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 .
For starters, remove Perish Body and Poltergeist. Next, its offensive stats should be lowered to 130 each, and the Mega should be adjusted accordingly (redistribute the stats if you really must). Finally, the signature move, even in spite of possibly being a charge move, should likely have its base power lowered to 90.

Mega Rawa is very, very potent. Ludicrously so. The signature ability, for starters, is really nasty, and with Rawa being that fast on top of those monstrous offensive stats, it makes for a largely dangerous threat that can only be checked offensively, and only by a meager handful of characters. There’s a reason why Garchomp was made slower instead of faster, and a reason why Dragapult became so oppressive, and this trades the blistering Speed (in a metagame where there are less things it needs that for) for the stats it needs to almost replicate the damage of Specs Pult, without an item. And it can do so on either side, or both. Likely physical with Draco as a wallbreaking tool. So this Mega needs some serious stat redistribution, and the signature ability should likely become something like Flame Body (though if it becomes bulky that could be problematic in its own right). It might be tough to rework this one to a balanced stat without stat reductions, but a significant Speed cut would perhaps be a good start.

Perish Body and Flash Fire have been replaced by Cursed Body and Flame Body, respectively, and the appropriate changes or omissions to Rawa's movepool have been made. Furthermore, his BST for each form has been reduced so rather than 600, the base form has 520 BST, and his Mega has 620 by extension; he's also now slightly more specially oriented than physically, albeit still a respectable combatant on both fronts. His Mega form's stat distribution has likewise been completely reworked so he's actually slower but tankier than his base form, and its custom ability has been replaced altogether despite keeping its name - I'd previously had to remove the Water-type moves he could learn (being a Not-Zilla with aquatic mobility and such) so he'd still have counters in the form of Ground and Rock attacks, but the chance to inflict the Disable effect on his enemy's Earthquake or the like (i.e. an offensive rather than defensive version of Cursed Body) is hopefully enough to compensate.
 
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If you can justify Fairy, please do, but the council is under the belief that it is not justified and that mono-Fire could potentially be sufficient. Mega Edelgard having Recover is definitely extra potent, and Flickering Flower and Raging Storm are both very intimidating. But ultimately, she seems very similar in concept to Roy, who uses Trailblaze and Binding Blade for the same purpose of sustain while attacking, and with Fairy being questionable, that just brings her even closer to Roy, even without Swords Dance. Reworking the signature elements could perhaps help make the two more distinct, and will be required nonetheless.
(Remaking the post instead of editing again)

- Edelgard is now a Fire/Fighting type, gaining the following fighting moves :
Body Press, Close Combat, Circle Throw, Counter, Hammer Arm, Aurasphere | Low Kick, Superpower, Arm Thrust
(+ Flare Blitz since the offensive combo is worse)

- Base Edelgard gains +8 Def but -2 SpD to compensation for not resisting fighting anymore
(On the mega, the +6 stats are distributed as 2 Atk, 2 SpA and 2 SpDef)

The defense buff is there to help her check V1 more confortably, without being too strong of a wall.

- Raging Storm is now a 75 BP move that has a 30% to burn
- Flickering Flower now only slows targets with stat boosts (but any damaging move can inflict the slow)

These changes makes her playstyle more defensive and less interactions with speed makes her less similar to Roy. She still has speed stuff with Flame Charge, but's it's more niche.

- Mega Edelgard loses 10 Def points, that are distributed in SpA instead (technically +12 SpA on the mega)
It was not an explicit veto, but nerfing the def since the bulk + recovery was concerning on the mega. Additional points doesn't have much of a strong impact without items to multiply them.

- Some low-impact (compared to pre-veto) flavor moves have been added (Taunt, Dragon Hammer, Beat Up), some have been removed/replaced (Heal Bell -> Aromatherapy / Dazzling Gleam -> Moonblast / Fairy Wind = removed)
The changed moves where from the white magic abilities, which can be technically possible to attain is but is a skill with a slow learning rate.

If any other changes must be made, let me know.

-------------------
Recover was vetoed so other changes :
- Recover removed, Will-O-Wisp and Drain Punch added to compensate
- +10 Atk and Def on base (and -20 SpA), -21 HP redistributed on defenses (same bulk but gives more HP from draining moves)
- -9 SpA, moved to +5 Def and +4 Atk in Mega
 
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Voting is open. Upon discussion with the council, Chaos will be omitted from the eligible submission pool due to balancing concerns.
Ubertrainer 2000’s Kaede
Ubertrainer2000’s Deerclops
Ubertrainer2000’s Bowser
Akira’s Plantera
Orangesodapop’s Lahmu
ErrorMon’s Martlet
ErrorMon’s Magdalene
Errormon’s Yoko
Rasdanation’s Ani
ImaginaryNeon’s Martlet
T.I.A.’s Flowey
T.I.A.’s X
master oden’s Usapyon
Swagodile’s King K. Rool
taliyeet’s Gnar
taliyeet’s Edelgard
Falchion’s Rawa
Falchion’s Cala Maria
Anchor9’s Moe
Anchor9’s Grimm
SpyderMarz’ Peach
Mygavolt’s Dino Piranha
Mygavolt’s Laphicet
Mygavolt’s Taion
KeeganSkymin4444’s Midbus
Voting will be open for 3 days, after which a short break will occur.
 
UberTrainer2000's Bowser
ErrorMon's Martlet
taliyeet's Gnar
Mygavolt's Laphicet
T.I.A.'s Flowey (SV)
 
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Akira's Plantera
ErrorMon's Martlet
KeeganSkymin4444's Midbus
UberTrainer2000's Bowser
taliyeet's Edelgard (SV)
(edited to put SV in bold, no vote changes were made)
 
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Ubertrainer2000’s Bowser
Swagodile’s King K. Rool
T.I.A.’s Flowey
Spyder's Peach
Falchion’s Cala Maria (SV)
 
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howdy, sorry for the lateness, council was busy recently. the winners of this slate are Bowser, Peach, and Midbus. They will be added to the sheet when possible.

