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 .
I don't have a lot of ideas atm and most of my ideas were for physical walls, but anyway :

Sunflower-Almanac.png

"Sunflowers are essential for you to produce extra sun. Try planting as many as you can!"
Character Name: Sunflower
Series: Plants vs Zombies
Type: Grass / Fire
Abilities: Sun Gathering* / Grassy Surge / Costar
This pokemon heals 1/16 of it's max HP per turn ; 1/12 in Sun
Stats : 95/70/95/95/110/55 (525)
Weight :
10 kg
Full Moveset :
Physical.png
: Trailblaze, Flame Charge
Special.png
: Giga Drain, Energy Ball, Sunbeam, Fire Blast, Pollen Puff, Clear Smog, Hyper Voice
Status.png
: Recover, Synthesis, Wish, Protect, Aromatherapy, Toxic, Growth
- Type: Fire
- Classification: Special
- Power: 85
- Accuracy: 100%
- PP: 16
- Effects: User recovers 50% of the damage dealt.

Physical.png
: Seed Bomb, Bullet Seed, Petal Blizzard, Return, Pound
Special.png
: Giga Drain, Mega Drain, Absorb, Solar Beam, Grass Pledge, Petal Dance, Ember, Incinerate, Heat Wave, Hyper Voice, Round, Swift, Hyper Beam
Status.png
: Substitute, Sleep Talk, Rest, Sunny Day, Grassy Terrain, Heal Pulse, Helping Hand, Safeguard, Flash, Ingrain

Sunflower is Plants vs Zombies's main source of sun production. I don't think I need to explain the first ability (you get more sun in day levels). She gets the Fire type since she attacks with sun beams in Garden Warfare and Battle For Neighborville, and because her hero counterpart in PvZ Heroes, Solar Flare, uses plants of the Kabloom class (tied to explosives). Grassy Terrain comes from her Heal Flower ability in Garden Warfare (deploying a flower to heal nearby allies), Costar from the music clip at the end of the game (also the reason for sound moves) and the PvZ2 almanach description.

Stats are mostly based on Sunflora, with good defense since planting the sunflowers in the back or the front of the lawn doesn't really matter in PvZ 1 (at least in Adventure mode). Moves are basic stuff, support moves to reflect her support role in Garden Warfare, Toxic as a reference to the Dark Flower abililty, Clear Smog because Fume-Shroom is part of the Solar class plant in PvZ Heroes.

Sunbeam's effect is more of a competitive addition to give her a utility Fire-type move (Lava Plume doesn't really fit the flavor), but she has an upgrade in Battle For Neighborville that gives her health back when attacking, so it's still somewhat flavor-accurate.

Competitive justification :
Fire-type wall that does bulky grass things
: typing is weird but you resist Fairy, Steel, Grass, and Electric while being neutral to Ice, Water, Fire and Ground, letting you check Pit, Peach and Jack Frost decently.

Grassy Surge gives you a pseudo-Ground resist to check Midbus (he doesn't get High Horsepower), gives you free Lefties despite having to run Boots, and generaly gives nice utility to your team (while also resetting the Defect's terrain). Sun Gathering is there if you still want to runs mons with Earthquake or if we get a Sun setter in later slates (but it's mostly a flavor ability).

Moveset wise, you have good STABs, Aromatherapy + Wish for cleric sets, and Toxic / Clear Smog to beat setup sweepers.

For checking it, you can use Poison types like Plague Rat, Ranno and even Ana to absorb Toxic and weak moves. Eox and Wizard Lord Pheonix are also decent answers.

Good matchups vs : Pit-Mega (unless physical with SD + Brave Bird), Peach (both forms), Jack Frost, Midbus (both forms), Amingo, Maw Jaw, Suwako
Bad matchups vs : Plague Rat, Ranno, Bowser-Mega, Eox, Ana, Hina, Berdly, Wizard Lord Pheonix
 
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Providence, the Profaned Goddess.png

"There was silence, until Providence spoke once more. 'Let us go forth, and light the world anew.' And it was so."
Character Name: Providence
Game of Origin: Terraria: Calamity Mod
Type:
Fire.png
Ground.png

Abilities: Pressure, Blaze, Own Tempo(HA)
Stats: 84/101/89/106/116/74 [BST=570]
Full Moveset: Heal Order, Fire Blast, Earth Power, Power Gem, Scorching Sands, Lava Plume, Will-O-Wisp, Flamethrower, Stealth Rock, Inferno, Swift, Dazzling Gleam, Iron Defense, Flare Blitz, Earthquake, Stone Edge, Fire Spin, Moonlight, Fiery Wrath, Dark Pulse, Night Daze, Stored Power, Ember, Flame Wheel, Flame Burst, Moonblast, Lunar Dance, Lunar Blessing, Morning Sun, Knock Off, Feint Attack, Rock Throw, Rock Tomb, Magnitude, Heat Wave, Harden, Attack Order, Defend Order, Fire Pledge, Blast Burn, Flash, Mirror Shot, Sand Tomb, Mud Bomb, Mud Shot, Land's Wrath
Weight: 665.6 kg
Overview/Justification: Fire for obvious reasons, Ground because she allows the generation of special ore in the ground after her defeat, also is connected to the Brimstone Crags biome, which is underground. Own Tempo because she's immune to confusion, other two abilities self explanitory. Order moves because she controls the Brimstone Elementals who attack for her, defend her, and heal her. Other moves are somewhat standard, Lunar Blessing/Dance/Moon moves are because her fight changes during the night.

