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 .
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.
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(/j)
Anyways he's just (reluctantly) mono-Dark now and I added Dark Pulse and Snarl to accommodate.
Also replaced Regenerator with Natural Cure because leaving him with only one ability that doesn't even do anything in Singles didn't feel right.
 
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The veto period is over! Maliketh, Niall, and Crucible Knight remained unadjusted and thus will not be allowed.

The rest of the submissions will be allowed, even if some will likely need to be balanced more than others.

You have two days to vote, give or take a day. Regardless, after this slate finishes, we’ll be having another playtest period. So feel free to take part in playtesting, and also look forward to adjustments to the metagame that should hopefully aid in improving the way matches can play out!
 
Well....here we go. Maybe this time...we'll finally get a Danganronpa representive! After all, I've been continuing my quest for ten whole slates now...Could this finally be where it ends?
ErrorMon's Korekiyo
Cyaneedle's Meteormon
Ninetales Dragons's Herbert
Cyaneedle's Angler Mangler
UberTrainer2000's Kirumi (SV)
 
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There was an exact tie for second place between three submissions. Council broke the tie in favor of Medic and Plague Rat of Doom. They’ll be added alongside Ranno as this slate’s winners.

The sheet and such will be promptly updated tomorrow, and after that we’ll take a bit less than two weeks off for testing purposes. We’ll also likely determine our next batch of balance adjustments and present them soon.
 
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And so, with this stupid rat somehow having won just because it got one more vote than the five voters (The Normal/Poison Plague Rat of DOOM!) The following droughts continue:
  • Only one Rock-type
  • No Danganronpa characters (My quest for this Pet Mod)
  • No good users of Trick Room
  • No Pokémon who specialize in clearing hazards (All Pokémon that know Defog and Rapid Spin don't specialize in clearing hazards)
  • Very few weather setters
  • And, most importantly, four Poison-types!
NOTE: UberTrainer2000 is terribly sorry for saying all of the above things. But when the hiatus is finally over....Please, contribute to these quests, OK?
 
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Only one Rock-type
While more rocks may be nice, it isn’t a type that offers too much diversity to begin with. If we get one, cool, but not getting one isn’t the end of the world, as achieving more saturation for a type like this isn’t the biggest concern.

No good users of Trick Room
For a similar reason as to why we have no weather setters, facilitating a niche like this in a micrometa of this size requires not just a setter, but several good beneficiaries of trick room setting. Its hard to vote for something that only might be good in the future if we actually have plenty of follow up in the niche.

No Pokémon who specialize in clearing hazards (All Pokémon that know Defog and Rapid Spin don't specialize in clearing hazards)
idk about other options, but at the very least, we have Ana, who is fairly central to the meta, and is always running either Rapid Spin or Mortal Spin for hazard removal. While getting more options of hazard removal would be nice, again its not the end of the world if it doesn’t happen.

Very few weather setters
See trick room explanation, but tenfold bc introducing one weather forces you to work in other weathers too for proper balance. For a meta of this size, that’s a lot of space taken up just for facilitating weather wars.

And, most importantly, four Poison-types!
Ok? Even after this slate Poison isn’t even our most saturated typing. We got two offensive Poisons, which, for the most part, differentiate themselves pretty well from both each other and our pre-existing poisons, of which were both defensive.

No Danganronpa characters (My quest for this Pet Mod)
And I didn’t want to even address this one at all initially, but I just wanted to say that tunnel-visioning the sole objective of “getting ___ game represented in the mod” isn’t necessarily the healthiest mindset.
 
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It has been a while! I thank you all for your patience in this! I’m here today to announce the patch notes for this metagame, thanks to the playtesting that was done.

- V1 will be losing Knock Off and 10 SpA
V1 has been a significant metagame presence since CCvC’s second slate, and while new additions have certainly aided in reducing V1’s sheer level of dominance, it has still proven to be quite potent. Knock Off being removed will reduce its effectiveness into the meta’s defensive Ghosts and Wizard Lord Phoenix (it still has Lash Out to hit them, but that’s less powerful for initial breaking, which is important) and a reduction to its SpA will protect the more physically defensive Pokemon from being sniped by an unexpected Make it Rain. Hopefully this will finally allow reduce V1 to a healthy presence without dropping its viability too harshly.

