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Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Congratulations to APaidActor, Cookie Butter and ToadBrigade for winning with King Dedede, Malenia and Princess Zelda. These three Crossovers will be the first additions to the new micrometa.
As with every iteration of Crossover Chaos, titles will be given to winning users. Users with 1-2 winning submissions will earn the title, Mesal Gear Solid, based on the weird Ape Escape mini-game based on Metal Gear Solid.
This slate will feature the first bonus theme of Gen 9 Crossover Chaos: Retro Paradox. Pokemon SV introduced Paradox Pokemon some of which existed well before some of the earliest known Pokemon. For this slate, any video game character that existed before the release of Pokemon Red and Green (26th of Feb, 1996) will receive a bonus point.
Remember to denote a bonus theme with double asterisks like this: **Pikachu**
Name: Athena Asamiya Franchise: Psycho Soldier Intended Tier: OU Type:
Ability: Punk Rock | [HA] Forewarn Stats: 78 HP/93 Atk/68 Def/116 SpA/101 SpD/79 Spe (535 BST)
Moves: Expanding Force, Extrasensory, Future Sight, Psychic, Psycho Cut, Psyshock, Zen Headbutt, Power Gem, Energy Ball, Focus Blast, Brick Break, Circle Throw, Storm Throw, Dazzling Gleam, Signal Beam, Air Slash, Flamethrower, Brave Bird, Fly, Dual Wingbeat, Hyper Voice, Double-Edge, Reflect, Light Screen, Magic Coat, Mirror Coat, Telekinesis, Teleport, Calm Mind, Barrier, Ally Switch, Agility, Roost, Recover, Swords Dance Reasoning: Athena is the reincarnation of the goddess of the same name. This gives her access to multiple psychic powers: telekinesis, telepathy, teleportation, barriers, divination. She uses these powers to fight, alongside martial arts (Brick Break). One of her signature moves is the Psycho Ball, a ball of psychic energy (Energy Ball, Focus Blast). She can also fire shining energy with Shining Crystal Bit (Power Gem). Her standard attack in her debut game is a beam (Signal Beam), but one of the items she can pick up is a sword (Swords Dance). Athena's occupation is an idol (Punk Rock, Hyper Voice).
Athena becomes Phoenix Athena by holding a Green Egg, which works like a Mega Stone.
Reasoning: Another one of the items Athena can pick up is a Green Egg, which turns her into a phoenix. She can fly and breathe fire (Flamethrower), as well as use a charge attack (Double-Edge).
Name: Princess Daisy Franchise: Mario Intended Tier: UU Type:
Moves: Petal Blizzard, Grassy Glide, Seed Bomb, Trailblaze, Bounce, Diamond Storm, Stone Edge, Earthquake, Brick Break, Jump Kick, Play Rough, Leech Seed, Grassy Terrain, Stealth Rock, Spikes Reasoning: Daisy is playable in several Mario spinoffs, where she consistently has a flower motif in her special techniques. She often summons petals, and can even cover the ground in flowers (Grassy Surge). She can also use crystals (Diamond Storm), summoning them from the ground with a quake (Stone Edge, Stealth Rock, Spikes, Earthquake) or coating her fist with them. Daisy's unique ability in Super Mario Run is a double jump (Bounce, Jump Kick). She showed great physical strength when she was able to slap Bowser into the sky.
| 8 PP | 100% | Gives the user a Parental Bond effect for the next three turns.
Deploy Missiles |
|
| 25 BP | 16 PP | 90% | Hits 2-5 times. Reasoning: Morrigan's typing comes from being a succubus. Dark since she feeds off the spirit energy of others to survive (Leech Life, Giga Drain, Spirit Break), and Fairy since she's a feminine mythical creature, who also uses her beauty as a tool (Cute Charm).
Morrigan has wings, though she doesn't need them to fly. Her entire body is capable of turning into metal weapons (Steelworker), like blades (Swords Dance), drills (Drill Run), and claws (Shadow Claw, X-Scissor). She has some degree of a sixth sense (Extrasensory). Her signature move is an energy ball called the Soul Fist (Energy Ball, Shadow Ball). She has a move where she sends out missiles, and another called Astral Vision, where she creates a copy of herself that uses all the moves she does.
Morrigan is a powerful succubus with several abilities, even able to drain Pyron's energy.
| PP: 5(8) | BP: 120 | Accuracy: 100% | Lowers user's Special Attack by 1 stage; Make It Rain clone Role: setup sweeper, wallbreaker
I-Block @ Scope Lens
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Focus Energy
- Tetris Line Clear
- Overheat
- Rapid Spin
Justification: Both are Psychic in reference to Tetris's ability to an incredible degree with its simplistic visuals, fast pace, and strategic depth, which is also reflected in their access to Inner Focus and in their movepools (e.g. Calm Mind, Focus Energy, Future Sight). T-Block's Electric-typing is in reference to Tetris's lightning fast gameplay, whereas I-Block's Ice-typing is in reference to the fact that Tetris originated in Russia, a country known for its cold climate. T-Block's access to Adaptability reflects its versatiliy within Tetris; I-Blocks access to Simple reflects its specific, but crucial function of clearing lines. Tetris's intense gameplay tends to overload the player, hence Overheat. In multiplayer versions of Tetris, sending garbage to the opponent's side is a common mechanic, hence Gunk Shot. T-Spin and Tetris Line Clear are based on the Tetris techniques of the same name: T-Spins in Tetris involve rotating the T-Block into tight spaces, which has translated into an effect akin to that of Rapid Spin; Tetris Line Clears are when 4 lines are cleared at once using the I-Block and involve cashing in setup for a powerful effect (points in singleplayer, lots of garbage sent in multiplayer).
"RUN HE IS BEHIND YOU"
Franchise/Origin: 3D Monster Maze Intended Tier: UU Type:
Rex @ Choice Scarf
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Crunch
- Pursuit
- Fire Fang
Rex @ Leftovers
Ability: Strong Jaw
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Fire Fang
- Ice Fang
Justification: Rex is a dinosaur and an early horror game icon, hence his Dragon / Dark typing and access to Unnerve. Rex's role in his game is to chase down the player within a maze, which has been translated into him being a Pursuit trapper. When Rex catches the player, he eats the player, hence his access to Strong Jaw and an assortment of biting moves. Rex's high power and bulk are in reference to his being a large, powerful dinosaur, and his low Speed is in reference to his inability to keep pace with the player character in a chase.
[B]Pokémon:
Franchise/Origin:
Projected Tier:
Type:
Abilities:[/B] First / Second (HA: Hidden)
[B][I]Signature ability [/I][/B][I]- ability name - ability effect[/I]
[B]Other Moves:[/B]
[IMG]https://play.pokemonshowdown.com/sprites/categories/Physical.png[/IMG]:
[IMG]https://play.pokemonshowdown.com/sprites/categories/Special.png[/IMG]:
[IMG]https://play.pokemonshowdown.com/sprites/categories/Status.png[/IMG]:
[B]Signature moves:[/B]
Move name - Move type - Move category - Base Power - Base PP - Accuracy% - effects
[I]Z-Move - Z-Crystal and base move requirements[/I] - Z-Move name - Z-Move type - Z-Move category - Base Power - effects
[B]Stats:[/B] HP/Atk/Def/SpA/SpD/Spe (BST: ###)
[B]Reasoning:[/B]
[SPOILER="Sample Set 1"]
[CODE]
Name (G) @ Item
Ability: Name
Tera Type: ???
EVs: 4 HP / 4 Atk / 4 Def / 4 SpA / 4 SpD / 4 Spe
Serious Nature
- Move 1
- Move 2
- Move 3
- Move 4 Option 1 / Move 4 Option 2
[/CODE]
[/SPOILER]
[SPOILER="Sample Set 2"]
[CODE]
Name (G) @ Item
Ability: Name
Tera Type: ???