WIP comp overview (SpDef Wall)
 
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"I was getting some ghosts together, and we were gonna break into The Palace and steal the Crystal Mirror... You should come with!"
Character Name: Pluto
Franchise/Origin: Crypt Custodian
Type: Ghost/Normal
Ability: Janitor
Stats: 90 / 70 / 85 / 80 / 115 / 95 (Total: 535)
Weight: 10 kg
Universal Moves: Generation 9
Physical: Broomerang, Astonish, Phantom Force, Shadow Sneak, Endeavor, Fake Out, Flail, Quick Attack, Rapid Spin, Retaliate, Slash, Lunge, Skitter Smack, Stone Edge, Brutal Swing, Sucker Punch
Special: Hex, Infernal Parade, Shadow Ball, Hyper Voice, Swift, Burning Jealousy, Flame Burst, Flamethrower, Mystical Fire, Chilling Water, Air Slash, Power Gem, Snarl
Status: Curse, Destiny Bond, Spite, Foresight, Tidy Up, Will-O-Wisp, Spiky Shield, Spikes, Hone Claws
Signature Ability: Janitor
- Effects: When this Pokemon clears hazards through the use of a move such as Tidy Up or Rapid Spin, its critical hit ratio is raised by two stages.
Signature Move: Broomerang
- Type: Ghost
- Classification: Physical (does not make contact)
- Power: 45
- Accuracy: 100%
- PP: 10/16
- Effects: Hits 2 times.
- Flavor: The user throws a broom, hitting the target from the front and on the way back.
Flavor Reasoning: Pluto is the protagonist of Crypt Custodian. Ghost/Normal is a fitting type because he's an ordinary cat, until he gets hit by a car and dies, becoming a ghost. He is then sentenced to eternal torture and becomes the janitor of the afterlife. This explains his ability and moves such as Tidy Up. In battle, Pluto wields a broom, as well as Special Attacks, such as Broomerang (signature move), Fireball (Fire coverage), and Land Mines (Spikes, Stone Edge).
Competitive Reasoning: I took the idea of a character who specializes in cleaning to make the ultimate hazard removal crossover. Pluto can use Rapid Spin, Tidy Up, or Janitor to clear hazards. And if the opponent uses a Ghost to spinblock, Pluto can hit them super effectively with Ghost STAB while being immune to opposing Ghost attacks. He can go Physical with his great signature move, or Special with a variety of coverage. As for being a special wall, Pluto excels at that with 115 SpD and just one weakness.
Positive Matchups: Maw Jaw, Hornet, Sophie
Negative Matchups: Meta Knight, Hina, V1, Donkey Kong
Veto Changes: Reworked the Janitor ability. Reduced Broomerang's BP. Added some moves, notably Fake Out, Sucker Punch, and Shadow Sneak.

S_DJ_Octavio_Enter_the_Octobot_King_Artwork-2.png

"I'm about to drop my latest hit... right on your smug little FACE!"
Character Name: DJ Octavio
Franchise/Origin: Splatoon
Type: Poison
Ability: Quark Drive
Stats: 88 / 98 / 78 / 108 / 128 / 48 (Total: 548)
Weight: 600 kg
Universal Moves: Generation 6
Physical: Splat Bomb, Poison Jab, Wrap, Thunder Punch, Drain Punch, Focus Punch, Hammer Arm, Power-Up Punch, Bullet Punch, Meteor Mash
Special: Sludge Wave, Sludge Bomb, Boomburst, Wring Out, Octazooka, Overdrive, Vacuum Wave, Psychic Noise, Flash Cannon
Status: Screech, Spicy Extract, Charge, Thunder Wave, Hypnosis, Flatter, Taunt, Metal Sound
Signature Move: Splat Bomb
- Type: Poison
- Classification: Physical (does not make contact)
- Power: 90
- Accuracy: 100%
- PP: 10/16
- Effects: Uses the higher attacking stat to calculate damage. Super effective on Poison types.
- Flavor: The user launches an explosive device full of ink.
Flavor Reasoning: DJ Octavio is the main villain of the first two Splatoon games. Poison type seems to be the most fitting for Splatoon's characters, who wield ink in combat, and Octavio is no exception. However, he fights from inside a giant machine that can utilize the Great Zapfish's power to become more powerful, justifying Quark Drive. Being a DJ, various sound-based moves are appropriate as well.
Competitive Reasoning: I created this crossover to do 2 things: provide a neccesary Fairy-resistant special wall, and to provide another way to break through existing walls such as Ana. Since Splat Bomb uses whatever attacking stat is Octavio's highest, he can be built both ways. His SpA is naturally a bit higher, but going physical allows for useful tools like boosting (Power-Up Punch) and recovery (Drain Punch), two things he doesn't have access to otherwise. As for his bulk, his SpD is really good, but his Defense is a lot worse, allowing for special attackers to use moves like Psyshock to counter him. He's also extremely slow.
Positive Matchups: Ana, Mermaid, Peach
Negative Matchups: Maw Jaw, Midbus, Heavy Lobster, Wizard Lord Phoenix
 
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There is an indent on the earth, filled with water. Something that lies within is constantly making ripples on its surface. A closer approach revealed a headless fish swimming in that shallow puddle.
Headless_Ichthys_Idle_Sprite.png
Character Name: Headless Ichthys
Series: Project Moon (specific game is Limbus Company)
Type: Water
Abilities: Torrent / Regenerator
Stats: 90/90/65/100/105/65 [525]
Full Moveset: Hydro Pump, Wave Crash, Surf, Liquidation, Body Slam, Dragon Tail, Sludge Wave, Sludge Bomb, Earthquake, Gunk Shot, Earth Power, Toxic, Drain Punch, Superpower, Recover, Psyshock, Safeguard, Fake Out, Brick Break, Aqua Ring, Aqua Tail, Body Press, Bulldoze, Life Dew, Mud Shot, Whirlpool, Hyper Beam, Dive, Breaking Swipe, Hyper Beam, Flail, Splash, Octazooka, Stockpile, Spit Up, other Gen 9 universal moves
Weight: 250kg (Height: 3m)
Flavor Reasoning: Movepool generally takes cues from Octillery, Dewgong, Kingdra, and Poliwrath. Its Water typing stems from its piscine nature and affinity with water, plus its blood cannon attack is reminiscent of Hydro Pump. This same attack lends it Sludge Bomb/Wave and Mud Shot. The EGO moves you can extract based on it can be a wave of water from a shockwave that heals your team’s HP and sanity, or a blunt strike that lowers the target’s sanity and activates the target’s Tremor; On top of presumably physically shaking the target (the main reasoning here), Tremor and earth are both frequently associated with Sloth, hence Earthquake and Earth Power. Its other attacks involve tail swipes, clapping its hands to hit the target, or body slams. It also has this nervous system visible within the fluid sac on its torso for whatever reason, so I suppose Psyshock could be a decent nod to that.
Overview: Good ol’ AV user, with Regen to heal it when it needs to with that set. It’s not overly picky with regards to which attacking stat it should use, and you could even run mixed (though likely at the cost of being outsped by DK). You could also run a defensive set with Toxic and Recover, though it misses out on the SpD boost from AV. Void Kong and Mermaid are easily its best matchups, and if Wizard Lord Phoenix isn’t running Psyshock then it should do well against that too. Watch out for Berdly and Eox, though; Both will make quick work of this thing.
 