We'll likely have a playtesting break as the past 2-3 slates haven't really been tested, so we'll see how that goes. We will keep you posted :)

UberTrainer2000's Bowser - 11(SV)
ErrorMon's Martlet - 6(SV)
taliyeet's Gnar - 3
Mygavolt's Laphicet - 1
T.I.A.'s Flowey - 3(SV)
Keegan's Midbus - 9
Akira's Plantera - 8
Spyder's Peach - 11(SV)
Tailyeet's Eldegard - 8(SV)
My Usapyon - 4(SV)
Swagodile’s King K. Rool - 5(SV)
Falchion’s Cala Maria - 4(SV)
Rasdanation's Ani - 3(SV)
Anchor9’s Grimm - 4
Mygavolt’s Dino Piranha - 1
 
howdy, sorry for the lateness, council was busy recently. the winners of this slate are Bowser, Peach, and Midbus. They will be added to the sheet when possible.

We'll likely have a playtesting break as the past 2-3 slates haven't really been tested, so we'll see how that goes. We will keep you posted :)

UberTrainer2000's Bowser - 11(SV)
ErrorMon's Martlet - 6(SV)
taliyeet's Gnar - 3
Mygavolt's Laphicet - 1
T.I.A.'s Flowey - 3(SV)
Keegan's Midbus - 9
Akira's Plantera - 8
Spyder's Peach - 11(SV)
Tailyeet's Eldegard - 8(SV)
My Usapyon - 4(SV)
Swagodile’s King K. Rool - 5(SV)
Falchion’s Cala Maria - 4(SV)
Rasdanation's Ani - 3(SV)
Anchor9’s Grimm - 4
Mygavolt’s Dino Piranha - 1
huh
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Slate 13:
Special Bias

We're in need of some new specially focused mons, since we have some effective special and mixed attackers that could use some answering. While these submissions should have decent Special Attack stats, they should generally prioritize SpD, and they should be different from any existing Specially defensive mon in the tier (mostly Narwa).

As for other business, the following nerfs and buffs will be implemented:

- Void Kong: Loses any Psychic coverage, -10 Special Attack

This will allow Void Kong to be checked by Fighting types and the existing Special walls, as well as nerfing Scarf sets that could theoretically have been tough to check otherwise.
- Plague Rat of Doom: -3 Attack
Guts boosted Facade, Gunk Shot, and Knock Off do very impressive damage into just about the whole meta. Slightly reducing its Attack potency should at least keep it from running through walls when they're at full health.
- Pit: -5 Def, -5 SpA, Mega Pit loses 10 SpA instead
Sheer Force Moonblast does a ton of damage after a boost, and without many dedicated special walls that's worth nerfing for the time being.
- Susie: +10 HP, +10 Attack, +Stone Axe, Brick Break, Dragon Dance, Secret Power, Nature Power, Fling, Rock Climb, Helping Hand, Encore, Uproar, Scary Face, Mean Look, Brutal Swing, Rage, Wake-Up Slap, Block, Rock Smash, Bite, Crunch, Dragon Rage, Taunt, Tackle, Pound, Dragon Breath, Dragon Rush, Breaking Swipe, Circle Throw, Psycho Cut, Night Slash, False Swipe, Strength, Take Down, Roar, Endure, Facade, Substitute, Ember, Incinerate, Toxic, Hammer Arm, Body Press
Extra flavor and utility, as well as some better stats, to give Susie the edge she needs to stay relevant.
- Donkey Kong: +Rollout, Stealth Rock, Rock Blast, Agility, Rapid Spin, Teeter Dance, Whirlwind, Iron Head, Zen Headbutt, Fire Punch, Focus Punch, Mega Punch, Dynamic Punch, Rock Climb, Strength, Rock Smash, Sing, Slam, Double Slap, Wake-Up Slap, Focus Blast, Play Rough, Encore, Boomburst
Extra flavor and options for DK, giving him more options for running AV or Choice Band.
- Narwa: +15 SpA, +5 SpD, +Defog
Narwa getting a bit of extra oomph helps it bite back more against certain threats, and a bit of extra bulk keeps it a bit more safe into the things it’s supposed to answer. Defog also helps it remove hazards consistently, Rapid Spin still existing as an alternative.
- Luigi: +10 HP, +15 SpA
Luigi is still in need of better bulk and better methods of checking the things he’s up against.
- Suwako: +5 HP, +5 SpD
Suwako, as a mon without recovery, could use slightly better bulk to compensate for that.
- Sophie: +5 Def
Improving her defense even slightly will likely give her a better matchup into physical threats, including Roy, Bowser, Scout, and Plague Rat, giving her a better chance to be added to teams.
- Amingo: +Recover
With Void Kong and Mega Midbus in the meta, Recover is valuable over Synthesis, so in Amingo’s case it will be added to better stand against the former and not be needlessly nerfed by the existence of the latter.
- Radiance: +Recover
Same logic as Amingo, Recover helps in the cases where Morning Sun struggles.
 