EVs: 4 HP / 4 Atk / 4 Def / 4 SpA / 4 SpD / 4 Spe
Serious Nature
- Move 1
- Move 2
- Move 3
- Move 4 Option 1 / Move 4 Option 2
[/CODE]
[/SPOILER]
[SPOILER="Sample Set 3"]
[CODE]
Name (G) @ Item
Ability: Name
Tera Type: ???
EVs: 4 HP / 4 Atk / 4 Def / 4 SpA / 4 SpD / 4 Spe
Serious Nature
- Move 1
- Move 2
- Move 3
- Move 4 / Move 4 Option 2
[/CODE]
[/SPOILER]
(Old Gen Resub)
"Poor children... you should’ve known you can’t beat me."
Pokémon: Air Man Franchise/Origin: Mega Man (Classic) Projected Tier: OU, potentially victim of GDarm/Dracovish syndrome Type:
Abilities: Unbeatable Air Signature ability - Unbeatable Air - All Flying-type moves double in power; however, the user's defensive type matchup against Grass-type moves is reversed like in an Inverse Battle. Other Moves:
: Metal Burst, Steel Roller, Retaliate, Counter, Revenge, Superpower, Rock Slide, Rock Tomb, Pursuit, Payback, Power Trip, Spirit Break
: Air Cutter, Air Slash, Hurricane, Flash Cannon, Steel Beam, Razor Wind, Sonic Boom, Weather Ball, Final Gambit, Shadow Ball, Ominous Wind, Icy Wind, Twister, Dark Pulse
: Defog, Tailwind, Metal Sound, Shift Gear, Leer, Whirlwind, Mean Look, Scary Face, Swagger, Block, Me First, Work Up, Laser Focus, Spite, Sunny Day, Rain Dance, Hail, Taunt, Torment Signature moves:
Air Shooter -
-
- 60 BP - 10 PP - 90% - Forces target to switch out. -6 priority. Affects Wind Power and Wind Rider. Stats: 90/71/110/121/98/80 (BST: 570)
Reasoning: Primary Flying-type due to his control over wind, which has been partially represented in such the type. His secondary type is Steel because he's a Robot Master and was still made with the same Ceratanium most Robot Masters were created with, except for Wood Man who wasn't and was made with cypress logs. Air Man's Defense stat references his Robot Master number of DWN-010. The other half of his base stats subtly references the Japanese release date of Mega Man 2, in which he debuted, December 1988. His (only) signature Ability is a very powerful ability with similar move type-boosting effects to Water Bubble, but to balance out the massive power of it, the type matchups are conditionally inverted whenever Air Man is hit with Grass-type moves ala Gen VI Inverse Battles. With Air Man's Flying/Steel dual typing, this means he will have a massive x4 weakness to Grass-type moves – this pays homage to his hatred of leaves clogging up his fan – and the reason why he is weak to Wood Man's Leaf Shield. Such a balancing attempt philosophy with Air Man’s Unbeatable Air ability is like how Hustle, Fluffy, and Dry Skin worked around with a similar approach. Even then, his movepool is bereft of priority moves, which could easily circumvent his middling base Speed stat; and strong Sp. Atk boosting Status moves to make his STAB Flying moves even stronger like Nasty Plot, forcing him to rely on the less-than-ideal Work Up for Sp. Atk boosts. The only damaging Special Flying-type move he can learn that has over 80 BP by default is Hurricane, which is saddled by a shaky 70% accuracy, making it not as spammable as it seems. His signature move is obviously his Special Weapon, Air Shooter, which phazes opponents similar how he can push away Mega Man during his boss battle from one end of his boss room to the other when using his Air Shooter. (Whirlwind is basically Air Shooter but non-damaging so he learns that too) Also notable of a move, yet not a signature one, is Shift Gear, used here as homage to Mega Man 11's Double Gear mechanics, in which his surrogate father, Dr. Wily, finalised from its former state as a college project. Shift Gear does circumvent his lack of damaging priority moves, by virtue of its +2 to Speed, but he cannot make good use of its Attack boost because his base Attack stat is almost half of that of his strong base Sp. Attack stat of 121, so it just ends up as an Agility/Rock Polish/etc. with a near useless extra step, thus having to sacrifice a turn to set up so he can get to town via outspeeding foes and blowing them away with the tornadoes of his Air Shooter. He boasts that he's undefeatable - but is that really the truth when he is terribly weak to one of the most lacklustre offensive types in the game?
Code:
Air Man (M) @ Rindo Berry
Ability: Unbeatable Air
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash / Hurricane
- Shadow Ball
- Dark Pulse
- Defog
Code:
Air Man (M) @ Rocky Helmet
Ability: Unbeatable Air
Tera Type: Water
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Air Shooter
- Air Slash / Hurricane
- Defog / Whirlwind
- Taunt
Slate Bonus Reasoning: Mega Man 2 was released in Japan on December 24, 1988, which makes him a Showa-era video game character. Pokémon only first appeared during the Heisei era.
(Old Gen Resub)
"I am Riesz. It is a pleasure to make your acquaintance."
Pokémon: Riesz Franchise/Origin: Trials of Mana (JP: Seiken Densetsu 3) Projected Tier (Vanadis/Meteorite): UU Projected Tier (Fenrir Knight/Brynhildr): UU/UUBL? Type (Amazon):
Type (Vanadis/Meteorite):
Type (Fenrir Knight/Brynhildr):
Abilities: Steadfast (HA: Gale Wings) Other Moves:
- 50 BP - 10 PP - 100% - Hits 2 times. Second hit of this move uses user's Attack stat during damage calculation instead of Sp. Atk. Only the second hit of this move makes contact. Affects Wind Power and Wind Rider.
Light Lance -
-
- 90 BP - 10 PP - 100% - User must be in Vanadis Form to use. Grounds ungrounded targets.
Raging Fury -
-
- 120 BP - 5 PP - 100% - User must be in Fenrir Knight form to use. Lowers user's Defense and Sp. Def stats by 1 stage each.
Elysium Slash -
-
- 130 BP - 5 PP - 90% - User must be in Meteorite Form to use. Lowers user's Sp. Atk by 2 stages.
Raptor Lance -
-
- 85 BP - 5 PP - 100% - User must be in Brynhildr form to use. Stronger variant of Acrobatics. Stats:
Amazon - 73/74/74/68/71/55 (BST: 415) (Eviolite compatible)
Vanadis/Meteorite - 73/91/104/78/110/95 (BST: 551)
Fenrir Knight/Brynhildr - 73/104/91/98/81/100 (BST: 547)
Evolves into Vanadis form at Level 38 during daytime, Meteorite form via exposure to a Dawn Stone, Fenrir Knight form at Level 38 during nighttime, and Brynhildr form via exposure to a Moon Stone.
