Pet Mod Gen 9 Crossover Chaos (Ver. C)

Should Balatro's jokers be considered valid characters?

  • Yes

    Votes: 6 46.2%
  • No

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .
Anchor9's Hornet (really cool mon, nice to see a bug without tinted lens)
ErrorMon's Queen (screens in CC would be interesting)
UberTrainer2000's Angie Yonaga (Normal/Ghost are two types we need more of)
Falchion's Pit (would be nice for all the dominant fighting types in the meta)
SpyderMarz's H'aanit (SV)

By the way, something I've noticed is that the first few mons that get submitted ALWAYS have a considerable advantage when it comes to voting for whatever reason (Scout and MK are currently miles ahead of everyone else). No idea if we can do anything about this, but I don't think it's healthy considering people (who may have objectively better submissions) might actually have lives and can't post the day a given slate comes out.
 
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Anchor9's Hornet (really cool mon, nice to see a bug without tinted lens)
ErrorMon's Queen (screens in CC would be interesting)
UberTrainer2000's Angie Yonaga (Normal/Ghost are two types we need more of)
Falchion's Pit (would be nice for all the dominant fighting types in the meta)
SpyderMarz's H'aanit (SV)

By the way, something I've noticed is that the first few mons that get submitted ALWAYS have a considerable advantage when it comes to voting for whatever reason (Scout and MK are currently miles ahead of everyone else). No idea if we can do anything about this, but I don't think it's healthy considering people (who may have objectively better submissions) might actually have lives and can't post the day a given slate comes out.
To be clear about the message at the end: Neon has almost always been one of the first subbers for pretty much every slate, yet he has not won (yet), so I don't really see that occuring. Also yeah, hard to do anything about it.
 
While this was talked about in the Discord, this is a formal announcement of a brief playtest period, as well as a balancing period for council to adjust winning submissions that have proven a bit too powerful for the meta (such as Eox and Roy). The next slate will begin next Sunday as a result.

We now have a Matchmaking channel in the Discord, and a corresponding role, so if you’d like to be informed when others are able to play, please ask for the Matchmaking role on Discord. Any feedback on the current state of the metagame is welcome.
 
From the playtesting done during this time, the council has definitively decided to make the following changes to the meta:

- Roy’s Young Lion ability will be nerfed so that the second hit will only deal 0.3x damage. Also, he will lose Leaf Blade. This will ideally make him worse into Suwako, allowing her to better switch into him.
- V1 will lose Power Whip. V1 has proven rather potent, but the recent defensive additions seem to have slown it down from being unbeatable to strong but not impossible to work around. The Luigi buff will hopefully also serve to aid in this.
- Eox will lose 10 Base Speed. Toxic is also on the radar. If being able to punish Amingo usage lets it remain significantly problematic, it may be removed.
- Luigi will be having his type changed from Normal/Flying to mono-Flying, his defenses will be swapped, and then both Defenses will be upped by 5. This will hopefully make him better into V1, Donkey Kong, and the recently added Hornet, giving him a greater niche than he had before.
- Wriggle Nightbug will be receiving +10 SpA and +10 SpD. Her best set previously was physical Scarf, and it wasn’t very good. With Hornet now in the metagame, having her lean into her Special setup options is probably the better call, so improving her ability to use Quiver Dance and/or Tail Glow is likely the best way to differentiate the two.

These changes will shortly be added to the Gen 9 CCvC sheet. Further balance changes will be made later on down the line, especially with the Slate 7 mons recently added to the server. If you have any feedback about the announced changes or any other changes you feel should be made, let a council member know. Next slate will be starting soon!
 
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Versatility

So with our playtesting done for now, the next slate is going to be all about characters that can accomplish different things on different teams, fitting into more than one role. Perhaps a dedicated wall for one team can do some bulky setup for another. Maybe something that works well as a defensive pivot could alternatively run a more offensive spread to angle as a lategame cleaner. Bottom line, this character should be able to reliably run more than one set depending on what is needed of them on the team. The best example of vanilla Pokemon like this are probably Landorus-Therian and Clefable, Pokemon that have stood the test of time through being able to be used on a variety of team structures, and in general having kits that encourage experimentation, rather than being forced into an optimal set for nearly every team.

You have one week to make your submissions, just be sure to consider our current metagame and make sure your characters fit into its balance without stepping too hard on any existing character's niche!
 
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"Courage need not be remembered, for it is never forgotten."
Character Name: Zelda
Roles: Status Absorber / Anti-Hazards / Special Setup Sweeper
Franchise: The Legend of Zelda
Type: Psychic
Gender: Female
Abilities: Friend Guard / Magic Guard / (HA) Magic Bounce
Stats: 85 / 60 / 75 / 115 / 110 / 70 ( 515 BST)
Full Moveset: Calm Mind, Dazzling Gleam, Psychic, Psyshock, Expanding Force, Future Sight, Draining Kiss, Heal Pulse, Healing Wish, Wish, Imprison, Light Screen, Reflect, Trick Room, Rest, Sleep Talk, Substitute, Return, Frustration, Stored Power, Focus Energy, Confide, Triforce, Helping Hand, Protect, Safeguard, Ancient Power, Tri Attack, Charm, Disarming Voice, Energy Ball, Withdraw, Mirror Coat, Focus Blast, Hidden Power
Weight: 49 Kg
Height: 5'9

Signature Move: Triforce
- Type: Psychic
- Classification: Special
- Power: 100
- Accuracy: 100
- PP: 10 (Max 16)
- Effects: No additional effects
- Flavor: (Optional) Zelda releases the power of the Triforce in order to seal the darkness.

Overview/Justification: Zelda serves as a hazard-immune setup sweeper or an anti-hazard option with excellent Special bulk and utility. We got a lot of hazard options recently, and Zelda helps counterbalance them. She serves as a cross between Clefable and Hatterene and will take advantage of slower teams that only have passive ways to force progress. She does need setup in order to apply pressure, so quicker pivot based teams will overwhelm her quickly.

