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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"Hey, knucklehead, come over here!"
Name: Jacky
Series: Brawl Stars
Type:
Steel.png
Ground.png

Abilities: Rough Skin, Solid Rock
Stats: 100 | 115 | 100 | 60 | 80 | 65 [BST= 520]
(notable moves are italicized)
Agility, Assurance, Beat Up, Body Slam, Boomburst, Bounce, Bulldoze, Dig, Double-Edge, Drill Run, Earthquake, Echoed Voice, Endure, Facade, Fissure, Flash Cannon, Fling, Foul Play, Giga Impact, Gyro Ball, Hard Press, Heavy Slam, Helping Hand, Holey Moley, Horn Attack, Horn Drill, Hyper Voice, Iron Defense, Iron Head, Lash Out, Light Screen, Metal Burst, Metal Sound, Outrage, Payback, Power Gem, Protect, Rapid Spin, Recycle, Reflect, Rest, Revenge, Rock Slide, Rock Tomb, Scorching Sands, Sleep Talk, Snore, Stealth Rock, Steel Beam, Steel Roller, Stomping Tantrum, Stone Edge, Substitute, Take Down, Taunt, Tera Blast, Torment, Work Up
Custom Elements:
Holey Moley -
Ground.png
40 BP, 10/16 BP, 100 Acc | If the target switches out on the turn this move is selected, hits the target before they switch out (Pursuit effect, minus the damage boost).
Seismic Event -
Ground.png
90 BP, -- BP, -- Acc | Z-Move, requires knowing Holey Moley and holding Jackium-Z. This move has the same psuedotrapping effect as Holey Moley, and lowers the Speed of whichever opponent is on the field at the end of the turn by 1 stage.
Weight: 102kg
Steel/Ground type combo comes from Jacky being a miner who uses a jackhammer to mine for gems (or attack enemies!)
Ability choices are based on Jacky's Star Powers: Counter-Crush reflects damage taken (rough skin), and Hardy Hard Hat reduces damage taken (solid rock).
Holey Moley is Jacky's Super, which lets her pull closeby enemies towards her, reflected here in its Pursuit-like effect.
Seismic Event is based on Jacky's Hypercharge, which also slows enemies. I find Brawl Stars's hypercharge mechanic to translate very well to Z-Moves, being temporarily enhanced versions of Supers.
Certain moves such as Hyper Voice and Taunt are based on Jacky's characterization as a loudmouth who is prone to swearing, drowned out by the noise of her jackhammer.
Access to Agility and screens specifically are based on her Gadgets
Description: Helps with both adding a bulky steel and rocker. Also has a pseudotrapping move with its signature, zamn! I gave it mediocre BP and no double power so that it doesn't shake up the meta too much. If you want the high of wrecking a mon with pursuit you have the Z-move, which has much higher BP and doubles as speed control. Zero recovery really stings but Jacky is at least very resiliant to chip damage, with a quad sr resistance and toxic immunity.
 
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Advancement: Free the End - Good luck
Pokémon: Ender Dragon
Franchise/Origin: Minecraft
Type: Dragon/Rock
Ability: Levitate
Notable moves: Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Cheer, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Dual Chop, Outrage, Scale Shot, Twister, 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, 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, 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, U-Turn, Will-O-Wisp

Custom elements:
  • Breath of Harming (Dragon, Special, 70 BP, 32 PP, 100% Accuracy) - Dragon-type Freeze-Dry clone with a 10% chance of inflicting bad poison. Deals neutral damage to Fairy-types.
  • End Crystal (Rock, Physical, 150 BP, 8 BP, 100% Accuracy, -3 Priority) - Rock-type 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 physical move within the same turn, the Crystal will explode and deal damage to the attacker. Fails if the Ender Dragon's scheduled turn happens at -3 priority.
Stats: 100 HP/70 Atk/105 Def/70 SpA/105 SpD/110 Spe = 600

Reasoning:
The endgame boss of Minecraft's vanilla mode and the battle you need to win to unlock exploration of The End, it should be blindingly obvious as to why this sub is a Dragon type, but the Rock type needs a little more explaining. My main justification for this typing choice was because (aside from not wanting to give it Stealth Rock for no sensible reason), the Ender Dragon is 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: Flying and Levitate are because it literally cannot land in-game and spends its entire fight airborne, Poison is due to its breath dealing the same effect as a Potion of Harming instead of the expected Fire (though it does learn a few Fire-type moves as well because its fireball projectiles really did ignite the ground in earlier editions), and almost everything else is swiped from Salamence, which was also half the reason why I gave this sub 600 BST (the other of course being its nature as, again, an endgame boss).

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 its impressive speed, 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 Draco Meteor, Outrage, Meteor Beam, and Stone Edge are all respectable STAB options if going by base power alone - but its raw damage output in and of itself unfortunately leaves much to be desired: Fairy's immunity to the Dragon type aside, 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 physical 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, and U-Turn rounds out its moveset as a solid option for pivoting once its job is done and/or its health is low. Its typing isn't the best for its intended niche due to its five weaknesses with Levitate taken into consideration (and forcing it to land through means such as Gravity or Tricking it into holding an Iron Ball adds Ground into the mix), but since it's better at causing mayhem from the sidelines than fighting up front and center, it isn't as hampered by its vulnerabilities as most Rock-type tanks are - and if nothing else, it can always stage a tactical retreat if and once the going gets tough.

Mystery.webp

The statuesque Clavavera cuts a dashing figure wherever it appears, but it's best-known for the unique effects that the sound of its special, dexterous fingers can produce. When struck together, the bright, clean tone this Clackula relative makes can cause all those in the vicinity to perceive and interact with Monster ancestors from bygone eras. The spirits, who have passed on to the 'Beat Hereafter,' recount stories of glorious songs of yore and reassure their descendants that any Monster, living or departed, can tune in to the 'heartbeat of forever' if they're only listening. The Clavavera keeps the exact nature of the Beat Hereafter mostly to itself.
Pokémon: Clavavera
Franchise/Origin: My Singing Monsters
Type: Ghost/Ground
Ability: Beat Hereafter*
Notable moves: Astonish, Confuse Ray, Curse, Destiny Bond, Grudge, Hex, Last Respects, Night Shade, Nightmare, Ominous Wind, Phantom Force, Poltergeist, Shadow Ball, Shadow Bone, Shadow Claw, Shadow Punch, Shadow Sneak, Spite, Trick-or-Treat, Bone Club, Bone Rush, Bonemerang, Bulldoze, Earth Power, Earthquake, Fissure, Magnitude, Rototiller, Sand Attack, Sand Tomb, Scorching Sands, Spikes, Stomping Tantrum, Accelerock, Ancient Power, Rock Slide, Rock Throw, Rock Tomb, Sandstorm, Smack Down, Stealth Rock, Stone Edge, Wide Guard, Aqua Ring, Brine, Bubble, Bubble Beam, Chilling Water, Flip Turn, Life Dew, Rain Dance, Aromatherapy, Energy Ball, Grass Knot, Ingrain, Leaf Storm, Leaf Tornado, Leafage, Leech Seed, Magical Leaf, Petal Dance, Seed Bomb, Seed Flare, Sleep Powder, Strength Sap, Synthesis, Trailblaze, Worry Seed, Leer, Disable, Payback, Will-O-Wisp, Mean Look, Future Sight, Protect, Thief, Facade, Swift, Endure, Body Slam, Metronome, Rest, Taunt, Imprison, Skill Swap, Trick, Calm Mind, Helping Hand, Trick Room, Pain Split, Psych Up, Parting Shot, Perish Song