- Berdly will have Tinted Lens replaced with Competitive; his Attack will be raised by 4
Tinted Lens allows nearly every Berdly set to break past Narwa and Defect, the former of which should nearly always be able to answer a Pokemon like Berdly with Dragon Tail; Competitive is still solidly thematic while giving Berdly more counterplay after he sets up. That being said, the removal of Tinted Lens definitely impacts his physical sets more, so the bit of extra Attack is intended to offset that, even if just by a bit.

- Meta Knight loses Swords Dance; his Z-Move no longer provides an automatic critical hit
Meta Knight has proven to be rather good when not running setup or his Z-Move. That being said, the fact these two options allow him to serve as a nasty breaking force is very much not okay given his Speed. Therefore, for the time being, these are the nerfs that will be implemented, though additional nerfs may come down the pipeline depending on the progression of the metagame.

- Pit will lose any reliable recovery option he previously had; his signature move Guardian Orbitars will be replaced with the Upperdash Arm, a physical 95 Power Fairy move which works like Beak Blast, but halves damage from Special moves while active, instead of burning Pokemon which make contact.
Pit was potentially very scary in his Mega form due to being a bulky Fairy/Steel with reliable recovery and setup. Removing reliable recovery allows him to at least be significantly less unkillable, without too devastatingly impacting the Mega Stoneless base form (which was definitely running HDB). Guardian Orbitars, as initially written, was not a particularly balanced move; reflecting all Special moves as many times as you want is very much not an effect we want in a metagame that is supposed to be playable. Due to being bugged, it was never able to be used, but replacing it with something much more fair was clearly the only way to go about this. Apologies for letting that one slip past the veto phase.

- Radiance’s Infected Dreams will be receiving 10 extra base power, but its paralysis chance will be dropped from 100% to 30%.
The speed control offered by Infected Dreams essentially makes a Dark type (or the less prominent Narwa/Defect) mandatory on any team that wants to not suffer from its paralysis. 30% is still enough to be respected, but much more of a fair presence overall. The extra power should hopefully compensate.

- Medic will be receiving Prankster, Haze, and Heart Stamp, while losing Heart Swap.
Medic has sadly not done much of anything since being introduced, mostly due to Meta Knight being a much more prominent staple. However, Prankster would allow him to place Screens, clear hazards, stop sweeping, or Healing Wish much more freely. Heart Swap can be a bit volatile, so it was replaced with Haze and Heart Stamp to maintain the Heart flavoring.

This is it for the time being, but testing will continue. That being said, a new slate will finally be opening again, either tomorrow or a week from now (if not tomorrow definitely a week from now)! Once again, your patience is hugely appreciated, and I’ll see you here again soon!

(Whether a week or several months, CCvC will be waiting! (The real reason for this long hiatus was so new Deltarune subs would be legal by next slate trust))
 
Slate 11
Stealth Rock

And we're back! This slate's theme is pretty simple, the submissions should have (and should of course also be inclined to run) Stealth Rock, since the amount of characters that run that in this meta is low. Also, council has pointed out that a good defensive Steel could be a good addition to the metagame now that the offensive Fighting and Fire mons that dominated the early metagame have received proper checks. This theme is pretty loose, with the only real restriction that these probably shouldn't be wallbreakers or sweepers, and should certainly lean towards defense and utility. Just be sure to consult the sheet for all current versions of existing CCvC characters. Testing and feedback will still be welcome for the next/last five slates and for the forseeable future, so be sure to keep an eye out for updates!
 
Character Name: Heavy Lobster
Series: Kirby Super Star Ultra
Type: Steel / Bug
Abilities
: Heavy Metal | Weak Armor
Stats: 85/105/79/68/100/98 (535)
Full Moveset: Engine Blowback, First Impression, Stealth Rock, Heavy Slam, U-Turn, Extreme Speed, Lunge, Pounce, Defog, Whirlwind, Iron Head, Steel Beam, Crunch, Iron Defense, Body Press, Superpower, Crabhammer, Flash Cannon, Flamethrower, Explosion, Fire Spin, Taunt