EDIT: Removed ignoring Dark immunity for Triforce and gave Zelda +10 Speed to compensate.

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"Let's melt your hopes and freeze your dreams."
Character Name: Berry
Roles: Cleric and Utility / Bulky Setup Sweeper
Franchise: Brawl Stars
Type: Fairy
Gender: Male
Abilities: Making a Mess / Misty Surge
Stats: 75 / 70 / 85 / 90 / 115 / 90 (515 BST)
Full Moveset: Sparkly Swirl, Calm Mind, Meltdown, Tail Whip, Tail Slap, Dazzling Gleam, High Horsepower, Icy Wind, Ice Beam, Ice Spinner, Rapid Spin, Rest, Sleep Talk, Milk Drink, Wish, Fairy Wind, Taunt, Tera Blast, Substitute, Protect, Haze, Chilly Water, Low Kick, Return, Frustration, Icicle Spear, Lash Out, Play Rough, Spirit Break, Bulk Up, Ice Punch
Weight: 79.7 Kg
Height: 6'1
Sets Ice Cream Terrain, Ice Cream Terrain heals Fairy types by 1/16 HP at the end of each turn.
Signature Move: Meltdown
- Type: Fairy
- Classification: Status
- PP: 20 (Max 32)
- Effects: Traps and grounds user and heals 1/16 HP each turn. 1/8 HP if Ice Cream Terrain is up.
- Flavor: (Optional) Berry places a puddle of healing ice cream directly beneath him and stands his ground.
Overview/Justification: Berry is a fragile brawler in Brawl Stars. However, his healing ice cream can make him and his teammates nigh unkillable if played well. Currently the tier needs a cleric, so here is Gliscor without the annoying utility moves. Berry keeps teammates alive with Sparkly Swirl and Wish support, while having excellent longevity with Making a Mess and Milk Drink. Meltdown allows Berry to serve as a bulky setup sweeper if needed, with the ability to go physical or special with Bulk Up and Calm Mind. Yes, Berry is hard to kill, but pretty bad HP + Def stats been most physical wallbreakers can probably OHKO him.
 
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I am Ymir, the dragon of life. If my life's spark might aid you, I am glad to offer it.
(Everliving Form)
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Character Name: Ymir
Type:
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/
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(Everliving Form)
Abilities: Sturdy / Divine Dragonstone [HA]
Custom Ability: Divine Dragonstone - If holding a Z-Crystal, transforms into Everliving Form
Stats: 100 / 78 / 76 / 96 / 72 / 108 [530 BST]
100 / 108 / 86 / 126 / 82 / 68 [570 BST] (Everliving Form)
Weight (kg): 68.95 (Base Form), 413.7 (Everliving Form)
Full Moveset: Absorb, Air Slash, Aromatherapy, Aqua Tail, Breaking Swipe, Bug Buzz, Bullet Seed, Dazzling Gleam, Draco Meteor, Dragon Breath, Dragon Cheer, Dragon Claw, Dragon Pulse, Dragon Rush, Dragon Tail, Dual Wingbeat, Energy Ball, Floral Healing, Forest’s Curse, Giga Drain, Grassy Terrain, Gust, Healing Wish, Horn Leech, Hydro Pump, Imprison, Infestation, Ingrain, Leaf Storm, Leaf Tornado, Leafage, Leech Seed, Life Dew, Light Screen, Magical Leaf, Mega Drain, Memento, Petal Blizzard, Petal Dance, Power Whip, Razor Leaf, Reflect, Solar Beam, Sunny Day, Surf, Taunt, Vine Whip, Waterfall, Wave Crash, Wish, Worry Seed, Attract, Endure, Facade, Helping Hand, Protect, Rest, Round, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Z-Crystal Name: Ymirium Z
Z-Move Required Move: Energy Ball
Z-Move Name: Everliving Domain
Z-Move Type:
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Z-Move Classification:
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Z-Move Power: 160
Z-Move Effects: Sets a side condition that would let a team member survive with 1 HP instead of being KO’d once.
Ymir is the divine dragon of the realm of life within Fire Emblem heroes. Like most dragons in the series, she has a human form and dragon form. Her base form is pure grass while her Everliving form represents her when transformed with a Dragon Stone, hence gaining the Dragon type.
When not utilizing Ymir’s form changing ability, she instead gets Sturdy, which is one of a few references to Ymir’s PRF skill, Everliving Domain, that grants a miracle (aka survive w/ 1 hp) effect to herself and nearby allies.
For stats, given how feh is, we only really know Ymir’s stats while transformed. Her Everliving form’s stats aim to reflect this, with her only truly low-ish stat being speed. For determining untransformed stats, Ymir typically doesn’t fight while not transformed as a dragon (only exception is for her summer alt where she fights with the help of Eir) so I gave her lesser attack, but on the more competitive side, used this as leeway to enable her to have higher speed, that way she can more easily perform her role as a screens lead.
For moves, most of the STABs are self-explanatory, so some suff I’ll explain involves the more unconventional additions. Healing Wish references when Ymir gave her life to Eir, and Memento references the events where Ymir uses her own soul to defeat Ganglot. Water coverage comes from the water motifs that appear both in her base and dragon form designs. Bug coverage comes from the butterflies are around her in both designs, and the limited flying coverage draws from the birds around her as well as her dragon form’s wings (although we never actually her of her flying with said wings hence no Fly). Screens & Dragon Cheer reference the power boost that Ymir had grsnted Eir within their TT+ story.
Her signature Z-Move is another reference to her Everliving Domain PRF, which incorporates the support aspects of that skill, providing a miracle effect to others (or herself, if she so pleases). For balance purposes, this is obviously reworked to be a 1-time survive on 1 hp sort of deal.
Overview: Essentially 2 different play styles separated by form. Base form plays as a screens lead with access to healing wish or memento to keep up momentum, while Everliving form is a bulky breaker, which much higher attack, Dragon STAB, and a forced Z Move slot. Everliving Domain’s effect infuses a little bit of support into her more offensive play styles.
 