Reasoning: Primary-Flying type due to being princess of Laurent, a kingdom in Fa'Diel that has an affinity to the element of wind, which is partially portrayed in the Flying-type. Her secondary type varies depending on form, based on the Light/Dark paths her classes can take in Trials of Mana. Vanadis and Meteorite are highly Light-attuned and so come with the Fairy-type. On the other side, Fenrir Knight and Brynhildr are Dark attuned and come with the Dark-type. Sometimes, Reisz and her Vanadis class is shown with unexplained pointy elf ears, unlike Angela who always has these pointy ears. Elves and such pointy ears are often conflated with the Fairy-type's concept, so therefore both Light-sided classes of hers usable in battle have that type. To differentiate from the four stronger forms Riesz can use in battle and to make sure no (evolved) form is obsolete, each of the four forms that aren't her basic Amazon form (class) have a signature move based and names after on the class strikes that she can use in her home game. All but one class strike that is a signature move can be only used with a certain form, the one usually learned upon promotion to that class. The lone exception is Whirlwind Spear, first known in Riesz's base Amazon class (form), which gives her a reliable Flying STAB. Being usable by all forms of Riesz is more faithful to how class strikes actually work in Trials of Mana in which previous classes' class strikes are retained from promoting to new ones, unlike with what is done with these signature moves here. The light-attuned class strikes as signature moves are variants of moves which shares their presentational concepts. Light Lance is similar to Thousand Arrows in concept with a rain of projectiles from the sky; Elysium Slash ends with a meteor in its animation, calling back to Draco Meteor. A good chunk of Reisz's moves in her surprisingly good movepool are implied to be exclusive to her Class 3 classes she has, excluding Vanadis: Fenrir Knight (Dark Pulse, Snarl, Howl), Dragon Master (Outrage, Dragon Rush, Dragon Dance), and Starlancer (Meteor Beam, Swift, Cosmic Power). No form restriction is applied to these moves to save players (and me) some headache. Her base stats are calculated from values that from both the original SFC version of Trials of Mana and the 2020 remake. All her forms' base stats except for HP and Speed are from the remake, which is processed by halving the max customizable stats she has at Lv. 99. The fan-favourite Princess of Laurent has Steadfast as her primary ability, due to her stoic and determined personality and outlook on her goals throughout the story, despite being a kind princess. Her Hidden Ability, Gale Wings, is only active at 100% HP, which the locked ability of her Dragon Master class is also guilty of doing. Gale Wings allows her to gain more power from her somewhat lacking Flying STAB (mainly on the Physical side) indirectly compared to the general power boost Aerilate has. Gale Wings' etymology also ties in nicely to her headwear, most of her outfits often have decorative wings attached to them.
Riesz-Vanadis (F) @ Mental Herb / Leftovers
Ability: Gale Wings
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast / Light Lance
- Hurricane / Defog
- Wish
- U-turn
Slate Bonus Reasoning: The Japanese release of the Super Famicom version of Seiken Densetsu 3, as it was only known as around that time, was released on September 30, 1995, just shy of five months away from the release date of Pokémon Red and Green, February 27, 1996.
(Old Gen Resub)
"Some of the combatants here. Don't you think they're a little too tall? ...No, I don't care. Not actually. How tall you are and how strong you are don't relate. I just need to bring every last one of them down."
Pokémon: Flint Franchise/Origin: Arknights Projected Tier: OU Type:
Abilities: Iron Fist (HA: Featherweight) Signature ability - Featherweight - +1 priority to punching moves (the same ones boosted by Iron Fist) as long as user has not been attacked by direct damage. This effect will reactivate if she switches out. This will make Mach Punch and Bullet Punch have the same priority as Extreme Speed. Other Moves:
: Counter, Mach Punch, Reversal, Rock Smash, Arm Thrust, Brick Break, Focus Punch, Revenge, Sky Uppercut, Close Combat, Drain Punch, Power-Up Punch, Sky Attack, Brave Bird, Acrobatics, U-turn, Lunge, Feint Attack, Pursuit, Thunder Punch, Fire Punch, Shadow Punch, Needle Arm, Petal Blizzard, Grassy Glide, Comet Punch, Mega Punch, Strength, Quick Attack, Endeavor, Feint, Chip Away, Retaliate, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Bullet Punch, Aqua Jet, Thief
: Focus Blast, Final Gambit, Gust, Hurricane, Heat Wave
Reasoning: Fighting-type due to the use of boxing gloves and teaching herself martial arts that include swift and precise punches. Due to her punching skills, she gained Iron Fist as her primary ability which used to be Hitmonchan's signature ability in Generation IV. Featherweight has the same name as her Trait in Arknights but behaves more like Gale Wings due to her being a Liberi and thus the Flying-type as her secondary type. Both abilities synergise perfectly with Scarlet/Violet’s new Punching Glove item, which further boosts her punching moves as well as giving her the added benefit of Protective Pads; after all she does wear her own set of punching/boxing gloves. She still keeps her Flying-type unlike Sirfetch'd due to still being nimble enough to keep her blinding speed in combat due to not using such heavy armaments like the realmon evolution of Galarian Farfetch'd does. Fighting types often carry high amounts of coverage and such represents her massive movepool which also complements her abilities very well. She carries two of the elemental punches and Bullet Punch for a weapon to use against Fairy-types. She obviously lacks most Special moves, but still has a respectable amount of Status moves that help her and her teammates get an edge in battle, with Tailwind and Quick Guard to reference her supporting nature that is wont in a tower defense game like Arknights. Her stats, calculated straight from Arknights in her Elite 2 promotion, gives her a very high Speed stat of 141, which came from her ASPD of 0.78, one of the fastest ASPD stats in Arknights by far. Funny how her BST is basically the same as Blaziken's, another bird who is not afraid to punch their way to victory.
Pokemon: Mario
Type: Normal/Fire
Abilities: Limber/Adaptability
Stats: 83/110/85/105/81/101 (Total: 565)
Moves: Body Slam, Double Edge, Stomp, Mega Punch, Mega Kick, Facade, Rapid Spin, Tera Blast, Snore, Fire Punch, Fire Blast, Heat Crash, Fire Spin, Ember, Flame Burst, High Jump Kick, Jump Kick, Brick Break, Body Press, Circle Throw, Superpower, Hammer Arm, Sky Uppercut, Rock Smash, Acrobatics, Bounce, Wood Hammer, Heavy Slam, Hydro Pump, Chilling Water, Water Pulse, Water Gun, Work Up, Rest, Sleep Talk, Yawn, Helping Hand, Defense Curl, Celebrate, Soak, Gen 1 and onward Universal Moves (not Toxic)
Overview: Resub because he fits the theme. Mario by design is an everyman, certainly an extraordinary one, but Normal fits him well due to his rather ordinary traits. Fire, on the other hand, is the element most associated with him, with his Fire Flower powerup being one of the most ubiquitous of the bunch, and many other games (such as Smash Bros and various sports titles) depict him with natural pyrotechnics. Mario is well known for his acrobatic techniques, which justifies Limber, while Adaptability is due to his powerups and many spinoff titles giving him great variety in his abilities. His stats are in general decently balanced, since he's known for being an all-rounder, though his mixed offensive bias fits his appearance in his 2D platforming games and his RPGs. His defensive stats here line up with the release dates of his first three game appearances, Donkey Kong (81), Mario Bros (83), and Super Mario Bros (85). Stomping on enemy heads, ground pounds, hammers, punching, kicking, breaking bricks, and general strength justify most of Mario's movepool. Rapid Spin is from Mario Galaxy as well as various platformers where Mario can Spin Jump. Circle Throw is the iconic Bowser toss from Mario 64, Water moves are from Mario Sunshine, Yawn references Mario's tendency to fall asleep if left idle for long enough, and Defense Curl references Mario crouching to become a smaller target.
"If you're not here to help my friend, then get out of my way, so I can do it myself!"
Pokémon: Isaac Franchise/Origin: Golden Sun Intended Tier: OU Type:
Ability:
Long Reach - This Pokemon's attacks do not make contact with the target. Adept Prowess* - Adds secondary type equal to Psy Blast; berry isn't consumed by Psy Blast. Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Aqua Cutter, Avalanche, Earthquake, Explosion, Fake Out, Flare Blitz, Power Whip, Rock Slide, Sacred Sword, Seismic Toss, Stone Edge, Sucker Punch, Thousand Waves, Wood Hammer
Air Slash, Earth Power, Flamethrower, Hex, Hurricane, Lava Plume, Magma Storm, Moonblast, Psychic, Scorching Sands, Shadow Ball, Thunder, Thunderbolt, Water Shuriken
Category: Special BP: 90 Accuracy: 100% PP: max 24 Secondary Effect: Type depends on the user's Berry (refer to Natural Gift). Flavor: The user harnesses the Psynergy within them to blast an energy beam whose element is dependant on the user's affinity.
