Accuracy. If the target is hit by this move, Kirby gains their primary type (or Normal-type if they're a primary Flying-type) as a "copy ability", changing forms and getting said type as a secondary type. This lasts outside of battle - as such, Kirby can start the match already having a Copy Ability. After copying an ability, turns into various moves (shown in the hide tag below). Physical if Attack is higher than Special Attack (like Photon Geyser)
**Star Spit: Special Flying-type, 80 BP, 15 PP. 100% Accuracy. 1.5x power if the user moves after the target. Physical if Attack is higher than Special Attack (like Photon Geyser)
Copy Ability moves
The moves Copy turns into, depending on its category, with Physical listed first and then Special. These can be moves Kirby already gets as part of the whole "All TMs and Tutors" deal. They'll be Bolded if they are unique to the ability (they can still be used if Kirby starts the match in the corresponding form, rather than get it in the middle of the match with Copy).

Normal: Extreme Speed, Boomburst
Fighting: Sacred Sword, Aura Sphere
Poison: Poison Jab, Sludge Wave
Ground: Earthquake, Earth Power
Rock: Stone Edge, Power Gem
Bug: Lunge, Bug Buzz
Ghost: Shadow Claw, Shadow Ball
Steel: Meteor Mash, Flash Cannon
Fire: Flare Blitz, Flamethrower
Water: Waterfall, Surf
Grass: Leaf Blade, Energy Ball
Electric: Wild Charge, Thunderbolt
Psychic: Psycho Cut, Psychic
Ice: Icicle Crash, Ice Beam
Dragon: Dragon Claw, Dragon Pulse
Dark: Throat Chop, Dark Pulse
Fairy: Play Rough, Moonblast

Sample Sets (equally valid regardless of whether you're using standard in Ubers or nerfed in OU)
Dragon Dance (Kirby-Ground) @ Leftovers / Life Orb / Rockium Z
Ability: Dancer
EVs: 252 Atk / 4 Def / 252 Speed
Jolly Nature
- Dragon Dance
- Earthquake
- Star Spit
- Stone Edge / Roost

ReKiller (Kirby-Normal) @ Leftovers
Ability: Dancer
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Extreme Speed
- Swords Dance
- Star Spit / Throat Chop
- Roost

Reasoning: (Standard is meant for Ubers, and nerfed for OU. If they're too broken for their intended destination, lemme know.) Kirby is Flying-type because he flies, his default attack (Inhale) in the games is wind-based, and he is associated with the spring breeze. Kirby's Copy Ability isn't the same thing as, say, Mega Man's - rather than get specific attacks based on his target, Kirby copies a general power - enemies that give the same ability (like Hothead and Flamer) don't even necessarily share any attacks. I felt the best way to translate this into Pokémon mechanics was to make him copy the target's type and get a move based on said type and which of Kirby's offenses was higher. This power of his is also reflected in his ability to learn every TM or Tutor. Kirby isn't especially fast - many bosses are capable of faster movement than him - and his stats reflect that. Copy and Star Spit are based off the two different things he can do after using his Inhale. Copy allows him to copy abilities in his home game, and I've already gone over how I chose to translate that. Star Spit can be done with weak enemies, but against bosses, Kirby has to inhale either projectiles or whatever the "impact stars" are from their attacks, so it's naturally stronger right after an enemy attacks. Gluttony is because Kirby eats a lot, and Dancer is because of Kirby's famous victory dances. Stockpile, Swallow, and Spit Up are there for the same reason as Gluttony. Cosmic Power is because a lot of Kirby's powers are star-related (and he's an alien). Tailwind is because he rode in to Dream Land on the spring breeze. He gets Dragon Dance and Teeter Dance for the same reason as Dancer. Finally, Wood Hammer is because I really couldn't forget the iconic Hammer ability. Finally, the moves Copy gives him are just good moves of the corresponding type.
Pokémon: **Bowser** (from Mario. Appeared at E3 in Super Smash Bros.)
Type: Fire/Dark
Ability: Intimidate / Regenerator
Stats: 120/130/130/100/70/50 (600)
Notable Moves: Fireball*, Knock Off, Earthquake, Rapid Spin, Recover, Will-o-Wisp, Flare Blitz, Crunch, Shell Smash, Flamethrower, Fire Blast, Overheat, Lava Plume, Dark Pulse, Flame Charge, Dragon Dance, Dragon Claw, Roar, Taunt, Thunderbolt, Thunder, Thunder Wave, Gyro Ball, Dragon Tail, Iron Tail, Iron Head, Thunder Punch, Outrage, Dragon Pulse, Superpower
Fireball: Physical Fire-Type, 85 BP, 15 PP. 100% Accuracy 10% chance to burn
Sample Sets
King of Vests (Bowser) @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Fireball
- Knock Off
- Earthquake
- Rapid Spin