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Vetoes are here once again!

Name: Master Crown
Master Crown’s typing is the same as Eox, and it could just generally be a better typing for its role as a wall. Other than that, it’s good.

Pokémon: Niran Pruksamanee/Lifeweaver
With Triage, Calm Mind, and coverage for Poison Pokemon, that severely limits the counters that would be available for him, especially given his bulk. Reducing his bulk and removing coverage and Calm Mind would keep him under control.

Pokémon: Blaze Heatnix
Pokémon: Joon Yorigami
Pokémon: The Funeral of the Dead Butterflies (or just Funeral Butterfly)
Blaze is overstatted and also chips things like, way too much. Sea of Fire is Salt Cure but even scarier, Heat Exhaust procs way more often than Rough Skin, and fast Eruption causes him to be just a better Wizard Lord Phoenix in a lot of ways. Dropping his HP and Speed and removing Eruption would probably be for the best, then removing the Sea of Fire summoning custom and reworking Heat Exhaust a bit would be much more reasonable.

Why does Joon have Fighting immunity? Is she implied to be a spirit? Regardless that’s a pretty nasty trait to have, especially in a metagame like this, and council has also expressed a concern over adding a viable Pursuit user this late into the metagame’s development. Changing these traits would allow this submission to be valid.

Funeral of Dead Butterflies is bulky enough to the point where Filter is very significant, exchanging it with a less impactful ability and very very slightly reducing the bulk would balance it.

Character Name: Lune
Slow Fire/Ice is really bad as a defensive typing. That bulk is definitely something, but Jack Frost runs Focus Blast, Pit can be physical, and she needs Heavy Duty Boots or she dies to Rocks. Reworking this from the ground up could perhaps serve this submission well; perhaps playing to the potential strengths of a specially defensive Fire type instead of tacking Ice on as well (a better typing would elicit less bulk, of course, probably mostly on the physical side but also a bit on the special side to boot).

Character Name: Svarog
Council has suggested to rework or remove the custom involving the Sea of Fire; in my eyes this may be a negotiable change since it’s just 2 turns and he’s fine otherwise. I might update you on this tomorrow, but otherwise treat this as you would any other veto.
Council has reversed their decision in this case, no action is necessary.

Pokémon: Eram
Eram has decently high mixed bulk for its typing and tools. Reducing some of its physical bulk could reasonably work here without sacrificing what else it has going for it.

Character Name: Pluto
Janitor, while very flavorful, is definitely in need of a rework due to how effectively it shuts down hazard based playstyles. Broomerang is made broken by Tidy Up; Council suggested removing Tidy Up but that would actually be a flavor crime, so notably reducing the immediate power behind Broomerang or perhaps making the move special and slightly weaker could also be a decent way to go about fixing it. Lastly, a few more flavor non-impact moves in general would be nice to see (the universals are there and do help but just a few more small additions could be good; albeit not necessary).

Vetoes will be open until Friday, and then votes will be open until Sunday. Hopefully the next slate will be open the same day that voting ends, as well.
 
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T.I.A’s Blaze Heatnix did not drop Eruption, and so it will not be considered. The rest of the submissions are valid, so lets get into voting.
Ubertrainer2000’s Mario
Ubertrainer2000’s Grunty
Ubertrainer2000’s Master Crown
Falchion’s Lifeweaver
Falchion’s Cala Maria
Falchion’s Ender Dragon
T.I.A.’s Joon Yorigami
T.I.A.’s Funeral of Dead Butterflies
Anchor9’s Lune
Rasdanation’s Svarog
ErrorMon’s ERAM
ErrorMon’s ???
taliyeet’s Sunflower
master oden’s Providence
SpyderMarz’ Pluto
SpyderMarz’ DJ Octavio
KirbyRider1337’s Headless Ichthys
Voting will be open for 2-3 days, leaning towards 2 but an extension can happen if it is needed.
 
ErrorMon’s ???
taliyeet’s Sunflower
Ubertrainer2000’s Grunty
Rasdanation’s Svarog
SpyderMarz’ DJ Octavio
 
Rasdanation's Svarog
ErrorMon's ERAM
Falchion's Ender Dragon (pls give the guy Earth Power or Flamethrower if it wins it has a poison move that's neutral to steel, nevermind)
Falchion's Lifeweaver
taliyeet's Sunflower (SV)
 
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taliyeet's Sunflower
SpyderMarz's Pluto
T.I.A's The Funeral of the Dead Butterflies
SpyderMarz’ DJ Octavio
Ubertrainor2000's Mario
 
With a strong lead, Sunflower wins, along with Svarog and Gruntilda! DJ Octavio had the same number of votes as Gruntilda, but due to tiebreaker rules Grunty had the edge. Next slate should be open today (Monday) at some point. Just a couple more slates to go, now!
 
Slate 14:
Z-Moves

This slate is dedicated to adding a few more Z-Moves into the meta. The rules are very simple: add a Z-Move onto your submission in order for it to be valid. It doesn’t have to be exceedingly complicated and it doesn’t technically need to stem from a custom move; this slate is rather open, as we’re approaching the end of the line. Of course, Z-Moves can be very potent, and we have a fair few wallbreakers and setup sweepers by this stage, so extra care should be taken to balance the offenses of these characters. Next slate will be the final slate of CCvC, after which there will be an announcement for future CC related plans.
 