Stats: 98 / 120 / 80 / 105 / 80 / 97 [BST: 580]
Reasoning: Isaac is a prominent main character in the Golden Sun series. He is a Venus Adept meaning he is basically a person with the capabilities of casting Psynergy, being able to manipulate the Earth and Plants, though Venus is mostly associated with the Earth more than Plants. That's why it's pretty self-explanatory that Isaac is a pure Ground-type. His base stats also follow very similarly with how he plays in his game: Very high attack (the highest out of the other seven adepts in your party), moderately high agility, decent HP, and average Defense.
In the base game, Isaac can turn into a lot of different character classes depending on the Djinn that each character has equipped. These different classes can wildly change a character's attributes and the Psynergy they can use. This is reflected in Isaac's movepool which pulls from every single possible class that he can turn into which also includes every single potential Psynergy that he has access to. Each of his moves I found are hopefully as close as they possibly can be to the Psynergy he can wield in the game. Not that the only classes I pulled from all the classes that Venus Adepts completely have access to and not just partially have access to. Also you may notice that some Psynergy are missing from this list. This is mostly due to balancing and/or no move fits well enough for it to be part of Isaac's movepool. These include:
Cutting Edge - Aqua Cutter (Cutting Edge and Plume Edge)
Restore - Aromatherapy and Heal Bell
Tri-Element
Dragoon
Blast Series - Self-Destruct (Blast), Explosion (Mad Blast and Fiery Blast)
Ninja
Gale Series - Air Cutter (Gale), Air Slash (Typhoon), Hurricane (Hurricane)
Punji Series - Wood Hammer (Punji, Punji Trap, and Punji Strike)
Mist - Mist
Thunderclap Series - Thundershock (Thunderclap), Thunderbolt (Thunderbolt), Thunder (Thunderhead)
Death Plunge Series - Seismic Toss (Death Plunge and Death Leap)
Shuriken - Water Shuriken
Samurai
Demon Spear - Swords Dance
Rockfall Series - Rock Tomb (Rockfall), Rock Slide (Rockslide), Avalanche (Avalanche)
Lava Shower Series - Lava Plume (Lava Shower), Eruption (Molten Bath), Magma Storm (Magma Storm)
Dragoncloud Series - Flamethrower (Dragoncloud), Flare Blitz (Epicenter)
Demon Night Series - Hex (Demon Night), Shadow Ball (Thorny Grave)
Helm Splitter Series - Fake Out (Helm Splitter), Force Palm (Skull Splitter)
Quick Strike - Sucker Punch
As well as some other moves which could be possible for a specific class, like Stealth Rock for Squire or Spikes and Toxic Spikes for Ninja. You've also got some other moves which are specific to the Utility Psynergy you can use in the games, like Teleport in reference to Retreat and Teleport as well as Scorching Sands in reference to the Sand Psynergy, and Psychic in reference to the Move Psynergy. Some other moves refer to specific support Psynergy in the game, but they are really only ever to be considered in Doubles.
Isaac also has a signature ability that plays directly into his attribute of multiple classes, and that is Adept Prowess which, alongside Psy Blast, can allow Isaac to add a secondary type to his current typing. This plays perfectly into his multiple classes aspect that he has in the base game, as another attribute of the character classes that he has is the fact that it changes attributes about Isaac himself. Being able to change types and pick your STAB perfectly encapsulates how easy it is in the games to easily switch classes by simply changing the Djinn Isaac is attached to and change how well he can cast certain Psynergy. Long Reach is self-explanatory as a vanilla ability, considering Isaac's use of utility Psynergy like Catch with his magic hand does not require him to physically touch anything.
Sample Set(s): WIP (I dunno how to make sets for this guy srry)
Pokémon: Duck Hunt Franchise/Origin: Duck Hunt series Intended Tier: OU Type: Normal/Flying Abilities: Pickup/Guard Dog/Normalize Notable moves: Air Slash, Acrobatics, Beat Up, Body Slam, Boomburst, Brave Bird, Crunch, Brick Break, Drill Peck, Dual Wingbeat, Flying Press, Hurricane, Low Kick, Low Sweep, Psych Up, Taunt, Uproar Signature move: NES Zapper / Normal / Special / 90 BP / 8 PP | No additional effects Stats: 60/115/80/115/80/100 = 550 BST
Reasoning: Duck Hunt. You know ‘em, you love ‘em. This incarnation is from Smash, but the game is retro, so it fits the slate’s theme. Normal/Flying because it is a normal dog and a bird. They get Pickup because they are a dog and Ball Fetch has no competitive capabilities. Guard Dog (do you want to guess why?) and Normalize because above all else, this duo is just a normal dog and duck. NES Zapper is his signature move, a reference to how you play the game, but also the “secret” third character in Smash, the person shooting the gun. Duck Hunt is meant to be a mixed sweeper.
Pokémon: Ice Climbers Franchise/Origin: Ice Climbers series Intended Tier: OU Type: Ice/Fighting Abilities: Tag Team Tactics: Basically Parental Bond Notable moves: Rapid Spin, Ice Hammer, Ice Spinner, Hammer Arm, Ice Punch, Ice Shard, Icicle Crash, Icicle Spear, Icy Wind, Avalanche, Wood Hammer, Blizzard, Brick Break, Close Combat, Bulk Up, Dynamic Punch, Force Palm, Heavy Slam, Low Sweep, Play Rough, Triple Axel Stats: 85/135/85/100/60/95 = 560 BST
Reasoning: Ice Climbers. You know ‘em, you love ‘em. This incarnation is from Smash, but the game is retro, so it fits the slate’s theme. Ice because they climb ice (who knew?). Fighting because they use hammers and seem to be very proficient in fighting and breaking things. They get a Parental Bond clone because, especially in Smash, they attack and move on after another. Despite them being mainly physical attackers, the special moves come from the slight cryomancy powers. They are meant to be a Rapid Spinner, similar to Excadrill.
Pokémon: Meta Knight Franchise/Origin: Kirby Intended Tier: OU Type: Flying/Steel Ability: Honored Duel / Sharpness / Emergency Exit Signature Ability: Honored Duel - While this Pokemon is active, the power of Fighting-type moves used by active Pokemon is multiplied by 1.5, unless they are Fighting-type. Notable moves: Extreme Speed, Rapid Spin, Swords Dance, Sacred Sword, Brave Bird, Aerial Ace, Smart Strike, Steel Wing, Iron Head, Fly, Drill Run, Roost, Recover, Dual Wingbeat, Close Combat, Stone Edge, U-turn, Pyro Ball, Air Slash, Air Cutter, Cut, Cross Poison, Leaf Blade, X-Scissor, Slash, Hurricane, Twister, Night Slash, Psycho Cut, Fury Cutter Stats: 75/110/95/100/80/120 (580) Reasoning:
Flying-type because Meta Knight has bat wings and can fly. Steel-type because he is covered in armor, and flees battle when his armor is broken. Meta Knight has another connection to both types due to his giant mechanical flying warship, the Halberd.
His signature ability Honored Duel is a reference to him giving Kirby a sword so they can duel evenly, as well as his own sword skill, which is grounds for Fighting-type STAB. Sharpness is due to him using slashing attacks in general. Emergency Exit is a reference to what happens when his mask is broken.