Wallser (Bowser) @ Leftovers
Ability: Intimidate / Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Will-o-Wisp
- Rapid Spin
- Knock Off

Parting Shot (Bowser) @ Figy Berry / Darkium Z
Ability: Regenerator
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Parting Shot
- Knock Off
- Fireball
- Rapid Spin / Earthquake

Rampager (Bowser) @ White Herb / Firium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Shell Smash
- Fireball / Flare Blitz
- Knock Off / Crunch
- Earthquake

Reasoning: I tried to make Bowser versatile, given the amount of roles he's filled and powers he's had in his home series Bowser is associated with fire in almost every appearance, so that should be self-explanatory. Being the Great Demon King of the Turtle Tribe (no really that's his actual title), he can fit right in as a Dark-type.
Bowser is oft feared by others, hence Intimidate. Bowser has a tendency to survive and bounce back from ridiculous fates, hence Regenerator, as well as his great physical bulk. Bowser is known for his power, hence his high Attack, but he's also a good enough sorcerer to justify good Special Attack. And while Bowser can run fast and jump high, he's not awfully fast as a combatant, hence low Speed.
Fireball comes from the typical shape of Bowser's fire breath in 2D games (and also the need to have a reliable physical fire STAB). Knock Off is mostly just Dark STAB, but Bowser DOES knock off Mario's cap in the intro to Super Mario Odyssey. Bowser can create Earthquakes when he uses a Ground Pound in certain titles. Bowser can also spin around in his shell, hence Rapid Spin (and Gyro Ball). Parting Shot comes from Bowser, well, making parting threats. ("I'll remember this!") Will-o-Wisp because fire and also a sorcerer. Crunch comes from Bowser biting people sometimes. Shell Smash is common on turtle Pokémon, and while Bowser doesn't exactly smash his shell ever, the idea of him abandoning reason and going apeshit still rings true.
Misc. move reasoning
Again, fire powers.
Bowser has draconic features, more than enough to learn a few Dragon moves.
Bowser can roar.
Bowser taunts people.
He also displayed lightning powers in Super Mario Galaxy
Bowser has a tail, and can headbutt people.
Bowser is strongk.
Pokémon: **Donkey Kong**
Type:
fighting.gif

/
normal.gif


Ability: Iron Fist / Drummer (Dancer clone for Sound-Based moves)
Moves: Bananna Toss, Wind-Up Punch, Belly Drum, Mach Punch, Thunder Punch, Ice Punch, Fire Punch, Low Kick, High Jump Kick, Jump Kick, Drain Punch, Mega Punch, Dynamic Punch, Sucker Punch, Earthquake, Roar, Focus Punch, Substitute, Power-Up Punch, Superpower, Close Combat, Counter, Double-Edge, Focus Energy, Hyper Voice, Mega Kick, Heavy Slam, Bullet Punch, Play Rough, Protect
Banana Toss:
normal.gif

/ Status/ Throws a banana into the air. Comes down at the end of the next turn and heals the Pokemon in that slot by 33% of Donkey Kong's max heals and raises a random stat by 1 stage
Wind-Up Punch:
fighting.gif

/ Physical / 140 BP/ 100% accuracy / 10 PP/ Charges for a turn and then releases an extremely powerful punch

Z-Move:
fighting.gif

/
Punching Frenzy / Requires Wind-Up Punch/ Physical / 200 BP/ No charging turn

Stats: 120/170/110/60/110/30 (600 BST)

