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 .
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Wild Card

The time has rolled around again to have yet another Wild Card slate. No restrictions, just what you feel would be best for the health of the metagame! After this slate, we'll be having yet another break for playtesting and coding, and we will also be implementing more buffs and nerfs during this break period. Again, I would strongly encourage participation during this time; you're more than welcome to provide feedback on the new winners!
 
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Yes. This is how the 10th slate starts. (Insekimon)
Character Name: Insekimon (or Meteormon.)
Series: Digimon
Type: Rock / Fairy
Abilities: Solid Rock / Tough Claws (Battle Armor)
Stats: 65/90/110/120/50/115 (555 BST)
Full Moveset:
Protect, Substitute, Return, Frustration, Hidden Power, Endure, Toxic, Rest, Sleep Talk, Tera Blast, Facade, Hyper Beam, Giga Impact.

Rock Throw, Rock Slide, Stone Edge, Power Gem, Meteor Beam, Rock Blast, Rock Polish, Stealth Rock, Accelerock, Sandstorm, Smack Down, Wide Guard, Moonblast, Dazzling Gleam, Play Rough, Misty Explosion, Misty Terrain, Ice Punch, Icy Wind, Cosmic Power, Meteor Mash, Gravity, Earthquake, High Horsepower, Triple Axel, Iron Defense, Harden, Draco Meteor, Brutal Swing, Ice Beam, Power-up Punch, Comet Punch, Drain Punch, Avalanche, Bulk Up, Teleport, Dark Pulse, Focus Blast, Moonlight, Circle Throw.
Weight: 430 KG
Overview/Justification: Insekimon adds to the portfolio of Rock Types by being a fast mixed attacker, with the capability of running its significantly higher Special Stat,, with moves like Power Gem, Ice Beam, and its extensive portfolio of Special moves including Ice Beam and Focus Blast. With Tough Claws, it can also go with a Physical attacking set with its significantly larger Physical Movepool, including Meteor Mash, recovery in Drain Punch, and even priority in Accelerock, with simpler staples like Play Rough.

Big Bang Blow:
Rock Type
Physical
85 BP
16 PP
100% Accuracy
0 Priority.
Flags: Contact, Punching.
Primary Effect: Does 1.5x more damage if Gravity is set up
Secondary Effect: 20% to lower Defense.
(justification: mainly for the Insekimon sets that don't like Accelerock.)

Concept Justification: Insekimon is Fairy type due to most space-based moves (and also Clefable) being so. It also makes sense with Moonblast. rock because meteors be rocks man

Ice Beam, Icy Wind, Ice Punch, Triple Axel, Avalanche: Insekimon evolves from a digimon named Icemon (original, right?), which would logically lead to Insekimon also carrying Ice type Moves.
Meteor Mash: Insekimon is said to be "A form of Gottsumon which for some reason had the meteorite data within the ore data it possesses", which would lead to it getting Meteor Mash as it is made of meteorite data.
Draco Meteor: One of Insekimon's moves, Falling Star, involves it summoning meteors above an enemy. It wouldn't have this if there was another Meteor-based move.
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"You can't define happiness with a single piece of glass. The only wall you're fighting is your doubt. So I say smash it into bits. Go wherever you want to go." (Sol Badguy)
Character Name: Sol Badguy
Series: Guilty Gear
Type: Fire / Dragon
Abilities: Defiant / Combat Prowess (Flash Fire)
Stats: 90/105/105/80/85/65 (530 BST)
Full Moveset:
Protect, Substitute, Return, Frustration, Hidden Power, Endure, Toxic, Rest, Sleep Talk, Tera Blast, Facade, Hyper Beam, Giga Impact.

Ember, Flame Burst, Flame Charge, Flamethrower, FIre Blast, Flare Blitz, Blaze Kick, Fire Punch, Temper Flare, Flame Wheel, Outrage, Breaking Swipe, Dragon Rush, Dragon Pulse. Seismic Toss, Drain Punch, Close Combat, Bulk Up, Brick Break, Superpower, Coaching, Submission, Iron Head, Meteor Mash, Flash Cannon, Steel Roller, Headbutt, Zen Headbutt, Darkest Lariat, Lash Out, Body Slam, Mega Kick, Mega Punch, Recover, Mach Punch, Thunder Punch, Bulldoze, Detect, Sunny Day, Swords Dance, Night Slash, Mystical Fire, Parting Shot, Agility,
Weight: 74 KG (like his actual weight)
Overview/Justification: Everyone's making a Tidy Up user. I think that's.. lame. As a Fire / Dragon type, Sol Badguy carries a great trait of being incredibly versatile with his moves and setup, additionally bridging a gap between Nifl and Susie as a solid, offensive Attacker.

Combat Prowess: Fighting-type Steelworker (fighting moves are 1.5x stronger.)

Dragon Typing: turns out, Gears aren't inherently steel at all. Gears are more-so monstrous living-weapons made out of Magic. Which would explain Psychic, but since there's already a Psychic / Fire type in Wizard Lord Phoenix, and a mono-fire type in Roy, removing the Mono-Fire option. I had to make the hard choice of Dragon. Sol Badguy's brash nature and reckless fighting style do somewhat lead toward the Dragon Typing without complicating itself with the loads of Fighting-Types.

Recover: Gears have fast regenerative capabilities, but not enough to warrant the ability Regenerator. Also i like balance.

Breaking Swipe, Darkest Lariat, Outrage: Sol Badguy's fighting style is crude and moreso focused on dealing raw damage, including wide-swinging strikes. Explaining the moves listed.
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The best image I could actually find for this guy. (Angler Mangler) ((RESUB!))
Name: Angler Mangler
Franchise: Wario World
Type: Ice / Water
Abilities: Water Absorb / Rough Skin (Strong Jaw)
Notable Moves: Icicle Crash, Ice Shard, Avalanche, Blizzard, Freeze-Dry, Ice Fang, Icicle Spear, Flip Turn, Surf, Waterfall, Aqua Jet, Aqua Tail, Hydro Pump, Liquidation, Wave Crash, Crunch, Super Fang, Psychic Fangs, Thunder Fang, Earthquake, Jaw Lock, Body Slam, Body Press, Double-Edge.
Protect, Substitute, Hidden Power, Toxic, Rest, Sleep Talk, Endure, Facade, Helping Hand, Curse, Wide Guard, Aurora Veil, Snowscape, Roar, Life Dew,
Stats: 95/115/120/65/90/70 (555 BST)
Reasoning: Angler Mangler does balance in its own way: carrying 3 incredibly useful abilities, with Rough Skin, it helps Angler Mangler with chipping down strong threats like V1 even through its Blood-Fueled ability, Strong Jaw gives it a significantly wider option for Coverage moves, including Psychic Fangs, Thunder Fang, and boosting its STAB Ice Fang, while Water Absorb, the weakest of the three, lets Angler Mangler switch in upon more things to be able to setup, and most importantly, recover its health. Making it an actually good partner for some of the Water-Weak Pokemon out there.

there's no ability reasoning because it appears in one game, twice, so the abilities were chosen from a design and slight competitive standpoint.
Weight: 337.5 kg (lanturn's weight multiplied by 15)

Veto Updates: no more fighting! also good Lord it was hard to figure stuff out.
 
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At last, DK finally gets a friend, and we might have something to give V1 a hard time!
So, with freedom being at my hands again....Let's see what this metagame sorely still needs!
First, while Sophie knows Trick Room as part of the Psychic-type moves she can learn....we really need a good user of it. And I think I might know the guy woman for the job....R.I.P Carnom, we already had a Dark/Poison type!
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“May the stars shine down on you.”

Rosalina
Name: Rosalina
Gender: Female
Series of Origin: Super Mario Bros
Type: PsychicIce
Abilities: Multiscale/Levitate/Snow Warning
Stats: 100/65/90/120/115/35 (525)
Movepool: Powder Snow, Confusion, Aurora Veil, Teleport, X-Scissor, Axe Kick, Moonblast, Telekinesis, Wish, Healing Wish, Cosmic Power, Charm, Disarming Voice, Dazzling Gleam, Aura Sphere, Flamethrower, Fire Blast, Icy Wind, Avalanche, Snowscape, Ice Spinner, Ice Beam, Blizzard, Haze, Icicle Spear, Triple Axel, Hyper Voice, Encore, Helping Hand, Psybeam, Psyshock, Psychic, Reflect, Light Screen, Skill Swap, Imprison, Gravity, Power Gem, Meteor Beam, Calm Mind, Trick Room, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 65.4 lbs.
Custom Elements:
None
Justification:
Rosalina is the queen of the cosmos, capable of controlling the stars themselves, fitting for a Psychic-type with space-themed moves. Additionally, she telekinetically carries her golf club in Mario Golf: Super Rush. She always Levitates above the ground, and her dress is decorated like a flurry of stars. She has an ice-themed racetrack in Mario Kart 7, and it would only be appropriate that she has the power to summon Diamond Dust, which correlates to snow. Among the powerups she can use in games are the Fire Flower (Fire-type moves) and the Boomerang Flower (X-Scissor), and she takes part in both football (Axe Kick) and tennis. Although she had been controlled by the Megabug, which turned her into Cursa, that is technically the Megabug's flavor, so it will not be put into account for her moves here.
Role: Powerful special attacker that is designed to make good use of Trick Room. After using it and consuming a Room Service, Rosalina can outspeed most of the metagame and flatten them with powerful Psychic-type moves. She can also support using Wish and Healing Wish, as well as being able to use Snow Warning to increase her defences.
Next, we need more Rock-types, and we also need one who can set up traps! Once again, I think I know the perfect man for the job....
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"My master... New world... Space resources... Even a decaying pile of scrap like you can guess with that many hints, no?"