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Pokémon: MT. Foxtrot
Franchise/Origin: Cruelty Squad
Type: Steel/Poison
Abilities: Quark Drive/Corrosion
Notable moves: Iron Head, Bullet Punch, Toxic Spikes, U-turn, Recover, Swords Dance, Shift Gear, Bulk Up, Taunt, Protect, Flash Cannon, Knock Off, Hyper Voice, Facade, Substitute, Snipe Shot, Thunder Wave, Iron Defense, Body Press, Pursuit, Parting Shot, Automatize, Flare Blitz, Liquidation, Play Rough, Power Whip, Stone Edge, High Horsepower, Outrage, Lunge, Shadow Claw, Double Edge, Iron Head, Zen Headbutt, Drain Punch, Icicle Crash, Sucker Punch, Poison Jab, Gunk Shot, Flamethrower, Dark Pulse, Psyshock, Psychic Noise
Stats: 70/108/78/106/116/88
Reasoning: The Steel type is referencing the main gameplay loop of killing specified targets with guns as well as the MC being a mechanically augmented human, hence the Steel type, while the Poison type mainly ties into the many biological and gross nature of the implants like the "gunkboosters". In cruelty squad there are several implants you mix and match in order to highly vary gameplay, like being able to shrink down to half size or use your appendix as a grappling hook. Due to this, you gain physical coverage for every type. Moves like Snipe Shot, Pursuit, and Flash Cannon reference your profession as a hired gun.
Competitive Use: You either become a Booster Energy cleaner or set-up sweeoer which can go either special or physical and makes up for mediocre speed without boosting in exchange for solid natural bulk or use booster energy/corrosion to become a specially bulky statuser who can set hazards and pivot out. As an exchange you are particularly weak to some of the meta's most powerful physical mons, notably DK and Roy, but can use special attackers like Berdly as set-up fodder on SD or Shift Gear sets.
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Pokémon: Frisk
Franchise/Origin: Undertale
Type: Psychic
Abilities: Serene Grace/Natural Cure/Frisk
Notable moves: Wish, Protect, Body Slam, Double Edge, Heal Bell, Psychic, Psyshock, Psycho Cut, Facade, Calm Mind, Bulk Up, Healing Wish, Doom Desire, Nuzzle, Dazzling Gleam, Play Rough, Return, Frustration, Trick, Trick Room, Teeter Dance, Rapid Spin, Energy Ball, Power Whip, Leaf Blade, Psychic Noise, Trick, U-turn, Trick Room, Foul Play, Close Combat, Brick Break, Drain Punch, Aura Sphere, Focus Blast, Bullet Seed, Light Screen, Reflect, Dark Pulse, Night Slash, Bounce, Thunder, Thunderbolt, Tri Attack, Future Sight, Teleport, Teatime, Encore, Slack Off
Stats: 105/90/100/90/105/105
Reasoning: Psychic type for Celebi time travel reasons (future sight and teleport are also considered psychic). Most moves are based off of ACTing but...
Knife -> Psycho Cut, Night Slash
SAVE/LOAD-> Teleport, Future Sight, Encore
Stick -> Bullet Seed, Energy Ball, Power Whip, Leaf Blade
Yellow Soul -> Thunder, Thunderbolt, Tri Attack
Tough Glove -> Close Combat, Brick Break, Drain Punch, Aura Sphere, Focus Blast
Competitive Use: Uses all rounder stats and vast movepool to fit into almost any role, but has a lackluster typing especially in a metagame with far more Dark and Fighting types than Ghosts. Would probably best fit as a Bulky Pivot/Cleric with WishPort Future Sight, status spreader with STAB Body Slam, or hazard removal with rapid spin and wish but can also become a bulky set-up mon for either Special or Physical.
 
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Character Name: Nightcrawler

Series: Super Auto Pets
Type: Ghost / Dark
Abilities: Rattled / Cursed Body (Diurnal Shift)
Stats: 95/50/110/85/95/85 (520 BST)
Full Moveset: (Hidden Power, Rest, Return, Facade, Frustration, Toxic, Sleep Talk, Protect, Substitute, Sunny Day), Astonish, Confuse Ray, Night Shade, Curse, Shadow Sneak, Shadow Ball, Poltergeist, Hex, Ominous Wind, Phantom Force, Trick-Or-Treat, Spite, Destiny Bond, Dark Pulse, Foul Play, Memento, Parting Shot, Knock Off, Quash, Thief, Torment, Night Daze, Lash Out, Moonblast, Alluring Voice, Play Rough, Spirit Break, Fairy Wind, Baby-Doll Eyes, Misty Terrain, Misty Explosion, Acrobatics, Bounce, Blaze Kick, Bulk Up, Burning Jealousy, Calm Mind, Double Kick, Earth Power, Earthquake, Encore, Ember, Extrasensory, Fire Blast, Flame Burst, Flame Charge, Flamethrower, Flame Wheel, Flare Blitz, Follow Me, Headbutt, Heat Wave, Ice Spinner, Incinerate, Inferno, Iron Head, Jump Kick, Low Kick, Mega Kick, Metronome, Overheat, Rock Smash, Solar Beam, Solar Blade, Stomp, Temper Flare, Triple Axel, Triple Kick, Wish, Will-O-Wisp,
Weight: 20 KG
Overview/Justification: Ghost and Dark because both are types related to the moon. Fairy and Fire moves due to Daycrawler. Kicking moves due to the fact that most of their body is legs. The original Ability would be very inconvenient if it was completely and utterly faithful, so I had took some creative liberties.
Role: Physical / Mixed Wall. Status Spreader.

