Re: Zell vs Quistis: Go ahead and put in Quistis per Snowfire's plans in this Season. I'll probably come up with an Ability/Command or Magic based person at a later date, but again I see Snowfire's idea brings FF8 Characters to "Standard RPG Party Member" Status with higher HP and access to Status Defense as brilliant.
The only thing missing from that idea is direct access to her Blue Magic; which is why, IMO,
if she's not good enough as-is that giving her the ability to cast Aura should be first on the revisions list, as opposed to any abilities that a stock DL'er would not normally have (i.e. Elemental Defense).
Other people's Poke Ideas:
Personally, I'm not a fan of putting Legendaries (or Heavy-rated Pokemon per Mepple period) in this tourney unless as a Team DL Defender. The only thing I can think of to improve Ray is give it the Beams (Ice Beam, Flamethrower, Thunderbolt) with Dragon Claw for STAB. Leftovers help here too. Alternately, Gen 4 can have Outrage/Dragon Pulse/Thunderwave/Filler with Persim Berry (Prevents Confusion, Replenished between matches). Because let's face it: Who can block Dragon Attacks? (Famous last words, much?)
Gardevoir would already make a solid heavy
That's why I didn't consider her (Gardy has a 4th Gen gives a Male-Only Branch.) Furthermore, Trace doesn't work that way. Trace copies the listed ability of Gardevoir's
current opponent. Defense and Speed EVs could help if permitted, but... Trace just doesn't work that well against other RPGs. (Out of the current list of 10 plus Quistis, Trace would only work thus far against DS!Cecil and possibly Yulie. Would work against my Zell, but I'm holding off on an Ability/Command Build until Season 2.)
Ultradude:
Gen4 Heracross
Ability: Guts
Nature: Jolly, EV Dependent
Item: Burn Orb (Hence, Gen 4)
Moves:
Facade
Aerial Ace
Revenge
Swords Dance
Ultradude's moveset allows for Sleep/Paralysis/Poison immunity via the Flame Orb, with Guts neutralizing Burn's Attack Nerf. And with 'Cross at 85% of Average Speed, Revenge going last probably won't hurt
that much. Still needs to get the job done quickly, as 'Cross dies in 8 Turns even if the opponent is allowed to use Defend all of the time.
Actually, Revenge vs Facade: Revenge only gains +10 Power and the Fighting Type (how useful it is outside of Pokemon is limited) vs. practically always going last, but with Heracross at sub-Average speed, it doesn't matter as often as you'd think. Still, since both types are physical, it's better to have 1 move or the other. I would recommend Earthquake (another Physical) as the replacement, as Ground is a more common RPG Element (though not as common as Fire/Ice/Lightning).
Also, Revenge would make the Jolly nature pointless. If you want to keep Revenge, then I suggest using Adamant Nature. Not sure how you'd spread your EVs, though. If you're insistent on having 'Cross at Average Speed, then use Facade instead.
As for Aerial Ace, it's quite the attack nerf compared to Facade and Revenge and even Earthquake (60 vs 140, 150, and 100 respectively). Sure it's deadly accurate, but Burn's
guaranteed 8TKO means that 'Cross is up against the clock and if someone's not vulnerable to Jump (or Wind, depending on interpret.,) then then it just doesn't have the power 'Cross needs.
Re:Heracross, turn 1 Protect will activate the Flame Orb while Hera's untouchable and it's status immune from there on out.
Works as Move #4. Megahorn is inaccurate,
so it's better to keep Facade OR Revenge (But not both) but is actually
better than Revenge or Facade even after factoring accuracy (180 X .85 = 153 > 150 > 140). Earthquake hits a more common element than any of the above 3 do. Swords Dance
can work with this strategy in theory, but 'Cross is up against the clock again.
So replace Facade and Revenge with Megahorn and Earthquake respectively, and swap either Aerial Ace OR Swords Dance for Protect. Or just drop Earthquake for Protect if there isn't anyone weak to Ground.
Yoshiken:
Gen. 4 Machamp
Ability: No Guard.
Item: Muscle Band/Lum Berry
Moves:
Dynamicpunch
Stone Edge
Bulk Up
some elemental punch (instinct says Thunder, since water types from any RPG seem to be defensive)
EV-training for optimum speed
Neat trick. Again Status vunerability (after Turn 1), plus cited concerns re:Confusion Preventors do have some validity. Just too bad he (75%) doesn't have a OHKO of his own. Hinode's further points on Elemental Resists are also valid. You
could try to construct a moveset based on the Guts Stat, but 'Cross is better on average.
Finally, I reiterate my own suggestion regarding Blissey:
Gen 4 Blissey
Ability: Serene Grace
Item: Flame Orb (Hence, Gen. 4)
Moves:
Softboiled
Counter
Psychic
Ice Beam
I basically thought that Softboiled would balance out the HP drain of Burn. Then again, Hinode's Protect strat vs. Fast Turn 1 Status Whores (even bigger concern with Blissey than 'Cross) gives me pause. The only move I can see dropping to allow Protect here is Counter, which takes away a keen weapon against Fighters. Alternately, there's Lum Berry again, but that's a 1-shot. The key to the moveset is Ice Beam+Serene Grace=Virtual 5HKO (resistance to Freeze Status is rare among RPGs). Psychic is there just for the Ice-immunes.
I didn't think about Natures or EV Spreading. If natures are allowed, definitely one that would nerf Attack. Probably Modest, as Spec Def is already high. No EVs in Attack or Defense, I'm certain of that. I'd probably boost HP (Yeah, like that needs a boost) and likely SA since that matches the nature.