Reasoning: Donkey Kong was always built to be an offensive tank. I gave him pretty much every viable punch move in the game as well as some other moves. With access to Belly Drum and an incredibly powerful physical move in Wind-Up Punch, Donkey Kong can boost with Belly Drum, tank a hit with his decent bulk, and then heal up a bit with Banana Toss. I added Play Rough and Heavy Slam as coverage moves to take out the Fighting and Fairy Types that would give Donkey Kong trouble. Heavy Toss also makes use of Donkey Kong's large size. Donkey Kong can also run Iron Fist for extra punch strength or Drummer to retaliate against -ate users and other sound-based mons. Can get walled by physical walls and stall mons that capitalize on Donkey Kong's slow speed. Now, just imagine this monster in Trick Room

Sample Set:
Donkey Kong @ Donkium Z / Life Orb
Ability: Drummer
EVs: 252 Atk / 128 Def / 128 SpD (0 speed IV's if for a Trick Room team)
Jolly Nature
- Belly Drum
- Wind-Up Punch / Close Combat (drops bulk, but no charging turn - run this with Life Orb)
- Banana Toss
- Play Rough / Heavy Slam

A SubPunch set is also viable and a priority move set to negate Donkey Kong's bad speed could also work
**Pokémon Trainer**
Type:
normal.gif


Ability: Limber / Passive-Aggressive* / Keen Eye
Stats: 80 / 56 / 80 / 74 / 80 / 110 (BST: 480)
Moves: Charizard's x Squirtle's x Ivysaur's movepool
*Passive-Aggressive: Ability | Upon entering the terrain, directly switches out for another pokemon. If it's a Charizard, a Squirtle or an Ivysaur, each of its stats are increased by one stage (except evasiness and accuracy).
**Triple Finish: Z-Move | Base Move: Fire Blast, Solar Beam or Hydro Pump | Crystal: Trainium-Z | 200 BP |
normal.gif
| Always super-effective.
Reasoning:
Limber: Look at those fancy dance moves he performs to entertain the battling pokemon
Passive-Aggressive: He isn't really in the fight, he's just switching the pokemons around.
Keen Eye: He's always watching. What is he watching? I don't know. But he sure is watching...
Triple Finish: The final smash. It always displays It's super-effective!
Do I have anything else to add? Hmmmm... Except saying that it's a totally legit and serious submission, I don't know...
Pokémon: **Mygavolt's Ice Climbers**
Type: Normal/Ice
Ability: Power of Two - If the user has 50% or more HP, then the user's attacks hit twice (excluding multi-hit and Z-moves).
Moves: Ice Hammer, Wood Hammer, Dragon Hammer, Double-Edge, Double Hit, Giga Impact, Rock Climb, Icicle Crash, Ice Shard, Brick Break, Rock Slide, Bounce, Avalanche, Blizzard, Icy Wind, Earth Power, Agility, Work Up
Z-Move: Summon Iceberg - Ice, Physical, 100 BP | Hits all adjacent foes. If a foe uses a contact move afterwards and on the same turn, then the attack is negated and the foe is frozen. | Move: Icicle Crash | Z-Crystal: Iceclimberium Z
Stats: 65/65/95/65/95/115 | 500 BST
Reasoning
The Ice Climbers are children affiliated with ice (Normal/Ice type). They use hammers to attack (Ice Hammer, Wood Hammer, Dragon Hammer), dish out blows (Double-Edge, Double Hit, Giga Impact, Brick Break), or make a mess of the terrain (Brick Break, Rock Slide, Avalanche, Earth Power). As their name implies, they climb up icy mountains (Rock Climb, Bounce, Agility, Work Up) and even have the power to summon ice on their own (Icicle Crash, Ice Shard, Blizzard, Icy Wind). They fight as a pair, but only if both of them are intact (hence the Ability). Z-Move is loosely based on their Final Smash in Brawl. Stats are kept rather low to offset the Ability. (It has Deoxys-A power above 50% HP, but good luck keeping it there.)
Pokémon: **Corrin**
Typing:
Human: Dragon/Fighting
Dragon: Dragon/Water
Ability: Dragon's Blood (Using a damaging Dragon-type move turns Corrin into his/her Dragon form. Using a Non-Dragon-type, non-Water-type damaging move turns Corrin into his/her Human form.)
Stats:
Human: 90/125/95/85/65/115 [BST: 575]
Dragon: 90/110/130/140/115/75 [BST: 660]
Some Moves: Dragon Pulse, Dragon Breath, Dragon Claw, Dragon Tail, Draco Meteor, Water Pulse, Hydro Pump, Scald, Ember, Flamethrower, Fire Blast, Thunder Shock, Thunderbolt, Thunder, Blizzard, Night Slash, Fury Cutter, Sacred Sword, Secret Sword, Nature Power, Aqua Tail, Aerial Ace, Liquidation, Drill Run, Crunch, Swords Dance, Dual Chop, Dragon Rage, Outrage, Ominous Wind, Megahorn, Counter