Diurnal Shift; If Nightcrawler switches in after an ally has fainted, transforms into Daycrawler. Cannot be ignored by Mold Breaker.
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Character Name: Daycrawler
Series: Super Auto Pets
Type: Ghost / Fairy
Abilities: Diurnal Shift
Stats: 95/110/60/110/60/105 (540 BST)
Full Moveset: (Hidden Power, Rest, Return, Facade, Frustration, Toxic, Sleep Talk, Protect, Substitute, Sunny Day), Astonish, Confuse Ray, Night Shade, Curse, Shadow Sneak, Shadow Ball, Poltergeist, Hex, Ominious Wind, Phantom Force, Trick-Or-Treat, Destiny Bond, Dark Pulse, Foul Play, Memento, Parting Shot, Knock Off, Quash, Thief, Torment, Night Daze, Lash Out, Moonblast, Alluring Voice, Play Rough, Spirit Break, Fairy Wind, Baby-Doll Eyes, Misty Terrain, Misty Explosion, Acrobatics, Bounce, Blaze Kick, Bulk Up, Burning Jealousy, Calm Mind, Double Kick, Earth Power, Earthquake, Encore, Ember, Extrasensory, Fire Blast, Flame Burst, Flame Charge, Flamethrower, Flame Wheel, Flare Blitz, Follow Me, Headbutt, Heat Wave, Ice Spinner, Incinerate, Inferno, Iron Head, Jump Kick, Low Kick, Mega Kick, Metronome, Overheat, Rock Smash, Solar Beam, Solar Blade, Stomp, Temper Flare, Triple Axel, Triple Kick, Wish, Will-O-Wisp,
Weight: 20 KG
Overview/Justification: There's a reason why this form has more BST than the first stage, because Daycrawler.. has higher stats than Nightcrawler. But a few creative liberties were taken.
Role: Revenge Killer. Mixed Attacker.

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Character Name: Parrot
Series: Super Auto Pets
Type: Normal / Flying
Abilities: Trace / Mimicry / Frisk
Stats: 70/100/70/100/70/120 (530 BST)
Full Moveset: (Hidden Power, Rest, Return, Facade, Frustration, Toxic, Sleep Talk, Protect, Substitute, Sunny Day, Sleep Talk) Acrobatics, Acupressure, Aerial Ace, Agility, Acupressure, Air Cutter, Air Slash, Alluring Voice, Ally Switch, Amnesia, Assist, Aura Sphere, Aurora Beam, Barrage, Barrier, Baton Pass, Beak Blast, Body Slam, Bounce, Brave Bird, Bulk Up, Burning Jealousy, Calm Mind, Camouflage, Celebrate, Charge Beam, Charm, Chatter, Confusion, Conversion 2, Copycat, Court Change, Covet, Dark Pulse, Defog, Detect, Disable, Drill Peck, Dual Wingbeat, Earth Power, Echoed Voice, Egg Bomb, Encore, Endeavor, Endure, Entrainment, Esper Wing, Expanding Force, Feather Dance, Fly, Focus Blast, Focus Energy, Grass Knot, Healing Wish, Heat Wave, Helping Hand, Hone Claws, Hurricane, Hyper Voice, Hyper Beam, Ice Beam, Ice Spinner, Icy Wind, Imprison, Instruct, Knock Off, Laser Focus, Magic Coat, Me First, Meteor Beam, Mimic, Mirror Move, Mist Ball, Mud Sport, Natural Gift, Nature Power, Parting Shot, Peck, Play Rough, Pluck, Psybeam, Psychic, Psychic Noise, Quick Attack, Razor Wind, Recycle, Reflect Type, Revelation Dance, Roost, Simple Beam, Sky Attack, Stealth Rock, Steel Wing, Swords Dance, Tailwind, Teeter Dance, Terrain Pulse, Uproar, U-Turn, Weather Ball, Work Up.
Weight: 15 kg
Overview/Justification: 2 sides of a funny coin. Parrot, in its entirety, is made with abilities in mind. Specifically, either its allies opponent's abilities.
Role: most of them, but most likely Setup Sweeper, Anti-Hazard Lead, Wallbreaker, Hazard Lead,
veto stuff: Parrot is balanced again, with a notable lack of nasty Plot, Multi-Attack, Oblivion Wing. some other less-flavory moves, and Assimilate. Will still be a neat matchup-mon

Nightcrawler becomes less passive but Daycrawler gets like.. 5 extra defense. not too big of a change but I wanted it to be at least +20 BST above Nightcrawler.
 
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Character Name: Barinade
Series: Legend of Zelda
Type: Electric/Poison
Abilities: Static/Swarm/Ceilingbound
Has Magnet Rise effects their first 3 turns out in battle. Ignorable ability.
Stats: 70/105/95/110/85/75 (BST 530)
Full Moveset: Acid, Acid Spray, Attack Order, Attract, Barrier, Brutal Swing, Bug Buzz, Charge, Charge Beam, Clear Smog, Coil, Confide, Corrosive Gas, Defend Order, Disable, Discharge, Double Hit, Double Slap, Double Team, Eerie Impulse, Electric Terrain, Electrify, Electro Ball, Electroweb, Endure, Facade, Fell Stinger, Foul Play, Frustration, Gastro Acid, Giga Drain, Grass Knot, Gunk Shot, Helping Hand, Hidden Power, Infestation, Ingrain, Knock Off, Lash Out, Magnet Rise, Magnetic Flux, Nasty Plot, Nuzzle, Overdrive, Parabolic Charge, Poison Gas, Poison Jab, Power Whip, Protect, Quick Guard, Rapid Spin, Rest, Return, Round, Shock Wave, Slam, Sleep Talk, Sludge, Sludge Bomb, Sludge Wave, Smog, Snore, Spark, Substitute, Supercell Slam, Swagger, Take Down, Tera Blast, Thunder, Thunder Shock, Thunderbolt, Toxic, Vine Whip, Volt Switch, Wide Guard, Wild Charge, Zap Cannon, Zing Zap
Weight: 145.15 kg
Overview/Justification: Has the stats and options to run Physical and Special sets. It also has good Utility in Rapid Spin, Knock Off, and Toxic.