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"Lets'a Go!"
Mario
Name: Mario
Series of Origin: Super Mario Bros.
Type: =
water.gif

Ability: Steadfast/Hydration/Jumpman
Stats: 87/81/90/98/104/100 (560)
Movepool: Lazy Shell, Bounce, Pound, Focus Energy, Ember, Water Gun, Water Pulse, Flame Charge, Cosmic Power, Blaze Kick, Dive, Vacuum Wave, Low Kick, Brick Break, Aura Sphere, Focus Blast, Coaching, Upper Hand, Flamethrower, Will-O-Wisp, Sunny Day, Fire Blast, Heat Wave, Burning Jealousy, Overheat, Aerial Ace, Air Slash, Acrobatics, Grassy Terrain, Trailblaze, Icy Wind, Ice Beam, Ice Spinner, Blizzard, Snowscape, Body Slam, Hyper Voice, Helping Hand, Agility, Liquidation, Surf, Waterfall, Rain Dance, Hydro Pump, Scald, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 71 kg.
Custom Elements:
Lazy Shell: A 60 BP Special Water-type attack with 16 PP, 100% Accuracy, and 0 Priority. This move is neutral against Dragons, and it's power doubles to 120 if Mario moves before the target.
Jumpman: This Pokémon takes neutral damage from Ground-type moves.
Justification:
Much like how Luigi in this mod is based off his appearance in Mario and Luigi Brothership, this iteration of Mario combines elements from Super Mario RPG (Fire based attacks, as well as his Lazy Shell) and Mario and Sonic at the Olympic Games. Among the sports he's done in that series includes Surfing, Boxing, Hammer and Javelin throwing, and Archery, as well as a wide variety of winter sports, which would explain the Ice-type moves. This is what gives him Hydration: Steadfast is included as a third ability as a reference to how he gets back up so easily after flinching.
Role: Mario serves as a bulky and fast attacker that thrives in weathers, synergizing with Blizzard Midbus's Snow Warning and any future Pokémon with Drizzle. He can also help support his brother Luigi by covering the Special Attackers he can't thrive against. He has good matchups against Pokémon weak to his STAB moves, as well as, fittingly enough, Bowser. Plus, he's resistant to Fairy-type attacks as well as Water!
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"A bothersome shame she had to go, to hear Ibuki's music I would have heard, but apparently this metagame's already got an Electric sweeper, that stupid blue bird! So Grunty must step in her place, to shove magic right into your face!"
Grunty
Name: Gruntilda
Series of Origin: Banjo-Kazooie
Type: ==
Ability: Thick Fat/Shadow Shield/Magician
Stats: 76/71/80/92/100/109 (528)
Movepool
: Recover, Roost, Sludge, Safeguard, Lucky Chant, Torment, Aeroblast, Knock Off, Taunt, Charm, Flamethrower, Fire Blast, Heat Wave, Flare Blitz, Temper Flare, Burning Jealousy, Acrobatics, Air Slash, Aerial Ace, Tailwind, Confuse Ray, Hex, Night Shade, Phantom Force, Spite, Curse, Poltergeist, Power Gem, Encore, Acid Spray, Toxic, Sludge Bomb, Sludge Wave, Gunk Shot, Poison Jab, Zen Headbutt, Psychic, Psybeam, Reflect, Light Screen, Trick Room, Expanding Force, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 454 kg.
Custom Elements:
"I don't need any custom elements, thank you, in fact I'd rather make them into my stew! Plus those three that won on UberTrainer's side, also didn't have custom elements to hide!"
Grunty
Justification:
"How dare Crossover Chaos say that I am so Thick Fat, to want to make Tooty round and me flat! Drain the bear's life, yes that's what I'll do at my pace, and I must have known Earth Powers to craft my rocky handsome face! Face me in battle and I'll show you my spells, Fire, Poison, and Psychic as well! And when I'm beaten look what I've got under my coat, a Shadow Shield you can't hit, I will gloat! So don't think I'll be easy even without the bird and bear, to face my lair and lands, boy, I must dare!"
Grunty
Role: "This old cow has really got some tricks, to make you guys rather sick. Recover, Tailwind, and Toxic, those are all moves that make me slick! As a Poison/Flying type Earthquakes have no effect on me, while my Power Gem makes Bowser cry for mommy. See your moves hit like my granny's pet calf, at full health my Shadow Shield cuts them in half. And think twice before hitting me with fire or ice, my Thick Fat's wider than my hair's lice! Fairies fighting me will feel rather weak, they really need to take a leak! With bird and bear not in this metagame, your presence here is rather lame. This is a battle you will not win, why don't you just hide in the bin?"
Grunty
5PX2fKd.png

"Those who wear the Master Crown will gain power, but so will the darkness in their hearts. Thanks to the red fruit, it's become a wrathful wreath—a destroyer called the tree crown without a ruler!"
Pause screen text when fighting Master Crown
Name: Master Crown
Series of Origin: Kirby
Type:
grass.gif
Ground.png

Ability: Crown Of Ruin/Levitate/Leaf Guard
Stats: 88/78/98/98/118/48 (528)
Movepool: Mistilteinn of Hatred and Obsession, Ruination, Razor Leaf, Glare, Synthesis, Leech Seed, Core Enforcer, Dark Pulse, Dragon Pulse, Sunny Day, Shadow Ball, Hex, Trailblaze, Magical Leaf, Seed Bomb, Bullet Seed, Solar Beam, Energy Ball, Giga Drain, Earthquake, Earth Power, Scary Face, Psych Up, Psychic, Psybeam, Reflect, Light Screen, Psychic Noise, Imprison, Skill Swap, Trick, Gravity, Future Sight, Rock Slide, Stone Edge, Power Gem, Meteor Beam, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 4131 kg.
Custom Elements:
Crown Of Ruin: Renamed Vessel of Ruin. (Vessel of Ruin decreases the Special Attack stat of all Pokémon on the field other than Pokémon with this Ability by 25%.)
Mistilteinn of Hatred and Obsession: 110 BP Special Dark-type move with 100% Accuracy, 8 PP, and -1 Priority. Ignores Protect.
Justification:
The final boss of Magolor Epilogue and the true form of the Master Crown is a massive tree that summons crystalline apples against Magolor. He can also summon shadow-based enemies and teleport to drop down on Magolor. His mere presence makes the city behind him crumble like an Earthquake, and, because the Master Crown was originally wielded by the dragon Landia, he gets Dragon Pulse and Core Enforcer. He spends the entire fight in the background, which is why he has Levitate, and he has a lot of health and magic resistance at his hands.
Role: Possessing great stats but middling speed, Master Crown's best trait on top of only having four weaknesses, two of which his STAB moves cover, is that he has a Special Version of Intimidate as one of his abilities is that he has Vessel Of Ruin and a really powerful Dark-type move that serves as a psuedo third STAB. Apparently Special Intimidate is too much for this metagame to handle. He also has both healing, and Glare at his side!
 