55GcYHF.png

"It's okay...a shining future will always be waiting for you."
Chiaki Nanami
Name: Chiaki Nanami
Series of Origin: Danganronpa
Type: =
Ability: Analytic/Unaware/Cute Charm
Stats
: 100/60/75/100/80/105 (520)
Movepool
: Thunder Shock, Conversion, Conversion 2, Recover, Moonblast, Focus Blast, Toxic, Amnesia, Thunderbolt, Thunder, Thunder Wave, Electric Terrain, Charge, Charm, Dazzling Gleam, Ice Beam, Encore, Helping Hand, Reflect, Light Screen, Psychic, Psybeam, Psyshock, Zen Headbutt, Trick Room, Gravity, Flash Cannon, Iron Head, Surf, Chilling Water, Water Pulse, Hydro Pump, Liquidation, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 48 kg.
Z-Move:
PLEASE INSERT COIN: A 150BP Special Electric-type move. Inflicts the target with Taunt and Torment after use. Requires the move Thunderbolt and a Chiakium-Z.
Justification:
The Chiaki Nanami in Danganronpa 2 is actually revealled to be an AI Program designed to watch over the students at the virtual Jabberwock Island that was made by Alter Ego, which is why she is Electric-type. (Plus, she's the Ultimate Gamer) She helped out Hajime during a lot of the class trials, but was Unaware that she even committed the murder of Nagito, leading to her demise. You may find that her stats are quite familiar, and you're right: They're nearly identical to Chihiro's stats from Crossover Chaos V2, as he was the one who made the Alter Ego program: Chiaki even considers him to be her dad! She also has all of Chihiro's moves from Crossover Chaos V2 except for Amnesia as a reference to this.
Role: A faster alternative to Berdly who notably doesn't die to Rocks or Ice, and in fact covers them, Chiaki has Unaware to help defend herself against Setup Sweepers, as well as a one-time nuke that stops status users dead in their tracks. She works best with The Defect and his Electric Surge. She also has the feared BoltBeam combo, allowing her to cover a wide variety of targets.
1758045725789.png

"Of my millions of calculations there was one so remote and unlikely I did not consider it, however it could be the one to save us all."
Sage
Name: Sage
Series of Origin: Sonic The Hedgehog
Type: =
10,000,000 Volt Thunderbolt - ELECTRIC

Ability: Levitate
Stats
: 74/63/70/100/70/131 (508)
Movepool
: Thunder Shock, Teleport, Ancient Power, Meteor Beam, Wide Guard, Overdrive, Thunder Cage, Dark Pulse, Outrage, Thunderbolt, Thunder, Thunder Wave, Electric Terrain, Confuse Ray, Shadow Claw, Shadow Ball, Hex, Night Shade, Energy Ball, Hyper Voice, Encore, Psychic, Psybeam, Stored Power, Psyshock, Zen Headbutt, Imprison, Psychic Terrain, Expanding Force, Reflect, Light Screen, Rock Tomb, Rock Slide, Rock Blast, Stone Edge, Sandstorm, Power Gem, Flash Cannon, Rain Dance, Endeavor, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 51 kg.
Z-Move:
Final Horizon: A Rock-type Special move with 170 BP. This is super effective against Fighting-types. Requires the move Power Gem and a Sagium-Z.
Justification:
While Sage, Eggman's greatest creation, is a robot, she was given sentience by Eggman's attempts to hjack the Ancients, who are mostly related to relics made out of rock: However, being a floating robot gives her an Electric-typing and Levitate. Being given a soul allows her to use the Ghost-type attacks in her movepool, not to mention that she can warp anywhere like an actual Ghost would. She can also hjack machines herself, which would give her Psychic-type attacks.
Role: A Special Sweeper who possesses a frightening 131 Speed and a way to exterminate any Fighting-types that come her way with STAB, though only once. Does well against Water and Fighting-types, but struggles to defeat the Defect, a Dragon-type, or a Grass-type, especially if it's name is Amigo. R.I.P Hajime...
VFE9tnT.png

"Squish, Squish! I'm squishing lots of Mr. Ants."
Hiyoko Saonji
Name: Hiyoko Saonji
Series of Origin: Danganronpa
Type: ==
Ability: Dancer/Own Tempo/Technician
Stats
: 98/53/105/95/95/70 (516)
Movepool
: Pound, Me First, Leafage, Fake Out, Vacuum Wave, Recover, Draining Kiss, Leaf Storm, Revelation Dance, Petal Dance, Fiery Dance, Pursuit, Teeter Dance, Fake Tears, Thief, Snarl, Dark Pulse, Knock Off, Foul Play, Taunt, Lash Out, Dazzling Gleam, Misty Terrain Play Rough, Charm, Brick Break, Aura Sphere, Giga Drain, Energy Ball, Leaf Blade, Petal Blizzard, Trailblaze, Grassy Terrain, Grassy Glide, Hyper Voice, Helping Hand, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 30.8 kg.
Z-Move:
Ultimate Ceremonial Dance: A Special Grass-type move with 130 Power. Copies the target's positive stat changes, then inflicts them with Taunt. Requires the move Giga Drain and a Hiyokium-Z.
Justification:
Since Hiyoko is the Ultimate Ceremonial Dancer, it is pretty obvious that she knows a lot of dance-related moves, as well as Dancer. Her Grass-typing comes from the fact that her kinomo is rich in petals, not to mention she's obsessed with Japanese culture. However, she's also very rude, throwing insults at every turn and crying fake tears when threatened, which provides her Dark type moves. Not to mention, not only in Twilight Syndrome Murder Case, it's revealed she witnessed a murder and didn't tell anyone about it, but she also got framed by Peko in Chapter 2's Class Trial.
Role: Hiyoko finally makes her Crossover Chaos debut after having to be removed from the first slate due to the new submission limit! Grass/Fairy is the way to go for countering any Void Kongs that come in Hiyoko's way. She is very deadly for setup sweepers as well: Not only can she copy their stat changes with her Z-Move and stop their status moves dead in their tracks, but if Wriggle or Peach is sent out, you can switch to Hiyoko on the first turn they're out and double up on the boosts! She also has access to Pursuit, which was previously a signature move of Scout. She's otherwise a mixed physical wall that can confuse enemies with Teeter Dance and utilize Technician boosted Vacuum Wave, synergizing well with Sunflower's Grassy Surge. She does not have access to Swords Dance or Quiver Dance!
 
