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There were a couple of obvious frontrunners here in Heavy Lobster and Void Kong, but two submissions in Zenyatta and Senator Armstrong tied in number of points. By CC tiebreak rules, Zenyatta is the winner, though due to Heavy Lobster winning I probably would have broken it in Zenyatta’s favor after some consideration if it was a fully even tie.
This means the winners of this slate are Heavy Lobster, Void Kong, and Zenyatta! Next slate will be announced and opened tomorrow, hopefully sometime midday, since it’s a bit late for that at this current time. Thank you for your patience.
Slate 12 will be focused on Mega Evolutions. As of right now, the only Mega Evolution in this mod is Pit, so adding a few more will provide a bit of consideration to teambuilding. Submissions with Mega Evolutions will not be barred going forward, of course, but this slate’s submissions must be able to Mega Evolve. These should be new submissions and not Mega Evolutions for previous submissions. Submissions should also obviously differ from the existing Mega Evolution. Submissions will be open for about 1 week, give or take, a warning will be issued 24-48 hours in advance, but it may be slightly longer or shorter than normal for personal reasons.
Three Mega Evolutions, eh? Let's see what I can cook up, then...This time, I wanted to patch up the weaknesses of a type in this metagame, so my three entries all have something that other characters in this metagame with their type lack! Each leftmost image is the regular form, while each rightmost image is the Mega Evolution!
First up, all of our Ghosts so far have had below paltry speed, so, therefore, someone from the first slate is making her grand return!
"I just remembered who I am. Nice to meet...me. I'm the protagonist of this crazy story."
Kaede Akamatsu
Name: Kaede Akamatsu Series of Origin: Danganronpa Type: Mega Evolution Type: Mega Stone Name: Kaedite Abilities: Punk Rock/Rocky Payload/Contrary Mega Evolution Ability: Perish Body Stats: 92/90/88/90/95/110 (565) Mega Evolution Stats: 92/100/105/125/113/130 (665) Movepool: Clair De Lune, Pound, Growl, Attract, Entrainment, Relic Song, Sparkling Aria, Perish Song, Knock Off, Dark Pulse, Throat Chop, Lash Out, Fling, Disarming Voice, Dazzling Gleam, Alluring Voice, Play Rough, Shadow Ball, Spite, Curse, Shadow Claw, Energy Ball, Trailblaze, Helping Hand, Hyper Voice, Psych Up, Psychic Noise, Rock Slide, Stone Edge, Power Gem, Smack Down, Rock Tomb, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest Weight: 117 lbs. Custom Elements:
Clair De Lune: A Ghost-type sound status move with 24 PP and 0 Priority. Lowers both Pokémon's Attack and Special Attack by 1. Justification:
Kaede Akamatsu, the false protagonist of Danganronpa V3, is surprisingly quite athletic when it comes down to running down halls. As the Ultimate Pianist, it would only make sense she would have an ability related to Sound moves, while Rocky Payload and the various ball related moves are all related to her murder scheme to try and get rid of the mastermind. However, her Normal-typing reflects that she wasn't even the culprit of the first case, as well as the fact that she used to be just a normal student before she got hit by the flashback light. At the beginning, she just wants to make sure no-one gets murdered, which is why her offensive stats are a bit lower than average. Her Ghost-typing reflects how her spirit appears at the end of Chapter 1 to encourage Shuichi, and how she appears as an effigy in Chapter 3...as well as the fact that all of her memories are in fact false. Kaede's Mega Form takes the shape of her appearance in Chapter 1's Aargument Armament: While I initally had her have Weak Armor to represent it's gameplay, I ultimately went with Perish Body to represent how the students eventually die one by one. BuT tHaT's KaYadAy's LiE, iS'nT iT? (The game's theme of lies is why I gave her Contrary as a third ability) Role: Making her grand return from the very first slate, Kaede 2.0 serves as a fast Ghost that can outspeed most of the competition once she Mega Evolves. Even in her base form, she's a Dark/Ghost type that can provide great utility with her abilities and her signature move. Also excels at revenge killing enemies and giving Wizard Lords a hard time. Her Mega Evolution is more of an emergency button, trading away those abilities in exchange for amazing stats and most likely threatening a switch with Perish Body.
Next, I heard on the Discord that someone wanted to see Snow Warning added to the metagame, not to mention our only two Ice-types so far aren't bulky...so let's give them what they want!
"That sounded big!"
Wilson, when a Deerclops is nearby
Name: Deerclops Series of Origin: Don't Starve (Though this submission is based off his appearance in Terraria) Type: Mega Evolution Type: Mega Stone Name: Deerclopsite Abilities: Snow Warning/Fur Coat/Shadow Shield Mega Evolution Ability: Reign Of Giants Stats: 105/100/105/65/100/75 (550) Mega Evolution Stats: 105/130/135/70/130/80 (650) Movepool: Scratch, Leer, Powder Snow, Bite, Glacial Lance, Fiery Wrath, Icicle Crash, Teeter Dance, Glare, Crunch, Dark Pulse, Fling, Taunt, Knock Off, Lash Out, Low Kick, Bulk Up, Brick Break, Body Press, Focus Punch, Coaching, Confuse Ray, Shadow Ball, Shadow Claw, Curse, Earthquake, Stomping Tantrum, High Horsepower, Earth Power, Ice Beam, Blizzard, Ice Fang, Ice Punch, Ice Spinner, Snowscape, Avalanche, Haze, Roar, Scary Face, Body Slam, Double-Edge, Stone Edge, Rock Slide, Iron Head, Smart Strike, Metal Claw, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest Weight: 889 lbs. Custom Elements:
Reign Of Giants: This Pokémon's Special Dark-type moves become Physical and gain 50% Power. Justification:
The Deerclops is a huge, furry monster that destroys anything it touches! His mere presence drains the sanity of anyone near him, which is represented in Crossover Chaos by Teeter Dance. In Terraria, unless you use his summoning item, he only spawns in blizzards, hence why he has Snow Warning. Both his Shadow Shield ability and his Ghost-type moves represent his shadowy hands. His Mega Form represents his invulnerable state, but since that's not allowed in Crossover Chaos, instead he becomes Ice/Ghost, known for being a defensive Ice-typing, and gets an ability that represents his role as the giant of Winter. Role: The Deerclops serves as a massive tank that can get even tankier by setting up Snow or using his Fur Coat ability. He also has access to Glacial Lance and Glare! His massive strength is balanced by the fact that he is quad weak to Fighting. Mega Evolving him will allow him to take up the offensive by making his Fiery Wrath physical, allowing him to get three STAB options, but it should be used with caution as it does not get rid of that glaring Fighting weakness!
Finally, Psychic is not known for being a Physical type, and our current Psychic-types show it very well...Let's fix that, shall we? And what better to do it, than by going all out with this slate's theme? R.I.P Star Force Mega Man, he can't be the same with one Mega Evolution...don't worry, a replacement submission will be coming soon! "GAH, WHO NEEDS TO FILL WHAT'S MISSING? I'LL MAKE A NEW ONE ENTIRELY! SO...."
"SHOWTIME!!!"