Earthrock Trilobyte
Name: Earthrock Trilobyte
Gender: Male
Series of Origin: Mega Man
Type: ==
Abilities: Prism Armor/Swarm/Rattled
Stats: 75/95/95/54/80/100 (499)
Movepool: Tackle, Harden, Rock Throw, Counter, Sticky Web, Spikes, Toxic Spikes, Struggle Bug, X-Scissor, Lunge, Bug Buzz, Bug Bite, Skitter Smack, Thunder Wave, Spite, Trailblaze, Bulldoze, Dig, Stomping Tantrum, Earthquake, Earth Power, Hyper Beam, Giga Impact, Scary Face, Body Slam, Double-Edge, Reflect, Light Screen, Gravity, Sludge Bomb, Sludge Wave, Poison Jab, Rock Tomb, Sandstorm, Rock Blast, Rock Slide, Power Gem, Stealth Rock, Stone Edge, Smack Down, Flash Cannon, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 43.2 lbs.
Custom Elements:
None
Justification:
Earthrock Trilobyte is an insect based Maverick who resides in a mine in Mega Man X8. Before you can get to his boss room, Earthrock Trilobyte himself actually attacks you with his Crystal Wall, setting up traps using them. He's got very good defenses, and can also charge across the room at high speeds. He's known to have quite a Spiteful personality as well. However, once he lost his armor, he's known to be quite Rattled indeed.
Role: Suicide lead entry hazard setter with lots of defence, meaning that if he steps in, he's likely going to do his job before he can be knocked out!
And finally, we need a good user of the move Tidy Up. And for this occasion, true to my main mission for this mod, to add someone from Danganronpa into the metagame, someone from the very first slate is making a comeback to fill in this role....
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""Selfless devotion" is my principle as a maid."
Kirumi Tojo
Name: Kirumi Tojo
Gender: Female
Series of Origin: Danganronpa
Type: ==
Abilities: Padded Gloves/Natural Cure/Intimidate
Stats: 87/100/90/67/88/110 (542)
Movepool: Pound, Play Nice, Foresight, Miracle Eye, Water Gun, Teatime, Tidy Up, Night Slash, Power Whip, Wood Hammer, Foul Play, Taunt, Dark Pulse, Knock Off, Lash Out, Throat Chop, Charm, Dazzling Gleam, Play Rough, Alluring Voice, Trailblaze, Low Kick, Brick Break, Low Sweep, Drain Punch, Reversal, Coaching, Focus Punch, Acrobatics, Helping Hand, Weather Ball, Reflect, Light Screen, Trick, Agility, Iron Head, Hard Press, Iron Defense, Water Pulse, Chilling Water, Surf, Waterfall, Liquidation, Rain Dance, Scald, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 45.4 kg.
Custom Elements:
Padded Gloves: This Pokémon is always wearing a pair of Protective Pads, meaning that it is protected from effects caused by using moves that make contact with the target. It can still hold an item as normal.
Justification:
Kirumi Tojo is the Ultimate Maid, and maids usually use a lot of Water in their services, such as washing up the dishes or serving tea. In Chapter 2, however, Kirumi learns from her motive video that she is the fill-in for the President of Japan, and thus murders Ryoma in Dark blood by knocking him unconscious with a wooden plank (Wood Hammer) and then drowning him in a sink with handcuffs attached to his hands (Another reason for the Water-typing, as well as Steel-type moves) She is found out by Shuichi through her gloves, tries to Intimidate him during the trial, and when she is voted guilty, she tries to run away from her execution, which would explain her speed. Finally, she gets Miracle Eye and Foresight because....
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Seriously, how does she do that?!
Role: While in her initial submission back in slate 1, Kirumi was designed as a support wall, since a Tidy Up user is needed, she has undergone a complete makeover! Now she's a physical Water-type sweeper (All of our ones so far are either Special or mixed) that sets up by using Tidy Up. With even one use of it, at max Speed EVs, Kirumi can outspeed V1 and dish out a lot of damage! She also comes with Intimidate, which only Susie has had prior to this slate.
 
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Character Name: Maliketh

Series: Elden Ring

Type: Dark

Abilities: Limber, Destined Death (Slicing moves deal an additional 1/8 of the target's HP at the end of the turn.

Stats: 77 / 103 / 77 / 81 / 88 / 126

Full Moveset: Night Slash, Crunch, Sacred Sword, Smart Strike, Stone Edge, Rock Blast, Rock Slide, Earthquake, Bulldoze, Roar, Howl, Agility, Quick Attack, Snarl, Lunge, Trailblaze, Shadow Sneak, Stealth Rock, U-turn, X-Scissor,

Weight: 100kg

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Character Name: Commander Niall

Series: Elden Ring

Type: Ice/Electric

Abilities: Filter, Ice Body, Chilling Rally (At half HP, summon a snowstorm for 5 turns and increase attack 1 stage.)

Stats: 122 / 115 / 100 / 88 / 82 / 72

Signature Move: Stormcall
- Type: Ice
- Classification: Physical
- Power:100
- Accuracy:90
- PP:8
- Effects: User gains the charge effect after use. 20% chance to paralyze.

Full Moveset: Icicle Spear, Ice Spinner, Triple Axel, Icy Wind, Wild Charge, Supercell Slam, Earthquake, Axe Kick, Fly, Bounce, Blizzard, Smart Strike, Haze, Defog, Snowscape, Heavy Slam, Bulk Up,

Weight: 150kg

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Character Name: Crucible Knight

Series: Elden Ring

Type: Dragon/Steel

Abilities: Inner Focus, Sturdy

Stats: 90 / 105 / 120 / 95 / 90 / 65

Full Moveset: Iron Head, Dragon Tail, Earthquake, Dragon Ascent, Aerial Ace, Sacred Sword, Flamethrower, Megahorn, Horn Leech, Smart Strike, Aerial Ace, Acrobatics, Spiky Shield, Iron Tail, Iron Defense, Tail Whip,

Weight: 130kg

if you have any advice for moves they should have lmk in the discord im so dog ass at creating movepools
 
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"I enjoy my job as left platform mover in Blackguard Keep. That platform is heavy, but I enjoy the challenge."
Pokémon: Kor
Franchise/Origin: Brawlhalla
Weight: 390 kg
Type: Rock/Ground
Ability: Sand Stream, Rock Head, Sturdy
Rock Tomb, Rock Hammer, Iron Head, Vital Throw, Smack Down, Rock Polish, Stealth Rock, Rollout, Defense Curl, Earthquake, Earth Power, Kinesis, Magnitude, Headlong Rush, Mud Slap, Mud Sport, Sand Attack, Scorching Sands, Dynamic Punch, Storm Throw, Vital Throw, Hammer Arm, Gyro Ball, Sandstorm, Giga Impact, Double-Edge, Heat Wave, Ancient Power, Power Gem, Brick Break, Seismic Toss, Stone Edge, Mega Punch, Mega Kick, Detect, Jump Kick, Low Sweep, Fling, Powder Snow, Bubble, Magnet Bomb, Bonemerang, Knock Off, Comet Punch, Bullet Punch, Arm Thrust, Stomp, Double Kick, Slam, Dragon Hammer,

Universals (Gen VI): Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Base Power: 100
Type: Rock (obviously)
Category: Physical
PP: 8
Contact: No
Other Non-Standard Move Flags: N/A
Move Effects: Lowers the user's Speed by 1 stage.
Priority: 0
Move Flavor: The user attacks with a hammer made of a rocky material. This lowers the user's Speed, however.
Stats: 80/100/115/50/70/45 (474 BST)

Explanation: We need a Rock-type not named Eox.

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"Anyways...that's how I lost my medical license."
Pokémon: Medic
Franchise/Origin: Team Fortress 2
Weight: 81 kg
Type: Dark
Ability: Healer, Natural Cure (HA)
Notable moves: Pollen Puff, Healing Wish, Psychic, Psyshield Bash, Tri Attack, Wish, Follow Me, Dragon Cheer, Night Slash, Psycho Cut, Smart Strike, Nasty Plot, Defog, Tailwind, Gust, Payback, Headbutt, Retalliate, Zen Headbutt, Pin Missile, Medi-Gun, Light Screen, Reflect, Bonesaw, Hyper Voice, Uproar, Revenge, Taunt, Bone Club, Psybeam, Confuse Ray, Charge Beam, Scary Face, Heart Swap, Take Heart, Leech Seed, Worry Seed, Safeguard, Quick Guard, Fury Attack, Rock Climb, Eerie Impulse, Trick, Charge, Focus Energy, Cut, Twineedle, Karate Chop, Dark Pulse, Snarl,

Universals (Gen IV): Attract, Captivate, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic

Signature move 1: Medi-Gun (Psychic, Status, -- Accuracy, 8 PP, restores 1/4 max HP to alive party member in waiting and cures their volatile status conditions, loosely based on Revival Blessing. Fails if no valid targets exist.)
Signature move 2: Bonesaw (65 BP, Dark, Physical, 90% Accuracy, 24 PP, very high crit rate)
Stats: 80/85/100/85/93/107 (550 BST)

Explanation: Medic's Intended role is to serve as a means of semi-consistent recovery for the rest of his team, potentially freeing up another crossover's moveslot or providing just enough health for an injured crossover to be able to switch in somewhat safely when it otherwise couldn't.
 
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RESUBMISSION FROM SLATE #7:

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(Image source by KaijuSamurai)

"RAGE."
Pokémon: Diablo
Franchise/Origin: Primal Rage
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Will-O-Wisp, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Dragon Dance, Outrage

Custom Elements:
  • Malevolent: Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
  • Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
  • Z-Move: Infernal Chasm (Fire, Special, 190 BP) - Requires holding a Diablum-Z and knowing the move Inferno. Literally his Infernal fatality, this move sees Diablo summon a mighty fissure in the ground to send the selected opponent down into the depths of the Earth's crust, before the titular chasm shoots up an absolutely massive geyser of lava that engulfs the unfortunate victim, which also has a 30% chance to be burned. Opponents using Dig will receive double damage, and their chance of being affected by a burn is increased to 60%.
Stats: 65 HP/110 Atk/65 Def/110 SpA/65 SpD/110 Spe = 525

Reasoning:
The premise of Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.

Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with respectable speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts, making him less of a true sweeper and more akin to a wallbreaking suicide-lead meant to clear the way for stronger but slower allies. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one boosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, giving him more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.

RESUBMISSION FROM SLATE #9:

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"Such sharp and strong lines, truly beautiful... Can I open you up and take a look?"
Pokémon: Grace Howard
Franchise/Origin: Zenless Zone Zero
Type: Electric
Ability: Moxie, Stamina, Lightning Piercer* (Hidden)
Notable moves: Charge, Charge Beam, Discharge, Electric Terrain, Electro Ball, Ion Deluge, Magnetic Flux, Parabolic Charge, Rising Voltage, Shock Wave, Spark, Supercell Slam, Thunder, Thunderclap, Thunder Shock, Thunder Wave, Thunderbolt, Volt Switch, Wild Charge, Zap Cannon, Autotomize, Bullet Punch, Flash Cannon, Gear Grind, Gyro Ball, Hard Press, Iron Defense, Magnet Bomb, Metal Burst, Metal Sound, Meteor Mash, Shift Gear, Spin Out, Steel Roller, Mirror Coat, Light Screen, Lock-On, Heat Crash, Overheat, Take Down, Protect, Facade, Swift, Endure, Sleep Talk, Rest, Substitute, Helping Hand, Double-Edge, Ally Switch, Pin Missile, Fell Stinger, Spike Cannon, Energy Ball, Seed Bomb, Work Up, Agility, Attract, Charm, Endure, Recover

Custom Elements:
  • Lightning Piercer: Enables Grace's Electric-type moves to hit Ground-types for neutral damage.
  • High-Pressure Spike (Electric, Physical, 25 BP, 32 PP max, 100% accuracy) - Electric-type Icicle Spear clone.
  • Z-Move: Demolition Blast - Beware (Electric, Physical, 200 BP) - Requires holding a Graceium-Z and knowing the move High-Pressure Spike. Hits all adjacent foes and has a 25% chance to paralyze anyone it hits. Notably doesn't make contact despite being physical.
Stats: 90 HP/95 Atk/105 Def/60 SpA/90 SpD/75 Spe = 515