Tackle, Facade, Protect, Substitute, Attract, Confide, Hyper Beam, Giga Impact, Swagger, Slash, Double Edge, Scratch, Slam, Body Slam, Decorate
Type: Fire
Category: Special
BP: 90
PP: 10/16
Acc: 100
Effect: Phases the opponent after dealing damage
Flags: -6 prio, wind move
Weight: 400 kg
Overview/Justification: utility based rocker that has priority options to be generic glue into meta. Can use fire moves off rather poor spa to hit itself and other steels, with added phasing in reference to its ability to knock you off the halberd. Phasing + sr leads to pretty good combo, while not impossible to deal with due to existence of flash fire mons

On other aspects, has good stabs with heavy slam being nearly always guaranteed 120 bp, and with weak armor sets being able to run iron head. First Impression and Lunge, while being a bit straining movepool wise will remain as secondary options to the lore accurate U-turn. Third and fourth slots will generally be a combo of rocks + filler, with the fourth option being multiple choices including its powerful phasing option that is guaranteed to hit a majority of the time due to 100% accuracy, at the cost of it being non stab and off it’s worse attacking stat. Extreme speed is a bit more Memey but it has a valid place on banded sets that it can run. Decorate mirror herb is NOT a viable set
 
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Pokémon: Seam
Franchise/Origin: Deltarune
Type: Fairy/Dark
Abilities: Magic Bounce, Pickup, Hospitality
Notable moves: Stealth Rock, Dazzling Gleam, Draining Kiss, Moonblast, Dark Pulse, Foul Play, Knock Off, Slack Off, Teatime, Taunt, Calm Mind, Psychic, Future Sight, Psyshock, Psychic Noise, Shadow Ball, Hex Flamethrower, Incinerate, Fire Blast, Calm Mind, Surf, Round, Hyper Voice, Healing Wish, Power Gem, Ancient Power, Meteor Beam
Stats: 75/66/110/105/80/30
Reasoning: They are Fairy type as Fairy can be considered the "magic" type (psychic too but I didn't want overlap with Radiance), and their Dark type references their status as a darkner, as well as their general nihilism. Additionally, the Fairy type is associated with sweets, which they sell. Stealth Rock, Magic Bounce, and his Rock coverage reference his ability to collect and create items out of the Shadow Crystals. Their fire coverage references the DarkBurger you can get from their shop in ch1.
Competitive Use: Magic Bounce physically bulky hazard setter. Has utility in Knock Off absorbing and using (and being an annoyance to Meta Knight by proxy) + psychic noise and reliable recovery . Can form a hazard stacking core with Radiance, by blocking hazards and status for it and taking the Knock Offs they can struggle to take in exchange for Radiance absorbing the U-turn from some of Seam's least favorable matchups like V1 and Ana. In general, their utility, type and physical bulk is balanced out by being weak against the tier's best hazard remover, Ana.

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Pokémon: Tenna
Franchise/Origin: Deltarune
Type: Steel
Abilities: Static, Adopted (1.5x damage on all Ghost moves)
Notable moves: Stealth Rock, Shadow Ball, Poltergeist, Shadow Punch, Flash Cannon, Iron Head, Hex, Snarl, Incinerate, Spark, Charge Beam, Wild Charge, Hyper Voice, Icy Wind, Ancient Power, Work Up, Smart Strike, Egg Bomb, Acid Spray, Acid, Happy Hour, Conversion, Taunt, Thunder Wave, Encore
Signature Move: TV Time! (90BP Special Steel move, 16pp, 60% chance to lower special defence of opponent by 1)
Stats: 90/100/97/112/97/70
Reasoning: Steel typing is largely self evident, however the ability boosting Ghost type moves both reflects Tenna's existence as an Old CRT who struggles with the fear of being thrown away (similar to Banette and Mimikyu), and is a reference to
you being able to give him to Mettaton, a ghost.
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His coverage moves and stealth rock itself all reference various minigames in ch3 while Egg Bomb is a pipis reference.
Competitive Use: Offensive rocker more akin to Heatran, uses good neutral coverage, high special attack, and his signature move to force switches and set up. However, lacks good coverage and can be revenge killed due to only good bulk and low speed. Also hates the prevalence of knock off. Can be an especially dangerous partner with Meta Knight, and can form an offensive hazard stacking core. Can also block hazard removal from Ana by being mortal spin immune.
 