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MODIFIED RESUBMISSION FROM SLATE 9:

Overwatch-2-Lifeweaver-Gear.jpg


"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Type: Grass/Fairy
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Alluring Voice, Aromatic Mist, Baby-Doll Eyes, Charm, Crafty Shield, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Lock, Fairy Wind, Floral Healing, Flower Shield, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Play Rough, Spirit Break, Sweet Kiss, Wish, Healing Wish, Heal Pulse, Teleport, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Spiky Shield, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Helping Hand

Custom Elements:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Fairy, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers a Protect effect for the rest of the turn.
  • Z-Move: Tree of Life (Grass, Status) - Requires holding a Niranium-Z and knowing the move Jungle Healing. Creates a tree-shaped energy construct like his ultimate, healing all allies on the field for 1/4 of their max HP and himself for 1/2 of his maximum HP, both with +1 priority. For the next five turns, all allies on the field, including himself, are healed by 1/16 of their max HP at the end of each turn (akin to if they were holding Leftovers for that duration).
Stats: 100 HP/75 Atk/85 Def/75 SpA/100 SpD/55 Spe = 490

Reasoning:
An ex-employee of the Vishkar Corporation, Niran was born into a wealthy family in Thailand which sent him to the prestigious Vishkar Academy, where he delved into research on the pharmaceutical applications of biolight technology. When Vishkar tried to claim this innovation for their own use, Niran left for a life on the run, taking his research with him. Now a free-spirited philanthropist called Lifeweaver, he is listed in-game as a Support hero loaded with incredible utility, able to heal allies, sculpt terrain, and reposition himself and his team in unorthodox ways.
As for justifications for typing and abilities, Fairy is closely associated with healing (and offers a better defensive typing for this mod than Psychic), while Grass is because of the plant motif for most of his abilities, born from his admiration of his family's gardens during his youth - the Tree of Life that is his Z-Move is his ultimate in-game. As for his abilities, Triage relates to his healing abilities, Filter references the protective aspects of his character and some of his abilities, and Friend Guard is there to reference his Support class in general. As a bonus, I also made sure to reference every single one of his abilities in Overwatch 2 (the game where he was introduced) in at least one of the moves I gave him:
  • Healing Blossom = Wish, Healing Wish, Pollen Puff
  • Thorn Volley = Bullet Seed, Magical Leaf, Leaf Storm, Pin Missile
  • Petal Platform = One of his signature moves, plus Spiky Shield
  • Rejuvenating Dash = Agility, Teleport
  • Life Grip = One of his signature moves, plus Ally Switch (especially when paired with Wish and Healing Wish)
  • Tree of Life = Jungle Healing and the aforementioned custom Z-Move
Competitive Info:
Lifeweaver is slow as molasses and has little in the way of direct damage output, but makes up for it by being nigh indestructible. Synthesis and Recover are reliable healing options for if he has to run either of his other two abilities instead. Combined with Filter to mitigate his key weaknesses to Fire, Flying, and especially Poison, his sheer defensive bulk should hopefully ensure that even a super-effective hit wouldn't be quite enough to insta-kill him, which is important because he's going to have to move second at best the vast majority of the time. Most of his utility comes from the variety of healing and ally-buffing moves and general support shenanigans he brings to the table, compensating for his paltry offensive firepower. In particular, his ability to negate entry hazards temporarily opens up a lot more versatility in terms of move and item usage without any specific need for moves to put a stop to them, and his Tree of Life Z-Move especially remains in effect even when he has to switch out and have someone else take his place, essentially giving anyone on his side of the field a little more freedom to do what they do best without having to worry about being struck down. Being forced to rely on chip damage to actually hurt anyone is further reflective of his Support hero class, but this is ancillary to the more useful effects inflicted by these same attacks such as debuffs, switch-outs, etc. In short, Niran is a dedicated healer who tends to struggle during one-on-one fights, but whose optimization for team battles means his presence alone can potentially turn the tide of even the most hopeless skirmish.

MODIFIED RESUBMISSION FROM SLATE 10:

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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: Dark/Water
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Assurance, Comeuppance, Dark Pulse, Fake Tears, False Surrender, Feint Attack, Flatter, Foul Play, Lash Out, Obstruct, Parting Shot, Punishment, Snarl, Taunt, Torment, 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, Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Power Gem, Rock Tomb, Stealth Rock, Growl, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Boomburst, Charm, Attract, Round, Perish Song, Glare
Signature moves:
  • Gorgon's Gaze (Dark, Special, 120 BP, 8 PP max, 100% accuracy) - Affects all adjacent opponents. Lowers the Speed of each target by 1 stage, but also lowers the user's Special Attack by 1 stage for each target hit.
  • Petrify (Rock, Status, 32 PP max, 100% accuracy) - Semi-clone of Soak that turns the target's displayed type to Rock for three turns. This does not, however, change their existing type resistances, weaknesses, or immunities. If the target resisted Water-type moves, for instance, it will retain that resistance even when affected by Petrify. The afflicted target will not, however, receive STAB on attacking moves they would have otherwise, with the obvious exception of Rock-type attacks. This move will succeed even if the target is already a pure Rock-type.
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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, Mega Cala is now a Dark/Electric-type. She gains 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: 90 HP/55 Atk/95 Def/100 SpA/110 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 her new Dark typing is a nod to the at least mild mean-spiritedness of her personality, particularly her defeat messages (the second-stage one especially), along with the soul contract she made to the Devil (Dark being the "evil" type in Japanese), the latter of which is common to all the other bosses of the game. There's also the fact that her scary-looking, monstrous second stage is a freaking gorgon that actively tries to kill Cuphead and Mugman, or at least sets her pet electric eels on them. She uses these same eels to transform into her second stage, hence 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 few Rock-type moves to reference her petrification ability (which also informed one of her two custom moves). The ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justify her retaining Ghost type coverage, and her movepool is 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 the "A KNOCKOUT!" message shows up.