Reasoning:
Grace's typing is mono-Electric because her Attribute, the elemental traits of playable Zenless characters, is Electric - as such, most of her attacks involve electrical animations and deal damage of that Attribute, though I also added a lot of Steel-type moves to tie into her job as a mechanic. Her workaholic nature, represented by her Stamina ability and the move Work Up, is demonstrated by her character introduction video, wherein she spent a lot of sleepless nights getting a particular machine to work, even suffering a workplace injury in the process that would've been severe at best to a real-world human (which also justified adding Endure and Recover). Most of the rest of the movepool was a conglomerate of Magnezone's and Klinklang's TM list, and as noted by the hyperlinks above, her custom elements and some other miscellaneous status moves are taken from actual skills and attacks she uses in-game, though her main ranged attack being a nailgun led me to also give her Pin Missile, Fell Stinger, and Spike Cannon; Energy Ball and Seed Bomb were added to give her some anti-Ground tools as well as reference the grenades she tosses in combat, as both, along with Electro Ball and Zap Cannon which she can also learn, are ball/bomb moves. Heat Crash and Overheat were included specifically as anti-Grass coverage but reference both her being a workaholic again and the tendency for power tools to heat up a lot when used for long periods. Her Hidden Ability - which was added based on a suggestion from the Discord to serve as a pseudo-coverage option - is named after the second tier of her Mindscape Cinema (read: character upgrade you can only get by getting copies of her from the gacha system). As for her support moves, Ally Switch references the in-game character switching system (though it was also added because Magnezone gets it), Autotomize is a cheeky nod to that one time when she had to ditch one of her shoes to get out of a tight spot, Rest (and Sleep Talk) are owed to the fact that she sleeps on the job and has a bed near her workplace to this end, and I don't think I need to explain Attract and Charm lol. Thunderclap is based on her dodge-counter, Violation Penalty, and while canonically exclusive to Raging Bolt I don't see why Grace can't get it either. Lastly, her Moxie ability is a reference to Pre-Driven Needle, her in-game passive which causes her basic attacks to accumulate stacks of Zap, essentially a charge-up system - since that doesn't translate well to Pokémon mechanics I tweaked it to something that increased her Attack stat in combat, and this was the closest canon ability I could think of to that without being too overpowered.

Competitive Info:
There aren't that many Electric-type builds with above-average physical Defense, which is a shame because the fact that Electric has only one type weakness offers more than a little potential on that front, so Grace here is my attempt at rectifying that. She functions as a hybrid support-tank who can either accumulate her physical attacking power with Moxie to wallbreak or surprise Ground-type switch-ins with Lightning Piercer (a neat little quirk which not only aligns with her canon gameplay but also helps set her playstyle apart from Berdly's). High-Pressure Spike is as such the bread and butter of her offensive playstyle, since it serves as a reliable physical attack compared to Wild Charge, which carries the risk of recoil damage despite having greater damage consistency. Her coverage is rather light, with Grass, Steel, Bug, and Fire being the only four other workable types to this end (and in the case of that last one, her only reliable way to damage Grass-types is Heat Crash), but her Lightning Piercer HA helps her get around that by springing a nasty surprise on overconfident Ground-type walls, making it a solid alternative to Moxie if you want a wider spread of potential targets. Her notable status moves include Work Up, Helping Hand, Agility, Shift Gear, Ally Switch, Ion Deluge, Volt Switch, and the ever-useful Thunder Wave. Her main issue is her Speed which, while not the worst out there, is still quite low, often forcing her to run Thunderclap or Agility to stay ahead of the competition if you're running her offensively. There wasn't much lore justification I could find to give her a move that could beat the obvious threat of Ground-types aside from Energy Ball and arguably Seed Bomb (representing the spread-shot of her grenade-yeeting ultimate), and the fact that she isn't a special attacker means she won't get much mileage out of Energy Ball anyway, but Seed Bomb despite its mid damage could still be worth a try since it works off her physical Attack stat despite being a non-contact move (and gets boosts from both Work Up and Shift Gear). Stamina meanwhile is mainly useful for tankier supportive sets which can fully capitalize on her defensive neutrality to basically every type except Ground along with her balanced bulk, and aside from the usefulness of Recover, a funny Rest/Sleep Talk set could be fun to try if you'd rather keep her alive for just a bit longer. Additionally, Trick Room support can turn Grace's low Speed into a deadly advantage, and if paired with Moxie (or Stamina while running Obstruction Removal), this can easily turn her into a surprisingly effective cleaner - though since she doesn't learn Trick Room herself, she'd greatly appreciate if it were set up by someone else. For all her bulk in the right places and impressive versatility, she's less effective in single combat than a sweeper would like to be, and functions at her best when either supported by or offering support for more offensively potent allies.

NEW SUBMISSION:

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"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria
Franchise/Origin: Cuphead
Type: Ghost/Water
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Soak, Water Sport, Aqua Ring, Life Dew, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Power Gem, Rock Tomb, Stealth Rock, Growl, Disarming Voice, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Charm, Attract, Round, Draining Kiss, Dazzling Gleam, Perish Song, Icy Wind, Ice Beam, Blizzard, Fake Tears, Glare, Snarl, Foul Play, Taunt, Dark Pulse, Nasty Plot
Signature moves:
  • Gorgon's Gaze (Ghost, Special, 110 BP, 16 PP max, 70% accuracy) - Ghost-type Thunder clone; has a 30% chance to make the target flinch.
  • Petrify (Rock, Status, 32 PP max, 100% accuracy) - Soak clone that turns the target's type to pure Rock.
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"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Cala exchanges her Water type for Electric, gaining 25 points for Attack, 20 points for Special Attack, 20 points each for Defense and Special Defense, and 10 points for Speed. Her ability is now Intimidate.
Stats: 110 HP/60 Atk/90 Def/100 SpA/90 SpD/50 Spe = 500

Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while the ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justifies the Ghost type somewhat, but more importantly, there's also the fact that her scary-looking, monstrous second stage is a freaking gorgon, as well as the fact that she becomes a disembodied head in her third stage... is she some kind of undead creature, perhaps? The electric eels she uses to transform into her second stage justify her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a bunch of Ice-type attacks as the closest thing to the petrification effect of her gorgon gaze (Water-types in canon can learn plenty of Ice attacks anyway) as well as a few actual Rock-type moves to the same effect, topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before finally being forced to hand over the soul contract she made to the Devil (hence the Dark-type moves she can also learn), the latter of which is common to all the other bosses of the game.

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her offensive signature move, Gorgon's Gaze, carries the added benefit of interrupting the momentum of her target on top of the raw damage it packs on its own, but it's a bit lacking in the accuracy department, so if you're willing to trade power for consistency, she can certainly make use of Shadow Ball as well (I imagine this would be spat out from her mouth like the ghosts she spits in her Phase 1 when in her normal form, and from her snake-hair mouths like in her Phase 3 when Mega-Evolved). Her Water-type STAB options are largely on the special side with Hydro Pump and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her other signature move, Petrify, which can turn potentially rob opponents of their STAB and leave them weak to her own powerful Water-type attacks. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.

Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.
 
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Pokémon: Mauswheel
Franchise/Origin: Deltarune
Type: Normal/Electric
Abilities: Compound Eyes/Trace
Notable moves: Population Bomb, Tidy Up, Thunder Wave, Supercell Slam, Rapid Spin, Ice Spinner, Spin Out, High Horsepower, Tri Attack, Volt Switch, Hypnosis, Double Edge, Protect, Substitute, Encore, Flamethrower, Bite, Crunch, Super Fang, Play Rough, Trailblaze,
Stats: 83/83/65/103/100/99
Reasoning: Normal type for mouse and digital reasons, spinning moves due to the spinning of the wheel itself.
Competitive Use: Punishes passive play by use of tidy up and Pop-Bomb, and doesn't need to worry about it's accuracy. Can also use thr ability to run an item and good special bulk to use Tidy Up and Thunder Wave/Hypnosis for supportive reasons. Can threaten a lot of walls with it's STAB combo with a boost but can be easily outsped unboosted by mons like V1 (who is generally a thorn in it's side) and flat out checked by Amingo/Rocky Helmet.

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Pokémon: Korekiyo
Franchise/Origin: Danganronpa
Type: Ground/Psychic
Abilities: Seesaw Effect (Sets Gravity for 5 turns on switch-in)
Notable moves: Earth Power, Shadow Ball, Hex, Knock Off, Dark Pulse, Nasty Plot, Foul Play, Psychic, Psyshock, Moonblast, Secret Sword, Sacred Sword, Mystical Fire, Power Gem, Calm Mind, Ice Beam, Rapid Spin, Scald, Surf, Hydro Pump.
Stats: 63/53/99/106/99/95
Reasoning: The Psychic type not only references his general strangeness but also a general reference to his profession as the ultimate Anthropologist (psychic types are among fighting types often the most humanoid, even in earlier gens) while the Ground type references his insistence around using his "seesaw effect" plan and the salt rim he draws for the Cursed Child ritual. Most of the "humanoid" types are represented in his coverage but the Sword moves and Rapid Spin reference him locking one of the talent rooms by spinning an effigy imbedded with a Gold Leaf Katana. He gains water coverage as a reference to his execution, where he is boiled alive.
Competitive Use: The meta really lacks a strong special Wallbreaker, so Kiyo can act as that due to all of our most specially bulky Pokemon being ground weak, as well as having the powerful combo of Gravity+Earth Power. To balance this as well as his good coverage, his stats, although his special attack is still relatively high, his bulk leaves much to be desired and he is very easily speed crept, as for example even though V1 can't switch in on him Kiyo still fears being revenged by their Knock Off.

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Pokémon: Noelle
Franchise/Origin: Deltarune
Type: Ice/Ghost
Abilities: Snow Warning
Notable moves: Blizzard, Earth Power, Energy Ball, Shadow Ball, Hex, Knock Off, Stealth Rock, Freeze Dry, Ice Beam, Calm Mind, Ice Shard, Surf, Hydro Pump, Dazzling Gleam, Moonblast, Hurricane, Air Slash, Defog
Signature Move: Sleep Mist (Ice Type 40 BP special move, does 2X damage on switching out, 32pp)
Signature Move: Ice Shock (90% accurate Ice Type status move, causes Frostbite, 16pp)
Stats: 100/41/108/102/100/88
Reasoning: Ghost type specifically references her propensity for video game glitches, as well as her involvement in the almost paranomal disappearance of her sister, Dess. Has the same speed stat as Berdly.
Competitive Use: Weak defensive typing is balanced by very strong defences, particularly on the physical side which she can exploit with Frostbite to gain special defensive capabilities, and an Immunity/capability to trap fighting types and Amingo. However, Meteor Mash on V1 makes Noelle an unreliable check to V1 that might also struggle against Roy. Can also defog to help out bulkier teams, but fears Meta Knight.
 