Many of Meta Knight's moves reflect his sword and tornado moves. Stone Edge and Pyro Ball specifically refer to Kirby Fighters 2.
Meta Knight is a pretty well rounded character, though his best asset is speed. Defense is higher than Special Defense because of the armor, and some times he was affected by magic (less times than Dedede though).
Pokémon: Jewel Master Franchise/Origin: Jewel Master Intended Tier: UU Type: Normal Ability: Rocky Payload / Magician / Justified Notable moves: Physical: Earthquake, Bounce, Jump Kick, High Jump Kick, Fire Lash, Pyro Ball, Ice Shard, Icicle Spear, Sacred Sword, Thief Special: Tri Attack, Razor Wind, Power Gem, Ancient Power, Ember, Flamethrower, Fire Blast, Lava Plume, Heat Wave, Earth Power, Water Pulse, Surf, Muddy Water, Air Slash, Air Cutter, Gust, Aura Sphere, Secret Sword, Vacuum Wave, Psywave Status: Barrier, Charge, Agility, Swords Dance, Whirlwind, Trick, Defog, Tailwind Signature move: Blade of Elements (90 BP | Fire | Special | 10 PP | 100% Accuracy | This move combines Water, Ground and Flying in its type effectiveness against the target.) [code should be similar to Flying Press]
x2 effectiveness
x4 effectiveness
x1/2 effectiveness
x1/4 effectiveness
x0 effectiveness
Fire, Ice, Fighting, Poison, Ground, Bug, Steel
-
-
Water, Dragon
Flying
Stats: 72/76/76/104/72/104 (504) Reasoning:
Jewel Master came out in 1991. The main character from Jewel Master has no name, but the game's title refers to him.
Jewel Master has the Normal-typing because he is just an apprentice of the 4 elemental mages, without any element of his own. He utilizes the magic of the 4 elements through the rings. He has no other weapons or atacks.
Rocky Payload references how the Jewel Master carries around up to 12 magical rings encrusted with gems. Magician references how he's an apprentice of mages, and how he retrieves the rings from bosses. Justified is a reference to how the Jewel Master fights against the forces of Demon King Jardine the Mad to save his kingdom.
The movepool is designed to reflect the Jewel Master's versatility in combat, with each move being based on a move in the game.
Flame - Ember, Flamethrower, Fire Blast
Fire Wall - Lava Plume
Fire Viper - Fire Lash
Fire Ball - Pyro Ball
Barrier - Barrier, Charge
Wave - Vacuum Wave, Psywave, Aura Sphere, Water Pulse, Surf
Ice Dagger - Ice Shard, Icicle Spear
Earthquake - Earthquake, Earth Power
Speed Up - Agility, Tailwind
High Jump - Jump Kick, High Jump Kick
Double Jump - Bounce
Blade - Sacred Sword, Secret Sword, Swords Dance, Blade of Elements
Thief and Trick are references to how he gets the rings back from enemies.
Power Gem and Ancient Power refer to the rings themselves having gems and being ancient.
Tri Attack, Heat Wave, Muddy Water are moves that combine 2 or more elements, which the Jewel Master can do.
Air Slash, Air Cutter, Gust, Razor Wind, Whirlwind and Defog are wind element attacking moves shown by the wind element master, rather than the Jewel Master himself. The wind element has poor representation on the player's side due to the game mechanics of using wind to upgrade mobility.
Blade of Elements represents the "Blade" move where all 4 elements are combined (Jewel Master's strongest move). Blade of Elements is a special move because it's still magic, despite being a weapon. Upon using the Blade, 4 orbs come out of it (each one representing a different element), which then fuse into a white blast. This move is Fire type because you start the game with 1 Fire and 1 Water ring. The original name of this move was too generic, so I decided to base it on the prototype name for Jewel Master, which was "Blade of the Great Elements"
Competitive Reasoning: The Jewel Master has Pyroar stats and Normal typing, but unlike Pyroar, he has a great signature move, and coverage.
Pokémon: Bonanza Bros. Franchise/Origin: Bonanza Bros. Intended Tier: UU Type: Dark Ability: Technician / Tinted Lens / Infiltrator Moves: Neutralizer Gun, Bomb Blast, Bomb Throw, Thief, Snatch, Knock Off, Brutal Swing, Covet, Feint Attack, Beat Up, Sucker Punch, Bullet Punch, Fake Out, Pursuit, Foul Play, Skitter Smack, Stomping Tantrum, U-Turn, Bounce, Shadow Sneak, Pay Day, Nasty Plot, Follow Me, Mat Block, Rollout, Taunt, Magnet Bomb, Blazing Torque, Wicked Torque Signature moves:
Neutralizer Gun - 40 BP, 15 PP, 100% Acc., Steel, Physical, Non-Contact, Ballistic. 100% chance to paralyze target.
Bomb Blast - 100 BP, 10 PP, 100% Acc., Normal, Special, Non-Contact, 100%. One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw - 100 BP, 10 PP, 100% Acc., Fire, Physical, Non-Contact, Ballistic. One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof. G-Max Move: G-Max Bomb Rush - Dark-type version of Gigantamax Meowth's G-Max Gold Rush. Stats: 90/100/70/50/70/80 (460)
Regional Variation: Bonanza Bros.-Western Type: Normal Ability: Technician / Tinted Lens / Stakeout Moves, Signature moves: Same as above plus Hold Back and Tidy Up, minus Nasty Plot and Foul Play. G-Max Move: G-Max Gold Rush (Same as Gigantamax Meowth) Stats: 100/90/70/50/70/80 (460)
Reasoning:
Bonanza Bros. came out in 1990. Their names are Robo and Mobo.
Their Dark typing reflects their criminal activities and their tendency to operate in the shadows.
Technician fits their role as skilled burglars. Tinted Lends refers to their black glasses. Infiltrator refers to them bypassing barriers and security measures.
Their signature move, Neutralizer Gun, reflects their signature gun. The brothers are unable to kill guards with their guns, they can only temporarily stun them, thus the effect.
Bomb Blast and Bomb Throw are meant to be widely distrubuted custom moves like in Gen 8 Crossover Chaos. They are based on existing Pokemon bombs and explosions.
Bonanza Bros.' Gigantamax form is a reference to their blimp, which they use to escape, and which is used as .
Their G-Max Move, G-Max Bomb Rush, is a reference to their special move in Sega Kart racing.
Bonanza Bros.-Western represents a regional variation, based on the Western localization. They're changed into reformed criminals who are merely testing security systems (thus Stakeout). They become Normal type in this regional variant because they aren't villainous anymore.
Competitive Reasoning: Bonanza Bros. are like Lokix, but with Fire coverage instead of Fighting. They are also focused on utility, instead of raw offense and priority.
Bonanza Bros.-Western gain even more utility with Tidy Up, in exchange for receiving a worse offensive presence with the loss of Dark STAB.
| PP: 10 | BP: 30 | Accuracy: 100 | Hits once at 30 BP at the end of the turn, once at 30 BP at the end of the following turn, and once at 120 BP at the end of the following turn; each hit lowers the target's Speed by 1. Reasoning:
goldenglow is associated with drones that shock so electric
fairy is associated with magic
goldenglow’s physical exam records show normal physical strength but excellent arts control
her talent ignores spd hence beads of ruin clone
skill 3 sends 3 drones after the target, each attack slowing them; talent 1 causes drones to self-destruct dealing 4x damage than normal
Competitive Reasoning: good wallbreaker and offensive pivot. checks dedede, checked by malenia
"Hello, Doctor. I'm Rafaela, the one Miss Ch'en introduced, and I'll be formally joining Rhodes Island today. Huh, a code name? Hmm... let's go with La Pluma then."