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Character Name: Gerson
Series: Deltarune/Undertale
Type: Steel
Abilities: Shell Armor/Weak Armor/Lord of the Hammer
This Pokemon's Hammer-based attacks have their power multiplied by 1.2. (Hammer Moves: Dragon Hammer, Gigaton Hammer, Ice Hammer, Wood Hammer, Crabhammer, Hammer of Justice)
Stats: 85/115/130/50/90/80 (BST 550)

Full Moveset: Hammer of Justice, Stealth Rock, Amnesia, Astonish, Attract, Block, Brutal Swing, Bulldoze, Bullet Punch, Celebrate, Confide, Counter, Covet, Curse, Defense Curl, Destiny Bond, Double Team, Dragon Cheer, Dragon Hammer, Earth Power, Earthquake, Embargo, Endure, Facade, Fake Out, Flash Cannon, Fling, Frustration, Giga Impact, Gyro Ball, Hard Press, Heavy Slam, Helping Hand, Hex, Hidden Power, Instruct, Iron Defense, Iron Head, Metal Burst, Metal Claw, Metal Sound, Meteor Mash, Phantom Force, Pound, Protect, Psych Up, Quick Guard, Rapid Spin, Razor Shell, Rest, Return, Round, Shadow Ball, Shadow Claw, Shadow Punch, Slam, Sleep Talk, Snore, Spin Out, Spirit Shackle, Steel Beam, Steel Roller, Substitute, Sucker Punch, Swagger, Swift, Take Down, Take Down, Teatime, Tera Blast, Thief, Trick
Signature Move: Hammer Of Justice
- Type: Steel
- Classification: Physical
- Power: 80
- Accuracy: -
- PP: 16 (max)
- Effects: 30% crit chance. This Move does not check accuracy.

Weight: 72.5 kg
Overview/Justification: Based on his Hammer of Justice Shadow Crystal Battle for the most part. Steel because he uses hammers in battle.

EDIT: Mono-steel, Hammer of Justice changed.

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Character Name: Darunia
Series: The Legend of Zelda
Type: Ground/Fire
Abilities: Flash Fire/Earth Eater/Dancer
Stats: 90/115/125/60/85/55(BST 530)

Full Moveset: Stealth Rock, Ancient Power, Arm Thrust, Attract, Belly Drum, Blaze Kick, Body Press, Brick Break, Bulldoze, Burn Up, Celebrate, Circle Throw, Confide, Counter, Defense Curl, Dig, Double Edge, Double Team, Drill Run, Earth Power, Earthquake, Ember, Endure, Eruption, Facade, Fiery Dance, Fire Blast, Flame Wheel, Flamethrower, Flare Blitz, Force Palm, Frustration, Giga Impact, Gyro Ball, Hammer Arm, Hard Press, Head Smash, Heat Crash, Heavy Slam, Helping Hand, Hidden Power, Incinerate, Inferno, Iron Defense, Iron Head, Lava Plume, Mud Slap, Power Gem, Protect, Raging Fury, Rapid Spin, Rest, Return, Revelation Dance, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Rock Wrecker, Rollout, Round, Sand Tomb, Sandstorm, Secret Power, Seismic Toss, Sleep Talk, Smack Down, Snore, Steamroller, Stomping Tantrum, Stone Edge, Strength, Substitute, Sunny Day, Swagger, Take Down, Temper Flare, Tera Blast, Wide Guard, Will-O-Wisp


Weight: 181.5 kg
Overview/Justification: Mostly offensive Rocker. Flash Fire and more importantly, Earth Eater help on defense. Dancer is purely a flavor/meme ability referencing his love of dancing, as seen when Link plays him Saria's song. But if this guy gets in and you manage to do anything funny with it, I wanna see it.

EDIT: Ground/Fire typing, -10 Def, +10 Speed.
 
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Character Name: LISE-Dog Rider
Series: Spelunky
Type: Rock/Steel
Abilities: As One (Flash Fire + Analytic)
Stats: 90 / 105 / 139 / 113 / 74 / 89 [Total: 590]
Movepool:

Stone Edge, Rock Slide, Rock Tomb, Rock Throw, Rock Blast, Meteor Mash, Iron Head, Magnet Bomb, Fire Fang, Flame Charge, Stomping Tantrum, Supercell Slam, Spark, Circle Throw, Knock Off, Vine Whip, Explosion, Double Edge, Return, Facade, Stomp, Quick Attack, Power Gem, Flash Cannon, Overheat, Fire Blast, Searing Shot, Flamethrower, Lava Plume, Incinerate, Ember, Fire Spin, Earth Power, Scorching Sands, Rising Voltage, Shock Wave, Aurora Beam, Uproar, Tri Attack, Iron Defense, Rock Polish, Stealth Rock, Sunny Day, Magnet Rise, Magnetic Flux, Electric Terrain, Lock On, Laser Focus, Roar, Helping Hand, Rest, Substitute, Sleep Talk, Protect

Competitive Role: Defensive Steel-Type with very high stats and a diverse movepool compensated by the limited defensive potential of Rock/Steel. Uses Stealth Rock and Analytic to heavily punish switches while having the lopsided type chart that lends towards hard-countering and being hard-countered due to multiple 4x resistances and two immunities. Suwako acts as a pretty rock solid check and obviously Dog Rider fears ground and fighting types in general. Can run both physical and special sets, with physical having better stabs and Supercell Slam while special has a higher offensive stat and Fire-Type moves. Largely lacks setup though outside of sunny day so 3 attacks + rocks, resttalk and phazing sets will be the best ways of making progress.

Here are the two constituents, these are not submissions and just inform how I made the full statline/moveset:
Character Name: LISE Project
Series: Spelunky
Type: Steel
Abilities: Analytic
Stats: 90 / 80 / 90 / 70 / 90 / 70 [Total: 490]
Movepool:
Meteor Mash, Iron Head, Magnet Bomb, Bullet Punch, Supercell Slam, Spark, Rock Throw, Circle Throw, Knock Off, Vine Whip, Explosion, Return, Facade, Stomp, Fake Out, Flash Cannon, Rising Voltage, Shock Wave, Aurora Beam, Tri Attack, Iron Defense, Magnet Rise, Magnetic Flux, Electric Terrain, Helping Hand, Lock On, Laser Focus, Rest, Substitute, Sleep Talk, Protect
Character Name: Rock Dog
Series: Spelunky
Type: Rock / Fire
Abilities: Flash Fire
Stats: 70 / 85 / 99 / 93 / 64 / 79 [Total: 490]
Movepool:
Stone Edge, Rock Slide, Rock Tomb, Rock Throw, Rock Blast, Fire Fang, Flame Charge, Stomping Tantrum, Double Edge, Return, Facade, Stomp, Quick Attack, Power Gem, Overheat, Fire Blast, Flamethrower, Lava Plume, Incinerate, Ember, Fire Spin, Earth Power, Scorching Sands, Uproar, Rock Polish, Stealth Rock, Sunny Day, Roar, Helping Hand, Rest, Substitute, Sleep Talk, Protect
 
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Character Name: Rocky
Series: Kirby('s Adventure)
Type: Rock
Abilities: Solid Rock / Justified (Friend Guard)
Stats: 90/95/115/60/90/75 (525 BST)

Full Moveset: (Protect, Substitute, Sleep Talk, Toxic, Rest, Return, Frustration, Hidden Power, Tera Blast.)
Rollout, Accelerock, Rock Throw, Rock Tomb, Rock Slide, Stone Edge, Ancient Power, Power Gem, Stealth Rock, Wide Guard, Rapid Spin, Stomp, Body Slam, Double-Edge, Endure, Recover, Whirlwind, Harden, Earthquake, High Horsepower, Bulldoze, Earth Power, Sky Uppercut, Body Press, Ice Spinner, Iron Head, Heavy Slam, Knock Off, Bounce, Zen Headbutt, Teleport, Wave Crash, Curse.

Weight: 218 lbs
Overview: A rather simple execution of the prompt; A defensive-utility Stealth Rock user, with fun moves like Tailwind and Rapid Spin to fit onto specific sets for the player's needs.