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Character Name: Maw-Ray
Series: Super Mario Bros.
Type: Water
Abilities: Rough Skin / Intimidate / Strong Jaw
Stats: 100/130/90/70/40/50
Signature Move: Aqua Fang
- Type: Water
- Classification: Physical
- Power: 65
- Accuracy: 95%
- PP: 15
- Effects: Water-type version of Fire/Ice/Thunder Fang. 10% chance to flinch the target if Maw-Ray moves first. 10% chance to lower the target's speed.
- Flavor: (Optional)
Full Moveset: Aqua Tail, Coil, Crunch, Dragon Pulse, Earthquake, Flip Turn, Glare, Hydro Pump, Ice Beam, Ice Fang, Iron Defense, Play Rough, Protect, Psychic Fangs, Superpower, Surf, Waterfall, Substitute, Aqua Jet, Breaking Swipe, Scale Shot, Iron Tail, Thunder Fang
Weight: 396 lbs
Overview/Justification: A bulky Water-type with Flip Turn for pivoting, and Glare for speed control. Aqua Fang is kind of like a nerfed Fishious Rend. Pure Water because it's not necessarily sneaky or malicious, it's just a giant eel, and with 130 base Attack + Strong, it doesn't exactly NEED STAB on Crunch

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Character Name: Colgera
Series: The Legend of Zelda: Tears of the Kingdom
Type: Ice/Bug
Abilities: Levitate / Snow Warning
Stats: 100/115/80/115/90/100
Signature Move: Shardstorm Vortex
- Type:
Ice
- Classification: Special
- Power: 90
- Accuracy: 100
- PP: 10 (max 16)
- Effects: Hits all adjacent opponents. Has a 30% chance to lower Speed by 1 stage. During Snow, it bypasses Substitute and ignores evasion boosts.
- Flavor: Colgera summons a maelstrom of ice shards and wind, tearing through enemies and exposing their weaknesses.
Full moveset: Blizzard, Ice Beam, Bug Buzz, Dragon Dance, Bug Bite, Dual Wingbeat, U-turn, Icicle Spear, Ice Shard, Ice Spinner, Ice Fang, Glacial Lance, Bleakwind Storm, Hurricane, Earthquake, Defog, Aurora Veil, Dragon Pulse, Dragon Dance, X-Scissor, Leech Life, Substitute, Hyperspace Hole, Roost, Protect, Spiky Shield
Weight: 640 lbs



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Character Name: Poison Pokey
Series: Paper Mario
Type: Ground/Poison
Abilities: Rough Skin / Toxic Debris / Mummy
Stats: 100/90/100/50/75/55
Full Moveset: Barb Barrage, Body Slam, Drill Run, Earthquake, Heat Wave, Knock Off, Protect, Rapid Spin, Mortal Spin, Rock Slide, Scorching Sands, Rest, Spiky Shield, Substitute, Stone Edge, Sludge Bomb, Poison Jab, Gunk Shot, Sludge Wave, Toxic Spikes, Smart Strike, Rock Tomb, Cross Poison, Venoshock, Needle Arm, Bulldoze, Bullet Seed, Seed Bomb, Solar Blade, Toxic, Curse, Horn Leech, Giga Drain, Body Press, Leech Seed, Sandstorm
Weight: 396 lbs
Overview/Justification: Poison Pokey revolves punishing contact/physical attacks, either with chip damage from Rough Skin, setting up Toxic Spikes with Toxic Debris, or removing abilities with Mummy (they were called Pokey Mummies in the first Paper Mario, implying that they're undead). It gets Grass-type moves because a living Pokey would be a Grass type.
 
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"Garganacl can I copy your homework?"
"yeah just change it up a bit so they don't know you copied"
*changes it a lot actually*
Character Name: Citrine
Series: Warframe
Type: Rock/Fairy
Abilities: Clear Body/Natural Cure/Hospitality
Stats: 75/75/110/105/90/85 (BST 540)
Signature Move: Fractured Blast
- Type: Rock
- Classification: Special
- Power: 40
- Accuracy: 100%
- PP: 15 (max 24)
- Effects: this is literally just special Salt Cure with a flat 1/8 damage instead of the thing for water and steel types, please don't kill me
- Flavor: Her first ability is a blast of glass that does chip damage.
Signature Move: Crystallize
- Type: Rock
- Classification: Special
- Power: 90
- Accuracy: 100%
- PP: 10 (max 16)
- Effects: 20% paralysis chance, user gains Focus Energy status for three turns.
- Flavor: Crystallize is her ultimate ability, trapping enemies within crystal and enhancing critical hits on enemies affected by it
Full Moveset: Fractured Blast, Crystallize, Alluring Voice, Ally Switch, Ancient Power, Attract, Block, Bulldoze, Calm Mind, Charm, Coaching, Confide, Dazzling Gleam, Diamond Storm, Dig, Disarming Voice, Double Team, Earth Power, Earthquake, Endure, Facade, Fairy Lock, Fairy Wind, Flash Cannon, Frustration, Giga Impact, Heal Bell, Heal Pulse, Helping Hand, Hidden Power, Hyper Beam, Iron Defense, Iron Head, Light Screen, Metal Burst, Meteor Beam, Meteor Mash, Misty Terrain, Moonblast, Play Rough, Power Gem, Protect, Psybeam, Psychic, Psycho Cut, Quick Guard, Reflect, Rest, Retaliate, Return, Rock Polish, Rock Slide, Rock Throw, Rock Tomb, Round, Shelter, Sleep Talk, Smart Strike, Snore, Stealth Rock, Stone Edge, Substitute, Swagger, Take Down, Tera Blast, Trick, Wide Guard
Weight: 68 kg
Overview/Justification: Obligatory Rock sub. Has a Salt Clone, but focuses more on attacks than Garganacl ever would.


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Character Name: Amir
Series: Warframe
Type: Electric
Abilities: Static/Technician/Prankster
Stats: 70/70/80/95/90/130 (BST 535)
Full Moveset: Shocking Speed, Agility, Arm Thrust, Attract, Body Slam, Brick Break, Captivate, Charge, Charge Beam, Confide, Covet, Discharge, Double Team, Double-Edge, Eerie Impulse, Electric Terrain, Electrify, Electro Ball. Fake Out, Endure, Facade, Follow Me, Frustration, Giga Impact, Helping Hand, Hex, Hidden Power, Hold Hands, Hyper Beam, Knock Off, Light Screen, Low Kick, Magnet Rise, Magnetic Flux, Overdrive, Play Nice, Play Rough, Protect, Quick Attack, Quick Guard, Reflect, Rest, Retaliate, Return, Rising Voltage, Role Play, Round, Shift Gear, Shock Wave, Sleep Talk, Snore, Sonic Boom, Spark, Substitute, Swagger, Take Down, Tera Blast, Thief, Thunder, Thunder Shock, Thunder Wave, Thunderbolt, Thunderclap, Trick, Volt Switch, Wild Charge, Zap Cannon, Zing Zap, Taunt, Torment, Encore
Electric-type Tailwind clone without the Wind flag.
Weight: 65.8 kg
Overview/Justification: A variant of Prankster Tailwind, usually seen on Tornadus. He can also Trick items and spread Paralysis. He also has the coveted Knock Off. What he lacks though is coverage, especially on the special side of things.

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Character Name: Plague Rat of Doom
Series: Mother/Earthbound
Type: Normal/Poison
Abilities: Strong Jaw/Super Luck/Guts
Stats: 82/102/93/60/77/105 (BST 519)
Full Moveset: Acid, Acid Spray,Attract, Belch, Bite, Body Slam, Bulk Up, Clear Smog, Confide, Corrosive Gas, Cross Poison, Crunch, Cut, Double Team, Double-Edge, Endeavor, Endure, Facade, Fake Out, False Swipe, Fire Fang, Focus Energy, Foul Play, Frustration, Fury Cutter, Fury Swipes, Gastro Acid, Giga Impact, Growl, Gunk Shot, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Hyper Fang, Ice Fang, Infestation, Knock Off, Leer, Lick, Lunge, Metal Claw, Night Slash, Odor Sleuth, Poison Fang, Poison Gas, Poison Jab, Poison Tail, Pounce, Protect, Psychic Fangs, Quick Attack, Rest, Retaliate, Return, Round, Scary Face, Shadow Claw, Slash, Sleep Talk, Sludge, Sludge Bomb, Sludge Wave, Snarl, Snore, Strength, Substitute, Super Fang, Swagger, Tackle, Take Down, Taunt, Tera Blast, Thief, Thunder Fang, Toxic, Toxic Spikes, Work Up, X-Scissor
Overview/Justification: Our other poison types are more on the defensive side.

Edit: -5 Attack, +3 Def, +2 Sp. Def
 
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Name: Herbert P. Bear
Franchise: Club Penguin
Type:
dark.gif
ice.gif


Abilities: Technician | Soundproof | [HA] Heatproof
Stats: 100 HP/82 Atk/82 Def/84 SpA/110 SpD/40 Spe (498 BST)

Moves: Icy Wind, Ice Beam, Blizzard, Ice Punch, Ice Shard, Icicle Crash, Aurora Beam, Avalanche, Frost Breath, Powder Snow, Dark Pulse, Sucker Punch, Foul Play, Snarl, Draco Meteor, Dragon Pulse, Dragon Breath, Outrage, Flamethrower, Heat Wave, Power Gem, Meteor Beam, Discharge, Zap Cannon, Stone Axe, Signal Beam, Magnet Bomb, Dig, Drill Run, Earthquake, Earth Power, Seed Bomb, Solar Beam, Confusion, Tri Attack, Snowscape, Nasty Plot, Torment, Switcheroo, Iron Defense, Hypnosis, Trick, Thunder Wave, Sunny Day, Morning Sun
Attract, Captivate, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Weight: 449.056 kg

Flavor Justification: Herbert is a polar bear who lives in Club Penguin, but ironically hates cold weather and prefers it warm. He also hates loudness and prefers it quiet. He tries various schemes to warm up Club Penguin, often causing destruction in the process. He invents things to help himself out, and also reconstructs some of G's inventions.
  • Earthquake Driller: Earthquake, Earth Power, Drill Run, Dig
  • Electromagnet 3000: Magnet Bomb
  • Popcorn Bomb: Seed Bomb
  • Mega-Magnifying Glass: Solar Beam
  • Mechanical Woodchopper: Stone Axe
  • Hydra Bot: Dragon Pulse, Outrage, Dragon Breath, Flamethrower, Signal Beam, Iron Defense, Tri Attack
  • Pied Piper Machine: Discharge, Zap Cannon, Hypnosis
Competitive Role: Herbert has good bulk that makes up for having a lot of type weaknesses, and his Hidden Ability removes one of his weaknesses. He has good Special coverage and can use Nasty Plot to further increase his offensive power. He will be best on teams with Fighting resists.