Custom elements:
  • Beat Hereafter - Clavavera gains 1.5x Speed for the same number of turns after switching in as the number of fainted allies on its team. (7/29 EDIT: Overhauled based on a suggestion by T.I.A. Thanks!)
  • Hallowtide (Ghost, Special, 60 BP, 16 PP, 90% accuracy) - Special Dragon Tail clone.
Stats: 70 HP/85 Atk/105 Def/85 SpA/105 SpD/70 Spe = 520

Reasoning:
As the representative monster for My Singing Monsters' event themed around Día de (los) Muertos, or the Day of the Dead, Clavavera being a Ghost-type was a given. I thought about giving her the Rock-type because one of the two monsters (Clackula and Withur) she's created from via hybridization has the Earth element (Withur specifically), and this game uses the Earth element instead of separating Ground and Rock like Pokémon does so it wouldn't have made much of a difference either way. I ultimately went with Ground though because both constituents have a bone theme, and the bone-based moves like Bone Rush are Ground-typed. The Water-type moves she can learn come from Withur also being of the Water element, and the Grass-type moves are from the flowers on her head; everything else is swiped from Dusknoir with the exceptions of Parting Shot and Perish Song, which I felt were fitting sound-based utility moves for her. Her signature move, Hallowtide, is named after and meant as a visual pun on the festive period the Day of the Dead is a part of.

Competitive Info:
A spooky yet sweet-natured support/tank hybrid and hazard setter, Clavavera enjoys a mix of solid mixed-leaning-physical defenses, useful coverage options in Grass, Rock, and Water, three type immunities, respectable STAB attacks in the form of Shadow Ball and Earthquake, recovery in the form of Life Dew and Synthesis, and a variety of support and utility moves such as Stealth Rock, Spikes, Will-O-Wisp, Rain Dance, Parting Shot, Perish Song, and signature move Hallowtide. Its Speed stat, on the other hand, seemingly leaves something to be desired... that is, until her teammates start dying around her. Beat Hereafter is meant to elevate her from a slow but sturdy defensive tank into a lategame menace by enabling her to pick up the pace the longer the fight lasts and the more hopeless things seem: the emptier her party, the more turns she has to exploit a significant speed boost as she sees fit. She can she can certainly use her STAB to wipe the dance floor with the opposition directly, but equally useful is her ability to set up entry hazards like Stealth Rock and Spikes and then use Hallowtide to push the enemy into them. Normal-types, Mold Breaker-users, and foes with priority can shut her down without too much trouble, but if none of these options are on hand, use a strong Dark- or Ice-type attacker to send her packing as soon as possible - the longer a fight draws out, the more dangerous she'll become!
 
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"Suffer as I have!"
Character Name: Ramattra
Franchise: Overwatch
Gender: Male

Ramattra:
Type:
Dark / Steel
Abilities: Dark Aura
Stats: 90 / 80 / 110 / 90 / 130 / 65 ( 565 BST)

Ramattra-Nemesis:
Type:
Dark / Steel
Abilities: Iron Fist
Stats: 120 / 110 / 110 / 45 / 95 / 85 ( 565 BST)

(Formes work like Shaymin)

Full Moveset:
Stealth Rock, Protect, Toxic, Rest, Sleep Talk, Substitute, Dark Pulse, Beat Up, Taunt, Torment, Light Screen, Reflect, Endure, Energy Ball, Flash Cannon, Steel Beam, Iron Head, Drain Punch, Close Combat, Metal Claw, Shelter, Bulk Up, Smart Strike, Meteor Mash, Fire Punch, Thunder Punch, Ravenous Vortex, Gyro Ball, Shadow Ball, Trailblaze, Discharge, Eerie Impulse

Signature Move: Ravenous Vortex
- Type: Dark
- Classification: Special
- Power: 90
- Accuracy: 100
- PP: 15 (Max 24)
- Effects: Signature Move: Ravenous Vortex deals damage and lowers the target's evasion by one stage. This move becomes a physical attack if the user's Attack is greater than its Special Attack, including stat stage changes.
- Flavor: (Optional) Ramattra fires a sphere of energy that limits the opponent's mobility.

Overview/Justification: Ramattra serves as a versatile Rock setter that can check Special threats such as Radiance, Maye Fey, and Jack Frost. He's also decent into Pit, Berdly, and Mermaid. Toxic allows him to stop Calm Mind sweepers while Dark Aura provides him a decent offensive profile with Ravenous Vortex. Ramattra-Nemesis is a more offensive form that bullies passive Special walls and also sets Stealth Rock effectively.

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"Pass into the Iris"
Character Name: Zenyetta
Franchise: Overwatch
Gender: Male
Type: Psychic / Steel
Abilities: Levitate
Stats: 75 / 45 / 80 / 110 / 100 / 100 ( 510 BST)
Full Moveset: Stealth Rock, Calm Mind, Rest, Recover, Psychic, Orb of Discord, Heal Pulse, Zen Headbutt, Instruct, Extrasensory, Flash Cannon, Doom Desire, Iron Head, Bullet Punch, Low Kick, Double Kick, Energy Ball, Absorb, Focus Energy, Substitute, Protect, Tera Blast, Knock Off, Charge Beam, Hyper Beam, Signal Beam, Discharge, Trick, Magnet Rise, Triple Axel, Sunny Day, Rain Dance, Memento, Imprison

Signature Move: Orb of Discord
- Type: Dark
- Classification: Status
- PP: 20 (Max 32)
- Effects: Signature Move: User switches out and prevents opponent from healing for two turns.
- Flavor: (Optional) Zanyetta casts an Orb of Discord and switches out. This Orb inhibits the opponent's ability to heal.