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Character Name: Grandpa
Series: Stardew Valley
Type: Ghost/Grass
Abilities: Vital Spirit/Harvest/Farmer's Bounty
All of the user's Grass-type status moves increase in priority by 1.
Stats: 70/100/105/105/75/60 (BST 515)
Full Moveset: Absorb, Ally Switch, Aromatherapy, Astonish, Attract, Bestow, Body Slam, Bullet Seed, Calm Mind, Celebrate, Confide, Cotton Spore, Destiny Bond, Double Team, Encore, Endeavour, Endure, Energy Ball, Facade, Flatter, Fling, Floral Healing, Follow Me, Frustration, Future Sight, Giga Drain, Grass Knot, Grassy Terrain, Growth, Heal Pulse, Helping Hand, Hex, Hold Hands, Ingrain, Leaf Blade, Leaf Storm, Leaf Tornado, Leech Seed, Magical Leaf, Mega Drain, Memento, Night Shade, Phantom Force, Poltergeist, Power Whip, Present, Protect, Psychic, Razor Leaf, Rest, Return, Round, Safeguard, Seed Bomb, Shadow Ball, Shadow Punch, Shadow Sneak, Sleep Talk, Snore, Solar Beam, Substitute, Swagger, Take Down, Tera Blast, Tidy Up, Trailblaze, Vine Whip, Wood Hammer, Worry Seed
Weight: 68 kg
Overview/Justification: Can run Phys sets, Special Sets, Subseed sets and more.

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Character Name: Godot
Series: Ace Attorney
Type: Fire/Water
Abilities: Sturdy/Scalding Coffee/Hustle
All of user's attacks with a burn chance get 1.1x Power.
Stats: 70/100/95/115/65/90 (BST 535)
Full Moveset: After You, Air Slash, Aqua Cutter, Aqua Jet, Assurance, Attract, Bitter Malice, Blaze Kick, Body Slam, Boomburst, Burning Jealousy, Captivate, Comeuppance, Confide, Double Team, Double-Edge, Earthquake, Echoed Voice, Ember, Encore, Endure, Explosion, Facade, False Surrender, Feint, Fire Blast, Fire Punch, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Frustration, Grudge, Heavy Slam, Helping Hand, Hidden Power, Hydro Pump, Hyper Voice, Incinerate, Leer, Liquidation, Memento, Milk Drink, Mystical Fire, Outrage, Overheat, Parting Shot, Payback, Play Rough, Protect, Rage, Rain Dance, Rest, Retaliate, Return, Revenge, Round, Sacred Sword, Scald, Secret Sword, Self-Destruct, Slam, Sleep Talk, Smart Strike, Snarl, Snore, Substitute, Sucker Punch, Sunny Day, Surf, Swagger, Swords Dance, Take Down, Taunt, Tera Blast, Thief, Trick, Water Gun, Water Pulse, Waterfall
Weight: 70.3 kg
Overview/Justification: Has good coverage on the Physical side, slightly boosted burn chance moves on the Special side, and has a lot of utility tools as well.
 
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"So ye're the new deputy, eh? Then you shouldn't have a problem dodgin' THIS!"
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"Hello, Clover! I'm very sorry about this, but I've been bored all day!"
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"Hmph. Good luck."
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"My turn, my turn!"
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Pokémon: The Feisty Four
Franchise/Origin: Undertale Yellow
Weight: 90 kg (Ed), 75 (Moray), 65 (Ace), 55 (Mooch)
Type: Fighting (Ed), Water (Moray), Dark (Ace), Normal (Mooch)
Ability: Deal 'Em Out
"Deal 'Em Out" Effect: Before moving, one of The Feisty Four will tag in based on the move used. Additionally, each one has a minor passive ability. Ed does 1.2x damage with his punching moves, Moray does 1.2x damage with their slicing moves, Ace cannot have his stats lowered, and Mooch has a 30% chance to steal the opponent's held item when they make contact, if she has none. (Ability partially based on Stance Change, with Ed being the "default" form.)
Ed: Mega Punch, Drain Punch, Strength, Submission, Arm Thrust, Bulk Up, Rock Tomb, Seismic Toss, Stomp, Storm Throw, Body Press, Smack Down, Bone Club
Moray: Smart Strike, Surf, Aqua Cutter, Slash, Night Slash, Leaf Blade, Sharpen, Swords Dance, Cut, Waterfall, Aqua Jet, Flip Turn, Lunge, Block, Diamond Storm
Ace: Trump Card, Calm Mind, Laser Focus, Pursuit, Dark Pulse, Shadow Ball, Feint, Astonish, Sucker Punch, Swift, Encore, Disable, Confuse Ray, Glare, Lock-On, Pursuit, Spade Draw
Mooch: Pay Day, Thief, Acrobatics, Stuff Cheeks, Super Fang, Make it Rain, Disarming Voice, Super Fang, Tail Slap, Tail Whip, Stockpile, Covet, Flail, Natural Gift, Quick Attack, Tidy Up, Fake Tears, Fury Attack, Last Resort, Trick, Snatch, Heart Stamp

Universal (Do not trigger Deal 'Em Out): Beat Up, Swallow, Spit Up, Parting Shot, Barrage, Yawn, Growl, Slam, Tri Attack, Spite, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Sandstorm
"Spade Draw" effects: Dark, Special, 100 BP, 16 PP, bypasses accuracy
"Spade Draw" flavor: The user attacks with magical spades that hone in on the foe.

Stats (Ed): 100/105/100/75/95/45 (520 BST)
Stats (Moray): 100/90/90/65/90/85 (520 BST)
Stats (Ace): 100/75/80/115/85/65 (520 BST)
Stats (Mooch): 100/85/75/85/75/100 (520 BST)

Explanation: The Feisty Four are meant to act as a jack of all trades, master of none, where you can use them to accomplish a fair amount of miscellaneous tasks decently well. You also have the option to fully spec into one or two members, such as going for a physically offensive set focusing on Ed and Moray, or going for a more supportive, special attacking set by leaning towards Mooch and Ace.