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. On top of her Special Defense stat in and of itself, her Dark typing in both of her forms for this mod gives her key resistances to Wizard Lord Phoenix and Maya Fey's STAB in general and Meta Knight's Ceaseless Edge, enables her to easily switch into Maw Jaw and Ragman, and helps counter Void Kong's Dark Pulse and especially Mineralize because her Mega Stone is not removable. On the offensive front, her signature attack, 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 if you don't want your Special Attack to suffer in the long run, she can certainly make use of a good solid Dark Pulse 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, and Ghost, and though none of these are super-effective against any of the types she's weak to, they do provide such strong general-purpose attacks as Hyper Voice, Boomburst, Thunder, and Shadow Ball. Her support options include Taunt, Confuse Ray, Perish Song, and especially her other signature move, Petrify, which can turn potentially rob opponents of their most important attack options for a couple of turns - and trying to counter it with an actual Rock-type (such as the aforementioned Void Kong) will just leave you open to a faceful of Surf. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's not quite as easy 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 one 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, though the tradeoff of an added weakness to Ground is worth taking into account. More importantly, her Special Attack is now through the roof and backed up by an extremely dangerous offensive STAB type combo, on top of retaining the Water attacks she abuses already as anti-Ground coverage. 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.

MODIFIED RESUBMISSION FROM SLATE 11:

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Advancement: Free the End - Good luck
Pokémon: Ender Dragon
Franchise/Origin: Minecraft
Type: Poison/Rock
Ability: Levitate
Notable moves: Acid, Acid Spray, Belch, Corrosive Gas, Gastro Acid, Gunk Shot, Poison Fang, Poison Gas, Poison Sting, Sludge, Sludge Bomb, Sludge Wave, Smog, Toxic, Toxic Spikes, Venom Drench, Venoshock, Accelerock, Ancient Power, Head Smash, Meteor Beam, Power Gem, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Sandstorm, Smack Down, Stealth Rock, Stone Edge, Wide Guard, Acrobatics, Aerial Ace, Air Cutter, Air Slash, Defog, Dual Wingbeat, Fly, Gust, Hurricane, Roost, Sky Attack, Sky Drop, Tailwind, Wing Attack, Breaking Swipe, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rush, Dragon Tail, Dual Chop, Outrage, Twister, Protect, Leer, Bite, Headbutt, Scary Face, Crunch, Zen Headbutt, Focus Energy, Take Down, Bulldoze, Swift, Endure, Brick Break, Shadow Claw, Psychic Fangs, Body Slam, Rest, Iron Head, Iron Defense, Earthquake, Hyper Beam, Roar, Double-Edge, Temper Flare, Defense Curl, Thrash, Spikes, Will-O-Wisp

Custom elements:
  • Breath of Harming (Poison, Special, 70 BP, 32 PP, 100% Accuracy) - Poison-type Freeze-Dry clone with a 10% chance of inflicting bad poison. Deals neutral damage to Steel-types.
  • End Crystal (Rock, Special, 150 BP, 8 BP, 100% Accuracy, -3 Priority) - Rock-type special Shell Trap clone: the Ender Dragon summons one of its End Crystals at the beginning of the turn, and if it gets hit by an opponent's special move within the same turn, the Crystal will explode and deal damage to the attacker. Physical and status moves will not trigger this effect. This move will fail if the Ender Dragon's scheduled turn happens at -3 priority.
Stats: 90 HP/70 Atk/95 Def/85 SpA/110 SpD/100 Spe = 550

Reasoning:
The endgame boss of Minecraft's vanilla mode and the battle you need to win to unlock exploration of The End, this sub was originally planned to be a Dragon type for blindingly obvious reasons (and was in fact listed as Dragon/Rock the last time I subbed it), but to set it apart from Narwa I decided to make it a Poison/Rock-type instead, similar to how Charizard isn't a Dragon-type despite otherwise being a Western dragon. My main justification for this typing choice was because the Ender Dragon possesses toxic breath, which deals the same effect as a Potion of Harming instead of the expected Fire (though despite it thus being a Poison-type, it does nonetheless learn a few Fire-type moves as well because its fireball projectiles really did ignite the ground in earlier editions), and is furthermore reliant on the End Crystals atop the obsidian pillars around its arena to grant it and regeneration, on top of its habitat of The End being a series of floating rocky islands with little in the way of any other material like Dirt, Grass, etc. On top of this, the Ender Dragon itself is also resistant to all forms of damage to any part of its body aside from its head, in keeping with the Rock-type skewing towards bulky defensive tanks despite all its weaknesses. Stealth Rock could in and of itself be an End Crystal reference, too, since End Crystals explode upon taking damage in a similar way to Stealth Rock surprising incoming opponents, although they also form the basis of its Rock-type signature move for this same reason. Its coverage options reference its various combat moves and abilities: on top of the obvious Dragon-type movepool additions, Flying and Levitate are because it literally cannot land in-game and spends its entire fight airborne (though it still gets Roost anyway due to its End Crystals healing it if they aren't destroyed), and almost everything else is swiped from Salamence, which was also why I'd originally planned to give this sub 600 BST (the other of course being its nature as, again, an endgame boss). Cutting 50 points from the total brought it more in line with Arcanine and will hopefully keep it from being a smidge too overpowered.