Justification: A majority of Rocky's moves are references to Stone Kirby moves and the Friend Abilities, somewhat similar to Donkey Kong's reasonings.
Ice Spinner, Wave Crash, Whirlwind, Tailwind: All based on the Curling Friend Ability, with Wave Crash representing the Splash Curling ability, Ice Spinner representing the Ice Curling ability, and Whirlwind + Tailwind representing the Clean Curling ability (which is.. wind related.)
Teleport: Based on the Geokinesis friend ability, loosely, though.
Sky Uppercut: Represents the "Stone Uppercut" move. guess what it does.
Rapid Spin: Represents the "Spin" move that Stone Kirby has (in the Statue mode!)

post-leveto: attack buff (10), speed buff (also 10 I think but I immediately forgot), and recovery (Recover). :D
 
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Well, it's been a long while....But it's finally time for slate #11. After chastises, turn downs, and realizing that only those that fit the metagame will survive, I'd figured I'd pull the same tactics I used in slate #9....and this time around, base them around existing Pokémon!
First up, fitting for the theme of this slate, a Rock-type that's designed to take care of it's weaknesses! ...Ferrothorn but in Crossover Chaos.
HD Spikerock
"Spikerock just got back from a trip to Europe. He had a great time, met some wonderful people, really broadened his horizons. He never knew they made museums so big, or put so many paintings in them. That was a big surprise for him."

Spikerock's Suburban Almanac entry from Plants. Vs. Zombies
Name: Spikerock
Series of Origin: Plants VS. Zombies
Type:
steel.gif
=
Abilities: Sturdy/Iron Barbs/Solid Rock
Stats: 93/102/110/45/108/35 (493)
Movepool: Leaf Blade, Leech Seed, Power Whip, Stealth Rock, Poison Sting, Harden, Rock Throw, Dig, Rapid Spin, Spike Cannon, Mortal Spin, Pin Missile, Spiky Shield, Knock Off, Lash Out, Spite, Energy Ball, Trailblaze, Drill Run, Earthquake, Scorching Sands, Earth Power, Spikes, Icicle Spear, Ice Spinner, Ice Beam, Scary Face, Hyper Voice, Sludge Bomb, Sludge Wave, Poison Jab, Toxic, Venoshock, Rock Tomb, Rock Slide, Stone Edge, Smack Down, Meteor Beam, Smart Strike, Iron Defense, Iron Head, Steel Beam, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 132 lbs.
Custom Elements:
None
Justification:
Spikerock is obviously a Rock-type with sharp spikes that would give him good attack a plant, and the fact that most zombies can't touch him even with ranged attacks would give him good defenses. His almanac entry in Plants VS. Zombies 2 claims that his spikes are made of metal, which would give him a Steel-typing: It also states that he's held metal plant concerts at Madison Rock Garden, which is why he has access to some sound-based moves. He upgrades further into the Diamond Spikeweed in Plants Vs. Zombies All Stars, and a portrait of it is featured in the new ability that Spikerock gains in that game once it evolves from Spikeweed, which is why he can learn Ice-type attacks.
Role: Spikerock is designed off premier OU lead Glimmora Ferrothorn, while also having access to Mortal Spin. However, what sets the two apart is that Spikerock has a more offensive stat spread and a wider range of abilities, but is extremely slow on the account of...well, due to the account that it's an immobile rock, really.
Next, I feel like that neither Roy nor Wizard Lord Phoenix can efficiently take on Ground and Rock-types (Trailblaze isn't exactly the strongest move in the world) So here's someone who can AND set up Stealth Rock!

"A giant Flaming Frog?! Quick! Spank it silly before it hops back to the volcano!"

Pyribbit's description from Kirby Robobot's Team Kirby Clash
Name: Pyribbit
Series of Origin: Kirby
Type:
Fire
Ground