Herbert can Mega Evolve if holding a Hydra.

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Name: Mega Herbert P. Bear
Type:
fire.gif
flying.gif


Abilities:
Technician
Stats: 100 HP/100 Atk/107 Def/97 SpA/124 SpD/70 Spe (598 BST)

Weight: 889.112 kg

Flavor Justification: During the Battle of Doom, Herbert pilots a reconstructed Hydra invented by G. The heads breathe ice, fire, and lasers from left to right.
Competitive Role: Mega Herbert's bulk is even greater, and he's even more inclined to attack Specially, with his Ability increasing his pool of usable attacks. He still has several type weaknesses to balance out his high bulk.

Herbert P. Bear @ Assault Vest
Ability: Heatproof
EVs: 200 HP / 252 SpA / 56 SpD
Modest Nature
- Ice Beam
- Dark Pulse
- Earth Power
- Meteor Beam / Flamethrower

Herbert P. Bear @ Hydra
Ability: Technician
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Icy Wind / Ice Beam
- Dragon Breath / Draco Meteor
- Earth Power / Flamethrower
- Nasty Plot
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Name: Daisy
Franchise: Mario
Type:
fire.gif


Abilities:
Grassy Surge | Leaf Guard
Stats: 86 HP/120 Atk/83 Def/75 SpA/70 SpD/108 Spe (542 BST)

Moves: Trop Kick, Power Whip, Vine Whip, Grassy Glide, Leafage, Petal Blizzard, Petal Dance, Grass Knot, Diamond Storm, Stone Edge, Power Gem, Head Smash, Play Rough, Earthquake, Bulldoze, Circle Throw, Brick Break, Jump Kick, Bounce, Grassy Terrain, Leech Seed, Aromatherapy, Jungle Healing, Stealth Rock, Spikes, Bulk Up, Soak
Attract, Bide, Captivate, Confide, Curse, Double-Edge, Endure, Facade, Frustration, Giga Impact, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Mimic, Natural Gift, Protect, Rage, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Weight: 75 kg

Flavor Justification: Daisy is often associated with flowers, and uses them in her sports moves. She has used crystals as well, smashing the ground to bring them up. She's used super strength against Bowser before. She gets a move for each of the kingdoms in Sarasaland: Sandstorm for Birabuto, Soak for Muda, Head Smash for Easton, and Jungle Healing for Chai.
Competitive Role: Daisy provides a faster Grass-type, since we currently only have slow ones. She can be paired with one of them, using Grassy Terrain to support them, as well as provide healing for the entire team, with Leech Seed and Aromatherapy also providing support in that area.

Daisy @ Terrain Extender
Ability: Grassy Surge
EVs: 4 HP / 252 Atk / 252 Spe
Adamant or Jolly Nature
- Power Whip
- Grassy Glide
- Play Rough / Diamond Storm
- Jump Kick

Daisy @ Terrain Extender
Ability: Grassy Surge
EVs: 200 HP / 56 Atk / 252 Spe
Jolly Nature
- Power Whip
- Leech Seed
- Spikes
- Stealth Rock

Daisy @ Terrain Extender
Ability: Grassy Surge
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Aromatherapy / Jungle Healing
- Stealth Rock / Spikes
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Name: V-Raptor
Franchise: Fossil Fighters
Type:
fire.gif
rock.gif


Abilities:
Super Luck
Stats: 52 HP/80 Atk/50 Def/75 SpA/50 SpD/120 Spe (439 BST)

Moves: Toxic Combo, Cross Poison, Poison Fang, Poison Jab, Poison Tail, Smog, Ancient Power, Rock Slide, Rollout, Accelerock, Bite, Crunch, Hurricane, Air Slash, Aerial Ace, Acrobatics, Peck, Gust, Dual Chop, Dragon Claw, Dragon Tail, X-Scissor, Quick Attack, Scratch, Slash, Toxic, Poison Gas, Stealth Rock, Tailwind, Defog, Feather Dance, Agility, Quick Guard, Hone Claws, Whirlwind, Mind Reader
Attract, Captivate, Confide, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Toxic Combo |
fighting.gif
|
physical.png
| 40 BP | 16 PP | 90% | Hits twice. Both hits have a 25% chance to poison.

Weight: 14.1 kg

Flavor Justification: V-Raptor is revived from a fossil, like Fossil Pokemon. It has low LP, decent Attack, and great Speed. Two of its skills inflict poison, and its team skill in Champions can also inflict poison. It's also Air-type, and has used some wind-based skills. In Champions, it has an incredibly high critical rate.
Name: V-Ripper
Franchise: Fossil Fighters
Type:
fire.gif
rock.gif


Abilities:
Super Luck
Stats: 76 HP/96 Atk/59 Def/80 SpA/59 SpD/135 Spe (505 BST)

Moves: Toxic Combo (see V-Raptor), Cross Poison, Poison Fang, Poison Jab, Poison Tail, Smog, Ancient Power, Rock Slide, Rollout, Accelerock, Bite, Crunch, Hurricane, Air Cutter, Air Slash, Aerial Ace, Acrobatics, Peck, Gust, Dual Chop, Dragon Claw, Dragon Tail, Outrage, X-Scissor, Fury Cutter, Jump Kick, High Jump Kick, Double Kick, Triple Kick, Triple Axel, Mega Kick, Quick Attack, Super Fang, Scratch, Slash, Toxic, Toxic Spikes, Poison Gas, Stealth Rock, Tailwind, Defog, Feather Dance, Agility, Quick Guard, Hone Claws, Whirlwind, Mind Reader
Attract, Captivate, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Weight: 19.7 kg

Flavor Justification: V-Ripper continues to have great Speed, and a great critical rate, but its Defense is still low. Its LP improved. One of its moves is Ripper Kick, involving it jumping high before landing and kicking. Another one of its moves is Ripper Rage, having it do a flurry of kicks.
Competitive Role: V-Ripper can be a lead and set up hazards, or it can come in later in the game to support its team. It can use Toxic Spikes or Toxic Combo to easily poison opponents. It also has decent Attack for revenge killing, with priority attacks if its Speed isn't enough.

V-Ripper @ Focus Sash
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Toxic Spikes
- Stealth Rock
- Toxic Combo
- Super Fang

V-Ripper @ Black Sludge
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Accelerock / Rock Slide
- Toxic
- Defog
- Tailwind
EDIT: Reduced stats of both Herbert forms, while also raising the HP of base Herbert.
 
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Just finished a playthrough of Final Fantasy V which was a total blast, so I figured I'd try to bring over some of the bosses since the playables are far too versatile for a coherent mon design.

shinryu.png


Character Name: Shinryu
Series: Final Fantasy (FFV)
Type: Dragon
Abilities: Wonder Skin
Stats: 55/110/110/128/110/87 (600)

Full Moveset: Dragon Pulse, Dragon Breath, Twister, Dragon Rage, Tidal Wave, Surf, Fusion Flare, Fire Spin, Bleakwind Storm, Thunder, Thunderbolt, Blizzard, Frost Breath, Sludge Wave, Tri Attack, Outrage, Dragon Claw, Temper Flare, Fire Fang, Thunder Fang, Ice Fang, Liquidation, Crunch, Bite, Giga Impact, Double Edge, Body Slam, Facade, Tail Slap, Guillotine, Dragon Cheer, Rain Dance, Aqua Ring, Life Dew, Glare, Agility, Cosmic Power, Hidden Power, Substitute, Rest, Sleep Talk, Protect
Guillotine is just for flavor

Signature: Tidal Wave
180 Base Power | 100 Accuracy | Water | Special
First turn out only. Bypasses Protect without breaking it.
Z-Power: 220

Weight: 400 kg

Design: Shinryu is a superboss in FFV, it notably lacks the Meteor spell that most elite enemies have in this game, so I decided to design it around lacking Draco Meteor. I went a bit harder on the game accuracy than many of my subs, the statline is more or less pulled from the game, with it having 55000 hp, 128 magic and 87 agility (the other stats serve to fill out a 600 Bst and I can't exactly be giving it its 175 strength). Wonder Skin reflects its 95% magic evade that lets it dodge nearly all status effects plus is just a cool ability.
The Shinryu fight is defined by its opening move, a massive Tidal Wave that is unblockable and deals around 8000 damage to your whole party. It also gets Fusion Flare for Atomic Ray / Level 3 Flare, Bleakwind Storm for Maelstrom, Thunderbolt for Lightning, Blizzard and Frost Breath for Ice Storm, Sludge Wave for Poison Breath, Glare for Evil Eye, and Cosmic Power for Mighty Guard. The only thing I didn't include was its immunity to Holy Damage, but a dragon with Fairy immunity seems annoying in a micrometa like this and I wanted Wonder Skin to see some use.
Narwa actually acts as a decent check to it despite being a Dragon Type, since if Shinryu locks itself into Outrage to kill it then it becomes easy to revenge kill. Its power also isnt stellar given the lack of special STAB, so it'll be reliant off super effective coverage and a first turn pseudo-water STAB. Tidal Wave itself seems insane with its base power, but will only hit marginally harder than STAB Draco Meteor would and choice locking into it is a risky prospect.

carbunkl.png


Character Name: Carbuncle
Series: Final Fantasy
Type: Rock / Psychic
Abilities: Levitate / Magic Bounce (H)
Stats: 75/50/65/105/140/70 (510)

Movepool: Power Gem, Ancient Power, Future Sight, Psychic, Expanding Force, Psychic Noise, Psybeam, Confusion, Ice Beam, Flamethrower, Thunderbolt, Sludge Bomb, Tri Attack, Stone Edge, Rock Tomb, Zen Headbutt, Ice Punch, Fire Punch, Thunder Punch, Body Slam, Facade, Reflect, Light Screen, Magic Coat, Trick Room, Calm Mind, Heal Pulse, Hypnosis, Healing Wish, Sandstorm, Recover, Confuse Ray, Hidden Power, Substitute, Rest, Sleep Talk, Protect

Z-Move: Ruby Light
Base move: Light Screen
Psychic | Status
Sets Light Screen for 8 turns, Sets Magic Coat for 8 turns

Design: Rock type + MBouncer, idk if the Z is worth using but I've been having fun with interesting Z effects for my subs so hey there ya go. Carbuncle's whole thing is bouncing back magic attacks, but that'd be pretty toxic if it actually reflected special moves so it's just magic bounce, Z move lets you set a light screen and protection against hazards or many kinds of disruption, then healing wish out into say setup Eox maybe? Beware getting hit by a Parting Shot though that could ruin your setup sweeper dream.
 