Overview/Justification: I had a lot of fun coming up with Zanyetta's moveset. This is one of the more unique takes for a new mon. Zanyetta serves as fast Special wall with a load of utility. Orb of Discord disrupts opposing walls and setup sweepers. Recover allows him to efficiently do his role.
 
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Tweester_MP5.png

Character Name: Tweester
Series: Super Mario Bros.
Type: Ground/Flying
Abilities: Sand Stream / Aerilate / Wind Rider
Stats: 60/90/60/110/110/115
Signature Move: Dust Tornado
- Type: Ground
- Classification: Physical
- Power: 30
- Accuracy: 100%
- PP: 15
- Effects: Removes entry hazards and sets a Sandstorm if it hits
- Flavor: (Optional)
Full Moveset: Earth Power, Heat Wave, Hurricane, Protect, Stealth Rock, Rapid Spin, Shore Up, Scorching Sands, Sandsear Storm, U-turn, Whirlwind, Tailwind, Substitute, Ominious Wind, Brutal Swing, Twister, Weather Ball, Rock Slide, Stone Edge
Weight: (default is 80 kg (about 176 lbs) and can be subject to further alteration)
Overview/Justification: Stealth Rock setter with other utility
 
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Resub (Changes: +10 Attack, -10 Speed)
H'annit_Art.jpg
H'aanit.png

"Standest thou against me? Then be hunted."
Character Name: H'aanit
Franchise/Origin: Octopath Traveler
Type: Ground/Electric
Abilities: Mold Breaker
Stats: 80/95/75/70/85/105 (Total: 510)
Weight: 63 kg
Universal Moves: Generation 7
Physical: True Strike, Headlong Rush, High Horsepower, Thousand Arrows, Supercell Slam, Thunder Punch, Bind, Chip Away, False Swipe, Slash, Snap Trap, Trailblaze, Low Sweep, Triple Arrows, Pin Missile, Pounce, X-Scissor, Stone Axe, Spirit Shackle, Night Slash, Play Rough
Special: Mud Bomb, Mud Shot, Mud-Slap, Electroweb, Thunder Cage, Thunderclap, Thunderbolt, Zap Cannon, Infestation
Status: Spikes, Thunder Wave, Camouflage, Focus Energy, Howl, Laser Focus, Lock-On, Forest's Curse, Haze, Mist, Silk Trap, Sticky Web, Stealth Rock, Torment, Misty Terrain
Signature Move: True Strike
- Type: Ground
- Classification: Physical (does not make contact)
- Power: 70
- Accuracy: 100%
- PP: 15/24
- Effects: Always results in a critical hit. Raises user's accuracy by 1 stage. Can hit Flying-Type Pokémon.
- Flavor: The user aims a bow carefully before firing an incredibly precise arrow at the target, guaranteeing a critical hit.
Signature Z-Move: Draefendi's Rage
- Z-Crystal Name: Draefendium Z
- Classification: Physical (does not make contact)
- Power: 180
- Enhanced from: True Strike
- Effects: Targets both opponents. Can hit Flying-Type Pokémon.
Flavor Reasoning: In Octopath Traveler, H'aanit is one of the 8 playable characters. She's a hunter who utilizes the land to her advantage, and has a lightning affinity, hence the Ground/Electric typing. She wields an axe as well as a bow (Slash, etc.) In OT, her Capture ability allows her to catch creatures you're fighting and use them to fight on your team if successful (not unlike Pokémon). Moves like Headlong Rush, Pounce, and Play Rough reference these beasts, and the hazards and Snap Trap reference her ability to lay traps for these animals. Each of her Hunter Skills have a Pokemon move/ability counterpart:
Rain of Arrows / Arrowstorm - Thousand Arrows
Thunderbird - All Electric attacks
Leghold Trap - Sticky Web / Silk Trap
Mercy Strike - False Swipe
Take Aim - Focus Energy / Mold Breaker
True Strike + Draefendi's Rage - Signature Moves
Lastly, Spirit Shackle is justified by both her bow and her trapping capability, and Forest's Curse, Haze, and Misty Terrain reference the Woodlands, her home region.
Competitive Reasoning: Hazard Setter with a solid defensive typing, lots of utility, and decievingly high damage output. She's great at crippling a wide range of threats, slowing down opponents with moves like Thunder Wave, Sticky Web, and Silk Trap, stopping setup sweepers with Haze, and disabling choice item users with Torment. While she has a relatively low BST and doesn't hit as hard as dedicated offensive mons, a lot of her attacks have high critical chances and accuracy. Combine this with Mold Breaker and great coverage and you can pick up some surprising kills. And while True Strike, her signature move, is quite useful, her signature Z-Move is more for flavor than anything.
Positive Matchups: Narwa, V1, Berdly, Mermaid
Negative Matchups: Eox, Jack Frost, Amingo, Maw Jaw
Veto Changes: Quick Draw replaced by Mold Breaker, +5 Defense

(New)
SMO_Artwork_Knucklotec.png

"Where...ring...go? YOU take ring?!"
Character Name: Knucklotec
Franchise/Origin: Super Mario Odyssey
Type: Ice/Rock
Abilities: Ice Body / Sturdy / Solid Rock
Stats: 105 / 109 / 140 / 50 / 86 / 57 (Total: 547)
Weight: 360 kg
Universal Moves: Generation 7
Physical: Avalanche, Ice Punch, Ice Shard, Ice Spinner, Icicle Crash, Icicle Spear, Rock Blast, Rock Slide, Rock Wrecker, Rollout, Stone Edge, Body Slam, Double-Edge, Explosion, Headbutt, Mega Punch, Body Press, Counter, Dynamic Punch, Bulldoze, Earthquake, Attack Order, Bullet Punch, Heavy Slam
Special: Blizzard, Ice Beam, Icy Wind, Ancient Power, Power Gem, Chilling Water, Flash Cannon
Status: Aurora Veil, Snowscape, Stealth Rock, Recover, Roar, Iron Defense
Flavor Reasoning: Knucklotec is the boss of the Sand Kingdom in Super Mario Odyssey.
Competitive Reasoning: I built Knucklotec to be very similar to Avalugg-H, but I lowered the Attack and Defense to increase other stats. His Speed is not there at all, but he's bulky enough to easily set rocks, especially with Sturdy. Once rocks are up, he can deal lots of damage with tools like Body Press, Counter, Heavy Slam, and powerful STAB moves. He benefits from Snow a lot, boosting his already crazy Defense while also letting him use Ice Body and Aurora Veil. Knucklotec has glaring weaknesses however, especially considering the many prominent Fighting attackers there are.
Positive Matchups: Narwa, Berdly, Radiance
Negative Matchups: literally any fighting/steel type
Veto Changes: +20 Speed, -15 Def
 
