"Whatever I do, I do it stylishly!"
Ampharos is the Dashing Wanderer and leader of the Expedition Society in Pokemon Super Mystery Dungeon for Nintendo 3DS. He's got a showoffish nature and his sense of direction is terrible, but those who work in the Society respect him as a talented adventurer.
Quite frankly, Pokemon Mystery Dungeon needs a rep. Before PSMD, the best candidate was Grovyle, but he had too much overlap with Snivy, especially since the proposed moveset had barely anything to do with Mystery Dungeon and just had him as a grass lizard with swords. Ampharos has much less overlap with existing characters (Pikachu's an Electric type, but his design's totally different), and Super Mystery Dungeon brought with it a lot of new potential for movesets.
Jab: A full-body slam, the same move used when you simply hit A in Mystery Dungeon. Low damage and knockback and a lot of endlag.
Forward Tilt: Swipes his tail in an upward arc forward.
Up Tilt: Swipes his tail overhead
Down Tilt: Swipes his tail along the ground
Neutral Aerial: Discharges electricity in midair, damaging anyone who touches him
Forward Aerial: Headbutts in a downward arc. Has a sweetspot spike, but the hitbox is so small good luck hitting it.
Back Aerial: Swipes with his tail, sending anyone behind him straight back.
Up Aerial: Arcs electricity between his ears(?). Small hitbox, but great KO potential.
Down Aerial: Stomps with one foot. Spikes.
Forward Smash: Rears his head back for the charge, then SLAMS it forward while discharging electricity from it. Has a sweetspot at the very beginning when the electricity activates.
Up Smash: Builds up electricity and then discharges it in a bolt straight above him. High startup lag, but great KO potential.
Down Smash: Stomps the ground hard, creating shockwaves on either side of himself.
Dash Attack: Trips and flops onto the ground, then gets back up.
Grab: Grabs with his stupid flipper-arms. Low range.
Pummel: Jolts the opponent with electricity.
Forward Throw: Tosses them forward onto the ground, letting them bounce.
Back Throw: Tosses them behind him, then knocks them away with his tail.
Up Throw: Hops and lets go of the opponent while hitting them from below with his tail, sending them upwards.
Down Throw: Holds them down, electrocutes them, then smacks them with his tail to send them away.
Taunt - Poses, thrusting one flipper into the air.
Victory Pose - Spins slowly in a circle, then waltzes offscreen. He's not known for his sense of direction.
Neutral Special - Gravelerock
Ampharos tosses a small pebble called a Gravelerock at the nearest enemy in an arc. It aims specifically at the nearest enemy, but it doesn't home in after the fact, and when it hits it only does 1% damage and minimal knockback. It does, however, set the opponent up for a combo if it hits, and forces them to move if it doesn't, making it great for shutting down campers.
Side Special - Confuse Wand
Ampharos waves a small stick, and a small "sparkle" projectile launches from it a short distance. If it hits, the target's controls will be temporarily swapped as if they were hit by Mario's cape (though it doesn't reflect projectiles like that move). Though it doesn't have great range and your aim needs to be precise, it's great for gimping recoveries if you master its use.
Up Special - Pounce Wand
Ampharos waves a wand for this move as well, but it has a different effect. After a brief aiming period, Ampharos points it in a direction and LAUNCHES there. He doesn't deal any damage if he hits an opponent in this state, but he's free to use any specials (other than Pounce Wand itself) or aerials out of it.
Down Special - Emera Equip
Alright, here's the big gimmick. In Super Mystery Dungeon, special items could spawn in dungeons called "Emeras". When slotted into a Looplet held item, they would give all sorts of buffs - but would disappear when you left the dungeon, forcing you to rely on the luck of the draw for what Emera would even appear. Here, Ampharos comes with a looplet equipped, and Emera will spawn into the arena at random just like any other items when he is in play - even if items are otherwise off. Anyone can pick it up and toss it like most move-related items, but it's quite weak - only dealing 1% damage and making whoever it hits flinch slightly. However, if Ampharos holds one and uses his Down Special, he'll slot it into his looplet, giving him a glow identical to the emera's color and a buff. The buff remains for around 20 seconds, then disappears. Each Emera has a different color and a different effect, outlined below:
Purple - Barrage - Causes all attacks Ampharos uses to hit twice in succession, doubling damage output and increasing hitstun frames to allow for followups.
Blue - Dizzying Stare - 20% chance for moves to momentarily reverse the opponent's controls, like Mario's Cape.
Yellow - Sleep Payback - Anyone who attacks Ampharos while grounded will instantly fall asleep. Aerial attacks are unaffected.
Red - Guard Boost - Takes 50% damage and knockback from all attacks.
Green - Distance Dodge - Ampharos becomes unaffected by any projectiles. They aren't reflected, but he ignores them entirely.
Rainbow - Awakening - Appears VERY rarely, much like the stitch face turnip. When used, enables Ampharos to use his final smash immediately.
Final Smash - Mega Ampharos
Ampharos transforms into Mega Ampharos! The power of all his moves are increased and he takes less damage from attacks. He also becomes immune to flinching and any other non-damaging effects of moves.