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I mean obviously I don't WANT to pulverize these brats. I am a pacifist, after all.
Character Name: Ranno
Type:
Dragon.png
Dragon.png

Abilities: Poison Touch / No Guard [HA]
Stats: 75 / 120 / 94 / 43 / 109 / 89 [535 BST]
Full Moveset: Bubble Swathe, Aerial Ace, Aqua Cutter, Aqua Jet, Aqua Ring, Barb Barrage, Belch, Bind, Bounce, Brick Break, Bubble, Bubble Beam, Chilling Water, Clear Smog, Coaching, Counter, Cross Chop, Cross Poison, Cut, Detect, Dive, Double Kick, Fake Out, False Swipe, Focus Energy, Force Palm, Foul Play, Fury Attack, Fury Cutter, Gastro Acid, High Jump Kick, Hydro Pump, Jump Kick, Karate Chop, Low Kick, Low Sweep, Meditate, Muddy Water, Night Slash, Poison Jab, Quick Guard, Rain Dance, Rock Smash, Rolling Kick, Slack Off, Slash, Stomp, Surf, Taunt, Triple Kick, Upper Hand, Venom Drench, Venoshock, Water Shuriken, Water Sport, Waterfall, Whirlpool, X-Scissor, Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Type:
Dragon.png

Classification:
Dragon.png

Power: 85
Accuracy: 100%
PP: 10 [16 Max]
Effects: Nullifies pivoting from the target's moves for 2 turns. (Contact)
Weight: 62.0 kg
Ranno fits a mix of Poison (primary), Fighting, and Water types, but for the sake of diversity and better fitting the meta, I went with water over Fighting.
For abilities, Poison Touch is pretty self explanatory. In Rivals of Aether, many of Ranno's attacks inflict poison upon the enemy. For No Guard, this is more of a nod to Ranno's weird hitboxes in the game, which always seems to hit a bit further than one expects.
For stats, his attack is highest, corresponding with his attack potency in game. He's also fairly bulky, prioritizing special defense over physical, reflecting how his design offers less to suggest a prowess in physical defense. Ranno's a middle of the road individual when it comes to speed, which reflects in his average speed stat.
Ranno's signature move is Bubble Swathe, which reflects his side and down special attacks that can encase an opponent in a bubble, making them unable to act for a short duration while Ranno attacks the bubble to rack up damage. I took some liberties in translating this, thinking it interesting to have this move block self-switch property that pivoting moves have.
For his learnset, Ranno gets access to Poison, Water, and Fighting coverage. While he is not a fighting type, Ranno's fighting moves can act as a third STAB, given High Jump Kick's power difference compared to his typical STAB moves being closer to the 80-90 BP range. He also gets some several slashing moves to reflect the Kunai he uses.
Competitive Overview: Wallbreaker & anti-pivot of sorts. Can disrupt the momentum pivots normally generate from their pivoting moves thanks to his Signature, Bubble Swathe. Poison/Water/Fighting coverage all with similar power levels, given the sheer difference in BP between High Jump Kick & STABs.
 
tfw you just barely lose last slate so you gotta lock in
Dark_lord_switch.png

"I've come to wreck havoc and terror on this miserable little world. And I'm starting with you, people of Greenhorne. It's time for your first taste of true fear. Say goodbye to your faces!"
Character Name: Dark Lord
Franchise/Origin: Miitopia
Type:
1747672284728.png
Ghost.png

Ability: Levitate
Stats: 125 / 90 / 90 / 85 / 80 / 70 (Total: 540)
Weight: 10 kg
Universal Moves: Generation 7
Physical: Knock Off, Sucker Punch, Thief, Throat Chop, Astonish, Phantom Force, Shadow Claw, Shadow Punch, Crush Claw, Double Slap, Fury Swipes, Pay Day, Scratch, Fire Punch, Thunder Punch, Rock Slide, Wake-Up Slap
Special: Dark Pulse, Hex, Night Shade, Shadow Ball, Hyper Beam, Inferno, Lava Plume, Discharge, Thunder, Thunderbolt, Aura Sphere, Dream Eater, Psychic
Status: Face Steal, Dark Void, Taunt, Curse, Nightmare, Disable, Lock-On, Scary Face, Will-O-Wisp, Cosmic Power, Gravity, Guard Split, Guard Swap, Hypnosis, Magic Room, Power Split, Power Swap, Psycho Shift, Skill Swap, Speed Swap, Teleport, Trick Room, Wonder Room
Signature Move: Face Steal
- Type: Dark
- Classification: Status
- Accuracy: 95%
- PP: 10/16
- Effects: Lowers the target's Attack and Sp.Atk by 1 stage each. User then uses 20% of the user's max HP to create a substitute, if possible. The substitute has the equivalent of 25% of the user's max HP. Fails if the target has already been hit with this move since switching in. Only usable by Dark Lord.
- Flavor: The Dark Lord steals the face of a target, decreasing their ability to fight, then places the face on one of his minions, creating a decoy.
Flavor Reasoning: The Dark Lord is the main antagonist of Miitopia. Dark is in his name, and he behaves quite like a Ghost, giving him an obvious typing. Levitate because he floats. His goal is to conquer all of Miitopia by stealing the faces of its inhabitants and using them to power his army of various creatures. Throughout the game he displays the ability to Teleport, as well as take the protagonist's powers away from them (Disable, Power Swap). Later in the game he literally creates another dimension (Trick Room). In combat he has several abilities, most notably putting his opponents to sleep and giving them nightmares that damage them over time.
Competitive Reasoning: Dark Lord could fill a variety of roles we don't yet have in CC. He's got great bulk and utility, and can be physically or specially offensive. It's likely he'll be most effective as a bulky pivot. He can set Trick Room and make use of it quite well. He can spread burns and sleep, become harder to kill with Face Steal, and generally just annoy your opponent in so many ways. His downside is that he's quite passive and can't deal direct damage too well.
Positive Matchups: Every Slate 9 mon
Negative Matchups: Pit, Eox, Mermaid, Jack Frost
Veto Changes: Clarified that Face Steal uses Dark Lord's HP to make a substitute, and made it so that he can only use it on a given target once until that target switches out and back in. Removed Mean Look for good measure.

Boyfriend.gif

*beep bo bop*
Character Name: Boyfriend
Franchise/Origin: Friday Night Funkin'
Type:
Abilities: Scrappy / Trace / Momentum
Stats: 80 / 100 / 90 / 100 / 90 / 85 (545)
Weight: 105 kg
Universal Moves: Generation 8
Physical: Dizzy Punch, Endeavor, Facade, Mega Kick, Mega Punch, Quick Attack, Slam, Strength, Thunder Punch, Wood Hammer, Ice Punch, Circle Throw, Seismic Toss, Storm Throw, First Impression, Astonish, Fling, Bullet Punch, Spin Out, Play Rough
Special: Tight Bars, Echoed Voice, Hyper Voice, Round, Sparkling Aria, Alluring Voice, Disarming Voice
Status: Celebrate, Copycat, Encore, Endure, Entrainment, Mimic, Pain Split, Perish Song, Refresh, Scary Face, Sing, Tickle, Detect, Victory Dance, Trick-Or-Treat, Parting Shot, Taunt
Signature Ability: Momentum
- Effects: Sound based attacks heal the user for 40% of the damage dealt.
Signature Move: Tight Bars
- Type: Normal
- Classification: Special
- Power: 70
- Accuracy: 100%
- PP: 10/16
- Effects: If the user moves after the target, this attack deals double damage. Sound based move.
- Flavor: The user raps with extraordinary skill, damaging the target's ego.
Flavor Reasoning: Boyfriend is the main character of Friday Night Funkin'. He goes around and rap battles people and that's it. Normal type is really the only option here, as he's just a regular person. Scrappy is due to his personality (and the fact that he's canonically fought against ghosts before), Trace is there because he copies his opponent when singing, and the custom ability, Momentum, references the gameplay of FNF, where your health goes up if you are doing well. I didn't have many options for moves, so I gave him some to represent the Weeks, or levels that the game features. Trick-Or-Treat represents Week 2, Bullet Punch represents Week 3, Spin Out represents Week 4, etc.
Competitive Reasoning: We have a surprisingly low amount of specially offensive wallbreakers in CC, and this guy is here to fix that. He has great sound based attacks, he can make use of Momentum to stay healthy while attacking, and he can use Throat Spray to further boost damage. If you're willing to cut Speed, Tight Bars can shred through faster mons. If you want to go physical and make use of BF's great coverage, he works as a Victory Dance sweeper as well. As for weaknesses... he's easily punishable by any and all Fighting type attack users, of which there are many.
Positive Matchups: Meta Knight, Maw Jaw, Susie
Negative Matchups: V1, Amingo, Hornet, Sophie
Veto Changes: Decreased Momentum's healing from 50% to 40% of damage dealt. Decreased Speed by 5 and increased both defenses by 10 each.

318px-TotK_Mucktorok_Model.png
OIP.OQUxJW-cCzklNpjbGQeRSQAAAA.jpeg

"The culprit behind the sludge that plagued Zora's Domain. Despite its small size, it was able to produce a massive deluge of the substance, polluting the entire region. It can mold sludge into outer shells of various shapes, a technique it uses both to protect itself and attack its foes."
Character Name: Mucktorok
Franchise/Origin: The Legend of Zelda: Tears of the Kingdom
Type:
1747673059597.png
(both forms)
Ability: Sludge Shield
Stats (True Form): 80 / 40 / 55 / 65 / 55 / 125 (Total: 420)
Stats (Sludge Shark Form): 80 / 125 / 110 / 125 / 110 / 80 (Total: 630)
Weight: 50 kg (True Form), 320 kg (Sludge Shark Form)
Universal Moves: Generation 9
Physical: Bulldoze, Headlong Rush, Thousand Waves, Body Slam, Double-Edge, Explosion, Giga Impact, Quick Attack, Super Fang, Thrash, Aqua Jet, Dive, Flip Turn, Triple Dive, Gunk Shot, Skitter Smack, Bounce, Psychic Fangs, Bite, Crunch
Special: Mud-Slap, Mud Bomb, Mud Shot, Hyper Beam, Terrain Pulse, Uproar, Chilling Water, Muddy Water, Octazooka, Acid, Acid Spray, Sludge, Sludge Bomb, Sludge Wave
Status: Mud Sport, Block, Noble Roar, Roar, Haze, Acid Armor, Gastro Acid, Toxic, Gravity, Psychic Terrain
Signature Ability: Sludge Shield
- Effects: If Mucktorok is level 20 or higher and its HP is above 25% when it is sent out or at the end of a turn, it will change into its Sludge Shark Form. At the end of a turn, if its HP is equal to 25% or below, it will change back to its True Form. Additionally, Normal-type attacks used by Mucktorok become Ground-type and deal 1.3x damage.
Flavor Reasoning: Mucktorok is the boss of the Water Temple in Tears of the Kingdom. It corrupts an entire region's water by spreading sludge everywhere. I originally had it as a Poison-type, but the sludge Mucktorok uses is never stated to be poisonous, and it's weak to water in TotK, so I decided on Ground. During its boss fight, it creates a sludge shark to hide in that can do lots of damage, but once Link hits it with water, the shark melts away, leaving Mucktorok open for attacks. I replicated this with a Schooling-like ability.
Competitive Reasoning: As a crossover Mucktorok would be a bulky mixed wallbreaker whose goal is to make the most of Sludge Shield by doing as much damage as possible. Though its stats in Sludge Shark Form are insane, it may struggle when fighting the tier's Flying types, as well as faster mons that can hit it super effectively. You'll need to be careful as you choose the right time to send Mucktorok in, as losing enough HP makes it quite useless. Well, not entirely. If Mucktorok ends up in True Form, it's got amazing Speed, allowing it to get in a Toxic, Haze, or a Ground-type Explosion before being defeated.
Positive Matchups: V1, Wizard Lord Phoenix, Ana
Negative Matchups: Luigi, Berdly, Maya Fey
 
