Pet Mod Gen 9 Crossover Chaos (Ver. C)

Should Balatro's jokers be considered valid characters?

  • Yes

    Votes: 6 46.2%
  • No

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .
For starters, remove Perish Body and Poltergeist. Next, its offensive stats should be lowered to 130 each, and the Mega should be adjusted accordingly (redistribute the stats if you really must). Finally, the signature move, even in spite of possibly being a charge move, should likely have its base power lowered to 90.

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

Perish Body and Flash Fire have been replaced by Cursed Body and Flame Body, respectively, and the appropriate changes or omissions to Rawa's movepool have been made.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

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

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

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

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

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

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

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

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

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Recover was vetoed so other changes :
- Recover removed, Will-O-Wisp and Drain Punch added to compensate
- +10 Atk and Def on base (and -20 SpA), -21 HP redistributed on defenses (same bulk but gives more HP from draining moves)
- -9 SpA, moved to +5 Def and +4 Atk in Mega
 
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