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"If I were a bad Demoman, I wouldn't be sitting here, discussin' it with you, now would I?"
Pokémon: Demoman
Franchise/Origin: Team Fortress 2
Weight: 93 kg
Type: Fire/Steel
Ability: Tangled Feet, Sharpness (HA)
Swords Dance, Spit Up, Stockpile, Swallow, Curse, Spiky Shield, Magnet Bomb, Leaf Blade, Smart Strike, Sacred Sword, Wild Charge, Grenade Launcher, Flame Charge, Extreme Speed, Double-Edge, Hex, Psyshield Bash, Night Slash, Acrobatics, Ominous Wind, Eyelander, Shell Trap, Belch, Shadow Ball, Roar, Sludge Bomb, Uproar, Flash Cannon, Parting Shot, U-Turn, Amnesia, Sleep Talk, Shadow Claw, Explosion,

Universals (Gen IV): Attract, Captivate, Double Team, Endure, Facade, Frustration, Hidden Power, Natural Gift, Protect, Rest, Return, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Toxic
Signature move 1: Grenade Launcher (100 BP, Fire, Special, 90% Accuracy, breaks Light Screen/Reflect/Aurora Veil)
Signature move 2: Eyelander (65 BP, Steel, Physical, Slicing, 100% Accuracy, 16 PP, heals user for 1/8 max health and gives +1 Spe if KOs)

Stats: 85/100/77/100/85/93 (560 BST)

Explanation: In TF2, Demoman has a highly prevalent subclass, being Demoknight.
Thus, in CC, Demoman would choose between acting as a decent wallbreaker with more immediate power by using his Grenade Launcher (because fuck you and your Engineers in particular), and being able to sacrifice immediate power for better long-term potential by using the Eyelander plus Swords Dance in order to become a potent set-up sweeper.
Of course, you could attempt to establish a middle ground, but then you lose out on the ability to invest into bulk or Speed.
 
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"Oh! It's nothing strange, really! I'm a spirit medium ...In training."
Character Name: Maya Fey
Series: Ace Attorney
Type:
Psychic.png
Water.png

Abilities: Magic Guard/Inner Focus/Friend Guard(HA)
Stats: 80/55/100/105/75/110 [BST=525]
Full Moveset: Psychic, Psyshock, Barrier, Calm Mind, Stored Power, U-Turn, Surf, Scald, Future Sight, Slack Off, Ice Beam, Psychic Noise, Hydro Pump, Light Screen, Reflect, Attract, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Wonder Room, Skill Swap, Reflect Type, Confusion, Water Gun, Double Slap, Tackle, Waterfall, Liquidation, Zen Headbutt, Headbutt, Blizzard, Icy Wind, Imprison, Fairy Lock, Dazzling Gleam, Psywave, Psybeam, Bubble Beam, Taunt, Magic Coat, Ally Switch, Mimic, Confide, Embargo, Hyper Voice, Toxic, Helping Hand, Thief, Snatch, Fling
Weight: 71.1 kg
Overview/Justification: Maya is a spirit medium who communicates with the dead, which explains her Psychic type. She is a water type as well, because she often times trains near waterfalls, in freezing cold places with water falling on her, and running water, to the point where she will train by practicing in the Wright Agency's shower, much to Phoenix Wright's dismay because of the water bill. She has the ability magic guard mainly due to her use in Phoenix Wright's moveset in UMvC3, where she uses barriers to protect Phoenix and control space(also explaining her defense stat and Friend Guard), whilst she has Inner Focus due to the training she often practices to be a better spirit medium.

Maya's role in the metagame is twofold, a fast defensive pivot, and a dangerous Life Orb attacker. The defensive set would check fighters such as Suzie, V1, and DK as well as other pokemon such as Roy whilst being an annoying pivot with Future Sight, Psychic Noise, Scald and U-Turn alongside reliable recovery. The offensive set, meanwhile, would run Life Orb with moves such as Calm Mind, Psychic, Psyshock, Ice Beam, and Hydro Pump to inflict heavy damage. Maya's major weak point is her weaknesses to common attacks such as U-Turn and Knock Off, as well as her lacking special bulk. Still, I think both roles will perform quite well in this current metagame.

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"Ho-hee-ho! Pyro Jack! My flames will shine for victory in battles and dark alleys!"
Character Name: Pyro Jack
Series: Megami Tensei
Type:
Fairy.png
Fire.png

Abilities: Flash Fire/Sticky Hold/Fire Pleroma(HA)
This Pokemon's Fire attacks have 1.2x power.
Stats: 80/30/110/97/80/113 [BST=510]
Full Moveset: Lava Plume, Will-O-Wisp, Flamethrower, Moonblast, Fire Blast, Parting Shot, Defog, Moonlight, Nasty Plot, Trick, Taunt, Energy Ball, Giga Drain, Nature's Madness, Earth Power, Scorching Sands, Fairy Wind, Slam, Ember, Tackle, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Heat Wave, Flame Charge, Play Rough, Dark Pulse, Hex, Shadow Ball, Feint Attack, Incinerate, Flame Burst, Burning Jealousy, Disarming Voice, Mega Drain, Absorb, Mud Shot, Light Screen, Flash, Torment, Thief, Covet, Snatch, Bestow, Flame Wheel, Leafage, Seed Bomb, Branch Poke, Flare Blitz, Temper Flare
Weight: 7.7 kg
Overview/Justification: Pyro Jack is a Fairy race demon who often uses fire attacks(and he's a jack-o-lantern lol), explaining both types. He repels fire, explaining Flash Fire, He has sticky hold because he always has his lantern, and Fire Pleroma is based on that ability from the series, albeit slightly nerfed since pokemon abilities do not multiply by 1.25x, typically. Everything else is relatively standard affairs.