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Name: T-Rex
Game of Origin: Google
Type: Rock / Dragon
Stats: 96 / 96 / 64 / 32 / 96 / 128 (512)
Abilities: Limber / Speed Boost / Jump
Movepool:

Outrage, Dragon Rush, Dragon Claw, Dragon Tail, Head Smash, Stone Edge, Rock Slide, Rock Tomb, Smack Down, Rollout, Superpower, Brick Break, Bounce, Acrobatics, Headlong Rush, Earthquake, Bulldoze, Crunch, Bite, Needle Arm, Giga Impact, Head Charge, Double Edge, Take Down, Body Slam, Tail Slap, Draco Meteor, Dragon Pulse, Twister, Ancient Power, Scorching Sands, Hyper Beam, Tri Attack, Hone Claws, Agility, Rest, Wide Guard, Stealth Rock, Spiky Shield, Inverse Room, Substitute, Sleep Talk, Protect
Custom: Jump - This pokémon is airborne on the turn it switches in, it is affected by grounded entry hazards at the end of the turn.
Inverse Room - lasts 5 turns, during the effect type effectiveness is calculated like an Inverse Battle. Dragon Status with 15/24 PP.
Z-Move: Inverted World Rush
Base move: Dragon Rush
Crystal: Broken Modem
Dragon-Type | Physical | 120 BP
Before this move connects, it activates Inverse Room for 5 turns.
Role: Spdef / Speed Control. Can use Jump to have more switch in opportunities or Speed Boost to allow it to invest in bulk and sweep with Hone Claws, which boosts Stone Edge and Dragon Rush's accuracy. Inverse Battle Dragon is an incredibly powerful typing but there's a lot of Dragons in the tier so most teams can pack a resist and T-Rex only has Needle Arm to hit Dragons while inverted.
Flavor: should be self-evident. Z-Move comes from the colors of the world being completely inverted after you reach a certain score.
 
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MODIFIED RESUBMISSIONS FROM SLATE 9:

Overwatch-2-Lifeweaver-Gear.jpg


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

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

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

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"Such sharp and strong lines, truly beautiful... Can I open you up and take a look?"
Pokémon: Grace Howard
Franchise/Origin: Zenless Zone Zero
Type: Electric
Ability: Moxie, Unaware, Lightning Piercer* (Hidden)
Notable moves: Charge, Charge Beam, Discharge, Electric Terrain, Electro Ball, Ion Deluge, Magnetic Flux, Parabolic Charge, Rising Voltage, Shock Wave, Spark, Supercell Slam, Thunder, Thunderclap, Thunder Shock, Thunder Wave, Thunderbolt, Wild Charge, Zap Cannon, Autotomize, Bullet Punch, Flash Cannon, Gear Grind, Gyro Ball, Hard Press, Iron Defense, Magnet Bomb, Metal Burst, Metal Sound, Meteor Mash, Spin Out, Steel Roller, Mirror Coat, Light Screen, Lock-On, Heat Crash, Overheat, Take Down, Protect, Facade, Swift, Endure, Sleep Talk, Rest, Substitute, Helping Hand, Double-Edge, Ally Switch, Pin Missile, Fell Stinger, Spike Cannon, Energy Ball, Seed Bomb, Work Up, Agility, Attract, Charm, Endure, Slack Off, Play Rough

Custom Elements:
  • Lightning Piercer: Enables Grace's Electric-type moves to hit Ground-types for resisted damage.
  • High-Pressure Spike (Electric, Physical, 25 BP, 32 PP max, 100% accuracy) - Electric-type Icicle Spear clone.
  • Z-Move: Demolition Blast - Beware (Electric, Physical, 175 BP) - Requires holding a Graceium-Z and knowing the move High-Pressure Spike. Hits all adjacent foes and has a 25% chance to paralyze anyone it hits. Notably doesn't make contact despite being physical.
Stats: 90 HP/95 Atk/110 Def/60 SpA/90 SpD/70 Spe = 515

Reasoning:
Grace's typing is mono-Electric because her Attribute, the elemental traits of playable Zenless characters, is Electric - as such, most of her attacks involve electrical animations and deal damage of that Attribute, though I also added a lot of Steel-type moves to tie into her job as a mechanic. Her rather eccentric personality as a workaholic with little in the way of social skills and a tendency to view machines as her friends or "children" arguably justifies Unaware - her character introduction video sees her she spend a lot of sleepless nights getting a particular machine to work for example, even suffering a workplace injury in the process that would've been severe at best to a real-world human (which also justified adding Endure and Recover). I originally had Stamina as her second canon ability but I decided that might be a little busted for a tank build, but Unaware would arguably be more useful against all the sweepers we currently have. Most of the rest of the movepool was a conglomerate of Magnezone's and Klinklang's TM list, and as noted by the hyperlinks above, her custom elements and some other miscellaneous status moves are taken from actual skills and attacks she uses in-game, though her main ranged attack being a nailgun led me to also give her Pin Missile, Fell Stinger, and Spike Cannon; Energy Ball and Seed Bomb were added to give her some anti-Ground tools as well as reference the grenades she tosses in combat, as both, along with Electro Ball and Zap Cannon which she can also learn, are ball/bomb moves. Heat Crash and Overheat were included specifically as anti-Grass coverage but reference both her being a workaholic again and the tendency for power tools to heat up a lot when used for long periods. Her Hidden Ability - which was added based on a suggestion from the Discord to serve as a pseudo-coverage option - is named after the second tier of her Mindscape Cinema (read: character upgrade you can only get by getting copies of her from the gacha system); this grants her the ability to inflict any enemy she hits with reduced resistance to her elemental attacks, which is another justification for Unaware due to how it allows attacking moves to ignore the stat buffs of the user's target. As for her support moves, Ally Switch references the in-game character switching system (though it was also added because Magnezone gets it), Autotomize is a cheeky nod to that one time when she had to ditch one of her shoes to get out of a tight spot, Rest (and Sleep Talk) are owed to the fact that she sleeps on the job and has a bed near her workplace to this end, and I don't think I need to explain Attract and Charm lol. Thunderclap is based on her dodge-counter, Violation Penalty, and while canonically exclusive to Raging Bolt I don't see why Grace can't get it either. Lastly, her Moxie ability is a reference to Pre-Driven Needle, her in-game passive which causes her basic attacks to accumulate stacks of Zap, essentially a charge-up system - since that doesn't translate well to Pokémon mechanics I tweaked it to something that increased her Attack stat in combat, and this was the closest canon ability I could think of to that without being too overpowered.