Bowser
Name: Bowser Series of Origin: Super Mario Bros. Type: Mega Evolution Type: Mega Stone Name: Bowsite Ability: Pressure/Sturdy/Stamina Mega Evolution Ability: Iron Barbs Stats: 80/110/100/100/90/50 (540) Mega Evolution Stats: 80/95/140/95/120/90 (640) Movepool: Horn Attack, Leer, Ember, Spiky Shield, Precipice Blades, Knock Off, Throat Chop, Dark Pulse, Taunt, Dragon Tail, Dragon Claw, Dragon Pulse, Breaking Swipe, Low Kick, Brick Break, Bulk Up, Drain Punch, Focus Punch, Upper Hand, Flamethrower, Fire Blast, Flame Charge, Fire Punch, Flare Blitz, Temper Flare, Burning Jealousy, Heat Wave, Overheat, Shadow Claw, Earthquake, Earth Power, Dig, Stomping Tantrum, Roar, Body Slam, Double-Edge, Scary Face, Psychic, Psybeam, Zen Headbutt, Calm Mind, Stone Edge, Rock Slide, Stealth Rock, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest Weight: 432 kg. Custom Elements:
None Justification:
Bowser, the King Of The Koopas, has been described as a fiery dragon, and fights with punches and claws. He has immense strength to reflect his bulk, and is a master of dark magic too, which would also explain the Dark and Psychic-type moves that he knows. His Mega Form is Fury Bowser, which is surprisingly agile, but considering most of his body in this state is made of poisonous defensive paint, his physical blows would suffer from it. Role: Bowser is pretty much straight to the point. Set up with Bulk Up or Calm Mind, then smash everything in sight! His Mega Evolution, Fury Bowser, is the ultimate risk, trading the Fire typing and the offenses for a more defensive approach as a strong utility wall. Being part Poison also makes it harder for V1 to check him. He can also heal with Drain Punch, and turn up the gas with Flame Charge.
Flavor:
Effect Spore due to Plantera's spreading of damaging spores during the fight. Overgrow and Rattled reflect how Plantera enrages and becomes faster and more powerful when brought out of her jungle, often due to the presence of the world's Evil biomes. Merciless and the statline change reflect how Plantera is slow and inflicts Poison in Phase 1, then deals tons of contact damage in Phase 2 which often stacks with the poison to finish players off. Land's Wrath comes from her role as a defender of the ecosystem like Zygarde. Overdrive and Eerie Impulse reference Plantera's musical origin as a pun on the band Pantera and her rare drop of the Axe, an electric guitar.
Role: Defensive Status Spreader (base) / Fast U-Turn + Late Game Sweeper (mega)
Has good matchups into many Physdef mons in the tier such as Suwako or Rag Man, relies on Poison coverage to get through Amingo and doesn't really have anything to hit Susie with, although if Susie is poisoned Plantera can try to muscle through due to no longer fearing Intimidate. Rattled combines with Plantera's neutrality to U-Turn, reduced damage from Knock off thanks to her mega stone, and high SpDef for taking Dark Pulses and Shadow Balls to give Plantera plenty of opportunities to get a speed boost and clean up a team whose walls are low or poisoned. 120 Speed isn't quite enough to cut it without the Rattled Boost and she's trivial to revenge kill given Grass/Dark and her physical frailty, but ensures very few scarfers can match her at +1. You can also rely on Rattled entirely for speed and invest into Plantera's HP to get more use out of base form as a TSpike setter and SpDef - Base Plantera has a number of useful matchups defensively such as into Ranno, Suwako or to an extent the new Void Kong since she doesn't fear Mineralize's item removal.
Name: Lahmu Series of Origin: Shin Megami Tensei V Type: Dark/Grass Mega Evolution Type: Dark/Steel Mega Stone Name: Sahorite Abilities: Ironclad Defense Mega Evolution Ability: Limber Stats: 98/77/91/95/95/91 (anaconjad it) (547)
Mega Evolution Stats:
98/112(+35)/105(+14)/122(+27)/119(+24)/91 Movepool: Silt of Ruin, Ice Beam, Thunderbolt, Volt Switch, Leaf Storm, Energy Ball, Taunt, Spiky Shield, Toxic, Icy Wind, Thunder, Blizzard, Wild Charge, Crunch, Ice Fang, Flash Cannon, Thunder Fang, Earthquake, Earth Power, Mud Shot Weight: 235 lbs. Custom Elements: Ironclad Defense: User Resists Ice and Fire moves (not a 50% reduction)
Silt of Ruin:
Dark, 100 BP Special 8 PP, lowers the opponents speed by 1. Justification: While I’m not really gunning for a meta role as much as I’m pushing it’s in game transformation as accurately as possible, with its flip of type matchups barring fighting, you get an interesting offensive breaker that can utilize its unique set of resistances to spam its signature to consistently push pressure, as a speed drop is rather strong at times. Adding a mon that is a bit detached from the meta to allow development in different directions is my intent, as the qualities of resisting notable strong coverage combinations (dark fire ice ground) but being weak to common pivoting pre mega leads to a mon that can take on various roles in a team. As for the mega, it’s basically just a stat stick, with limber having a couple cool interactions.
Name: Nuwa Series of Origin: Shin Megami Tensei V Type: Ground/Flying Mega Evolution Type: Ground/Flying Mega Stone Name: Yakomite Abilities: Mega Evolution Ability: Stats:
Mega Evolution Stats: Movepool: sacrifice of clay, Earthquake, Surging Strikes, Recover, Jungle Healing, Volt Switch, Thunderbolt Weight: 235 lbs. Custom Elements:
Sacrifice of clay: 60 bp flying special, lowers spd and atk of opponent by 1 Justification: al
Pokémon: Martlet Franchise/Origin: Undertale Yellow Type: Normal/Flying Weight: 51kg Abilities: Fixer-Upper (This Pokémon is immune to all hazard damage)/Unaware/Wind Rider Base Stats: 85/91/85/60/95/70 Mega Stone Name: Zenithite Mega Typing: Normal/Flying Mega Ability: Adaptability Mega Stats: 85/96(+5)/80(-5)/125 (+65)/80(-10)/115 (+45) Notable moves: Tidy Up, Stealth Rock, Roost, U-turn, Whirlwind, Hurricane, Air Slash, Hyper Voice, Double Edge, Return, Brave Bird, Power Gem, Facade, Twister, Calm Mind, Meditate, Twister, Gust, Fairy Wind, Tailwind, Bug Buzz, Silver Wind, Feather Dance, Aerial Ace, Mirror Move, Fly, Dive, Waterfall, Strength, Refresh, Foresight, Psychic, Psychic Noise Signature Move: Determination (110 bp Flying type Special move, user loses 1/10th of their HP on use 16pp) Reasoning: Excluding obvious/wind moves, she has lots of HM moves (excluding surf for balance reasons) referencing her role as a builder/carpenter and the way she assists Clover on their journey, notably via their raft which is represented by waterfall. Competitive Use: If you're not ing you're not winning (Special breaker in a tier that really doesn't have one but your meh coverage and STAB combo leads to you getting walled by Rocks and Steels like the newly added VK, and Lobster as well as Narwa, although mystical fire + CM does help out in this aspect. Generally, with pivoting rocks and clearing, although you are hazard weak, you can use your offensive power to aid your utility even if it can grant you a bit of 4MSS. Original form is a niche stallmon with Unaware, although Fixer-Upper is useful on the Mega form to prevent preliminary chip damage.)