Pyro Jack is expected for perform two different roles: A fast, bulky physical pivot with Sticky Hold to absorb Knock Offs or Flash Fire to take on Roy better, with reliable recovery, solid coverage and good bulk and excellent speed, he switches into and scares out many a foe and with recovery, does it consistently, and uses those opportunities to remove hazards, create momentum, and spread status. His other option is to be a wallbreaker with Nasty Plot. With his signature ability, his fire stab becomes quite dangerous, and he has solid coverage to patch out these issues. His main issue both sets have are the middling stats: A low 97 SpA means he doesn't hit too hard against non fire weak targets, and his bulk for defensive sets is definitely serviceable but nothing incredible. Still, Pyro Jack will have a valuable place in the metagame due to his unique traits.
Generally, he checks fighters with Knock Off like V1, Suzie, Amingo, and Hornet alongside Roy, but uniquely cannot switch into DK.
 
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RESUBMISSION FROM SLATE 7:


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"You have no idea how embarrassing it is to be an angel who can't fly on his own. So thanks for your help. Without you, I'd be finished!"
Pokémon: Pit
Franchise/Origin: Kid Icarus
Intended Tier: OU
Type: Flying/Fairy
Ability: Justified, Reckless, Gluttony (Hidden)
Notable moves: Fairy Wind, Dazzling Gleam, Play Rough, Spirit Break, Moonblast, Hurricane, Brave Bird, Roost, Aerial Ace, Acrobatics, Flash Cannon, Metal Claw, Metal Burst, Mirror Shot, Steel Wing, Bullet Punch, Mach Punch, Sky Uppercut, Aura Sphere, Calm Mind, Agility, Swords Dance, Mystical Fire, Sacred Fire, Flare Blitz, Sunny Day

Custom Elements:
  • Guardian Orbitars (Fairy, Status, 32 PP max, +1 priority) - Sets up a party-wide shield against special attacks for one turn. If a special attack is used against him or any allies during the same turn, it will target the foe that used the attack instead.
  • Final Strike (Fairy, Special, 130 BP, 8 PP max, 90% accuracy) - Fairy-type Draco Meteor clone; lowers the user's Special Attack by two stages.
Mega Evolution: Steel/Fairy with the ability Sheer Force, +35 each to Def and SpD and +25 each to Atk and SpA, but -20 Spd. This is basically him donning the Three Sacred Treasures, as seen here.
Stats: 70 HP/85 Atk/75 Def/85 SpA/75 SpD/115 Spe = 505

Reasoning:
Flying/Fairy should be obvious, being the same type combination as the equally angelic Togekiss; Flying is the primary type however due to Pit being native to Skyworld, a realm above the clouds, and often associated with the air (even if the Power of Flight only lasts for five minutes at a time). Justified is due to his heroic nature, Reckless because he tends to rush into dangerous situations, and Gluttony thanks to the healing items in Kid Icarus: Uprising being straight-up food (say it with me, everyone: "Floor ice cream gives you health!"). The presence of Steel and Fighting moves as coverage options for him are due to his skills in combat and use of all kinds of weaponry, especially in Kid Icarus: Uprising, while Fire and especially Flare Blitz are a reference to how his wings will start to burn if he uses the Power of Flight for longer than its alotted time period (which he does at least once in Uprising to save someone else's life), as well as how angels in Christian folklore often had fiery wings and sun-based abilities. His Mega Evolution, as noted, involves the Three Sacred Treasures, which was his Final Smash in Super Smash Bros. for the Wii U, while the Final Strike is the final form of the Great Sacred Treasure he uses in the final boss battle in Uprising (which is also the source for the Guardian Orbitars he uses in SSB4 and Super Smash Bros. Ultimate); its Sheer Force ability is due to it being the ultimate weapon against the final boss in question, who was powerful enough to force him to go all-out in an ultimately successful bid to stop them.

Competitive Info:
The hero of Skyworld and the captain of Palutena's personal guard, Pit is a powerful warrior despite his youthful appearance. Equally capable at both close- and long-ranged combat and blessed with impressive Speed thanks to the Power of Flight, his somewhat underwhelming offensive stats are compensated for by such formidable STAB options as Play Rough, Moonblast, Hurricane, and Brave Bird, along with Steel, Fighting, and Fire coverage to take down almost anything with a type advantage against him (with his only blind spot being Electric). His two signature moves also cater to different styles of combat: Guardian Orbitars is useful for team utility against teams with a heavy reliance on special sweepers, while Final Strike gives him a lethal special STAB option to wipe the floor with anything not resistant to Fairy - especially since Reckless would enable him to absolutely devastate any non-resistant foe alongside Brave Bird and Flare Blitz, even if he will usually only be able to do so once or twice without team support. As for his other abilities, Justified is useful for switch-ins into Dark-type attacks for physical sets, though even with Roost, his survival might not be guaranteed and a mistimed prediction might put him in a bad spot; Gluttony, meanwhile, allows him to make use of beneficial Berries to boost whichever stats are most important for the way you want to play him. As for actual boosting moves, Swords Dance and Calm Mind both allow him to ramp up his offensive power to sky-high levels before unleashing divine retribution at the right moment, while Agility enables him to outspeed more threats than he already can, since his defenses leave something to be desired and he'd want to get at least a few good hits in before his Power of Flight expires.

Upon Mega-Evolving and donning the Three Sacred Treasures, Pit's defenses are boosted to the point where he can trade hits with powerful opponents, especially with only two type weaknesses instead of five alongside a welcome boost in offensive firepower. These boons do not come for free, however: with a lower Speed stat and no answer to either Ground- or Fire-types, his best hope is to make the most of the defensive and offensive stat increases he does get from Mega-Evolving - his Speed drop means Agility would be your boosting move of choice for running his Mega form - and pray to Lady Palutena that he can claim victory against the opposition before he's finished first.
 