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First subs for an ongoing meta :

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"This class of ship was decommissioned from Federation service years ago. After a number of refits and updating, this classic ship is ready for battle."
Character Name: The Kestrel (more specifically the layout A)
Series: FTL: Faster Than Light
Type: Steel/Psychic
Abilities: Weak Armor / Analytic / Prism Armor
Stats : 80/70/135/100/75/68 (Total : 528 BST)
Weight / Height : 999.9 kg / 10m (it's a spaceship)
Full Moveset :
Physical.png
: Smart Strike, Psyshield Bash
Special.png
: Flash Cannon, Combat Drone, Extrasensory, Hyperspace Hole, Psychic
Status.png
: Stealth Rock, FTL Jump, Will-O-Wisp, Protect, Barrier, Disable
- Type: Psychic
- Classification: Status
- Power: -
- Accuracy: -
- PP: 32
- Effects: The user recovers 1/8 of it's missing HP, then switches out. This move cannot be used on the user's first turn out (same rule as the move Fake Out).
- Flavor: The user prepares its FTL Drive to jump away from the battlefield, recovering health outside of it.
- Short Description : Unusable 1st turn. Heal 1/8 maxHP+switch out.
- Type: Steel
- Classification: Special
- Power: 40
- Accuracy: 100%
- PP: 24
- Effects: Causes damage to the target equal to 1/8 of its maximum HP, rounded down, at the end of each turn during effect. This effect ends when the target is no longer active. (Salt Cure clone)
- Flavor : The user sends a combat drone, inflicting damage every turn.
- Short Description : Deals 1/8 max HP each turn

Physical.png
: Thief, Sucker Punch, Pin Missile, Metal Burst, Steel Wing, Sand Tomb
Special.png
: Psybeam, Confusion, Infestation, Charge Beam, Incinerate
Status.png
: Helping Hand, Light Screen, Reflect, Defend Order, Swift, Block, Lock-On, Focus Energy, Play Nice, Agility, Heal Pulse, Charge, Magnet Rise, Refresh

The Kestrel, being a big spaceship made of metal, is naturally a Steel type. Psychic comes from the fact the many of the Kestrel's tools (force fields, lasers, and faster-than-light travel) can assigned to Psychic types moves (Teleport, Screens, Prismatic Laser). During the game, the Kestrel can also welcome telepaths (the Slugs race) into it and buy many psychic related systems (Crew Teleporter, Mind Controller)

The abilities chosen represents the 3 base systems that can be powered up to increase their effects : Engines (Weak Armor), Weapons (Analytic) and Shields (Prism Armor).

The Kestrel's is a special attacker, using it's arsenal of weapons to attack : it has lasers (Flash Cannon), missiles (Pin Missile), ions (Disable), bombs (Magnet Bomb) and even a healing bomb to heal the crewmates in the ship (Heal Pulse).
The attacks represent the ship's different possible systems : some electric moves for Hacking, screens + protect for Shields, Psychic moves for Mind Controller, and a lot of moves for the drones used by Drone Control (burning drones : Incinerate/Will-O-Wisp, combat drones : Combat Drone, defensive drones : Defend Order/Refresh)

One of it's signature moves, FTL Jump, is based around the game's main mechanic : when you're in battle, to travel to the next zone, you need to either kill the opponent or wait until the FTL drive is fully charged. Once you have made the jump, you have now time to repair the ship's systems and put out the fires in it. This is represented by a heal followed by a switch.

The second signature move, Combat Drone, deals damage over time like in the original game.

The ship can also use asteroids as a indirect weapon during confrontation, justifying Stealth Rock. It can also teleport crewmates to enemy ships to attack them from within : the two best races for boarding are Mantises (Infestation) and Rockmen (Stealth Rock and Sand Tomb).

Competitive justification : Defensive Steel glue, rocker and check to many physical threats like Plague Rat, Nifl, and both of Pit's formes (and can help a bit vs Eox). It can also handle non-Focus Blast Jack Frost and destroy them with a Steel STAB.

Prism Armor allows it to tank coverage like Plague Rat's Knock Off or Pit's fire moves (choice band Eox EQ still 2hkos), while Weak Armor allows it to put more offensive pressure against frail opponents : it has enough speed to outspeed Jolly Plague Rat (and other mons with 105 base speed or less) at +2 without invests.

It can force switches with it's STABs or Will-O-Wisp and then set rocks. Combat Drone allows it to chip switchs-in to STABs like Roy or Wizard Lord Pheonix, while still getting some damage even on full defensive sets.
It has a good Ana matchup, but not a free one, needing additional chip or SpA investment to 2hko her.

It has however very inconsistent healing (not even Rest) : it's only healing move is FTL Jump, a 1/8 max HP healing that cannot be triggered on its first turn (and no priority), making it more like a pivot move than a healing move. This incentivizes it to play it more as a mon that does big trades with it's limited health pool like Ting-Lu.
It has also obvious weaknesses vs special attackers, and vs Fire and Ground types.

Good vs : Plague Rat, Pit (both formes), Ana, Jack Frost, Nifl
Bad vs : Wizard Lord Pheonix, Roy, Suwako, Maya Fey, Ragman, The Defect

Basic Def Tank (The Kestrel) @ Leftovers / Rocky Helmet
Ability: Prism Armor
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon / Combat Drone / Will-O-Wisp
- Psychic
- FTL Jump / Will-O-Wisp

Weak Armor Pivot (The Kestrel) @ Leftovers / Colbur Berry
Ability: Weak Armor
Tera Type: Steel
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Flash Cannon
- Psychic
- FTL Jump / Will-O-Wisp


Taliyah_OriginalSkin.jpg

"The ground here conceals a mighty power."
Character Name: Taliyah
Series: League of Legends
Type: Rock
Abilities: Anticipation / Wandering Spirit / Rock Surfing
Effect : On switch-in, the user gains +2 Speed, and x1.5 power on Rock types moves. These bonus are removed if the user takes entry hazards damage (SR/Spikes ; Toxic Spikes doesn't count), or after using a move (getting flinched doesn't remove it).
The speed bonus removal is a -2 Speed inflicted once.
Short Description : On switch-in,+2 Spe & Rock moves BPx1.5 : removed by hazard damage/using a move.
Stats (WIP) : 95/56/97/73/65/67 (Total : 453 BST)
Weight / Height : 65 kg / 1.75 m
Full Moveset :
Physical.png
: Rock Tomb, U-turn, Circle Throw, Earthquake, Accelerock
Special.png
: Unraveled Earth, Revelation Dance
Status.png
: Stealth Rock, Encore, Court Change, Taunt, Teleport
- Type: Rock
- Classification: Special
- Power: 44 (66 with ability up)
- Accuracy: 100%
- PP: 16
- Effects: Sets Stealth Rocks on the target's side.
- Flavor: The user sends a barrage of stone shards at the target. Stone splinters left behind by this attack float around the target.
- Short Description : Sets Stealth Rock on the target's side.