Pokémon: Magdalene
Franchise/Origin: Isaac
Type: Normal/Water
Weight: 61kg
Ability: Natural Cure/Healer
Base Stats: 140/35/75/70/85/36
Mega Stone Name: Red Key
Mega Typing: Dark/Water
Mega Ability: Hypercoagulation: (Contact moves deal 1.3x damage but deal 33% recoil, heal 33% of your HP upon KOing an opposing Pokemon)
Mega Stats:140/102(+67)/65(-10)/100(+25)/70(-5)/59(+23)
Notable moves: Swords Dance, Seismic Toss, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Waterfall, Scald, Hydro Pump, Soft Boiled, Toxic, Wish, Teleport, Brine, Muddy Water, Surf, Aqua Ring, Water Gun, Water Pulse, Hyper Voice, Double Edge, Body Slam, Stomp, High Horsepower, Blaze Kick, Night Slash, Sucker Punch, Psycho Cut, Slash, X Scissor, Poison Jab, Sludge Bomb, Sludge Wave, Acid, Heart Stamp, Heart Swap, Shadow Punch, Shadow Ball, Hex, Bug Buzz, Submission
Signature Move: ISAAC! (60BP Physical Water move, +1 priority, 16pp (makes contact, considered a sharpness move))
Reasoning: The water type is a reference to Maggy using tears as her main source of attacks in both Tainted and base form. Furthermore, the tainted form is mostly themed around blood/heart containers (which you could argue to be poison but blood is mostly water). Dark type references her being a relatively terrible mother to her son, Isaac. Both forms get slicing and stomping/kicking moves, this is a reference to those being her two most prominent attacks, the knives in the Mother boss and Stomping in the Mom! fight (somehow, these are different). Heart moves reference her own heart being one of the final bosses of the game and her starting with the Yum heart item. Seismic Toss and Submission represent the "hug" gimmick of the tainted form.
Competitive Use: The original form is a mixed wall with a decent neutral typing, good HP, status absorbing via Natural Cure, and utility moves like Wish. However, besides access to Toxic and Scald you are very passive. The mega is a bulky priority sweeper/cleaner (notable given the lack of priority in the tier bar Scout) with a terrifying signature move. In general, the mega is stronger against offensive pokemon and set-up sweepers, specifically Roy, Wizard Lord Pheonix, and Eox. However, your limited longevity due to the ability can force you to run recovery alongside SD, sacrificing your good coverage. Furthermore you are entirely stonewalled by two of the best physical walls in the tier, Susie and Amingo. Specifically due to contact punishing and recoil due to Hypercoagulation, Amingo is your worst enemy. For this reason, consider partnering Maggy with Roy and especially WLP to form a potent breaking core.
Pokémon: Yoko
Franchise/Origin: SMT
Type: Fire/Poison
Weight: 41kg
Abilities: Levitate/Flame Body
Base Stats: 100/66/95/80/65/76
Mega Stone Name: Panagite
Mega Typing: Fire/Poison
Mega Ability: Throne Destroyer (Steel types cannot switch out on this Pokemon)
Mega Stats:100/76(+10)/115(+20)/110(+30)/95(+30)/86(+10)
Notable moves: Fire Blast, Flamethrower, Inferno, Lava Plume, Sludge Bomb, Sludge Wave, Toxic Spikes, Defog, Recover, Wish, Protect, Substitute, Calm Mind, Toxic, Acid, Acid Spray, Smog, Poison Gas, Ember, Flame Charge, Flare Blitz, Psychic, Psyshock, Curse, Spite, Fake Tears, Foul Play, Dark Pulse,
Reasoning: One of the first spells Yoko can learn is Agi, the fire spell in SMT, and she also specializes in debuffing attacks and learns the skills Energy Drain, and Mana Drain early for the poison type. Furthermore, her opposition to "light" elemental angels positions her as poison (as fairy is the closest to Light given Xerneas and Dazzling Gleam). Most of her moves are relatively self explanatory, but she has spin out to reference an infamous rant she has about hating how cars lead to people dying. Throne destroyer references her main goal of destroying the throne which keeps the cycle of the world going on (throne being made of metal).
Competitive Use: Base form is a deceptively bulky wall with levitate and reliable removal via defog and the ability to set toxic spikes or wish pass to walls that lack recovery. However due to lacking pivoting and being relatively passive the base fits/encourages more bulky teams as offensive teams can't really stomach the loss in momentum. The mega however is an offensive enabler with a Magnet Pull-like ability which can get rid of mons like Pit-Mega or V1 to enable sweepers/breakers like Eox who dislike their prescence as well as setters like Heavy Lobster for flying types. However, a stealth rock weakness means you must be careful of getting chipped as your low speed means something like V1 will often get the first hit out on you.
Ani is a character who only exists (as far as we know) within a realm a dreams within the Rivals of Aether universe. Her playful, mischevious nature makes givers her justification for the Fairy type, and her inherent connection to dreams is what led me to give her psychic.
Her base ability is Collective Dream, which essentially reflects the plot of Dreams of Aether, where all of the main characters are witnessing her through a collective dream that they cannot wake up from just yet. Her mega ability is Technician, which reflects her expertise in parties, dancing, making noise.
For stat spreads, I mostly went off vibes. Her base form (as a Pinata) seems like it would be more defensive, and would lean further into her magical abilities, while unleashed form is more hyperactive and focused on physical actions, hence my distribution choices.
For moves, a lot of these go off vibes, however some are references to the minigames you play in her section, while others are reflections of her environment & nature. Some of her big things are dancing and making noise which is what opened the way on that sort of flavor. I also gave her nightmare to try and make additional use of her ability, to which I think shouldn't be too busted given the fact that her only way of healing is through draining moves.
Her custom move, Synchronized Strike, is a reference to the final fight, where she teams up with the other protagonists to deal synchronized blows against the final boss. There is more that justifies it being a "hits twice" attack, however, as literally in gameplay this team up is reflected by the player having to multitask between two different minigames at once.
Competitive Overview: Ani's base form is bulkier and specially oriented, intending to maintain longevity through utilizing her ability in conjunction with dream eater. Her mega form turns her entire playstyle on its head, becoming a fast physical pivot who utilizes Technician to achieve a 120 bp physical psychic STAB and power up arm thrust for handling steel types. Some checks that exist here are Wizard Lord Phoenix for base form, who can resist any of the STABs & coverage, and for mega form offensive pivots such as V1 and Scout who can outspeed w/ choice scarf & threaten big physical damage, or Maw Jaw who should be able to reasonably tank her physical attacks and retaliate with a SE shadow sneak.
"I bet you feel r-real accomplished right now. But the only thing you managed to accomplish...is pissing me off even more."
Mega Evolution: Zenith of Monsterkind Martlet Mega Stone: Mysterious Serum Mega Typing: Fighting/Flying (Remedy) / Fighting/Ice (Retribution) Mega Ability:Retribution 'Retribution' Effect: When at <50% health, Martlet's form changes from Remedy to Retribution and she becomes trapped. While in the Remedy form, Zenith Martlet is immune to critical hits. While in the Retribution form, Zenith Martlet cannot use healing moves and is damaged for 1/16 of her max health, rounded down, at the end of each turn. Mega Stats (Remedy): 75/100 (+35)/120 (+25)/100 (+20)/105 (+10)/80 (+5) (+100) Mega Stats (Retribution): 75/125 (+60)/80 (-10)/125 (+45)/85 (-10)/105 (+25) (+100)
Explanation: In CC, Martlet is meant to act as a mini boss fight with her Mega, while still hopefully going down soon enough to not be a problem. Zenith Martlet's first stage is intended to be incredibly bulky (since you have a bit more room to put your BST into bulk when you're working with Ice/Flying and only half of your healthbar), whereas her second stage hits hard and realistically gets fucked over by faster mons, such as V1 and Scout, as well as those with good access to priority.