Competitive Info:
There aren't that many Electric-type builds with above-average physical Defense, which is a shame because the fact that Electric has only one type weakness offers more than a little potential on that front, so Grace here is my attempt at rectifying that. She functions as a hybrid support-tank who can either accumulate her physical attacking power with Moxie to wallbreak, shut down setup sweepers with Unaware, or surprise Ground-type switch-ins with Lightning Piercer (a neat little quirk which not only aligns with her canon gameplay but also helps set her playstyle apart from Berdly's). High-Pressure Spike is as such the bread and butter of her offensive playstyle, since it serves as a far more reliable physical attack compared to Wild Charge, which carries the risk of recoil damage despite having greater damage consistency. Her coverage is rather light, with Grass, Steel, Bug, and Fire being the only four other workable types to this end (and in the case of that last one, her only reliable way to damage Grass-types is Heat Crash), but her Lightning Piercer HA helps her get around that by springing a nasty surprise on overconfident Ground-type walls such as Midbus (despite it still being resisted), making it a solid alternative to Moxie if you want a wider spread of potential targets. Her notable status moves include Work Up, Helping Hand, Agility, Ally Switch, Ion Deluge, and the ever-useful Thunder Wave. Her main issue is her Speed which, while not the worst out there, is still quite low, often forcing her to run Thunderclap or Agility to stay ahead of the competition if you're running her offensively. There wasn't much lore justification I could find to give her a move that could beat the obvious threat of Ground-types aside from Energy Ball and arguably Seed Bomb (representing the spread-shot of her grenade-yeeting ultimate), and the fact that she isn't a special attacker means she won't get much mileage out of Energy Ball anyway, but Seed Bomb despite its mid damage could still be worth a try since it works off her physical Attack stat despite being a non-contact move (and also gets a boost from Work Up). While none of her abilities are useful on the defensive front, this is made up for with her high physical Defense stat and her defensive neutrality to basically every type except Ground along with Slack Off as a recovery option, though a funny Rest/Sleep Talk set could be fun to try for those who feel they can't be too careful. Additionally, Trick Room support can turn Grace's low Speed into a deadly advantage, and if paired with either Moxie or Unaware, this can easily turn her into a surprisingly effective cleaner - though since she doesn't learn Trick Room herself, she'd greatly appreciate if it were set up by someone else. For all her physical bulk in the right places and impressive versatility, she's less effective in single combat than a sweeper would like to be, and functions at her best when either supported by or offering support for more offensively potent allies.

MODIFIED RESUBMISSION FROM SLATE 11:

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Advancement: Free the End - Good luck
Pokémon: Ender Dragon
Franchise/Origin: Minecraft
Type: Rock/Poison
Ability: Levitate
Notable moves: 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, 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, Acrobatics, Aerial Ace, Air Cutter, Air Slash, Defog, Dual Wingbeat, Fly, Gust, Hurricane, Roost, Sky Attack, Sky Drop, Tailwind, Wing Attack, Breaking Swipe, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rush, Dragon Tail, Dual Chop, Outrage, Twister, Protect, Leer, Bite, Headbutt, Scary Face, Crunch, Zen Headbutt, Focus Energy, Take Down, Bulldoze, Swift, Endure, Brick Break, Shadow Claw, Psychic Fangs, Body Slam, Rest, Iron Head, Iron Defense, Earthquake, Hyper Beam, Roar, Double-Edge, Temper Flare, Defense Curl, Thrash, Spikes, Will-O-Wisp

Custom elements:
  • Breath of Harming (Poison, Special, 90 BP, 24 PP, 100% Accuracy) - Poison-type Freeze-Dry semi-clone with a 10% chance of inflicting bad poison. Deals neutral damage to Steel-types.
  • End Crystal (Rock, Special, 150 BP, 8 BP, 100% Accuracy, -3 Priority) - Rock-type special Shell Trap clone: the Ender Dragon summons one of its End Crystals at the beginning of the turn, and if it gets hit by an opponent's special move within the same turn, the Crystal will explode and deal damage to the attacker. Physical and status moves will not trigger this effect. This move will fail if the Ender Dragon's scheduled turn happens at -3 priority.
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Requires holding the Dragon Egg and knowing the move End Crystal. The current weather effect if any is removed as the battlefield changes to the main island of The End, the Ender Dragon's boss arena that you must beat to "complete" the game. While The End is active, weather cannot be summoned by either moves or abilities, a trapping effect is applied to all Pokémon currently on the field (be it allies, enemies, or the Ender Dragon itself), though switching out is still possible via the same conditions as with Arena Trap, and the trapping effect will be removed immediately should the Ender Dragon be KOed or forced out of battle. The Ender Dragon itself recovers 1/2 of its maximum HP upon using this move, and as long as it remains in play it will recover 1/16 of its maximum HP at the end of each turn for which The End is active. The End remains active even if the Ender Dragon is forcibly switched out and will expire on its own five turns after being summoned, but should the Ender Dragon be KOed before then, the move will expire at the start of the turn immediately afterward (e.g. defeating the Ender Dragon three turns after it uses The End causes the field to return to normal upon the fourth turn).