Franchise/Origin: Arknights Intended Tier: OU Type:
Ability: In the Groove (When this Pokemon attacks and KOes another Pokemon, its Speed is raised by 1.) / Reaper (This Pokemon’s slicing moves heal it for 1/10 max HP.) Stats: 80 / 100 / 80 / 80 / 80 / 110 | 530 BST
Swords Dance, Solar Blade, Leaf Blade, Sacred Sword, Night Slash, Psycho Cut, Slash, Acrobatics, Aerial Ace, Agility, Air Cutter, Air Slash, Attract, Body Slam, Brave Bird, Brick Break, Bulldoze, Captivate, Confide, Curse, Defog, Double Team, Double-Edge, Dual Wingbeat, Endure, Facade, Flash Cannon, Fly, Frustration, Giga Impact, Gust, Gyro Ball, Headbutt, Hidden Power, Hurricane, Hyper Beam, Iron Defense, Iron Head, Magnet Rise, Metal Claw, Metal Sound, Mimic, Mud-Slap, Natural Gift, Ominous Wind, Pluck, Protect, Rain Dance, Rest, Return, Rock Slide, Rock Smash, Rock Tomb, Round, Sandstorm, Screech, Secret Power, Sky Attack, Sleep Talk, Snore, Stealth Rock, Steel Beam, Steel Roller, Steel Wing, Substitute, Sunny Day, Swagger, Swift, Tackle, Tailwind, Taunt, Thief, Toxic, Twister, U-Turn, Uproar, Wing Attack, Work Up
it gets fire breath and mudo (darkness) skills hence fire/dark
poison breath causes poison so poison touch
god's judgment is its special move but has the effect of one-shotting someone so i picked something less overpowered and more interesting
Competitive Reasoning: special tank and stallbreaker. beats zelda usually but has a pretty difficult time against dedede
"...you cannot meet with my mistress. I can stall you for as long as it takes by stopping time."
Franchise/Origin: Touhou Intended Tier: OU Type:
Ability: Sharpness / Time Warp (Under any Room, this Pokemon's Atk, Def, and SpD is 1.5x, but its Speed is 0.5x.) Stats: 70 / 125 / 70 / 70 / 70 / 120 | 525 BST
Swords Dance, U-Turn, Meditate, Fake Out, Pursuit, Payback, Extrasensory, Metal Burst, Phantom Force, Close Combat, Sacred Sword, Psyblade, Slash, Air Slash, Night Slash, Aerial Ace, Ally Switch, Attract, Baton Pass, Body Slam, Brick Break, Calm Mind, Captivate, Charge Beam, Charm, Confide, Confusion, Dazzling Gleam, Double Team, Double-Edge, Dream Eater, Endure, Energy Ball, Expanding Force, Facade, Flash, Flash Cannon, Fling, Frustration, Future Sight, Giga Impact, Gravity, Guard Swap, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Imprison, Iron Defense, Iron Head, Light Screen, Magic Coat, Magic Room, Magnet Rise, Metal Claw, Metal Sound, Meteor Mash, Mimic, Mud-Slap, Nasty Plot, Natural Gift, Power Swap, Protect, Psybeam, Psych Up, Psychic, Psychic Terrain, Psycho Cut, Psyshock, Psywave, Rain Dance, Recycle, Reflect, Rest, Return, Rock Smash, Role Play, Round, Safeguard, Sandstorm, Screech, Secret Power, Shadow Ball, Shock Wave, Signal Beam, Skill Swap, Sleep Talk, Snatch, Snore, Solar Beam, Stealth Rock, Steel Beam, Steel Roller, Stored Power, Substitute, Sunny Day, Swagger, Swift, Tackle, Taunt, Telekinesis, Thief, Torment, Toxic, Trick, Trick Room, Wonder Room, Zen Headbutt
Knife Hell:
|
| PP: 10 | BP: 30 | Accuracy: 100 | Slicing | Hits three times. If any Room is active, gains an additional 20% to lower the target's Defense by 1. Reasoning:
steel, sharpness, (throwing knives), psychic, time warp (time, space manipulation)
knife hell is one of her spell cards in 100th black market
U-Turn, Behemoth Bash, Spin Out, Smart Strike, Heavy Slam, Collision Course, Darkest Lariat, False Surrender, Knock Off, Pursuit, Obstruct, Aerial Ace, Assurance, Body Slam, Brick Break, Bulldoze, Double-Edge, Earthquake, Embargo, Endure, Facade, Feint Attack, Fling, Foul Play, Frustration, Giga Impact, Gyro Ball, Headbutt, Hidden Power, Iron Defense, Iron Head, Iron Tail, Knock Off, Lash Out, Leer, Natural Gift, Night Slash, Payback, Protect, Psych Up, Rest, Retaliate, Return, Revenge, Rock Slide, Rock Smash, Rock Tomb, Screech, Secret Power, Stealth Rock, Steel Roller, Strength, Substitute, Sucker Punch, Swagger, Tackle, Taunt, Thief, Torment
Knife Hell:
|
| PP: 10 | BP: 30 | Accuracy: 100 | Slicing | Hits three times. If any Room is active, gains an additional 20% to lower the target's Defense by 1. Reasoning:
dark steel cause theyre made out of dark silver
stalwart because they cant be stopped
various phyiscal moves related to contact damage, rolling, and being tricky to fight
Competitive Reasoning: wallbreaker and special tank. beats zelda handily and loses to the other two.
Pokémon: Draco Centauros Franchise/Origin: Madou Monogatari / Puyo Puyo Intended Tier: OU Type: Dragon/Fire Ability: Puyo Mastery (Steelworker for Water-type moves) / Competitive / Prankster Notable moves: Dragon Rush, Dragon Claw, Dragon Tail, Draco Meteor, Dragon Pulse, Flare Blitz, Blaze Kick, Fire Blast, Flamethrower, Mystical Fire, Close Combat, Circle Throw, Knock Off, Play Rough, Iron Tail, Dragon Ascent, Acrobatics, Earthquake, Darkest Lariat, Tail Slap, Rapid Spin, Psychic, Will-O-Wisp, Dragon Dance, Aromatherapy, Recover, Wish, Stealth Rock, Spikes Custom moves:
Puyo Pop - Water, Special, 10 BP, 90% Acc, 10 PP | Hits up to 4 times, with each hit having its own accuracy check and gaining +10 BP over the previous. If it hits all 4 times, then hazards are cleared from the user's side of the field. (Already coded for Smash Stereotypes)
Frost Kick - like Blaze Kick but Ice-type and with a freeze chance
Shock Kick - like Blaze Kick but Electric-type and with a paralysis chance
Flavor moves: High Jump Kick, Sky Uppercut, Heat Wave, Fly, Bounce, Mega Kick, Mega Punch, Slash, Scratch, Hold Back, Heal Pulse, Life Dew, Trick Room Z-Move: Great Fire - Fire, Special, 200 BP | In damage calculation, replaces the user's Special Attack with Defense. (Body Press variant) | Requires Draco Burning and Dracocentaurium Z Stats: 95/90/113/70/92/81 | 541 BST
Reasoning: She is the resident dragon character of the series (hence her name) and specializes in fire-based attacks, therefore Dragon/Fire. Puyos are little blobs that bring Water to mind, while Competitive and Prankster are personality traits. Psychic and Trick Room are related to the manipulation of Puyos; Stealth Rock and Spikes are inspired by garbage Puyos in particular. She also gets healing moves due to being a Recovery Type character in Quest Arcade. Other moves correspond to her specific attacks throughout the series.