Pokémon: Flowey Franchise/Origin: Undertale Type: Grass/Dark Abilities: Run Away/Prankster/Regenerator (HA) Base Stats: 99/97/80/97/80/120 (573) Mega Stone Name: Six Souls Mega Typing: Grass/Dark Mega Ability: Save Point (Once per battle, endures at 1 HP and heals for 1/2 HP; Functions similarly to Sturdy; Announces self when gained) Mega Stats: 99/127(+30)/130(+50)/127(+30)/120(+40)/70(-50) (673) Moves: Leech Seed, Ingrain, Spiky Shield, Giga Drain, Horn Leech, Power Whip, Grass Knot, Leaf Storm, Energy Ball, Foul Play, False Surrender, Memento, Friendliness Pellets, Taunt, Sucker Punch, Flamethrower, Temper Flare, Hammer Arm, Superpower, Bullet Punch, Triple Axel, Toxic, Gunk Shot|Gen 6 universal moves, Bullet Seed, Seed Bomb, Needle Arm, Leaf Blade, Night Slash, Razor Leaf, Power Trip, Comeuppance, Fire Punch, Trop Kick, Triple Kick, Egg Bomb, Block, Snarl, Barrage, Snap Trap, Cut, Strength, Rock Smash, Charge Beam, Chloroblast Signature Move: Friendliness Pellets (Dark|Special|100 BP|90% Acc.|16 PP|Prevents the target from healing for 1 turn. Targeted allies will instead be healed for 1/2 HP.) Reasoning: Pretty clear what most of this represents, but 99 is the max HP limit in Undertale, and 80 in both defenses due to him being defeated in 8 hits at the end of the Genocide route. Run Away after you try to spare him in the neutral route, and Regenerator to reference his various SAVEs and LOADs bringing him back to better shape. Mega's ability is a direct reference to it, as he has a troll moment after you defeat him. Other than STABs, Fire moves reference his uses of bombs and flamethrowers, and a small collection of cutting, punching, kicking, talking, egg, and bullet moves to reference the use of the Six Souls in Photoshop Flowey's battle. Snap Trap as well for the fly traps. Competitive Use: Regular Flowey is meant to be a dedicated utility mon, with high Speed, 2 useful abilities, and a buttload of annoying support options like Leech Seed, Taunt, Toxic, and even Memento for a niche suicide option. Decent attacking stats as well, so he's not useless against some mons. An effective side grade to Medic, can deal with Nasty Plot Berdly sets with Prankster, but also can stay in longer thanks to Regenerator. Mega switches to a slow, but tanky BOSS, with high defenses and offensives at the cost of his wondorous Speed. Save Point also helps aid in his survivablility, too, which also helps partially offset his massive weaknesses: 4x weakness to U-Turn and a lack of reliable healing means he has to rely on more unreliable ways to heal, even with Regen/Save Point (the latter having a one-time use doesn't help either).
/Mega:
Pokémon: X Franchise/Origin: Mega Man X Type: Electric Abilities: Battle Armor/Trace (HA) Base Stats: 100/85/85/85/85/85 (525) Mega Stone Name: Ultimate Armor Mega Typing: Electric Mega Ability: Auto-Charge (Is constantly under the effects of Charge; Charge additionally boosts the power of all non-STAB moves by 1.2x) Mega Stats: 100/95/115/95/115/105 (625) Moves: Charge Shot, Double Shock, Electroweb, Electro Shot, Flamethrower, Fire Blast, Ice Shard, Hurricane, Gunk Shot, Tachyon Cutter, Icicle Crash, Hydro Pump, Flare Blitz, Attack Order, Dragon Pulse, Dazzling Gleam, Flash Cannon, Rock Slide, Stone Edge, Anchor Shot | Gen 1 universal moves, Spark, Zap Cannon, Charge, Charge Beam, Electrify, Thunder Wave, Smart Strike, Pin Missile, Flame Burst, Twister, Electro Ball, X-Scissor, Bubble Beam, String Shot, Air Cutter, Fury Cutter, Sky Uppercut, Icicle Spear, Magnet Bomb, Rock Wrecker, Lock-On, Solar Beam Signature Move: Charge Shot (Electric|Special|50 BP|100% Acc.|24 PP|Puts the user in a Charge state after use; If the user already has Charge, always inflicts a critical hit.) Reasoning: Pure Electric-type because we have plenty of Steel and Fighting types. Battle Armor due to, well, the schematics, and Trace for the ability to copy an downed Maverick's abilities (also because I'm tight on custom slots). Moveset is filled to the brim with moves inspired by the various Mavericks across Mega Man X, with cutting moves referencing his use of the Z-Saber in X6. Mega's ability is based on Hyper Charge from X3 and also acts like Stellar Terapagos. Stats are also quite low to reflect his versatility, while the mega is faster and bulkier. Competitive Use: X is meant to be more of a Mega-dependent Mon rather than a mon who can fill 2 roles. While basic X can trace useful abilities, Ultimate Armor X/his Mega has access to a powerful STAB in Charge Shot, a 100 BP STAB move that always critical hits under the effects of Charge, and...not much else in terms of STABs in Mega form (Electro Shot Power Herb in base?). However, he makes up for it by having basically perfect coverage. Plenty of coverage and with that Ogerpon mask effect in his ability, he's able to break through quite a few threats. His increased Bulk and Speed in Mega form is also nice, but 4MSS hits him hard, is countered by Suwako reliably, and has a rather oddball selection of coverage options.
- Classification: Physical
- Power: 90
- Accuracy: —
- PP: 16
- Effects: This attack will never miss.
- Additional Tags: Bullet
- Flavor: The user shoots a ray burst from their laser gun. This attack will always hit. Full Moveset: Bunny Beam, Ice Shard, Poltergeist, First Impression, Liquidation, Surf, Block, Tackle, Bulk Up, Take Down, Scary Face, Icy Wind, Hail, Ice Beam, Shadow Ball, Taunt, Encore, Stealth Rock, Iron Head, Confuse Ray, Stone Edge, Rage, Chilly Reception, Ice Punch, Meteor Mash, Rock Slide, Mean Look, Astonish, Magnet Bomb, Smart Strike, Powder Snow, Hex, Curse, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Avalanche, Flash Cannon, Mirror Shot, Shadow Punch, Trick, Thunder Wave, Focus Blast, Revenge, Haze, Icicle Crash, Freeze Shock, Agility, Snowscape Weight: 45 kg Overview/Justification: Usapyon is an Ice attribute Yo-kai, justifying both of his types here. Usapyon has Victory Star due to his Usapyon Zhongda forme, technician because he helped create a rocket and also because of his Usapyon B formes ability boosting the damage of weaker combo attacks, and Battle Armor due to his suit. His signature ability is based loosely around his soultimate. Usapyon is a potent wallbreaker and revenge killer with Technician boosted priority, as well as amazing STABs to fire off. However, this forme lacks any real sort of defensive utility, and is outsped by many common pokemon, such as V1, Pit-Mega, and Roy. Still, if he gets in safely, he is extremely dangerous, and threatens to claim something.
Some of his moves are based off his other outfits. These are as follows:
First Impression: Racing Outfit
Liquidation, Surf: Scuba Outfit
Block, Bulk Up, Tackle, Take Down: Football Outfit Mega Stone:Imperial Chip
Type:
Ability: Long Reach Stats: 80/145(+15)/100(+10)/100(+40)/85(+8)/120(+27) [BST=630] Weight: 60 kg Overview/Justification: Ice type already explained, I made this type steel because his suit takes more of a role in this design, and the wisp he has for a tail normally becomes a part of the suit in this mode. Has Long Reach because he attacks from afar with his laser much more in this forme as well. This form specifically is based on the Emperor Mode, since it takes an item to trigger this transformation. Usapyon-Mega is a fast and powerful threat, with a speed stat just below V1's. He has bulk up to threaten a sweep if not dealt with properly, and Stealth Rock to lay hazards up, as well as pivoting. His main issue is his lack of coverage in Mega; he can struggle to damage Heavy Lobster and Ranno for relevant damage. Still, with excellent speed and attack and solid STABs, Usapyon-Mega will be a force to be reckoned with.
Character Name: Chaos
Series: Sonic the Hedgehog
Type: Water/Psychic
Abilities: Water Absorb / Water Veil / Clear Body
Stats: 80 / 90 / 100 / 95 / 100 / 90 (555)
Signature Move: Chaos Surge
- Type: Water
- Classification: Special
- Power: 90
- Accuracy: 10
- PP: 10
- Effects: 20% chance to confuse the target. If used in Rain, boosts Special Attack by one stage.