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Bs_feh_nifl_frostbite_breath.gif

“Hvergel! My love was not enough to protect you and instead drove us here, where I must take your life myself! No one must ever suffer the same terrible fate... If it means bearing such a burden, I will love no more."
Franchise/Origin: Fire Emblem Heroes
Character Name: Nifl
Type:
Ice.png
Dragon.png

Abilities: Domain of Ice - Damage taken from the first attack this Pokemon receives is reduced by 30% if it's Physical and 50% if it's Special.
Stats: 95 / 110 / 90 / 55 / 80 / 106 [BST: 536]
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Brick Break, Dragon Claw, Dragon Hammer, Facade, Frostbite Breath, Ice Spinner, Icicle Crash, Outrage, Zen Headbutt
Special.png
Dragon Pulse, Freeze-Dry, Ice Beam
Status.png
Chilly Reception, Defog, Encore, Haze, Healing Wish, Memento, Protect, Rest, Spikes, Stealth Rock, Substitute, Taunt, Toxic, Trick
Physical.png
Avalanche, Bulldoze, Ice Ball, Ice Punch, Rock Tomb
Special.png
Aurora Beam, Icy Wind, Powder Snow
Status.png
Grudge, Mist, Safeguard, Snowscape, Spite
Signature move:
Type:
Ice.png

Category: Physical
BP: 80
Accuracy: 100%
PP: max 16
Secondary Effect: Damages target based on either their Defense or Sp. Def, depending on which is lower.
Flavor: --
Weight: 58 kg (not transformed)
Reasoning:
  • Nifl is an Ice Dragon that shares her name with the Kingdom of Ice that she protects. Therefore Ice/Dragon felt appropriate. The names of both her signature move and her signature ability are based off of the name of her personal weapon and personal C Slot skill in Fire Emblem Heroes. Her statspread also follows a similar statline to her in-game stats. A lot of her flavor moves and even some of her utility moves callback to the time she sacrificed herself for somebody whom she loved, and how she ultimately came to despise the people who she perceived took that very same life away from her. Healing Wish and Memento are two obvious ones, but also Grudge and Spite call to her hatred of Múspell and its citizens; the land opposite of that to the Kingdom of Ice, the Kingdom of Flames.
Competitive Reasoning:
  • Nifl is sort of meant to be a mix between Froslass and Landorus-Therian somehow, though honestly with what Nifl is trying to be it ended up just being an amalgamation of a bunch of different ideas melded together to create something completely unique. She has a truck-ton of utility and combined with Domain of Ice gives Nifl a surprising amount of longevity and bulk in spite of her typing. This bulk gives Nifl an immense amount of flexibility on the type of set she can run; Chilly Reception to be our first ever weather setter in the tier for our only one other Ice-type, Jack Frost (and Snow as perhaps the safest weather to introduce into the meta right now), good Atk and access to Trick to act as a Choice Band Trick mon for offense teams (which may or may not opt for Heavy-Duty Boots instead), Chilly Reception to instead act as a Teleport for non-Snow teams which combined with Domain of Ice makes Nifl a surprising defensive pivot in the right circumstances, especially with her other utility options, Spikes as a hazard lead and combined with Dual Screens and Domain of Ice for potential Hyper Offense strats, and even Memento and Healing Wish as support. Overall, Nifl can do a whole lot, and her unique traits gives her so much flexibility on the type of sets she runs depending on the team.
Sample Set(s):
Hazard Setter

Nifl @ Heavy-Duty Boots
Ability: Domain of Ice
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Dragon Hammer
- Frostbite Breath


Pivot / Snow Setter
Nifl @ Leftovers
Ability: Domain of Ice
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Chilly Reception
- Frostbite Breath
- Spikes
- Toxic

Trick Choice Band
Nifl @ Choice Band
Ability: Domain of Ice
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Frostbite Breath
- Dragon Hammer
- Spikes
- Trick
 
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Forgotten WIP
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Franchise/Origin: The Binding of Isaac
Character Name: The Forgotten and The Soul
Type: Rock | Ghost
Abilities: Form Switch
Effect: While in forgotten form, has the effects of long reach, and while in soul form has the effects of levitate.

Works like stance change except switching to soul form only triggers on use of special attack or status move. Switches back either on switching out or using Bony Bash
Stats: (Forgotten) 80/125/125/50/60/90 | (Lost) 80/50/60/90/125/125 [BST: 530]
Moves: Bony Bash, Meteor Beam, Power Gem, Shadow Ball, Will-O-Wisp, Nasty Plot, Power Gem, Surf, Hydro Pump, Iron Defense, Flamethrower, Dazzling Gleam, Bonemarang, Superpower, Dark Pulse, Circle Throw, Thunderbolt, Discharge, Thunder Wave, Flamethrower, Hyper Voice, Stone Edge, Stealth Rock, Taunt, Icicle Spear, Knock Off, Sludge Bomb, Dazzling Gleam, Earthquake

Protect, Substitute, Rest, Sleep Talk, Confide, Stockpile, Bubble Beam, Pound, Facade, Double Edge, Hyper Beam, Giga Impact, Explosion, Swift, Mirror Shot, Screech, Poison Gas, Defense Curl, Breaking Swipe, Brutal Swing, Smart Strike, Rock Throw, Rock Blast, Rock Wrecker, Smack Down, Bone Club, Fling, Follow Me, Metronome, Ember, Bubble Beam, Flame Burst
Type: Rock
Category: Physical
BP: 90
PP: 15/24
Flags: Contact
Effect: Triggers Stance change back to forgotten form if is in soul form (happens before moving)
Reasoning: There’s a lot of need for more ghost types, and with maw jaw being the only one, this helps patch that gap. Being able to stance change to lose weaknesses and to increase defenses for a ghost type is also an interesting concept that I haven’t really seen played too much, as you require your more vulnerable ghost typing to deal with spinners, and your defensive rock typing isn’t exactly the most solid. It also uses both sides of the attacking spectrum, which does require careful play and positioning. Otherwise has great coverage into the meta
 
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