Draco Punch: Mega Punch (basic punch attack)
Draco Upper: Sky Uppercut
Draco Burning (more powerful variant of Dragon Upper)
Dragon's Claw: Dragon Claw
Scratch
Lethal Dragon Kick: Mega Kick (basic kicking attack)
Godly Dragon Startle: High Jump Kick, Circle Throw (kick attack of high power; shuffles enemies)
Lethal Fire/Ice/Thunder Kick: Blaze/Frost/Shock Kick
Water Dragon Thigh: Liquidation
Wind Dragon Kick: Acrobatics, Knock Off (kicks away one of the enemy's items)
Lethal Miracle Kick: Play Rough (Light/Holy attack)
Draco Tail: Dragon Tail, Iron Tail
Tail Rush: Tail Slap (strikes the enemy rapidly with her tail)
Sonic Dive: Dragon Rush, Fly, Bounce (divebombs the target)
Dynasonic: Earthquake (Draco leaps into the air and pounds the ground, creating powerful shockwaves)
Draconic Typhoon: Dragon Ascent (With her hands, feet, and wings armed, Draco leaps at the enemy with full force)
Fire Breath: Flamethrower, Mystical Fire, Will-O-Wisp (Breathes fire on the target)
Burning Breath: Fire Blast (more powerful version of Fire Breath)
Great Fire Attack: Heat Wave (Draco releases flames from an unknown location and attacks)
Draco Special: Close Combat (a series of four punches, followed by a kick)
Blazing Dragon Spin Strike: Flare Blitz, Darkest Lariat, Rapid Spin (fire-based physical strike that involves kicking while spinning)
Demonic Dragon Dance: Dragon Dance
Draco Wink: Hold Back (seems to be a simple wink, yet is physical somehow)
Light of the Dragon's Eye: Draco Meteor (Draco summons a dragon using her magic)
Wind of Detoxification: Aromatherapy (allows Draco to cure allies or herself of statuses)
Her base stats are derived from funky calculations related to the Level 1 stats of all PuyoTet 2 characters in Skill Battles.
"Cue the music!"
Pokémon: Suketoudara Franchise/Origin: Madou Monogatari / Puyo Puyo Intended Tier: UU Type: Water Ability: Dancer / Moxie Notable moves: Aqua Step, Flip Turn, Wave Crash, Puyo Pop (see Draco Centauros), Surf, Whirlpool, Ice Spinner, Ice Punch, Ice Beam, Fire Punch, Heat Wave, High Jump Kick, Sky Uppercut, Return, Frustration, Hyper Voice, Tera Blast, Victory Dance, Psychic, Trick Room, Stealth Rock, Spikes Flavor moves: Dive, Sparkling Aria, Bubble Beam, Bubble, Bounce, Rollout, Mega Kick, Mega Punch, Teeter Dance, Sing, Splash, Follow Me Z-Move: Dancin' All Night - Water, Physical, 200 BP | Requires Aqua Step and Suketoudarium Z Stats: 111/92/94/75/77/99 | 548 BST
Reasoning: What better way to describe this character than as a humanoid fish that loves to dance? He also loves singing, which is why he gets sound-based moves alongside the obligatory stuff. His use of "ore-sama" in the original language suggests that he thinks highly of himself, which inspires Moxie. Ice coverage is based partly on the line, "I made it coolly!" (クールにキメたゼ) and partly because his name translates to "Alaskan pollock." Fire coverage is based on three lines: "You'll get your fingers burnt" (火傷するぜ) and the localized lines, "It's heatin' up!" and "I'm on fire!" Other dialogue-based moves include Follow Me ("Look, look, look!"), Splash ("Hop"), Aqua Step ("Step"), Rollout ("Rollin'"), Bounce ("Jumpin'"), Wave Crash, Surf ("Big Wave" / "Funky Wave"), Flip Turn ("Ripple Turn"), and Dive ("Soul Dive"). Other punching and kicking moves are inspired by emphasis on his limbs in many depictions of him.
His base stats are derived from funky calculations related to the Level 1 stats of all PuyoTet 2 characters in Skill Battles.
New Move: Heavenly Light (Fairy-type Status move, 15-24PP. For three turns, at the end of each turn (counting the turn this move is used), all adjacent enemies lose 12.5% of their Max HP at the end of each turn. This effect ends if the user switches out.)
Reasonings: Psychic typing, Telepathy, Telekinesis, and Psychic because she's got telepathy, psychokinesis, clairvoyance, and all other sorts of ESP, plus the Power of Flight (hello Magnet Rise). Expanding Force for similar reasons. Fairy because she's a holy presence and is in opposition to the dark forces of the Underworld. Her being the Goddess of Light also helps for both typings, as well as Expanding Force. Heavenly Light damages everything around you for constant, minor damage after use in both Sm4sh and KI:U. This also ties into Dazzling Gleam. Play Rough and Prankster (JP: Frolic and Teasing Heart, respectively) because she has a twisted sense of humor in her interactions with Pit, even going so far as to make a severed Hewdraw head fight Pit for her own amusement (though she likely knew that Pit would come out on top anyway). Heal Pulse from her ability to provide healing orbs during the aerial phase of each stage. Stats lean towards a slower spread, but specially oriented and can deal severe damage because take too long against the Hewdraw and Palutena will annihilate it with the "Sacred Goddess Clobberlaser". Everything else draws from Powers in KI:U, Tri Attack being kinda like a standard attack in conjunction with some of the powers that temporarily add status effects to your attacks.
Combined the Submissions from Kirby Rider and Ninetails Dragon (could've been a different user that changed name), the Reasonings also came from Kirby Rider, so added credit towards Kirby Rider
Prankster Whirlwind is an extremely trolly set, allowing you to set up freely due to the opponent being forced to switch if they are in a bad set up, although it can be a bad thing if you accidently bring in a pokemon like Kingambit before you are ready for it.
"If this encounter cannot be avoided, then I shall end it by my own hand."
Reasonings: Ryu Hayabusa is a Ninja that fights for what is right, and does it from the shadows, but isn't above killing when neccessary, Most of his moves come from his fighting style and Kinpo, or elemental attacks, and Bullet Seed comes from using a type of Minigun one time, but apart from a few weapons and things done, is mostly a traditional ninja everywhere else, and he gets infiltrator because he is a Ninja, Sharpness because he is always seen with a Weapon except for his appearances in the Dead or Alive series where he gets most of his fighting type moves. He also gets Triple Kick because one of his moves, he kicks three times, however, he also has Flying, Fire, and Ice coverage ontop of Dragon Coverage due to the fact he is a Demon Dragon Hybrid, but none of it is brought up (to my knowledge), who in one of the earlier games is ressurected by the spirit of his Ninja Clan's Spirit Animal, a Falcon.
He also gets a few moves based on his equipable Amulets that gives him some boosts, however instead of giving him something like Aqua Ring, I decided to give him Roost due to his connections to his clan's animal the Falcon
Ryu Hayabusa
@ Choice Band
Ability: Infiltrator
Tera Type: Dragon
- Dragon Darts
- Close Combat
- U-turn
- Knock Off
"There!" (Doesn't say much except for the japanese word for There, which is her default catchphrase)
Name: Time Gal
Series: Time Gal
Type: Normal
Abilities: Rattled and Regenerator
Stats: 60 HP/82 Atk/61 Def/74 SpA/67 SpD/91 Spe (435 BST)
Moves: Stomp, Mega Kick, Jump Kick, High Jump Kick, Volt Switch, Thunder Shock, Thunder Bolt, Charm, Attract, Thunder Wave, and Teleport
Reasonings: Time gal doesn't do much, just really quick reactions and shooting things, however added some kicking moves for flavor, but her defenses were kinda tricky since all the game over scenes are either slapstick cartoon things or having one part of her revealing outfit to be damaged, so she's just a weaker Ryu Hayabusa with a more shallow movepool, and she's a generic girly girl, so she's afraid of Bugs. Regenerator is just there because of how much she dips into another time period. She is a Normal type because there is nothing special about her, and like most other one time retro games, no sequel or anything, even when remade for the Ios/Android in 2017.