- Flavor: A violent surge of liquefied energy erupts from Chaos 0’s body, channeling primal power from the Master Emerald.
Full Moveset: Water Pulse, Confuse Ray, Barrier, Aqua Ring, Psychic, Calm Mind, Hydro Pump, Recover, Liquidation, Scald, Amnesia, Aqua Jet, Reflect, Shadow Ball, Hurricane, Dragon Pulse, Thunder, Roar, Dragon Dance, Weather Ball, Earth Power, Psyshock, Ice Beam, Thunderbolt, Water Spout, Jet Punch, Aqua Jet, Zen Headbutt, Psycho Cut
Weight: 35kg
Overview/Justification:
Mega Stone Name: Chaos Emeralds
Mega Typing: Water/Dragon
Mega Ability: Primordial Sea
Mega Stats: 80 / 120 (+30) / 120 (+20) / 135 (+40) / 120 (+20) / 80 (-10) (655)
Mega Weight: 999.9 kg
Character Name: King K. Rool
Series: Donkey Kong
Type: Dark/Steel
Abilities: Intimidate / Thick Fat / Good as Gold
Stats: 100 / 125 / 105 / 60 / 95 / 55 (540)
Signature Move: Blunderbss
- Type: Steel
- Classification: Physical
- Power: 80
- Accuracy: 100%
- PP: 10
- Effects: 20% chance to either burn, paralyze, or freeze the target.
- Flavor: K. Rool fires a shot from his blunderbuss.
Full Moveset: Blunderbuss, Knock Off, Heavy Slam, Body Press, Earthquake, Foul Play, Crunch, Iron Head, Thunder Wave, Taunt, Stealth Rock, Rest, Sleep Talk, Iron Defense, Roar, Protect, Crunch, Fly, Aerial Ace, Bulk Up, King's Shield, Parting Shot, Heavy Slam, Hammer Arm, Close Combat, Drain Punch, Foul Play, Rock Slide, Sludge Wave, Sludge Bomb, Flash Cannon, Doom Desire, Poison Jab, Gunk Shot, Dark Pulse, Toxic
Weight: 140 kg
Overview/Justification:
Mega Stone Name: Banandium Root
Mega Typing: Dark/Poison
Mega Ability: Corrosion
Mega Stats: 100 / 140 (+15) / 105 / 140 (+85) / 95 / 55 (640)
Mega Weight: 226 kg
Gnar is a prehistoric yordle that can that turn into a beast when it is angry. Rock type is picked since he's basically the League equivalent of a fossil Pokemon, he loves collecting rocks and throws rocks when enraged. The Ground type would also make sense with the bones + boomerang, but is given on the mega, since Mega Gnar gains 3 ground-related abilities when changing forme.
In League, Mini Gnar is a fast zoner/ranged attacker that can easily poke melee champions from a distance, while Mega Gnar is a bulky fighter with powerful attacks and multiple crowd-control options. This is reflected is the stats and abilities.
Competitive Justification :
Base Gnar is a fast Rock type that can revenge kill a lot of targets either with super effective hits or Fake Out/First Impression + Prehistoric Toss/Accelerock. It also can deal chip damage without making contact, and do additionnal role compression with Rocks or Knock Off (you're spinblocked too easily on base to run Spin).
Mega Gnar is intended to a be Physical tank that can still do a bit of wallbreaking, and can be a more reliable spinner/rocker thanks to more bulk and Sheer Force Crunch/Ice Fang. It still can revenge kill stuff with Accelerock/First Impression, or by tanking a hit.
Low speed and great defenses on Mega means investing in speed + attack still feels good. 117 Speed on base allows to invest more in bulk while still hitting important thresholds (ex : outspeeding Timid Wizard Lord Pheonix with Jolly + 40 ev or 148 ev without a speed nature).
Good Matchups : Berdly, Meta Knight, Radiance, Roy/Wizard Lord Phoenix (if not in mega form), Ana/Hina/Plague Rat/Narwa (if mega)
Bad Matchups : Maw Jaw, Sophie, Suwako, DK, Amingo, Susie
(did not make calcs for now)
And a (mostly) more defensive Fire type with multiple possible roles, + another take on a PhysDef Steel :
"There can be no victory unless I defeat you. So be it!"
Character Name: Edelgard Series: Fire Emblem: Three Houses (and Fire Emblem: Three Hopes)
Base Type:Fire /Fairy Base Abilities: Mold Breaker / Flame Body Base Stats : 108/92/89/70/67/71 (497)
Mega Type:Fire /Steel Mega Ability:Flickering Flower
This Pokemon's contact moves lowers the target's Speed by 1.
Edelgard's Fire typing comes from the different Fire effects she gets in Three Hopes (Solar Prominence, Raging Storm being able to burn in this game), and her major crest being the Crest of Flames, which also explains Flame Body, having a similar defensive luck-based effect. The Fairy typing comes from the minor crest of Seiros (a holy goddess) she has, her getting the skills Luna and New Moon in Heroes, her Emperor skill and route name being flower-themed, and her weapon/unique combat art being effective on Dragons. Flickering Flower is her Emperor class's combat art, and Mold Breaker references her goal of abolishing the crest system.
Her mega is based on her third class, Emperor, that can be accessed with an Master Seal in Three Hopes, and gains the Steel type since the class is an armored class.
Raging Storm is one of her signature combat art, which allows her to act again if it hits. This effect is based on the skill Galeforce from previous games, which allowed the user to act again after landing a kill. Since both of these effects would be too broken here, the move's effect is a +2 Speed on kill. The move is Steel type since the ability doesn't really have any type related visual effect in the original game (and also fits flavor wise since you can only use it in the later parts of the game, giving STAB only to the promoted class).
Most moves are based on different skills/combats arts she can get as a player unit or as a enemy boss, especially axes/sword/magic/bataillon related ones. (notable stuff : Crest of Seiros = Fickle Beam, Seiros's Sword = Bitter Blade, Axes = rock moves + Thunderbolt, Seal Strength/Magic = Breaking Swipe + Spirit Break, Batallions/authority skills : Defend Order + Recover (aka Heal Order with less PP) + Explosion, Spells : Heal Bell + Dazzling Gleam + Shadow Ball + Fire moves, Swords : Haze (Slice), Smart Strike)
The stats are mostly based on her growths + bases, but slighty tweaked so she can fullfill multiples roles, since Three Houses has a lot of class customisation you can do.
Competitive justification :
Base Edelgard is a jack of all trades made to fill multiples roles : she can serve as physical wall, spreading burns with Lava Plume or Flame Body burns (notably vs Meta Knight and V1, giving the tier a non-Ghost V1 defensive check) ; she can use an Assault Vest effectively thanks to high HP and Stone Axe + Bitter Blade ; she can also be used as a revenge killer with Choice Scarf (Mold Breaker allows you to bypass Nifl's Domain of Ice). Average attack, no high power physical moves and low speed prevents her from being too overwhelming with Fire/Fairy STABs.
By Mega-Evolving, Edelgard trades her Fairy type for a Steel type, gaining different resistances and allowing her to serve as Physical Steel Wall/Bulky Attacker. With her new ability and a now STAB Raging Storm, she can also play as a defensive cleaner, being able to finish weakened teams (118 Atk without items is still not that strong for a mega, especially without invests).
Mixed sets or special sets can exist with the added SpA + Work Up to handle physical walls, but you're still held back by your low speed and your ability only activating on contact.
Water types and defensive grounds are good checks for both forms, and neutral walls like Luigi and Maw Jaw should be able to handle any set. She's also easily revenge killed on offensive sets.