Competitive Info:
The Ender Dragon is a swift and ferocious combatant whose talent lies in sowing discord for its teammates to exploit rather than destroying its enemies outright. With respectable speed and special defense, powerful attacking moves, and useful coverage options, it can be tempting to sic the legendary Black Beast of OOUGH on your opponents directly - and in its defense, the quartet of Sludge Wave, Gunk Shot, Meteor Beam, and Stone Edge are all solid STAB options if going by their base power alone - but its raw damage output in and of itself unfortunately leaves much to be desired: Steel's immunity to the Poison type aside (Breath of Harming notwithstanding), its only Rock-type attack option with both 100% accuracy and meta-relevant base power is its signature End Crystal, which requires it to take a special attack to the face in order to work. If anything, its End Crystals are better used as a disincentive rather than a direct attack option, though the former use is admittedly perfectly in line with their having been used for trolling unsuspecting players. The Ender Dragon itself is mainly geared towards inconveniencing the opposition for as long as it can before inevitably getting forcibly despawned, boasting a rare combination of hefty dual defenses and impressive speed for a mixed tank, and with Spikes, Toxic Spikes, and especially Stealth Rock at its disposal, its ability to set up hazards can be invaluable in spite of its flaws, especially with its Levitate ability enabling it to bypass most entry hazards itself, to say nothing of its ability to first Defog them away and then give itself (and its team by extension) a Tailwind speed boost to set up its own traps sooner. Its ability to spread poisoning and/or burns, shut down vital abilities with Gastro Acid, force switches straight into the very hazards it's placed with Roar or Dragon Tail, and Roost off any damage it takes while making its rounds only augment its role as a purpose-built griefer. Its type combination, while obviously useful as a Fairy-checker, is held back by weaknesses to several key offensive types and especially a double-weakness to Ground (albeit exploitable only by forcing it to land through means such as Gravity or Tricking it into holding an Iron Ball), but since it's better at causing mayhem from the sidelines than fighting up front and center, it admittedly isn't as hampered by its vulnerabilities as most other Rock-type tank builds would be.
 
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Pokémon: Blaze Heatnix (Always male)
Franchise/Origin: Mega Man X
Type: Fire/Flying
Abilities: Flash Fire/Pressure/Heat Exhaust (Rough Skin clone, edited to consider only resisted moves) (HA)
Base Stats: 80/75/75/105/121/109 (565)
Moves: Fire Blast, Flamethrower, Magma Stream, Eruption, Overheat, Lava Plume, Roost, Tailwind, Air Slash, Hurricane, Defog, Taunt, Whirlwind | Gen 2 universal moves, Fire Spin, Sunny Day, Blaze Kick, Heat Wave, Flare Blitz, Flame Burst, Flame Charge, Inferno, Incinerate, Burn Up, Raging Fury, Temper Flare, Brave Bird, Sky Attack, Air Cutter, Aerial Ace, Double Edge, Steel Wing
Signature Move: Magma Stream (Fire|Special|50 BP|-%|16 PP|Targets lose 1/8th of their max HP for 5 turns after taking damage. Has a 10% chance to inflict Burn. Targets all opponents in a Double Battle)
Reasoning: This pompous phoenix Maverick is built to withstand the harshest of temperatures (Flash Fire) and has a high and mighty pompous attitude, willing for the urge to fight (Pressure). Heat Exhaust just seems like a fitting ability to have. Much of his moveset is obvious Fire and Flying type stuff, and Magma Stream is one of his attacks in X6, summoning purple magma to cover part of the screen for the battle.
Competitive Use: With solid speed and high special bulk, Blaze Heatnix is meant to be a similar role to Maw Jaw as a utility mon that punishes special attackers with chip damage. Fire/Flying with HDB is a great defensive typing as shown by Moltres in recent years, and 80/121 bulk is great for enduring most neutral and resisted hits. Heat Exhaust is his additional way of dealing with special attackers, dealing chip damage over time, and Magma Stream is a useful option for stallbreaking. Taunt to prevent set up sweeps from occuring, Whirlwind for phazing, Defog to clear Rocks, Roost for recovery, and is all-around a solid attacker. Thankfully isn't taunt bait himself with decent damage off of Overheat, too. A flawed Defense stat and effectively a locked item slot in HDB without external hazard removal can hold him back, and mons like The Defect, Eox, and anything with Rock-type coverage really can crush him. Oh yeah, and the typing allows him to check the powerful Fairy-types running around while also being immune to Earthquake.
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Pokémon: Joon Yorigami (Always female)
Franchise/Origin: Touhou Project
Type: Dark/Steel
Abilities: Pickpocket/Infiltrator/Shion Shield (Fighting-type moves are treated as neutral effectiveness) (HA)
Base Stats: 120/81/69/105/86/89 (550)
Moves: Fiery Wrath, Snatch, Make It Rain, Shadow Ball, Night Shade, Switcheroo, Taunt, Sucker Punch, Recover, Hurricane | Gen 7 universal moves, Mega Punch, Pay Day, Memento, Assurance, Payback, Power Gem, Smack Down, Rock Slide, Stone Edge, Quash, Thief, Torment, Flatter, Headbutt, Iron Head, Metal Sound, Steel Beam, Mirror Shot, Giga Impact, Confusion, Life Dew, Sky Uppercut, Embargo, Hex, Spite, Grudge
Z-Move: Extortioner of the 80's (Dark|Physical|250 BP|Requires Occult Orb and Mega Punch|Punching move. Earns 10x money at the end of battle.)
Reasoning: Dark-type is because she's an extortionist that's basically a monument to Japan's insane stock bubble, while Steel-type is for her preference for gold bling. Pickpocket cause she's fucking stealing yo money, and Shion Shield is just a funny ability concept counteract her 4x Fighting weakness. Fiery Wrath is chosen over Dark Pulse due to the flame-like aura she has. Rock-type moves are due to the whole riches thing, which would include rare rocks. Z-Move is directly inspired by her Last Word.
Competitive Use: More of a mixed offensive wall than Blaze, with a focus on special bulk and reliable recovery. She can actually switch into Fighting-type moves thanks to her signature ability, allowing her to check the Fighting-types without being too overwhelming to them, and can dish out chunks of damage with Make It Rain. Sucker Punch also can allow her to outpace certain attackers and deal chunks on super effective damage to Zenyatta and Radiance. Overall, a solid mon with no real weaknesses, but no real strengths.