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The Dragon Egg has no in-battle benefit aside from enabling use of The End, but in keeping with its in-game ability to teleport should the player attempt to collect it like a normal block or placed item, it is mechanically equivalent to a Z-Crystal. As such, it is unaffected by item-negating effects (such as Embargo and Klutz), nor can it be removed by item-manipulating effects (such as Trick, Knock Off, or Fling).

Stats: 95 HP/75 Atk/80 Def/85 SpA/110 SpD/105 Spe = 550

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

For this resub, I switched the types around since the Ender Dragon's breath attack is arguably the only thing toxic about it (though there's also something to be said for its annoying habit of flying away from players trying to kill it rather than facing them directly, hence its 105 Speed), but said breath is still dangerous and can actually be collected for an achievement and used like a Potion. More to the theme of this slate, though, figuring out its Z-Move was a lot tougher than I thought it'd be. AFAIK the Ender Dragon has yet to show up in Minecraft Dungeons so there's no new attacks or other elements that that game could give it, and while it does appear in Minecraft: Story Mode it isn't really any different from how it is in Minecraft proper. I ultimately decided to just go for broke and take this pet mod version's ability to summon the End Crystals of its boss arena to its logical conclusion by giving it the ability to call in the boss arena in its entirety. In-game, the ten obsidian towers arranged in a circle around the central exit portal are topped with End Crystals that heal the boss until they're all destroyed, which is replicated with the Ender Dragon healing 1/16th of its maximum HP at the start of each turn, while the switch-out prevention is because the only way off the island is by either dying or going through the exit portal, which activates only when the Ender Dragon is killed (which is also why you can erase the Z-Move's effects prematurely should you manage to kill the damn thing within five turns of its use of said Z-Move). Lastly, the needed move known and held item for this Z-Move together reference how you can resummon the Ender Dragon after you've killed it, as seen in the video tutorial above.

Competitive Info:
The Ender Dragon is a swift and ferocious combatant whose talent lies in sowing discord for its teammates to exploit rather than destroying its enemies outright. With respectable speed and special defense, powerful attacking moves, and useful coverage options, it can be tempting to sic the legendary Black Beast of OOUGH on your opponents directly - and in its defense, the quartet of Sludge Wave, Gunk Shot, Meteor Beam, and Stone Edge are all solid STAB options if going by their base power alone - but its raw damage output in and of itself unfortunately leaves much to be desired: Steel's immunity to the Poison type aside (Breath of Harming notwithstanding), its only Rock-type attack option with both 100% accuracy and meta-relevant base power is its signature End Crystal, which requires it to take a special attack to the face in order to work. If anything, its End Crystals are better used as a disincentive rather than a direct attack option, though the former use is admittedly perfectly in line with their having been used for trolling unsuspecting players. The Ender Dragon itself is mainly geared towards inconveniencing the opposition for as long as it can before inevitably getting forcibly despawned, boasting a rare combination of hefty dual defenses and impressive speed for a mixed tank, and with Spikes, Toxic Spikes, and especially Stealth Rock at its disposal, its ability to set up hazards can be invaluable in spite of its flaws, especially with its Levitate ability enabling it to bypass most entry hazards itself, to say nothing of its ability to first Defog them away and then give itself (and its team by extension) a Tailwind speed boost to set up its own traps sooner. Its ability to spread poisoning and/or burns, shut down vital abilities with Gastro Acid, force switches straight into the very hazards it's placed with Roar or Dragon Tail, and Roost off any damage it takes while making its rounds only augment its role as a purpose-built griefer. Its type combination, while obviously useful as a Fairy-checker, is held back by weaknesses to several key offensive types and especially a double-weakness to Ground (albeit exploitable only by forcing it to land through means such as Gravity or Tricking it into holding an Iron Ball), but since it's better at causing mayhem from the sidelines than fighting up front and center, it admittedly isn't as hampered by its vulnerabilities as most other Rock-type tank builds would be.

As Z-Moves go, The End is rather unique in several respects. End Crystal, while not an immediate damage-dealer, is still an attacking move, and yet The End is purely a status move instead, similar to Eevee's Extreme Evoboost being based on Last Resort which, likewise, still counts as an attack despite only being usable or dealing damage under very specific conditions. Still, The End is a powerful addition to the Ender Dragon's toolkit, granting the benefits of both Delta Stream and Arena Trap and thereby screwing with enemy strategies even further via both negating weather and preventing switches (most of the time, anyway). With The End in play, the Dragon also enjoys an HP-restoring two-fer of analogs to Recover and Leftovers without needing to waste a moveslot, and though having to hold the Dragon Egg to summon The End will rob it from using other items, it's not like it needs an inventory of its own to cause mayhem anyway. In the hands of a skilled player, The End is as worthy a challenge for enemy CC-mod Pokémon as it is for late-game Minecraft players, but the inexperienced and reckless may soon find that it isn't the instant wincon it seems - the only benefit it provides to the Dragon itself is a heal-over-time that isn't useful against stronger or faster attackers (particularly Steel-types like V1 and Mega Pit or Water-types like Maya), and its trapping effect is applied even to the very mob that summoned it. Between this and the aforementioned sacrifice of its capacity to hold a usable item, the Ender Dragon will have thusly and quite literally built itself into a corner should its Z-Move be mistimed or misplayed.
 
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Don't deal with the devil.