Reasoning: Corrin's Aegislash-esque mechanics originate from how in their origin game, arming a Dragonstone on them turns them into a dragon in combat, which runs off the Magic (SpA) stat. For stats, I took the percentage-based growths for each stat and multiplied them by 2 (1.5 for HP), adding 5 to each afterward since you have to boost one of their stats and cut down another before the game starts, being the boon and bane, respectively, and the boon's boosts are greater than the bane's drops. Dragon/Fighting for base because Corrin's a sword-wielder with the Yato. Corrin also has a weakness to Wyrmslayers (Weapons strong against Dragons), regardless of equipped weapon, so they're still Dragon-type. Dragon/Water for Dragon form because that's a water dragon. The Dragonstone+ is a very powerful weapon, and it was used in calculating Corrin's Dragon form's stats (Drastically boosts Defense and Resistance/SpD, but with quite the Speed penalty) Now, for most of the moves: Corrin can promote into Nohr Noble, which would give them access to magical spells. (Fem!Corrin still has access to Fire Breath and Dark Breath in FE: Heroes, so Fire Blast (Scald too) and Ominous Wind.) Nature Power comes from Dragon Veins, which royal units can set off to cause field effects. Corrin can also partially transform, allowing them to use Water-type moves as a human and also use Drill Run and Crunch.
Pokémon: Sanae Kochiya (Touhou Fuujinroku ~ Mountain of Faith)
Type: Water/Flying
Ability: Blessings of Moriya
Signature Ability- Blessings of Moriya: Sanae acts as if she is also a ground-type for purposes of Weaknesses, Resistances and STAB. So she's essentially a Water/Flying/Ground-type. Cannot be disabled or copied by any means.
Moves: Surf, Wily Toad*, Yasaka's Divine Wind*, Sea Opening* Dazzling Gleam, Roost, Tailwind, Reflect, Light Screen, Grassy Terrain, Misty Terrain, Earth Power, Hydro Pump, Aeroblast, Recover, Taunt, Encore, Toxic, Calm Mind, Follow Me, Thunder Wave, Heal Bell, Baton Pass, Soak, Rain Dance, other supportive moves.
Signature Moves
Wily Toad: Ground-type, Special, 80 BP, 10 PP. 30% chance to inflict Toxic Poison, Paralysis or Burn on the target. (Basically a Ground-type Tri Attack with a higher chance of inflicting, but no freeze.)
God's Wind: Flying-Type, 85 BP, 10 PP. 20% chance to increase all stats by 1 stage. (Basically a better, Flying-type Ancient Power).
The Day the Sea Split: Water-Type, Special, 95 BP, 15 PP. Ignores the target's stat boosts.
Z-Moves
Yasaka's Divine Wind: Upgraded from God's Wind with Kanakium Z. 185 BP, Flying-type, Special. Raises all stats by 1 stage (basically Flying-type Clangorous Soulblaze).
Lord Mishaguji: Upgraded from Wily Toad with Suwakium Z. 185 BP, Ground-type, Special. Inflicts Sleep or Freeze on the target.
Moses' Miracle: Upgraded from The Day the Sea Split with Sanaium Z. 200 BP, Water-type, Special. Ignores the Target's Stat Boosts and has a high critical hit rate.
Stats: 120/50/110/100/110/100 (590 BST)

Reasoning: Sanae Kochiya is an Arahitogami- a human who ascended to godhood while alive- who first appeared in Mountain of Faith. She has low physical attack, but her other stats are decent across the board, and she has a good bulk of 590. Her typing is a bit weird and mostly a reference to her spell cards (Sanae mostly deals with water, for instance, The Day the Sea Split, which is her signature move), plus the two gods whose power she borrows, Kanako Yasaka and Suwako Moriya. Kanako Yasaka, a Sky Goddess denotes her Flying-typing, and her signature ability is a reference to Suwako Moriya, who is an earth goddess. This grants her a unique triple-typing of Ground/Water/Flying, granting Sanae two immunities (Ground and Electric), resistances to Fire, Poison, Steel, Bug and Fighting, and only a few weaknesses, notably to Grass and Ice.