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Ça fait un peu.

show

Character Name: Shiba Miyakaze
Franchise/Origin: NEO: The World Ends with You
Type: Fire/Bug
Abilities: Levitate, Flame Body
Stats: 125/99/110/92/72/73 | 571 BST
Full Moveset: Attack Order, Attract, Bitter Blade, Bulldoze, Defend Order, Detect, Double Team, Draco Meteor, Earth Power, Earthquake, Endure, Facade, Fire Blast, Flamethrower, Fury Cutter, Heal Order, Helping Hand, Infestation, Lava Plume, Power Trip, Protect, Psychic Noise, Psycho Cut, Psyshock, Rest, Round, Ruination, Sacred Sword, Scorching Sands, Secret Sword, Signal Beam, Slash, Sleep Talk, Snore, Substitute, Swords Dance, Take Down, Taunt, Tera Blast, Will-O-Wisp
Weight: 57.7 kg
Overview/Justification: Shiba is all about fire-related puns and has a fiery aura in battle, so Fire typing is obligatory. (Flame Body is not all that flavorful, just a boon for his utility.) Bug typing is based on his connection to butterflies, namely in his Noise symbol and the illusory effect by which he conceals and clones himself. As the Game Master, and thanks to the Executor, he has the ability to summon Noise: the basis of the Order moves and Infestation. (Sound moves are tempting, but NEO TWEWY has a Sound element, and attacks of that element do not resemble the Noise.) Other techniques include firing energy orbs (Psyshock), creating shock waves in the ground (special STAB, Ground coverage), a sword attack (Bitter Blade, Fury Cutter, Fighting coverage, Psycho Cut, Slash, Swords Dance), a meteoric attack (Draco Meteor), and Levitating during battle. Double Team comes from his cloning technique, Detect from evasive maneuvers, Power Trip and Taunt as aspects of his character. He also gets Ruination because he doubles as the leader of the Ruinbringers.
 
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“You just can't refuse orders from the fan on this old Yo-kai's tail. And he loves to micromanage everything he can!"
Character Name: Copperled
Series of Origin: Yo-kai Watch
Type:
Fire.png
Poison.png

Abilities: Intimidate/Pressure/Unnerve
Stats: 90/105/90/45/75/120 [BST=530]
Signature Move: Batter
- Type:
Poison.png

- Classification: Physical
- Power: 30
- Accuracy: 100%
- PP: 24
- Effects: Hits 3 times. Each hit has a 10% to poison the target.
- Flavor: The user smacks the target 3 times with the fan on their tail. Each hit has a 10% chance to poison the target.

Full Moveset: Flare Blitz, Batter, Glare, Will-O-Wisp, Taunt, Stealth Rock, U-turn, Gunk Shot, Toxic Spikes, Foul Play, Crunch, Poison Fang, Fire Fang, Psychic Fangs, Taunt, Trick, Thunder Fang, Jaw Lock, Flame Charge, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Tackle, Poison Jab, Poison Tail, Sludge Bomb, Venoshock, Toxic, Scary Face, Mean Look, Sludge, Ember, Flame Burst, Slam, Double Hit, Throat Chop, Skitter Smack, Poison Sting, Breaking Swipe, Nasty Plot, Leer, Knock Off
Weight: 3.3 kg

Overview/Justification:
Copperled is a Fire Attribute yo-kai, explaining his Fire typing. His Poison typing is justified due to the fact he is based off of venomous snakes, in design, he's based on a rattlesnake, whilst his name is a play on words of copperhead. Also, he's a toxic influence to whomever he inspirits, forcing them to do his bidding. His signature move is based on his basic attack from the series, with a little added oomph. His ablities are all based around his ability to force people to do his bidding, and that he is very bossy, giving orders to everyone.

Copperled is a fast, varied physical tank and pivot. With Intimidate and his typing he switches into many common fighting types like V1 and Amingo, and even other Pokémon such as Roy. Copperled has a vast array of supporting moves and utility, with pivoting in U-turn, Stealth Rock, Taunt, Knock Off and Glare, he is a real nuisance. He's not too passive either, with a decent 100 Attack and high BP moves in Flare Blitz and Gunk Shot. His main issue is his abysmal matchup into special attackers such as Flash Fire Sophie and Maya, as well as a major fear of Knock Off and Ground types in DK, Suwako and Maw Jaw. Still, Copperled will be effective at his role.
 
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Character Name: Mega Minion
Roles: Defogger / Physical wall and pivot / Physically bulky setup sweeper
Franchise: Clash Royale
Type: Steel / Flying
Abilities: Battle Armor / Mold Breaker
Stats: 100 / 105 / 90 / 40 / 85 / 65 ( 485 BST)
Moveset: Headbutt, Heavy Slam, Body Slam, Hone Claws, Roost, Protect, Rest, Frustration, Return, Mega Punch, Substitute, Facade, Defog, U-turn, Iron Defense, Body Press, Brave Bird, Sky Attack, Dark Pulse, Beat Up, Brutal Swing, Fling, Steel Beam, Flash Cannon, Iron Head, Horn Attack, Drain Punch, Curse, Sucker Punch, Taunt


Overview/Justification: The more diverse hazard removal is, the better, especially with Meta Knight running around. Mega Minion serves as a sturdy pivot against threats such as V1, Eox, and Pit. Its slow pivoting allows checks against these threats to be brought in. Mega Minion also has a decent offensive profile too with setup moves combined with attacks such as Brave Bird, Iron Head, and Drain Punch, so it cannot easily be setup on.
 
GSPiers.png

"Stop, please... Even my patience has its limits."
Franchise/Origin: Golden Sun: The Lost Age
Character Name: Piers
Type:
Ice.png
Water.png

Abilities: Avoid - On switch-in, this Pokemon is immune to hazards.
Stats: 130 / 115 / 90 / 95 / 75 / 45 [BST: 550]
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Aqua Cutter, Explosion, Icicle Crash, Icicle Spear, Masamume, Mountain Gale, Power Whip
Special.png
Aeroblast, Blizzard, Eruption, Giga Drain, Lava Plume, Magma Storm, Surf, Thunderbolt, Thunder, Water Pledge
Status.png
Haze, Heal Bell, Healing Wish, Light Screen, Parting Shot, Spiky Shield, Wish
Physical.png
Self-Destruct
Special.png
Air Cutter, Air Slash, Bubble, Bubblebeam, Glaciate, Icy Wind, Powder Snow, Thundershock, Water Gun
Status.png
Heal Block, Life Dew, Refresh
Signature move:
Type:
Water.png

Category: Physical
BP: 80
Accuracy: 100%
PP: max 16
Secondary Effect: Has a 40% chance to increase this move's power by 60.
Flavor: --
Weight: 67 kg
Reasoning:
  • Piers is one of the main playable characters in the Golden Sun Franchise, specifically the second game of the original duology for the Game Boy Advance; Golden Sun: The Lost Age. He is a Mercury Adept, which means he is essentially a "supernatural" with the ability to cast Psynergy, which is what the magic is called in the Golden Sun universe. Mercury represents Water and Ice, which is what makes Piers dual-typing make sense. His base stats follow what his stats are in-game, with Great HP and Atk, decent PP (in this case, SpA), average defenses, and very low Speed.
  • The main draw of the Golden Sun series is its unique combat and class system, with the ability to essentially change a person's "class" at will depending on the type of elemental Djinni is set to the user. These different classes change a character's attributes wildly, and allow each respective party member the ability to use a wide variety of Psynergy depending on the type of class they are in. This is essentially the bulk of Piers' movepool, which gives him a lot of both useful and useless moves for him to use. Some are better than others, of course, but I picked particular moves that both fit flavorwise and design-wise, and made sure to reel in Piers' options to still fit a metagame.
  • Unlike my previous Golden Sun sub, which involved a gimmick which allowed Isaac to change his type to match the element in the game (like a class change would), I decided against that as it seems just a bit too much for the metagame. Instead, Piers' ability is both flavor and competitive: Avoid. Avoid is a Psynergy in Golden Sun that essentially acts as a Repel in the Pokemon games. It's unique in that Avoid is a Psynergy that, regardless of the class, Piers always has access to. This makes him unique in the game. For the meta I decided to twist its flavor to act as a way to save Piers' item slot for other things, which really aids in his versatility.
  • Masamume is one of the weapons you can get in Golden Sun. It is also Mercury-based, and it has a chance to increase it's damage. I translated this directly, but it also gives Piers a strong option that prevents him from being too passive.
Mono-Element
Mariner

  • Cool Series - Glaciate (Cool, Supercool, and Megacool)
  • Ply Series - Life Dew (Ply, Ply Well, and Pure Ply)
  • Frost Series - Powder Snow (Frost), Icy Wind (Tundra), Blizzard (Glacier)
  • Diamond Series - Icicle Spear (Diamond Dust), Mountain Gale (Diamond Berg)
  • Misc - Heal Bell and Refresh (Cure Poison / Restore), Haze (Break)
Dual-Element
Hermit

  • Prism Series - Icicle Crash (Prism, Hail Prism, Freeze Prism)
  • Plasma Series - Thundershock (Plasma), Thunderbolt (Shine Plasma), Thunder (Spark Plasma)
  • Wish Series - Wish (Wish, Wish Well), Healing Wish (Pure Wish)
  • Misc - Heal Block (Bind), Giga Drain (Drain)
Pilgrim
  • Douse Series - Water Gun (Douse), Water Pledge (Drench), Surf (Deluge)
  • Volcano Series - Lava Plume (Volcano), Eruption (Eruption), Magma Storm (Pyroclasm)
Seer
  • Growth Series - Needle Arm (Growth, Mad Growth, Wild Growth)
Swordsman/Crusader
  • Blast Series - Self-Destruct (Blast), Explosion (Mad Blast and Fiery Blast)
  • Edge Series - Aqua Cutter (Cutting Edge, Plume Edge)
  • Thorn Series - Spiky Shield (Thorn), Power Whip (Briar and Nettle)
Tri-Element
Ranger