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Pokémon: The Funeral of the Dead Butterflies (or just Funeral Butterfly)
Franchise/Origin: ProjectMoonverse (Lobotomy Company)
Type: Ghost/Bug
Abilities: Pressure/Cursed Body/Swarm (HA)
Base Stats: 85/50/100/110/110/90 (545)
Moves: Solemn Lament, Shadow Ball, Destiny Bond, Hex, Perish Song, Memento, Bug Buzz, Infestation, Recover, Life Dew, Body Press, Torment, Foul Play | Gen 7 universal moves, Last Respects, Night Shade, Ominous Wind, Shadow Punch, Shadow Sneak, Spite, Grudge, Attack Order, Defend Order, Silver Wind, Curse, Disable, Pounce, Iron Defense, Struggle Bug, Lunge, Skitter Smack, Feint Attack
Signature Move 1: Solemn Lament (Ghost-type Special Bullet Seed)
Signature Move 2: Coffin (Ghost-type Protect clone|If the user was hit by a super effective move, removes 2 PP from said move.)
Reasoning: Ghost/Bug is due to the Abnormality being based on the idea of kwarosa, a Korean term referring to the death of overworked employees in East Asian workculture, often due to extreme amounts of stress, and the butterfly motif throughout the entire entity. Pressure helps add to that flavor, Swarm for having swarms of butterflies around him for attacks, and cursed body is a standard Ghost type ability. Attacks refer to his use of butterflies when fighting and Solemn Lament is similar to how his associated attacks in LoR and LC are. Coffin is more of a made up flavor thing but makes sense, as well as the presence of Iron Defense and Body Press.
Competitive Use: Frankly this is more of a risky wall due to the common weaknesses he possesses, but he's meant to be a bit of a unique niche: PP stall. Strong mixed bulk helps take advantage of his resistance to Ground, as well as an immunity to Fighting-type moves, making him a great check to Midbus. Coupled with HDB, he can tank a hit and use Recover to clean it out, but thankfully is still held back by his common weaknesses. However, he also has Coffin, which also helps in his PP stall tech in conjuction with Pressure. Infestation can also be a good way with punishing Maw Jaw as the damage doesnt proc Shadow Pounce.
 
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“When one falls, we continue”
Character Name: Lune
Franchise: Expedition 33
Gender: Female
Type: Fire / Electric
Abilities: Analytic / Levitate
Stats: 110 / 70 / 80 / 90 / 120 / 60 (530 BST)
Full Moveset: Fire Blast, Inferno, Flamethrower, Recover, Immolation, Thunderbolt, Ice Beam, Calm Mind, Will-O-Wisp, Thunder Wave, Sacred Fire, Mystical Fire, Blizzard, Overheat, Fire Spin, Discharge, Spark, Shock Wave, Thunderbolt, Thunder, Reflect, Light Screen, Icicle Crash, Icy Wind, Haze, Energy Ball, Grass Knot, Magical Leaf, Fire Pledge, Grass Pledge, Leaf Blade, Earth Power, Rest, Substitute, Sleep Talk, Frustration, Return, Tri Attack, Tera Blast, Scorching Sand, Ember, Magnet Rise, Sunny Day, Rain Dance, Snowscape, Aura Sphere, Aurora Beam, Heal Pulse, Life Dew

Signature Move: Immolation
- Type: Fire
- Classification: Special
- Power: 20
- Accuracy: 100
- PP: 15 (Max 24)
- Effects: Deals Damage. Badly Burns the target. Badly Burned targets lose 1/8 of their HP each turn. If opponent is already burned, replaces burn with Badly Burned.
- Flavor: (Optional) Lune deals a low Fire damage to a single target.

Overview/Justification: Special wall focused on dealing spreading annoying status. Typing seems pretty atrocious from a surface level, but it does well into Jack Frost, Pit, and Radiance. Immolation will quickly wear down wallbreakers while Haze shuts down Calm Mind setup mons. Analytic + a load of coverage can be used to make Lune less passive, but Levitate is definitely useful. Void Kong still beats her, but Lune isn't really suppose to be a solo wall. She should pair well with teammates like Ana and Amingo.
 