Physical.png
: Smack Down, Stone Edge, Rock Throw, Rock Slide, Rock Wrecker, Magnitude, Sand Tomb, Fling, Take Down
Special.png
: Swift, Ancient Power, Mud Slap
Status.png
: Sandstorm, Wide Guard, Quick Guard, String Shot, Rock Polish, Reflect, Light Screen, Protect, Endure, Helping Hand, Focus Energy, Rest, Sleep Talk

Taliyah is a earthbending mage who's entire kit in League is based around throwing rocks. She's a nomad that traveled around the world (Wandering Spirit), and who can sense past events by touching the stone in the places where it happened (Anticipation). Her last ability, Rock Surfing, is based around her passive, that grants her move speed out of combat when near walls, that stops whenever she enters combat (using abilities or getting hit). This is translated by a temporary move speed gain. Traps also stop her passive in League, so it's another way to limit her from picking offensive items, and let her fullfill more utility focused roles.
The bonus damage on Rock moves is mostly here for balance, so she can be a good revenge killer without demolishing walls with Specs + Modest, but can also a reference to her pre-rework main spell, Threaded Volley, that becomes weaker if casted multiple times in the same place.

Despite being one of the frailest mages in the game, Taliyah has many protections at her disposal (high range poke compared to other battlemages, an ability that stops dashes, and another one that knocks enemies away) makes her usually more safe against assassins and marksmen than against mages. This is translated by higher physical bulk, and reduced special defense. The HP spread is based around her support builds : she usually invests into lot of health items, even outside of the Support lane (Archangel's staff, Liandry, Rylai).
While's she can do a lot of damage over time in a fight and burst frail champions with 1 combo, she's not the best wallbreaker : her ability basically makes her have 100 SpA for her first move, which is a fitting damage output.

Most moves are straightforward : a ton of moves based around earth manipulation (Rock moves, a few ground moves, Court Change) and some moves based around abilities (Threaded Volley : Rock Blast + Fling, Unraveled Earth : literally stealth rocks that damages people coming on it, so it's a Stone Axe clone + Quick Guard for the anti-dash mechanic, Seismic Shove : Knockback = Circle Throw, Weaver's Wall : Teleport to reference her ability to cover huge distances after 1 second , also can be a reference to the Recall button).
U-turn is a reference to her most used keystone, Phase Rush.

For the remaining moves : String Shot is called Thread Trap in japanese, and she manipulates the earth by weaving it like a thread. Revelation Dance comes from her backstory, where her powers get revealed to her tribe during a dance ceremony, and the fact that she casts Threaded Volley by dancing. She has like 40 attacking voice-lines unlike most champions, so she gets Taunt. She has a gimmick around cloning landmarks in Legends of Runeterra, so she gets screens. Every other move is a reference to her supportive playstyle and empathetic personality.

Competitive Justification : Fast revenge killer/cleaner/utility mon + offensive Meta Knight/Roy check, that allows teams to compress rocks and speed control in one slot. She can also take the role of suicide lead or anti-lead.

(Tl;dr : Regieleki but Rock type)

With Rock Surfing active and a Timid nature, for one turn, she can outspeed the entire metagame unboosted, and every +1 mon with 105 base speed and under (notably Wriggle after 1 Quiver Dance and Roy after 1 Trailblaze : you still need to fear Knock Off from him tho), and KO back with Revelation Dance. Her defensive bulk allows her to take 1 Sacred Sword from Meta Knight or Roy, at least 1 move from Berdly, and 1 Body Press from Luigi.

Encore allows her to punish setup from the likes of Berdly, Wriggle and non-mega Pit, and block Luigi on a status move. Unraveled Earth lets you set Rocks while dealing chip damage.

You don't really need much after that, the 4th move can vary : U-turn and Teleport gives you a way to regain momentum from a forced switch, Taunt allows you to deny setups on leads like Medic, Hornet and Nifl, Earthquake lets her chunk switch-ins like V1 and The Defect, and finally Court Change may seem weird to have on a hazard weak mon with a Stone axe clone but allows her to remove Hornet's Sticky Web and Meta Knight's Spikes.

Her signature ability allows her to function as a great revenge killer while still having fair counterplay despite having EdgeQuake coverage. Any attacker with speed invest needs to only take one hit to force her out. V1 takes nothing from Revelation Dance and can tank 2 EQs, and The Defect doesn't even get OHKOed from Earthquake. She also gets walled by every Fighting type not named V1 (you can still chip them for other teammates), gives free switches to Ground types, and even neutral walls with HP investement like Sophie, Defensive Maya Fey and Rag Man can take her attacks from HDB/Scarf sets. Her SpA + moves are calced to fail the 2HKO on Narwa even with Specs Modest and rocks up. I don't mention Ana because you don't really have to interact with her : while you can't 2HKO her, you can set Rocks after she spins or when she switches and then switch to a spin blocker (Mortal Spin stills hurts).

Obviously her best item is Heavy Duty Boots to keep the boost up even with hazards. Scarf sets also allows her to be a bit more consistent when hazards are up and allows her to work better as a cleaner (However, with hazards up, you need Timid nature to outspeed V1 and can't outspeed the 130 base speed mons). You could go offensive items or a SpA nature for more kills thresholds, but being weaker to hazards and +1 Speed sweepers respectively.
You could also do weird defensive investments to have more switching opportunities while still outspeeding base 105 with no invest at +2.