Abilities: Earth Eater/Water Absorb/Flame Body
Stats: 80/65/95/90/85/110 (525)
Movepool: Stealth Rock, Lick, Leer, Ember, Morning Sun, Rapid Spin, Flame Wheel, Bounce, Lava Plume, Eruption, Magma Storm, Solar Beam, U-Turn, Dragon Pulse, Outrage, Scale Shot, Breaking Swipe, Play Rough, Body Press, Brick Break, Focus Blast, Fire Spin, Flame Charge, Sunny Day, Will-O-Wisp, Heat Wave, Flamethrower, Fire Blast, Overheat, Flare Blitz, Heat Crash, Burning Jealousy, Temper Flare, Acrobatics, Air Slash, Bulldoze, Stomping Tantrum, Earthquake, High Horsepower, Scorching Sands, Roar, Body Slam, Scary Face, Hyper Voice, Uproar, Psych Up, Sludge Bomb, Sludge Wave, Gunk Shot, Surf, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 543 lbs.
Custom Elements:
None
Justification:
Pyribbit, the boss of Endless Explosions, is a giant frog that is infamous for staying in the background for most of the fight. He is surprisingly agile and can rain down meteors from the volcano in the background of his arena as well as spitting them out. His two abilities stem from his frog origins: He has Water Absorb on the account of being a Frog, and he gets Earth Eater because...well, the molten boulders he spits out had to come from somewhere. They also reflect the fact that Kirby does not have access to any attacks in Kirby Triple Deluxe that are related to Water or Ground. However, he has less than stellar attacking stats as Kirby bosses usually don't do that much damage to Kirby with their attacks, relying on hitting him multiple times.
Role: The last time I tried a Fire/Ground type in Crossover Chaos in the form of Morton in slate 9, an Earth Eater whose purpose was to counter V1, the resulting feedback ended up with the sub getting reworked and it ended up getting no votes at voting time because it was outclassed by Roy. However, two slates later and I have come up with Pyribbit, who is a different story, having not only stats that are based off Moltres, a famous defensive Fire-type in OU, but also access to both Water Absorb AND Earth Eater, being able to get rid of one of it's weaknesses and turning it into healing: Speaking of healing, he can do that with Morning Sun. As per the slate's theme, he can also set up with Stealth Rock. However, Pyribbit suffers from having below average attacking stats.
And finally, a supportive Ghost-type who can synergize well with Sophie the Swamp Witch...who you might find VERY familiar.
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"I will pray to Atua for you, Shuichi, so that you may become a gold member someday."
Angie Yonaga
Name: Angie Yonaga
Series of Origin: Danganronpa
Type: Ghost
Abilities: Frisk/Cursed Body/Filter
Stats: 120/80/83/74/80/65 (502)
Movepool: Stealth Rock, Rock Slide, Stone Edge, Power Gem, Ancient Power, Artistic Brush, Pound, Encore, Block, Defog, Shadow Sneak, Torment, Doodle, Stomp, Wish, Punishment, Charm, Will-O-Wisp, Reflect Type, Taunt, Dazzling Gleam, Play Rough, Confuse Ray, Shadow Ball, Shadow Claw, Hex, Spite, Curse, Trailblaze, Energy Ball, Grass Knot, Seed Bomb, Grassy Terrain, Grassy Glide, Solar Beam, Body Slam, Double-Edge, Hyper Voice, Encore, Psychic, Psyshock, Zen Headbutt, Reflect, Light Screen, Calm Mind, Amnesia, Gravity, Earthquake, Earth Power, Surf, Chilling Water, Liquidation, Rain Dance, Sunny Day, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 90 lbs.
Custom Elements:
Artistic Brush: 90 BP Physical Ghost-type move with 16 PP, 100% Accuracy, and 0 Priority. Until the end of the user's next turn, friendly entry hazards can't be removed. Can't be used consecutively.
Atua's Punishment: A 180 BP Physical Ghost-type Z-Move. Clears the target's stat changes. Requires holding a Angium Z and knowing the move Artistic Brush.
Justification:
Angie Yonaga, the Ultimate Artist, has clear implications that she is actually possessed. She never seems to frown at all, seemingly Unaware Frisky of the Killing Game, and she states that she is a mere vessel for her god of worship, Atua. Atua are the gods and spirits of the Polynesian people such as the Māori or the Hawaiians, which would explain the Water, Ground, Rock, and Grass-type moves she can learn. She hosted the student council, which Filtered out most of the student's free will. (She also Stomps a Flashback Light into submission!) In addition, the reason why Korekiyo, her murderer, even hosted the seance in Chapter 3 (Or at least gave a good alibi for his murder plan) was to get Angie's soul to return from the afterlife.
Role: Marking the fourth time she's appeared in Crossover Chaos Ver. C, Angie Yonaga V4 has a stat spread inspired by Alomomola, and can serve as a suicide lead, setting up Stealth Rock before firing off a Wish to heal her allies. She works well with Sophie The Swamp Witch, being able to bait out attackers who use Dark-type moves: Her Filter ability, which synergizes with her poor defenses, will likely require a STAB or boosted Dark-type attack to deal with, which Sophie can then finish off with a Bug-type move or by using Strength Sap on them. Her custom attack has a completely different effect that synergizes with Stealth Rock: Instead of lowering attack, it will now prevent hazard removal from working.
 
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