Time Gal @ Wide Lens
Ability: Regenerator
Tera Type: Normal
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Volt Switch
- Mega Kick
- Thunderbolt
- Attract
"Living an eternity where nothing ever changes.. that's more terrifying than death itself, don't you think?"
Name: Morrigan Aesland
Series: Darkstalkers
Type: Dark/Fairy
Abilities: Cute Charm and Levitate
Stats: 75/102/75/101/110/95 BST: 558
Moves: Attract, Fake Out, Last Resort, Play Nice, Razor Wind, Swift, Aerial Ace, Air Slash, Bounce, Sky Attack, Assurance, Dark Pulse, Flatter, Knock Off, Night Daze, Night Slash, Parting Shot, Punishment, Pursuit, Torment, Sucker Punch, Disarming Voice, Draining Kiss, Play Rough, Charm, Moon Blast, Sweet Kiss, Covet, Double Slap, Jump Kick, Hi Jump Kick, Aura Sphere, Sky Uppercut, Double Team, Extreme Speed, Bullet Seed, Pin Needle, Seismic Toss, U-turn, Needle Arm, Stomp, WIP
| PP: 15 | BP: 60 | Accuracy: 100 | Effect: 100% chance to lower targets defense by two Justification:F those. They hit you and then you are frozen and take 3 hearts at once and you f die. A wall breaker that wallbreaks.
Reasoning: Funky Kong is a laid-back, sunglasses-wearing Kong who is known for his love of surfing, music, and all things cool and radical. In the games that he appears in, he is known for his love of flying machines and the sandy life of the beach. This makes him a perfect fit for the Ground/Flying type combo. While Funky Kong himself has no water-based abilities, he is a keen surfer so he has a select few surfing moves in Surf, Wave Crash, Aqua Jet, Flip Turn and Shore Up.
For Funky's main flying moves, he has Fly and Tailwind, which are based on his affinity with Rocket Barrels. These moves harken back to his debut appearance, where he ran the Funky Flights fast travel system. His motif of flying machines and other high-velocity vehicles also gives him his main STAB attack, High Horsepower. In his playable appearances, such as in Tropical Freeze, Funky has typical action platformer abilities, including Bounce and Body Press and a throw move in Seismic Toss and Pluck which is a staple move in modern DKC games. His trademark personality is a perfect fit for Swagger and Bulk Up. Bullet Seed, Gunk Shot and Barrage come from the guns Funky Kong invents and sells in DK64.
On several occasions, Funky Kong has mixed his love of water and high-powered vehicles and can often be seen in a power boat he uses to get around quickly and also do a spot of fishing. This gives him the hidden ability, Swift Swim. Unburden comes from his acrobatic style of surfing and could also be used to describe his personality and lifestyle. Finally, his signature ability, Funky Mode, is directly lifted from his recent appearance in Tropical Freeze. In Funky Mode, Funky Kong is impervious to hazards such as spikes and some dangers from enemies.
Competitively, Funky Kong could play three key roles in the meta, including being an answer to the current menace of Crossover Chaos, King Dedede. Firstly, he can act as a defensive pivot, similar to Lando -T. With immunity to hazards, pivoting, and healing, Funky Kong could potentially be a check to many physical threats and be a safe, dynamic option for many teams. Like Lando-T, he is balanced by the lack of reliable Flying STAB and is further balanced by a weakened Ground STAB. His strongest coverage move, Wave Crash, harms his longevity and does no favours against his checks/counters, such as defensive water types. I'm hoping Funky Kong be a weaker version of Lando-T with a couple of extra tools in his arsenal.
Another role he can play is the Dedede counter. Funky can 2HKO Dedede with Acrobatics but sacrifices most of his utility from his other abilities and items. He also does not have the power from his other STAB moves or coverage to be a threat to other type combos. Finally, he can act as an offensive pivot in rain teams with Swift Swim. He would be an option against Electric and Grass types that threaten common rain archetypes.
(edit: added Lick, votes are alr open but it’s a move nobody will actually use and it’s perfect flavour-wise so hopefully that’s ok)
Reasoning: Waxworks is a relatively obscure game that’s risen to infamy for its brutal and gory game over screens (so don’t look into it if you’re squeamish), but nobody ever seems to talk about the game’s other elements. To give some context to this character, he’s a satanic cult leader destined to be evil due to a curse on his family, who is given a recipe to some magic formula by Beelzebub. This formula makes those who consume it stronger and binds them to the Evil One’s will, but also slowly turns them from human into plant mutants, leading him and his followers to retreat into an abandoned mine to avoid notice. From there, they kidnap people from nearby towns, either to eat, or to turn by forcing them to drink the formula. Just ‘90s horror things, I guess.
Dark/Grass is the obvious typing for this character, I don't think that’s up for debate. By the time he’s encountered in game, the Evil One is by far the most mutated of the cultists, now a giant sessile plantlike mass spreading vines and other growths throughout most of the cave system, so I wanted to go with a fatmon with very high HP (231 base is chosen for a maximum of 666 HP, befitting a satan-worshipper) and low Speed, held back by its poor typing like Restrictions’ Boarassa. I opted to emphasize his physical bulk over special, due to his weaknesses in-game being fungicide, fire, and explosives.
Poison Heal was my choice of viable ability, referencing the formula that grants power at a price and the mutants’ toxin-related powers. Overgrow and Power of Alchemy are mostly here as the best flavour abilities I could come up with, though maybe you could do some funny stuff with PoA in doubles.
Blighting Brew also references the formula, and acts as a uniquely spammable STAB that both neuters the opponent’s non-Grass STABs and allows itself to hit any mon neutrally on later hits. It also synergizes well with the Evil One’s Poison-type moves, based on his own ability to release toxic gas and other mutants utilizing seemingly-corrosive or venomous attacks. Beyond universal moves and general evil/plant flavour, other sources for his movepool include the cave he’s overtaken, various body parts throughout the mine that can kill the player like decapitating vines and a pod that bursts with razor-sharp seeds, and his short boss fight, where he draws you in with his gaze before attacking you with vines and a lashing tongue.
Time to get your votes in! you have one week to vote for your three favourite submissions.
Keep in mind there are two Morrigan's, please make sure you add which version you are voting for.
Ninetales Dragons' Daisy
Ninetales Dragons' Athena
Ninetales Dragons' Morrigan
Triple 777 Vinny's Donkey Kong
Tanny89k's T-Block
Tanny89k's Rex (3D Maze Game)
leafsaber47's Air Man
leafsaber47's Reisz
leafsaber47's Flint
KeeganSkymin4444's Mario
Deviation395's Isaac
Slyfry101's Duck Hunt
Slyfry101's Ice Climbers
Cookie Butter's Meta Knight
Cookie Butter's Jewel Master
Cookie Butter's Bonanza Bros.
anaconja's Goldenglow
anaconja's La Pluma
anaconja's Satan (SMT)
anaconja's Sakuya Izayoi
anaconja's Silver Sphere
Mygavolt's Draco Centauros Mygavolt's Suketoudara
CrazyGeko64's Palutena CrazyGeko64's Ryu Hayabasa CrazyGeko64's Timegal CrazyGeko64's Morrigan
Turtlek's Ice Peblit
ToadBrigade's Funky Kong
Tapler's The Evil One
Congratulations to Deviation395, Mygavolt and ToadBrigade for winning with Isaac, Draco Centauros and Funky Kong. Mygavolt and Deviation395 have earned the rank, Mesal Gear Solid.
There is no bonus theme this week. You have one week to make your submissions.