Good vs : Meta Knight, Roy, Berdly, Wizard Lord Pheonix, Jack Frost, Wriggle
Bad vs : Amingo, V1, Ranno, Suwako, Sophie, Ragman, Hina, Maw Jaw, DK, Narwa

Boots Utility (Taliyah) @ Heavy-Duty Boots
Ability: Rock Surfing
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Revelation Dance
- Unraveled Earth / Earthquake
- Encore
- U-turn / Taunt / Court Change

Scarf (Taliyah) @ Choice Scarf
Ability: Rock Surfing
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Revelation Dance
- Unraveled Earth / Earthquake
- Encore
- U-turn / Earthquake / Court Change

Bonus Damage (Taliyah) @ Expert Belt / Choice Specs
Ability: Rock Surfing
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
- Revelation Dance
- Unraveled Earth / Earthquake
- Encore
- U-turn / Earthquake / Court Change

Suicide Lead (Taliyah) @ Focus Sash
Ability: Rock Surfing
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Revelation Dance
- Taunt
- Encore / U-turn
- Unraveled Earth
 
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"Nanomachines, son. They harden in response to physical trauma."
Pokémon: Senator Armstrong
Franchise/Origin: Metal Gear
Weight: 226 kg
Type: Steel
Ability: Stamina, Iron Fist
Notable moves: Body Press, Seismic Toss, Close Combat, Bullet Punch, Meteor Mash, Bulk Up, Body Slam, Submission, Seismic Toss, Knock Off, Mega Punch, Double-Edge, Giga Impact, Low Sweep, Iron Defense, Stomp, Heavy Slam, Hard Press, Brick Break, Sky Uppercut, Fire Punch, Drain Punch, Wild Charge, Headbutt, Circle Throw, Mega Kick, Spark, Iron Head, Strength, Focus Punch, Low Kick, Stealth Rock, Spikes,

Universals (Gen V): 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
Stats: 110/100/110/55/75/75 (525 BST)

Explanation: Stamina Body Press makes my neurons activate.
Plus, Stamina helps punish damaging pivot moves somewhat.

1001717004.png

"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
 Accuracy: 100%
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: rock man

1001717005.png

"I HAVE INCAPACITATED YOUR OPTIONS. I ASK YOU COOPERATE WITH ME."
Pokémon: Guardener
Franchise/Origin: Undertale Yellow
Weight: 250 kg
Type: Steel/Grass
Ability: Overgrow, Clear Body, Anger Point (HA)
Notable moves: Leech Seed, Worry Seed, Bullet Seed, Ingrain, Dig, Amnesia, Block, Wrap, Disable, Attack Order, Defend Order, Iron Head, Iron Defense, Stomp, Meteor Mash, Bullet Punch, Thunder Shock, Thunder Wave, Revenge, Retaliation, Seed Bomb, Smart Strike, Detect, Vine Whip, Constrict, Lock-On, Bestow, Arm Thrust, Strength Sap, Power Whip, Grassy Terrain, Grass Pledge, Autotomize, Grass Knot, Thunder Punch, Supercell Slam, Gear Grind, Charge Beam, Stealth Rock, Fling, Rock Throw, Barrage, Metal Claw, Scary Face, Trailblaze, Focus Punch, Hard Press, Giga Impact, Brick Break, Hammer Arm, Bulldoze, Steel Beam, Vine Cage,

Universals (Gen IX): Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Signature move: Vine Cage (Grass, Status, 89% Accuracy, 16 PP)
Vine Cage effects: Traps the foe and disables their pivoting moves for 2-5 turns.
Vine Cage flavor: The user ensnares the target with white vines. This prevents the foe from switching out, as well as disabling moves that would switch them out.

Stats: 89/98/120/98/89/40 (514 BST)

Explanation: Traps offenders for easy apprehension.
Guardener's primary purpose is to act as a means of stopping the meta's various pivots.
 

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I’m a fool, maybe I’m worthless;
But this world created my faith;
So all I can do is stay hopeful and pray..!
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Pokemon: Potemkin
Franchise/Origin: Guilty Gear
Type: Steel / Fire
Weight: 700.0 kg
Ability: Heavy Metal / Inner Focus
Movepool:
  • Bullet Punch, Flash Cannon, Iron Defense, Iron Head, Meteor Mash, Steel Beam, Heavy Slam, Autotomize, Metal Burst, Fire Blast, Flame Charge, Flamethrower, Flare Blitz, Heat Crash, Heat Wave, Overheat, Will-O-Wisp, Fire Punch, Incinerate, Ember, Sunny Day, Fire Punch, Brick Break, Bulk Up, Close Combat, Counter, Drain Punch, Focus Punch, Hammer Arm, Power-Up Punch, Superpower, Dynamic Punch, Revenge, Reversal, Vital Throw, Storm Throw, Circle Throw, Body Press, Final Gambit, Force Palm, Karate Chop, Submission, Rock Smash, Low Kick, Earthquake, Bulldoze, High Horsepower, Fissure, Stomping Tantrum, Thunder Punch, Thunder Wave, Wild Charge Tackle, Body Slam, Mega Punch, Double-Edge, Take Down, Slam, Thunder Wave, Stealth Rock, Rock Slide, Stone Edge, Rock Tomb, Sky Drop, Mega Punch, Throat Chop, Knock Off, Brutal Swing, Lash Out, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Stats: 105 / 125 / 90 / 70 / 95 / 45 {BST: 530}
Reasoning:
  • Uses metal gauntlets as his main source of attack and is covered in armor
  • He can ignite his body using the heat stored inside him during his attacks. Also moves around by jet propulsion (fire)
  • Other moves based on his Strive moveset - especially throws as he’s a grappler
  • Competitively will act as a Defensive Steel (finally) and wallbreaker due to the power of Heavy Metal Heat Crash and Heavy Slam.

You shouldn't have run away, Pauline! Come back to me! Right now!

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Pokemon: Void Kong
Franchise/Origin: Donkey Kong Bananza
Type: Dark / Rock
Weight: 12.1 kg
Ability: Levitate / Sand Stream
Movepool:
  • Move: Mineralize
    Base Power: 85
    Type: Rock
    Category: Special
     Accuracy: 100%
    PP: 16
    Contact: No
    Other Non-Standard Move Flags: N/A
    Move Effects: Converts the target's held item into Dusk Stone unless the held item is already Dusk Stone. Effect fails on items that cannot be Knocked Off (EG: Mega Stones, Z Crystals, etc.)
    Priority: 0
  • Assurance, Beat Up, Bite, Dark Pulse, Embargo, Fling, Foul Play, Payback, Knock Off, Lash Out, Nasty Plot, Switcheroo, Quash, Taunt, Thief, Torment, Ancient Power, Meteor Beam, Power Gem, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Sandstorm, Smack Down, Stealth Rock, Stone Edge, Acrobatics, Sunny Day, Bulldoze, Dig, Drill Run, Earth Power, Earthquake, Mud Shot, Mud-Slap, Sand Tomb, Stomping Tantrum, Agility, Barrier, Confusion, Extrasensory, Imprison, Psychic, Trick, Shadow Ball, Flash Cannon, Focus Blast, Rock Smash, After You, Copycat, Covet, Disable, Double-Edge, Encore, Endeavor, Fury Swipes, Giga Impact, Growl, Helping Hand, Leer, Metronome, Psych Up, Scary Face, Scratch, Slash, Swagger, Swift, Uproar, Take Down, Work Up, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Stats: 67 / 52 / 108 / 130 / 130 / 83 [BST: 570]
Reasoning:

  • Sig move and abilities based on his powers and attacks from his battle in DK Bananza
    Evil, turns people into dark rocks, geokenetic powers
  • Tyranitar-ish mon. Good bulk - particularly specially with Sand Stream, solid offense, great utility, jack of all trades.
 