  • Slash Series - Air Cutter (Slash), Air Slash (Wind Slash), Aeroblast (Sonic Slash)
  • Ward Series - Light Screen (Ward, Resist)
Medium
  • Froth Series - Bubble (Froth), Bubblebeam (Froth Sphere, Froth Spiral)
White Mage
  • Dull Series - Parting Shot (Dull, Blunt)
Competitive Reasoning:
  • TL;DR: Piers is a Bulky Physical Cleric
  • A versatile, physical attacking Water-type mon that is also a strong Ice-type attacker. Avoid allows Piers to free up his item slot for whatever combination of items the player desires, and due to his vast movepool can choose honestly whatever he wants in terms of movesets. He sets himself apart from the other Water and Ice types by being very handedly a slow yet bulky physical attacker yet also having the unique role as a Cleric and Wish passer due to his high HP and access to Parting Shot. Aside from Parting Shot, however, he has no pivoting, and he also has no ways to boost himself. Masamume allows him to not be passive at all, even when he takes on defensive roles, and frees up his other moveslots for adjusting to what his team desires. Essentially, Piers is meant to be a Bulky Cleric that also isn't passive. No reliable recovery for him, even when he has access to healing in his games. I decided to balance around that since Piers is already immune to hazards.
  • Aside from being a Bulky Physical Cleric, Piers can also dip his toes into some wacky sets that is a bit out of his ballpark. Akin to Golden Sun, he can spec into a special attacking role with some great coverage options, as well as those with some powerful effects like Magma Storm. You can also run a full Cleric set with Masamume, but substituting a slot for a wacky Special move, like Thunderbolt for coverage, or Giga Drain if you want to have a positive matchup against Suwako for some reason. His 95 SpA allows him to use these options decently, but he won't be particularly strong in this area, so dedicating him to a special role is highly ill-advised.
Sample Set(s):
WIP
 
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Vetoes (a day late)!

Character Name: Sol Badguy
Sol Badguy is a Fighting type that doesn't offer much our current Fighting types can't also offer. Also I know he's from Guilty Gear, but why does he get Shift Gear and Gear Grind? Council would need an explanation on how those are justified to consider them. He seems very dangerous with Shift Gear regardless, so he'd probably need to be toned down with it included anyway.

Name: Earthrock Trilobyte
Name: Kirumi Tojo
Earthrock struggles as a lead since its offenses are so poor that an opposing player functionally gets to set something up for free against it. I would like to avoid custom entry hazards, even ones with relatively tame effects such as this one. Also, we already have Hornet for setting Webs, giving it competition as far as entry hazard leads go. This would probably want some of its bulk moved to its offenses, at bare minimum.

Kirumi probably wants about 5-10 more points in Attack. Not enough to be overbearing against defensive teams with just one boost, but still enough to be able to threaten offensive Pokemon more readily.

Character Name: Maliketh
Character Name: Commander Niall
Character Name: Crucible Knight
Unsurprisingly, all of these need more moves. Can you justify Dragon Ascent on Crucible Knight, by the way? And moreover, Dragon Ascent is Rayquaza's signature Flying move, meaning Crucible Knight's one Dragon type STAB option is Dragon Tail. Definitely something to focus on as far as movepool additions go. You should also probably fill out the Justification section so that council knows what you're pulling inspiration from as far as lore and abilities go. It could help you with thinking of more moves, as well.

Also, Maliketh seems to overlap slightly with Meta Knight, so a slight rework of the kit could be in order.

Pokémon: Medic
So, he's Psychic type because... he's smart? It's a bit tough to parse exactly what justifies Psychic here, but if you could offer something concrete that could be reasonable. Healing in general isn't exactly Psychic-coded, in Pokemon. Dark is definitely understandable, of course.

Pokémon: Grace Howard
Pokémon: Cala Maria
Grace is undertuned and also overlaps with physical Berdly due to Shift Gear. She also very clearly suffers from having very poor coverage, making her struggle into Amingo, Suwako, Maw Jaw, and even Eox. In a vacuum this is fine since offensive threats should have functional answers, but losing to the mere presence of a halfway decent physical wall or one Ground makes it tough to slot onto any team.

Cala Maria's Mega seems very strong. Maybe instead of 40 SpA and 30 to both defenses she could get 25 to Attack, 10 to Speed, 20 to both defenses, and 25 to SpA? Also, council has suggested removing Water Spout. Lastly, Petrify being a priority paralysis option seems very, very nasty, even with 80% accuracy. Perhaps make it neutral priority or just replace it with Glare.

Character Name: Maw-Ray
Character Name: Kamek
First of all, you have four total submissions, which is one too many.

Maw-Ray might have a bit too high of an Attack stat. Dropping that slightly might prove healthier for the meta, and the rest is probably fine.

Kamek is a Psychic with Magic Guard in a Speed tier similar to that of Maya Fey. In the words of council, Kamek probably doesn't make much sense for the meta and could likely be removed from your submission lineup to become compliant with the submission limit.

Character Name: Plague Rat of Doom
Guts Facade seems very nasty into slower teams, and we currently don't have the proper defensive Steel backbone to tank it consistently, with Eox being the best defensive option into this. Maybe toning down the Attack just slightly could be decent, giving it just a little bit more bulk to compensate.

Name: Herbert P. Bear
The base form is not phenomenal due to being a slow, only passably bulky Ice while the Mega form swings the other direction and makes him very bulky and very strong, since he gets Nasty Plot and reliable recovery. Why is the base form Ice anyway if he hates cold weather? Is it just because he's a polar bear? Or is there some other justification for that? Regardless, adjustments for both forms to create a happy medium for them both is going to be needed.

Character Name: Shinryu
Tidal Wave is just a bit strong, even for a non-STAB option. 180 is probably a more reasonable power for it to have.

Character Name: Dark Lord
Character Name: Boyfriend
Dark Lord's signature move seems like it's making a bucketload of progress, and that's assuming it's using Dark Lord's HP to make the substitutes. If it's using the target's HP, it is unacceptable no matter what, while if it's using Dark Lord's HP, that's probably too much when combined with trapping, since Leftovers, Cosmic Power, Wisp, and Night Shade or Hex can whittle down just about anything in the meta while keeping Dark Lord perfectly safe. Maybe this move could fail if you've already stolen the target's face while they remain on the field?

Boyfriend seems under this meta's power level. His signature ability and move seem to promote taking a hit from something faster and then recovering from that by dealing big damage. I'm not one to underestimate the power of draining, but he seems to be not bulky enough to properly take hits from fast offensive threats, he also struggles into slower threats, especially if he's forced out after consuming Throat Spray, and unless he's running Scrappy he falters into Ghosts. Momentum being 50% draining makes it very dangerous on something much stronger than this, so you could maybe either make it less efficient or be highly deliberate in what you add to Boyfriend's stats to improve him.

Character Name: Shiba Miyakaze
Shiba here is Volcarona if it was also a physically defensive powerhouse. He can set up multiple QDs while also utilizing Heal Order to basically become unkillable, before then proceeding to sweep with dual STABs from there. Removing QD would solve this issue and leave a still rather solid submission.

Character Name: Piers
Due to being a slow Ice, you're worn down pretty quickly. Innate hazard immunity is good but even with that in mind and good bulk with Wish, Ice holds you back a lot from being a properly bulky option. It's hard to suggest more bulk, since at a certain point that becomes problematic as well, but perhaps a bit more could be more appropriate, or maybe a different typing.

I'll say you have until Friday to address these vetoes. Let me or the rest of council know if you have any questions.
 
Sol Badguy is a Fighting type that doesn't offer much our current Fighting types can't also offer. Also I know he's from Guilty Gear, but why does he get Shift Gear and Gear Grind? Council would need an explanation on how those are justified to consider them. He seems very dangerous with Shift Gear regardless, so he'd probably need to be toned down with it included anyway.
i'm mildly surprised this was my only veto.

but good LORD was this a struggle, dwelling into it some more I did remove Shift Gear and Gear Grind. Pretty easy. but to not add to the already festering pool of Fighting types, with a few complications related to the two other Fire types..

I decided to make him a Fire/Dragon type. to reason shortly:
Gears aren't steel in any way. They're Magic-based living weapons. which would point to the Psychic if there wasn't a Fire / Psychic type already. The secondary type wasn't removed due to Roy also being a pure Fire type.

The Dragon Typing, to me, best represents Sol Badguy with these restrictions in mind, as a reckless, brash fighter, more focused on beating the opponent. along with the concept of Arcane Magic. The reasoning is a bit stretchy, but its the most I could do without infracting on something. (no fire/fairy or fire/dark today.)

Dark doesn't make sense due to the fact that Sol Badguy isn't really underhanded in his tactics. He's not cheating as much as he is just really keen on beating the opponent into a pulp. Veto Addressed :D
 
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Earthrock struggles as a lead since its offenses are so poor that an opposing player functionally gets to set something up for free against it. I would like to avoid custom entry hazards, even ones with relatively tame effects such as this one. Also, we already have Hornet for setting Webs, giving it competition as far as entry hazard leads go. This would probably want some of its bulk moved to its offenses, at bare minimum.

Kirumi probably wants about 5-10 more points in Attack. Not enough to be overbearing against defensive teams with just one boost, but still enough to be able to threaten offensive Pokemon more readily.
OK, mine are done!
 
Grace is undertuned and also overlaps with physical Berdly due to Shift Gear. She also very clearly suffers from having very poor coverage, making her struggle into Amingo, Suwako, Maw Jaw, and even Eox. In a vacuum this is fine since offensive threats should have functional answers, but losing to the mere presence of a halfway decent physical wall or one Ground makes it tough to slot onto any team.

Cala Maria's Mega seems very strong. Maybe instead of 40 SpA and 30 to both defenses she could get 25 to Attack, 10 to Speed, 20 to both defenses, and 25 to SpA? Also, council has suggested removing Water Spout. Lastly, Petrify being a priority paralysis option seems very, very nasty, even with 80% accuracy. Perhaps make it neutral priority or just replace it with Glare.

Made my changes for Cala! Petrify is no longer a priority move but instead a type-changing one in the vein of Soak, and Glare was added as her paralysis-spreading move; her Mega stat changes have been adjusted likewise.

With regards to Grace's coverage, there's precious little in-game or supporting material of her that can justify the addition of moves of any other type, but someone on the Discord made a suggestion that I think could both serve as a useful alternative and make sense with her lore: a custom ability that enables her Electric attacks to hit Ground-types for neutral damage, in reference to her in-game ability to reduce enemy resistance to Electric-type attacks. One question now that I've added it, though: Since Demolition Blast - Beware is accessible only via High-Pressure Spike, do they together count as a single custom element or will they have to be considered separately? If the latter then I'll have to get rid of one of her existing customs to keep the new ability, and I'm not sure if I want that because doing so could potentially hold her back even further than she already is.
 
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