Good matchups vs : Roy, Nifl, Heavy Lobster, Zenyatta, Wizard Lord Pheonix (AV sets), Susie/V1/Meta Knight (base form), Plague Rat/Ana/Pit-Mega (mega form) Bad matchups vs : Suwako, Ranno, Maya Fey, Maw Jaw, Flash Fire Sophie, Luigi, any revenge killer with Ground coverage (mega form)
"You are not prepared, PEASANTS! Long live RAWA THE DRAGON KING!"
Pokémon: Rawa Franchise/Origin: GigaBash Type: Dragon/Ghost Ability: Perish Body, Flash Fire, Sturdy (Hidden) Notable moves: Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Outrage, Scale Shot, Twister, Astonish, Confuse Ray, Curse, Hex, Night Shade, Phantom Force, Poltergeist, Shadow Ball, Shadow Claw, Shadow Punch, Spite, Gyro Ball, Hard Press, Heavy Slam, Iron Defense, Iron Head, Iron Tail, Metal Burst, Metal Claw, Metal Sound, Mirror Shot, Smart Strike, Burn Up, Burning Jealousy, Ember, Eruption, Fire Blast, Fire Fang, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Heat Crash, Heat Wave, Incinerate, Inferno, Overheat, Raging Fury, Sunny Day, Temper Flare, Will-O-Wisp, Bulldoze, Earthquake, Fissure, Stomping Tantrum, Earth Power, Leer, Bite, Crunch, Scary Face, Double-Edge, Take Down, Stomp, Ancient Power, Smack Down, Stealth Rock, Stone Edge, Glare, Endure, Brick Break, Hyper Voice, Roar, Thrash
Custom Elements:
Extinction Beam (Ghost, Special, 100 BP, 24 PP max, 100% accuracy) - Ghost-type Beak Blast clone. In this two-turn move based on his S-Class special, Rawa erupts into blue-green flames on his first turn; any contact move used against him on the first turn will reduce his attacker's Defense and Special Defense by one stage each. Then, Rawa unleashes a massive stream of spirit-fire from his mouth which concentrates into a tremendously powerful beam of destruction that damages a single enemy, with a 20% chance to burn them as well.
Mega Evolution: Rawa's S-Class form wreathes him in flame and gives him fiery wings on his shoulders, as seen above, so for this mod, his Mega Evolution exchanges his Ghost-type for Fire. It also has a custom ability called Ethereal Flame, which grants all attacking Ghost-type moves a 25% chance to inflict a burn if applicable. In theory, any Ghost-attacking type move that has a chance to inflict a burn already, including Extinction Beam, will have an additional 25% chance to burn the target upon dealing damage (though status moves like Will-O-Wisp will not be affected).
Reasoning:
My first choice for Rawa's type combination was actually Dragon/Fire with Steelworker, for reasons which should be obvious given his moveset in GigaBash proper. That said, however, what I had in mind for him was considerably more defensive in nature than a type combo with only five resistances and three weaknesses, so my second choice was Dragon/Steel, going by his being referred to as a literal dragon, his design being based on southeast Asian naga sculptures, and a lot of his scales being golden and highly prized. Ultimately, though, I decided on Dragon/Ghost because of his lore stating how he was killed and resurrected in 1960 along with his extinction theme and his fire breath having a ghostly quality (hence the "Ethereal Flame" term for it), though for this slate I gave him the Flash Fire ability as a switch-in incentive and brought back the Dragon/Fire type combo for his Mega Evolution. His custom ability is named after said nickname for his fire breath and makes up for no longer gaining STAB from Ghost attacks when Mega-Evolving by giving him a reason to use them anyway. Perish Body refers to his undead and almost mystical status, and Sturdy and the Steel-type moves he can learn is due to the golden armor as well as his being as durable as any other building-smashing bipedal saurian that looks like Gojira, but due to international copyright laws, isn't.
Competitive Info:
Rawa is very slow, but very deadly. Combining pseudo-legendary-tier stats, six resistances, two immunities, and three different types with a same-type bonus (even if one isn't exactly STAB), the Dragon King is built to take it hard and hit back even harder. Given that his moveset in GigaBash involves a combination of both melee and ranged combat options, I decided to stat him up as a mixed offensive tank with speed as his dump stat to fit his slow, lumbering figure belying immense power and deceptive versatility: if you want to go for a physical set, run him with Dragon Dance, Outrage, and two coverage moves such as Flare Blitz and Heavy Slam to ensure maximum damage output and utterly crush any unsuspecting Fairy-types besides (alternatively, use Smart Strike if you want to make sure he gets a hit in); if you'd rather use special attacks, Mega-Evolve him and use Flamethrower or Fire Blast, Draco Meteor, and an Ethereal Flame-buffed Extinction Beam (or Shadow Ball if you'd rather not waste a turn); and for more defensive sets, Perish Body synergizes with his solid bulk and excellent defensive typing while still allowing you to max out offensive EVs and mix and match whatever moves you think would work for him - you can even stack him with Stealth Rock, Glare, Roar, and Dragon Tail so he can seriously screw with enemy strategies while whittling away at his opponents' health at the same time. Care must be taken not to get too greedy with him, though: his low speed and lack of recovery options on his own can leave him struggling when faced with a counter, and while his coverage can deal with most of his type weaknesses, his only response to Dark is Brick Break which, while certainly useful, leaves much to be desired in terms of raw damage output. Mega Evolution meanwhile sacrifices his bulk for speed and offense, turning him into a glass cannon with tremendous destructive power but little counterplay against his newfound weaknesses to Ground and Rock. Even if The Extinction Dragon may not be as invincible as he seems, though, the right team support and workarounds for his faults can make him a force to be reckoned with.
RESUBMISSION FROM SLATE #10:
"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria Franchise/Origin: Cuphead Type: Ghost/Water Ability: Cute Charm, Marvel Scale (Hidden) Notable moves: Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Soak, Water Sport, Aqua Ring, Life Dew, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Power Gem, Rock Tomb, Stealth Rock, Growl, Disarming Voice, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Charm, Attract, Round, Draining Kiss, Dazzling Gleam, Perish Song, Icy Wind, Ice Beam, Blizzard, Fake Tears, Glare, Snarl, Foul Play, Taunt, Dark Pulse, Nasty Plot Signature moves:
Gorgon's Gaze (Ghost, Special, 110 BP, 16 PP max, 70% accuracy) - Ghost-type Thunder clone; has a 30% chance to make the target flinch.
Petrify (Rock, Status, 32 PP max, 100% accuracy) - Soak clone that turns the target's type to pure Rock.
"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Cala exchanges her Water type for Electric, courtesy of the electric eels she summons during this part of the fight. Her ability is now Intimidate.
Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while the ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justifies the Ghost type somewhat, but more importantly, there's also the fact that her scary-looking, monstrous second stage is a freaking gorgon, as well as the fact that she becomes a disembodied head in her third stage... is she some kind of undead creature, perhaps? The electric eels she uses to transform into her second stage justify her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a bunch of Ice-type attacks as the closest thing to the petrification effect of her gorgon gaze (Water-types in canon can learn plenty of Ice attacks anyway) as well as a few actual Rock-type moves to the same effect, topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before finally being forced to hand over the soul contract she made to the Devil (hence the Dark-type moves she can also learn), the latter of which is common to all the other bosses of the game.
Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her offensive signature move, Gorgon's Gaze, carries the added benefit of interrupting the momentum of her target on top of the raw damage it packs on its own, but it's a bit lacking in the accuracy department, so if you're willing to trade power for consistency, she can certainly make use of Shadow Ball as well (I imagine this would be spat out from her mouth like the ghosts she spits in her Phase 1 when in her normal form, and from her snake-hair mouths like in her Phase 3 when Mega-Evolved). Her Water-type STAB options are largely on the special side with Hydro Pump and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her other signature move, Petrify, which can turn potentially rob opponents of their STAB and leave them weak to her own powerful Water-type attacks. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.
Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.
The council has come to a decision concerning multiple Mega Evolutions on the same submission, and the verdict was that they will not be allowed. Please take time to adjust your submissions should they be affected by this change, and keep it in mind going forward. If you have any other questions, please feel free to ask.
Character Name: Moe Mega-Evolution Name: Moe's Drill Franchise: Brawl Stars Type: Ground / Rock Mega Type: Ground / Steel Gender: Male Abilities: Klutz / Quick Feet / HA: Rattled Mega Ability: Rocky Payload Stats: 90 / 100 / 80 / 60 / 70 / 85 ( 485 BST) Mega Stats: 90 / 138 / 125 / 50 / 90 / 92 (585 BST) Full Moveset: Rock Throw, Flash Cannon, Stealth Rock, Rapid Spin, Knock Off, Rock Blast, Power Gem, Stone Edge, Smack Down, Fling, Quick Attack, Giga Drill Break, Earthquake, Dig, Bulldoze, Drill Run, Mud Shot, Spikes, Steel Beam, Steel Roller, Agility, Rock Polish, Protect, Rest, Sleep Talk, Taunt, Substitute, Recycle, Scratch, Screech, Tail Slap, Tail Whip, Return, Frustration, Slam, Gyro Ball, Hyper Drill, X-Scissor, Rock Wrecker
Mega Stone: Moedrillite (Beedrillite)
Signature Move: Giga Drill Break - Type: Steel - Classification: Phyiscal - Power: 130 - Accuracy: 100 - PP: 5 (Max 8) - Effects: Has a 30% to lower the targets Attack by one stage. This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn. - Flavor: (Optional) Moe burrows underground for one turn and pops up the next. The surprise attack deals massive damage and shocks the target.
Overview/Justification: Moe provides Stealth Rock utility and excellent sweeping potential after Mega evolving. He can also can be disruptive with Knock Off and Taunt. However, a lack of coverage and boosting moves means walls such as Amingo and Suwako should be great checks. Moe's basic form is pretty weak and he cannot switch into much before mega evolving, so there's definitely some opportunity cost with his great sweeping skills.
"Dance with me, my friend. The crowd awaits. Show them you are worthy of a starring role!"
Character Name: Grimm Mega-Evolution Name: Nightmare King Grimm Franchise: Hollow Knight Type: Dark / Fire Mega Type: Dark / Fire Gender: Male Abilities: Magician / Own Tempo / HA: Intimidate Mega Ability: Comatose Stats: 82 / 75 / 80 / 100 / 105 / 85 (527 BST) Mega Stats: 82 / 100 / 85 / 127 / 110 / 123 (627 BST) Full Moveset: Dark Pulse, Nasty Plot, Night Slash, Aerial Ace, Brutal Swing, Fiery Dance, Fire Lash, Flamethrower, Pufferfish, Fire Blast, Overheat, Inferno, Ember, Flame Charge, Mystical Fire, Will-O-Wisp, Sacred Fire, Memento, Throat Chop, Teleport, Substitute, Return, Frustration, Rest, Sleep Talk, Dream Eater, Tera Blast, Weather Ball, Leer, Lock-On, False Swipe, Fury Swipes, Slash, Air Slash, Fiery Wrath, Upper Hand, Hyper Beam, Sky Uppercut, Spikes, Skitter Smack, Signal Beam, Acrobatics, Dual Wingbeat
Mega Stone: Nightmare Heart (Flame Orb)
Signature Move: Pufferfish - Type: Fire - Classification: Special - Power: 30 - Accuracy: 90 - PP: 10 (Max 16) - Effects: Hits five times. This move checks accuracy for each hit, and the attack ends if the target avoids a hit. - Flavor: (Optional) Grimm surrounds himself with his cloak and puffs out and spews tiny fireballs all over the field.
Overview/Justification: Grimm is here to spice up the current Special Sweepers, since it's mainly just Jack Frost and Berdly. Intimidate helps Grimm set up while Comatose helps prevent paralysis and poison from slowing him down. He has devastating Darkrai-like power level, although the Mega Stone cost should balance him. Due to the lack of Recovery and Heavy-Duty Boots, Grimm has limited shots at making an impact and hazards can definitely mitigate him. Grimm struggles vs. priority too, so Donkey Kong and Heavy Lobster should be great checks. The Speed tier allows pretty much every speedy pivot in the tier to revenge-kill before a Flame Charge boost. Void Kong should be a solid defensive check.
"Thank you. But our Princess is in another castle!...Just kidding! Ha ha ha!"
Character Name: Peach Franchise/Origin: Super Mario (This sub mainly takes inspiration from Super Mario RPG and Princess Peach: Showtime) Type: Fairy Abilities: Trace, Magic Guard Stats: 100 / 100 / 85 / 85 / 94 / 73 (Total: 537) Weight: 40 kg
"We've got everyone's strength with us now. Let's go, Peach!" -Stella Mega Stone Name: Sparkla's Spirit Type: Fairy Ability: Dazzling Stats: 100 / 85 / 109 / 136 / 119 / 88 (Total: 637)
Signature Move: Psych Bomb
- Type: Fairy
- Classification: Physical (no contact)
- Power: 90
- Accuracy: 100%
- PP: 10/16
- Effects: Breaks through Protection and Substitute. Targets both opponents.
- Flavor: Fueled by anger, Peach throws a bomb at the opposing side.
Flavor Reasoning: Peach needs no introduction. When a character is featured in as many games as she rom. Fairy type fits her well, Magic Guard represents her protective abilities in Mario RPG and many other games, and Trace represents how she transforms in Showtime to fit the stage. All her transformations from that game are represented with a move, such as Sparkling Aria for Mermaid Peach. Psych Bomb is a move taken from Mario RPG. Lastly, her Mega is based her final transformation from Showtime. Competitive Reasoning: Depending on the game, Peach has been portayed as a glass cannon, a defensive tank, a healer/support, and everything in between. I tried to make that all possible with this sub. You can use the base form to go physical, utilizing Victory Dance and great coverage to get good damage to just about any mon. With the Mega, Peach becomes a bulky wallbreaker with limited coverage but unreal stats, plus Dazzling to avoid Bullet Punches and other dangerous priority attacks. Additionally, both forms are great for a supportive role, boasting some of the best utility in the game (Revival Blessing, Screens, Encore). Positive Matchups: Narwa, Amingo, Susie Negative Matchups: V1, Plague Rat, Ranno, Pit (Mega)
Character Name: Dino Piranha Franchise/Origin: Super Mario Galaxy Type: Grass/Normal Ability: Leaf Guard Stats: 82/121/59/69/119/71 | 521 BST Full Moveset: Agility, Attract, Bite, Body Slam, Breaking Swipe, Captivate, Confide, Crunch, Curse, Double-Edge, Double Team, Dragon Dance, Dragon Tail, Endure, Facade, Frustration, Grass Knot, Helping Hand, Hidden Power, Hyper Fang, Hyper Voice, Knock Off, Leaf Blade, Leaf Storm, Leaf Tornado, Leafage, Lick, Natural Gift, Outrage, Petal Blizzard, Petal Dance, Power Whip, Protect, Rage, Razor Leaf, Rest, Return, Roar, Round, Secret Power, Seed Bomb, Slam, Sleep Talk, Sludge Bomb, Snore, Stomp, Stomping Tantrum, Substitute, Sunny Day, Swagger, Synthesis, Tackle, Tail Slap, Take Down, Tera Blast, Thrash, Toxic, Work Up Weight: 200 kg Mega Stone: Dinopiranite Mega Type: Grass/Fire Mega Ability: Conflagrate - The user's Normal-type moves become Fire-type and have 1.2* power. Mega Stats: 82/121/89/129/129/71 | 621 BST Mega Weight: 200 kg Overview/Justification: Grass typing is obvious. Normal typing gives it STAB on a lot of flavorful moves, which adds up with the change to Fire typing and the use of Conflagrate on Fiery Dino Piranha: an upgraded variant that can set itself ablaze, leave trails of fire in its wake, and spew fireballs in a pinch. In base form, Leaf Guard corresponds to its floral appearance. Dragon Dance and base stats are inspired by Tyrantrum.