She also, fittingly, has three signature moves: Wily Toad references Suwako's secondary nature as a curse goddess, inflicting the lowest damage of her signature moves but cursing the foe with nasty status ailments. God's Wind references Kanako's secondary nature as a War Goddess (later technological innovation), which empowers those who side with her. Lastly, The Day the Sea Split is from Sanae's own power, ignoring other stat gains that the enemy may have. And surprise surprise, they have Z-Move equivalents too, all based on Spell Cards from Mountain of Faith. That being said, Lord Mishaguji is Suwako's spell card, not Sanae's. But it just made sense.

Sanae is a supportive 'mon who comes in two distinct flavours. One flavour of Sanae supports her team, the other hinders the enemy team. She has a wide supportive movepool and combined with her nice defensive typing she can fairly easily switch in and promptly start throwing statuses or setting up for teammates. Sanae is not completely devoid of offensive presence either and, in a pinch, she can start throwing out powerful attacks, since Water/Ground/Flying is actually pretty decent combined coverage, too, so she can play a pretty decent Set-up sweeper, too. And Base 100 Speed is pretty fast. That being said, she's a bit dependant on luck for her signature moves' other effects and she can only use ONE Signature Z Move.

Her other moves are standard fare for being supportive and since she can create miracles there's no real reason to say she can't use 'em.

Here are three sample sets for Sanae, showcasing the different roles she can slot into.

Sample movesets:

"That may have looked like Sanae, but it's actually a wild poisonous Sanae... with poison!"
Sanae@Suwakium Z
Nature: Bold/Calm
EVs: 252 HP, spread the rest between Def and SpD as needed. Maybe some Speed if you need to outspeed specific threats.
-Wily Toad
-Status Move (Thunder Wave, Toxic)
-Filler
-Filler
Filler (For this set)= Taunt, Encore, Protect, Soak, The Day the Sea Split, God's Wind.

This Sanae has a simple purpose: Spread status and annoyance everywhere! Between Wily Toad, Thunder Wave, Toxic, Encore and Taunt, she's got a myriad of ways to cause your opponent no end of frustration. She can even put in extra coverage in the form of her other signature moves if you're worried about Flying-types or levitators (e.g. Other Touhous, ESPECIALLY other Sanae) hard walling you.

The Moriya Shrine Conspiracy:
Sanae@Kanakium Z
Nature: Bold/Calm
EVs: 252 HP, divide the rest between Speed and Bulk as needed.
-God's Wind
-Baton Pass
-Calm Mind
-Tailwind/Recover/Grassy Terrain/Misty Terrain/Heal Bell/Rain Dance/Wily Toad/The Day the Sea Split

Simple Baton Passer set. Get God's Wind Boosts and pass 'em (or you can use Yasaka's Divine Wind for a guaranteed +1 everything), OR for more reliable boosts, Calm Mind is there. Fourth Slot is Filler for what you want to support. Speed Support, Recovery, stopping status, granting healing or status restoration, setting up Rain or simply hitting things with more coverage.

Still Couldn't Take Over the Hakurei Shrine:
Sanae@Sanaium Z/Kanakium Z/Suwakium Z
Nature: Timid/Modest
EVs: 252 Spe, 252 SpA, 4 HP.
-The Day the Sea Split
-Wily Toad
-God's Wind
-Calm Mind

Simple Calm Mind + 3 Attacks Set. Utilizing all three of her signature moves here for maximum coverage and versatility. Got a foe walling you? Spam Wily Toad and hope for a status hit. Enemy can't do anything to you? Throw out God's Wind and hope for a free boost. Want to hit something hard? Split the Sea on 'em. The Z-Crystal is variable here because all three Z-Crystals can be useful for an offensive Sanae set since they ALL have nice effects. Moses' Miracle is a very hard hitting Water-type nuke, Lord Mishaguji is a guaranteed disable on the target, and Yasaka's Divine Wind is Clangorous Soulblaze but Flying-type which is amazing.
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