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Type: Steel
Abilities: Shell Armor/Justified/Blade Avoidance (This Pokemon takes half damage from Slicing moves.)
Stats: 110/75/90/75/105/85 (Total: 540)
Moves: Gigaton Hammer, Iron Head, Gyro Ball, Heavy Slam, Smart Strike, Flash Cannon, Steel Beam, Stone Axe, Stone Edge, Rock Slide, Ancient Power, Hammer Arm, Superpower, Brick Break, Body Press, Seismic Toss, Counter, Mach Punch, Aura Sphere, Ice Hammer, Thief, Knock Off, Dual Chop, Dragon Tail, Rapid Spin, Razor Wind, Strength, Hold Back, Wide Guard, Stealth Rock, Coaching, Detect, Quick Guard, Taunt, Snatch, Memento, Withdraw, Dragon Cheer, Encore, Block, Helping Hand, Bestow, Teatime, Double Team, Return, Facade, Rest, Sleep Talk, Snore, Substitute, Protect, Endure, Tera Blast
Overview: Defensive Steel with Stone Axe access. In particular matches up well into Meta Knight thanks to Blade Avoidance, but Shell Armor could be useful as well. Gigaton and Body Press do a lot of the heavy lifting for him offensively, since his offensive stats have been kept low to represent him restraining himself during the battle with Susie.

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Type: Rock
Abilities: Weak Armor/Soundproof/Blade Avoidance (This Pokemon takes half damage from Slicing moves.)
Stats: 91/90/105/49/135/35 (Total: 505)
Moves: Stone Axe, Rock Slide, Stone Edge, Rock Tomb, Rock Wrecker, Rollout, Ancient Power, Gigaton Hammer, Iron Head, Gyro Ball, Heavy Slam, Smart Strike, Hammer Arm, Brick Break, Superpower, Body Press, Upper Hand, Ice Hammer, Stomping Tantrum, Mud-Slap, Throat Chop, Knock Off, Foul Play, Thief, Lash Out, Brutal Swing, Shadow Punch, Astonish, Dual Chop, Dragon Tail, Rapid Spin, Razor Wind, Strength, Double Hit, Fake Out, Wide Guard, Stealth Rock, Metal Sound, Sandstorm, Quash, Snatch, Grudge, Withdraw, Block, Screech, Double Team, Frustration, Facade, Rest, Sleep Talk, Snore, Substitute, Protect, Endure, Tera Blast
Overview: A statue resembling the old man, which you fight in pitch black darkness. It shares some key traits with the Hammer of Justice, but seemingly differs in disposition. Thus, many moves and Blade Avoidance are derived from this connection, though some flavor has been added to differentiate the two.
 
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Time for vetoes!

Character Name: Gerson
Character Name: Darunia
Gerson, with that stat spread, should likely just be mono-Steel; additionally, that signature move along with the signature ability is very spammable, council has expressed the intention that you should either remove it/tone it down quite a bit or remove the ability.

Darunia is held back considerably by being a slow Fire/Rock, Fire/Ground would be a more viable typing, if he were to have less Defense to compensate.

Character Name: Rocky
As of now, Rocky is very passive. Recovery was suggested as an option, along with better Speed, and maybe slightly higher Attack.

Spikerock
Angie Yonaga
Why is Spikerock Poison type? I get it’s for the Glimmora parallel, but it doesn’t make sense as Poison… Also, setting Spikes on being hit feels like it could get out of hand concerningly fast. Iron Barbs would probably be healthier overall and still good for chip. Perhaps this could be Steel/Grass? It is passingly described as a metal plant, but whether or not it’s made of metal or rock is a bit hard to pin down.

Angie’s signature move is extremely spammable, and having Unaware with that bulk and typing is concerning. Reducing the HP by 10-15, removing Unaware, and making the signature fail on consecutive uses (akin to Gigaton Hammer) would make for her being more fair.

Name: Jacky
Solid Rock allows you to trade far too effectively. Reducing the bulk a good chunk or removing Solid Rock and the HP by 15 would make this permissable.

Clavavera​
Priority on every move is broken. +5 Priority on everything is a nightmare. Last Respects is going to be disallowed on this regardless but the idea that +5 priority Last Respects would be allowed on anything ever is completely ludicrous. Remove the priority based ability and just focus on improving this outside of gimmicks, please.

Character Name: Zenyetta
Orb of Discord seems bad, while Orb of Harmony seems like it could be a pain to deal with if passed to the right team member. Also, we already have a Magic Guard Psychic in Maya Fey. Council has suggested removing Orb of Harmony while changing Orb of Discord to block healing for two turns and switch Zenyatta out instead, as well as removing MGuard.

Character Name: H'aanit
Character Name: Knucklotec
Council has expressed a disdain for Quick Draw. The submission is fine apart from Quick Draw, but council has requested that the ability be replaced with something less RNG dependant.

Knucklotec needs a stat overhaul; a slow Ice/Rock is definitely not going to function especially well, even with bulk that ludicrous. Reworking the stats to make it faster but less obscenely bulky would probably help a fair bit.

Character Name: The Kestrel
Character Name: Taliyah
The Kestrel having a pseudo-Regen via a signature move makes it perhaps have a bit too much staying power; cutting the amount it recovers off of it to 1/8 or 1/16 would make it reasonable; also, Combat Drone applying Embargo could make it a bit too effective, so that will also have to go.

It was decent foresight to cut the power of Taliyah’s move, but even with that that move and ability combo makes her into a nasty revenge killer. Council has suggested removing the bonus power from the move entirely, since an attack that sets Stealth Rock is likely to be useful regardless.

Senator Armstrong
Kor
Guardener
Senator Armstrong should have his SpD lowered to 75. Otherwise he’s good.

Kor is held back a ton by that typing. Mono-Rock might be better? But even then slightly better stats in basically every regard could also help. If you want to keep Rock/Ground, the stat bumps should be more respectable to reflect that.