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The Goddess's history will dishonor Aesfrost and falsify the path we walked... I would rather end it all here by my own hand than endure Her lies!
Character Name: Svarog
Type:
Dragon.png
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Abilities: Flash Fire / Oblivious / Reckless [HA]
Stats: 85 / 115 / 105 / 78 / 117 / 42 [542 BST]
Full Moveset: Molten Burst, Armor Cannon, Bulk Up, Burn Up, Burning Jealousy, Circle Throw, Ember, Eruption, Fire Punch, Fire Spin, Flame Burst, Flame Charge, Flare Blitz, Flash Cannon, Gyro Ball, Hammer Arm, Hard Press, Head Charge, Heat Crash, Heavy Slam, Incinerate, Inferno, Iron Defense, Iron Head, Lava Plume, Metal Burst, Metal Sound, Overheat, Rage, Raging Fury, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Spikes, Steel Beam, Submission, Sunny Day, Temper Flare, Wide Guard, Will-O-Wisp, Work Up, Attract, Endure, Facade, Helping Hand, Protect, Rest, Round, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Type:
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Classification:
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Power: 50
Accuracy: 100%
PP: 10 [16 Max]
Effects: Sets Sea of Fire for 2 turns. (Non-Contact)
Svarog is a major character within Triangle Steategy’s story, being the uncle of Aesfrost’s Archduke, Gustadolph. Svarog is first and foremost a Steel type, taking from Aesfrost’s expertise in Ironworking, and his actions within the finale of the Utility route would justify fire as his secondary type.
Svarog’s main abilities reflect his passives within his boss fight, such as how he is immune to Fire & Temptation (which closely translates to Pokemon’s infatuation). His hidden ability reflects his actions in the utility route, destroying his own home out of grief.
Within Triangle Strategy, Svarog’s stats lean physical, but with pretty respectable magic stats; his only truly poor stat being speed. The stat spread here reflects this, however one liberty was taken to maintain with the prompt, making the SpD better than Def. However, while in game Svarog’s Magic and Magic Defense stats are equal, he actually doesn’t have any magic attacks, hence why his SpA is considerably lower than his SpD.
For moves, Svarog gets plenty of standard Steel and Fire moves, with the addition of Armor Cannon to reflect his responsibility for developing (& in several routes using) the Deathsknell. Circle Throw reflects one of his main attacks, which knocks enemies back, and Hammer Arm is representing the hammer he wields in combat. He also gets several rock moves to reflect the volcano-like eruption he causes at the end of the utility route, as well as some additional recoil moves to match with his hidden ability. I also wanted to give Svarog some means of hazard setting, but his custom paired with Stealth Rocks seems a bit too oppressive, so I went with Spikes instead.
Svarog’s Custom move relates back to his boss fight within the utility route. Within this fight he has a skill called Eruption which deals physical damage and sets non-flammable tiles ablaze, translated to Pokemon by setting Sea of Fire. The move Eruption already exists, so this is translated into Molten Burst, also referencing how before the fight his actions submerged Aesfrost’s capital, Ironstone, in molten iron.
Weight: 122 kg
Overview: Bulky Fairy resist, with access physical setup with Bulk Up, utility in spikes, and other chipping tools in his custom move, Molten Burst. Ngl, I got too focused on the fairy resist side of the prompt rather than Special focus. To better fit the prompt, the defensive stats have been rebalanced.
 
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Pokémon: Eram
Franchise/Origin: Deltarune
Type: Fire/Ghost
Ability: Levitate
Notable moves: Fly, Explosion, Self Destruct, Shadow Ball, Hex, Spite, Grudge, Curse, Shadow Sneak, Poltergeist, Will-O-Wisp, Flamethrower, Fire Blast, Ember, Incinerate, Inferno, Lava Plume, Flame Charge, Flare Blitz, Dark Pulse, Crunch, Bite, Moonblast, Moonlight, Healing Wish, Psychic, Psyshock, Psychic Noise, Discharge, Spark, Wild Charge, Play Rough, Play Nice, Tri Attack, Conversion, Electric Terrain, Misty Terrain, Swords Dance, Secret Sword, Sacred Sword, Snarl, Hyper Voice, Foul Play, Future Sight, Rest, Substitute, Sleep Talk, Frustration, Return, Protect, Roost
Signature Move: BURNT_GAZE (Ghost type Special Move, hits after two turns, 110BP 100% accuracy, 16pp)
Stats: 89/55/90/100/104/100
Reasoning: ERAM uses fire attacks and posseses the Mantle and the Mantle Video game in ways reminiscent of poltergeists (and Rotom kind of). Moves reference their use of bomb attacks, dashing during the fight, their encouraging of the Sword route, and their status as a video game character even inside of the Dark World. 55 is also LV in roman numerals, and the 9s have significance in the genocide route referenced by ERAM.
Competitive Use: Fast special wall with recovery which acts as an effective partner to both Ana and Narwa, who are both ground weak. Particularly effective with Ana as you resist Fairy too, and can scare them out with your speed and utility. Can spread status or future pivot with the signature + Levitate, but can suffer from aspects of 4MSS, lacking bulk, and a rock weakness. Prefers a knock absorber in general due to hating knock. Can wall most special threats like Jack Frost, Midbus-Mega, Pit-Mega, and Peach-Mega, however due to a rock weakness and hating losing boots, Void Kong is your biggest enemy on the special side.

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Pokémon: ??? (Blue Baby if that doesn't work)
Franchise/Origin: Isaac
Type: Water/Bug
Abilities: Poison Heal/Stench
Notable moves: Muddy Water, Mud Shot, Protect, Rest, Substitute, Hyper Beam, Sleep Talk, Toxic, Scald, Surf, Hydro Pump, Liquidation, Waterfall, Infestation, Bug Buzz, Calm Mind, Leech Life, Slack Off, Attack Order, Defend Order, Earth Power, Earthquake, Hex, Shadow Ball, Poltergeist, Knock Off, Grudge, Spite, Darkest Lariat, Sludge Bomb, Gunk Shot, Sludge Wave, Liquidation, Jaw Lock, Dazzling Gleam
Stats: 82/72/82/92/122/92
Reasoning: The typing may seem illfitting, but Isaac's general focus on tears as your main form of attack, which remains consistent in ???'s boss fight, and ???'s repeated theming/connections with flies justify the type. ??? being a corpse as well as their associations with... what can be formally called excrement, justify poison heal, Muddy Water, and the 2s in the stats. Jaw Lock specifically references his association with The Chest.
Competitive Use: Status + Knock Absorber with good bulk and decent typing into most special threats as well as being effective against Ana and pivoting in general on Jaw Lock sets. Can run status spreading, knock, CM, or a trapper set. However, as a knock absorber and a status absorber your inability to run boots keeps you in check as unlike Gliscor, you lack a spikes immunity and are rock weak. With effective hazard control however, you can become either a scary bulky win-con or a titanic wall. Is also generally a momentum sink.
 
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