Character Name: Laphicet Franchise/Origin: Tales of Berseria Type: Normal/Electric Ability: Elementalist - The user's non-STAB moves deal 1.2* damage. Stats: 78/60/75/107/123/92 | 535 BST Full Moveset: Aqua Jet, Astral Barrage, Attract, Aurora Veil, Chip Away, Confide, Dark Pulse, Dazzling Gleam, Detect, Double Team, Dual Wingbeat, Earth Power, Earthquake, Endure, Extrasensory, Facade, Flame Wheel, Frustration, Giga Drain, Heal Pulse, Helping Hand, Hidden Power, Horn Leech, Hurricane, Icicle Crash, Judgment, Knock Off, Leaf Storm, Leafage, Light Screen, Liquidation, Night Daze, Petal Blizzard, Power Gem, Prismatic Laser, Protect, Purify, Pursuit, Recover, Reflect, Refresh, Rest, Return, Rock Tomb, Round, Scald, Secret Power, Sleep Talk, Snore, Solar Beam, Solar Blade, Spacial Rend, Sparkling Aria, Substitute, Swagger, Take Down, Teleport, Tera Blast, Thunder, Thunderbolt, Toxic, Wish, Zing Zap Weight: 44 kg
Mega Stone: Laphicite Mega Type: Normal/Dragon Mega Ability: Multiscale Mega Stats: 78/120/115/117/123/82 | 635 BST Mega Weight: 444 kg
Laphicet is a malak with equal mastery over all five elements: non-elemental, fire, water, earth, and wind. This mastery is the reason for Normal typing and his custom Ability derived from one of his in-game titles. His Electric typing is based on his 5 BG Mystic Arte, Indignation, in which he drops an enormous lightning bolt on his foes. Detect and Teleport correspond to the quickstep and switching mechanics of the game. The rest of his non-universal moves are based on his artes. (His main forms of offense are hidden artes and malak artes: the latter magically oriented, and the former going off his lower attack, which is usually physical.)
Hidden
Paper Rock: Leafage (weak non-elemental attack involving the use of paper)
Triple Gale: Dual Wingbeat, Horn Leech (multi-hit wind attack; involves paper and absorbs HP)
Mana Eruption: Rock Tomb (weak earth attack)
Rainbow Mist: Aqua Jet (weak water attack)
Triflare: Flame Wheel (weak-ish fire attack)
Dark Quarter: Knock Off ("Spreads a carpet of dark paper that absorbs light.")
Beckoning Lure: Earthquake, Pursuit (earth-imbued; "Tosses mana-infused paper forward, pulling foes toward it.")
Frigid Pillar: Icicle Crash ("a column of ice to the front"; inflicts stun)
Frozen Flame: Liquidation (water-imbued and "[generates] a blast")
Arctic Peals: Petal Blizzard, Chip Away ("Pierces foes with a blizzard of hardened paper.")
Lunar Fountain: Solar Blade, Zing Zap ("Sends out a wave of paper that spreads forward and emits blinding light."; inflicts stun)
Malak
Bright Shade: Dazzling Gleam, Dark Pulse, Extrasensory ("Fires orbs of light and darkness forward."; inflicts stun)
Geostigma: Earth Power, Power Gem, Hurricane, Giga Drain ("Rends the earth and draws foes into a gravitational field." (earth+wind); absorbs HP)
Pyrogenic Ring: Scald ("Blasts steam")
Kaleidos Ray: Judgment, Prismatic Laser, Solar Beam ("Sends out a spray of mirror shards that reflect heat rays back and forth.")
Void Mire: Night Daze ("Creates a dark mire that pulls in foes.")
Blessed Drops: Sparkling Aria ("Fires four bubbles forward")
Dark Fangs: Astral Barrage ("Fires a series of colorless fangs.")
Divine Saber: Thunderbolt ("Surrounds an area around a foe with holy lightning.")
Insubstantiality: Spacial Rend ("Shoots out twelve orbs that tear holes in space.")
Healing
First Aid: Recover, Wish, Heal Pulse ("Restores one ally's HP.")
Elixir Vitae: Refresh, Purify ("Removes all status ailments from an ally")
Break
Divide Pain: Light Screen, Reflect, Aurora Veil ("halves damage received by allies")
Other
Seer's Storm (Change): Leaf Storm ("Binds an enemy in paper and knocks them away.")
Indignation (5 BG Mystic Arte): Thunder
His Mega Evolution is Maotelus, which he is named after he becomes the new Empyrean (essentially god) when Velvet seals the fate of Innominat. Compared to when I submitted this character in previous threads, I simplified this form and toned down the stats of his base form for the new metagame.
Character Name: Taion Franchise/Origin: Xenoblade Chronicles 3 Type: Grass Ability: Shieldrender - The user's offensive moves break through protection. Stats: 87/84/70/115/82/85 | 523 BST Full Moveset: Air Cutter, Aromatherapy, Attract, Bug Buzz, Clear Smog, Curse, Dazzling Gleam, Defog, Double Team, Earth Power, Energy Ball, Endure, Facade, Flash Cannon, Giga Drain, Heal Pulse, Heat Wave, Helping Hand, Hex, Leafage, Oblivion Wing, Petal Blizzard, Protect, Psychic, Recover, Relic Song, Rest, Rock Throw, Round, Shadow Ball, Sleep Powder, Sleep Talk, Snore, Strength Sap, Substitute, Take Down, Tera Blast, Tri Attack, Volt Switch, Whirlwind, Wish Weight: 50 kg Mega Stone: Taionite Mega Type: Grass/Flying Mega Ability: Mold Breaker Mega Stats: 87/94/100/145/92/105 | 623 BST Mega Weight: 100 kg
He uses his armband to attack with spell tags, which inspires Grass typing. Psychic typing also fits, but specially oriented Psychic-types are worth a dime a dozen. Shieldrender is one of his Skills as a Tactician and the one that translates best to competitive Pokémon. Mega Evolution is his Interlink with Eunie, who has wings on her head like the High Entia of Xenoblade 1. Mold Breaker loosely corresponds to the Interlink Skill called Eclipse, which "Decreases all enemies' debuff resistance by 50 percentage points." The others are Unceasing Curse, Shared Curse, and Strength Sapper: represented in Curse, Hex, and Strength Sap. (Non-Interlink also has Eternal Curse.) Other non-universal moves are largely based on Tactician and Interlink Arts.
Interlink
Spirit Raven (another ether attack that heals): Oblivion Wing
Lurking Spider: Bug Buzz
Atomize (inflicts Blaze; user evades while executing): Heat Wave, Volt Switch
Grand Priest: Dazzling Gleam
Body Double (applies a random debuff): Tri Attack
Eightfold Divide (causes Blowdown and resets enemy recharge): Whirlwind, Clear Smog
Rock Throw is based on the Luring mechanic, whereby the controlled character can inflict chip damage on an enemy from afar. Leafage and Petal Blizzard are derived from auto-attacking with spell tags.