Guardener should have 89-90 HP; its bulk is as of right now far too high for a Grass/Steel. (Also, 89% accuracy on a move is a bit janky; it’s not a required change unless that causes a coding issue for some reason, more a minor grievance of mine personally)

Pokemon: Void Kong
This has already been addressed, but Void Kong’s signature previously did not specify that it didn’t work on items which could not be Knocked Off, it now rightly leaves them alone.

Hammer of Justice
I ended up making my Hammer of Justice submission far too bulky, and I am this going to use the veto period to reduce his bulk down to something much more fair.

Now, as per usual, the veto period will last for three days. If anyone would like to make adjustments not listed here, please confirm with the council before doing so. Also, if you have any other questions, don’t hesitate to bring them up. With that out of the way, please feel free to address the vetoes!
 
Time for vetoes!


As of now, Rocky is very passive. Recovery was suggested as an option, along with better Speed, and maybe slightly higher Attack?
this was GENUINELY what I was debating on while making Rocky. (the whole recovery thing, but also the attack. to a lesser degree.)
But now that it's being brought up I've decided to do just that. better speed, a bit more attack, and some Recovery. veto addressed :D
 
OK, mine are done...kind of. I really wanted Spikerock to remain a Rock-type, so instead he's now Rock/Steel with Iron Barbs: I gave him a signature move and a Z-Move upgrade to better deal with his new weaknesses! Scratch that, following suggestions from Discord, Spikerock is now a Steel/Grass type as requested!
 
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Priority on every move is broken. +5 Priority on everything is a nightmare. Last Respects is going to be disallowed on this regardless but the idea that +5 priority Last Respects would be allowed on anything ever is completely ludicrous. Remove the priority based ability and just focus on improving this outside of gimmicks, please.

I had a spot of doubt on the back of my mind upon coming up with the OG version of Beat Hereafter and asked myself if it was way too busted, and it seems I was right to be worried. I've altered Clavavera's stats and reworked the ability to a stat-modifier tradeoff to turn her into a slow, defensive supporter who sacrifices defense for speed during the late game. Last Respects is also gone due to the move being too insane on its own, though hopefully her offensive stats will allow her to make use of her signature move in its place (it is now changed into a Dragon Tail clone so she isn't stopped by Taunt).

EDIT: And that should do it for the revised ability! Special thanks to T.I.A. for suggesting the new mechanic - hopefully this isn't as busted as what I irrationally thought up trying to fix it myself. God, I really should find the time to review the metas for the mods I sub to more often...
 
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I adjusted both characters to be more balanced.

Taliyah changes :

- Removed Threaded Volley's bonus power (and changed the name to Unraveled Earth for better flavor, since it's not her main attacking move anymore)

- Removed 9 27 SpA + Rock Surfing now gives x1.3 x1.5 power to Rock-types moves while active (Unraveled Earth is nerfed to 50 44 BP to stay at 65BP after boost).

Without her ability up she's slow af, so she needs to OHKO Rock-weak squishies with Revelation Dance to function as a revenge-killer (and removing the hazard weakness just makes Specs the default set) : the bonus damage has been moved to the ability, so she can still revenge-kill with HDB while still not being able to break walls with Specs. The 1.3x 1.5x bonus seems aggressive but with the SpA nerf the damage calcs on 1st turn are mostly the same as before, but now she can't both set rocks and get a kill in a single move, and is less powerful vs walls.

SECOND EDIT : nerfed her SpA more but buffed the initial boost to 1.5. This, again, gives her the same damage as before on the 1st attack (calced to have the minimum possible damage to guarantee the OHKO on Wizard Lord Pheonix), but reduce the next attacks by a lot to prevent Scarf sets to be too strong. This notably fails the 2HKOes on HP-invested Maya Fey, Sophie, and Ragman, and allows Ranno to switch once on any set. It also lets Rock resists with no recovery like Susie and Suwako take more hits from her.

If she proves to be unhealthy vs HO, other changes to her initial offense/speed can be made later (ex: 101 speed but the passive only gives +1, so she can be tuned to not ohko rock-weak targets while still forcing them out).

- Removed Chilling Water because the Atk drop is too strong vs DK/V1, and so Maw Jaw and DK counters her better (the former still could beat her with Shadow Pounce, the latter doesn't deserve it) : Earthquake is enough for coverage, and Unraveled Earth is a progress maker move she already has.

The Kestrel changes :

- Removed the Embargo effect on Combat Drone.

- FTL Drive now only heals 1/8 of max health, but also cures status. The status cure is added specifically so it's more consistent vs Pit, and to make the move more interesting on Prism Armor sets.
(the status cure effect can be removed if it's too much.)
(removed it so it's not a full hard counter to Radiance)
 
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Vetoes have ended, and all submissions will be accepted, with the one caveat that Spikerock will not be given Solid Rock as an ability choice should it win (it is balanced without it, so it's an easy adjustment).

Orangesodapop's Heavy Lobster
ErrorMon's Seam
ErrorMon's Tenna
flareth13's Gerson Boom
flareth13's Darunia
Akira's LISE-Dog Rider
Cyaneedle's Rocky
Ubertrainer2000's Spikerock
Ubertrainer2000's Pyribbit
Ubertrainer2000's Angie Yonaga
Beebos' Jacky
Falchion's Ender Dragon
Falchion's Clavavera
Anchor9's Ramattra
Anchor9's Zenyatta
Swagodile's Tweester
SpyderMarz' H'aanit
SpyderMarz' Knucklotec
taliyeet's Kestrel
taliyeet's Taliyah
ImaginaryNeon's Senator Armstrong
ImaginaryNeon's Kor
ImaginaryNeon's Guardener
APaidActor's Potemkin
APaidActor's Void Kong
KeeganSkymin4444's Hammer of Justice
KeeganSkymin4444's Hammer Statue
Voting will last until Sunday, as per usual, and voting rules remain the same. That is all, feel free to cast your votes!
 
APaidActor's Void Kong (Since DK Bananza's now out, it's only appropriate)
ImaginaryNeon's Kor
Falchion's Ender Dragon
Cyaneedle's Rocky
Ubertrainer2000's Angie Yonaga (SV) (Fourth time lucky?)
 
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Orangesodapop's Heavy Lobster
Anchor9's Zenyatta
KeeganSkymin4444's Hammer Statue
ImaginaryNeon's Senator Armstrong
Akira's LISE-Dog Rider (sv)

Really hoping Heavy Lobster gets in that sub is awesome
 
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