Character Name: Cuphead
Series: ...Cuphead
Type:
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Abilities: Scrappy / Run and Gun (Bullet moves are boosted by 1.3x)
Stats: 70 / 70 / 60 / 105 / 60 / 115
Notable Moves: EX Shot, Tri Attack, Aura Sphere, Shadow Ball, Twin Beam, U-Turn, Sludge Bomb
Type: Normal
Classification: Special
Power: 120
Accuracy: 100%
PP: 16
Effects: The user can't use this move the turn after it is selected. Categorized as a Bullet move.
Flavor: The EX Moves in Cuphead are usually very powerful and deal a lot more damage compared to your regular shots, and usually require a Card to use, so I tried to recreate that faithfully here with a Gigaton Hammer-like effect after use. Also prevents you from straight up spamming the move like in the actual game.
EX Shot, Tri Attack, Aura Sphere, Shadow Ball, Twin Beam, U-Turn, Sludge Bomb, Twister, Hurricane, Bullet Seed, Razor Wind, Magnet Bomb, Minimize, Close Combat, Shadow Sneak, Phantom Force, Shadow Punch, Tackle, Leer, Taunt, Detect, Facade, Frustration, Return, Double-Edge, Retaliate, Last Resort, Swift, Endure, Protect, Rest, Sleep Talk, Substitute, Bide, Double Team, Rage
Cuphead can equip the Cupium Z with EX Shot to turn it into Energy Beam:
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Type: Normal
Classification: Special
Power: 180
Accuracy: 100%
PP: 1
Effects: The user can't use EX Shot the turn after this move is used. Categorized as a Bullet move.
Flavor: The Super Arts deplete all of your cards when you use it, so I figured the effect is pretty fitting for this move. It adds a bit more risk to EX Moves in general as well, as you might be risking not being able to use EX Shot.

Reasoning: Cuphead's type is pretty obvious, he fits for pure Normal as he's a rubberhose-style man with a Cup for a head. His bulk is pretty poor as he only has a few hits in-game, and it should also be pretty self explanatory. Cuphead's power comes with his shots, and his special hidden ability also fits for that (bullets and bombs are pretty universal in the game.) Aside from that, his moves were also based off of what shots he uses in the game:
  • Tri Attack: The switching between multiple different shots in-game, as well as to give Cuphead another Normal move to use in case if you don't want the drawbacks that come with EX Shot.
  • EX Shot and Energy Beam: Taken from the game he came from.
  • Twin Beam: Converge
  • Twister, Hurricane: Twist-Up
  • Bullet Seed: Peashooter
  • U-Turn: Roundabout
  • Sludge Bomb: Lobber
  • Razor Wind: Charge
  • Magnet Bomb: Mini-Bomb (from plane Cuphead)
  • Minimize: Cuphead being able to shrink while he's in a plane.
  • Close Combat: Charge's EX Shot
  • Aura Sphere, Shadow Ball: Generally just moves that synergize with Cuphead's shooter-style attacks
  • Shadow Sneak, Phantom Force, Shadow Punch: Cuphead's 3rd Super Arts
Scrappy was chosen as an ability due to Cuphead's determined, yet relentless nature.

Competitive Overview: Fast Normal-type pivot that distinguishes itself from the other Normal characters we have with a bevvy of coverage moves that support Cuphead's usually weaker SpA stat. However, his defenses are pretty weak, so priority and speedier characters (especially V1) can give Cuphead a ruse for an ooze (heh, see what I did there?) You can also equip him with the Choice Specs to make his moves more powerful, though you can also run his Z-Move for a pretty powerful nuke option if you want it. Cuphead does have Aura Sphere in his toolkit to make the V1 matchup a bit easier to handle, though usually you won't outspeed without a Choice Scarf to back up Cuphead's shorter Speed stat compared to Scout, Hornet or Meta Knight. Scrappy also gives Cuphead a way to hit Ghost-types with EX Shot, though usually you'll just go for Run and Gun for better damage output.
 
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Pokémon: Roadhog (150 k.g)
Franchise/Origin: Overwatch
Type: Ground
Abilities: Steelworker/Unnerve
Notable moves: Rest, Substitute, Sleep Talk, Frustration, Return, Protect, Bulk Up, Earthquake, Stomping Tantrum, Earth Power, Spin Out, Iron Head, Flash Cannon, Gunk Shot, Poison Jab, Fire Punch, Raging Fury, Heat Crash, Heavy Slam, Foul Play, Dark Pulse, Darkest Lariat, Double Edge, Body Slam, Counter, Slack Off, Thunder Punch, Fire Punch, Ice Punch, Focus Punch, Mach Punch, Sucker Punch, Take Down, Bulldoze, Smack Down

Signature Move: Chain Hook (Ground type Physical Move, hits non grounded mons, prevents any switching moves for the turn before use like Beak Blast, 80BP 100% accuracy, 16pp)
Signature Z-Move: Whole Hog (Ground type Physical Move, 25BP hits 6 times, lowers users defense by 1 stage) Requires Roadhognium-Z and Chain Hook
Stats: 110/90/96/80/87/30

Reasoning: Roadhog's pig theming, the Road in his name, and his radiation resistance mimicking Ground resisting Poison explain the ground type. Steelworker and Unnerve are relatively self explanatory, but him wielding Steel armor/weaponry rather than being metallic is the reason for the ability (also, balance reasons). He has dark coverage due to being a criminal and all around not great person, Spin Out references his wheel accessory, this as well as him firing guns also justifies Fire coverage, while his post-apocalypse theming justifies Poison coverage.
Competitive Use: Bulky win-con or trapper which specifically acts as a Meta Knight and Zenyatta answer by denying their pivoting. Chain Hook is deceptively powerful at +1 or +2 due to the T-Arrows effect and is very spammable due to it's anti pivot capabilities. Also annoys Pit-Mega on Spdef-sets, and is generally difficult to wall long term. To act as a countermeasure, Roadhog is balanced out by relatively mediocre stats, especially your limited immediate power as a sweeper, punishing reckless usage especially due to lacking immediate power. The Z-Move aids more offensive sets with immediate power, although this can put you at risk due to the move's secondary effect. Roadhog also hates being statused, and toxic is everywhere, so consider pairing him with a status/toxic absorber. Banded sets could also see use as a revenge killer with priority but your attack stat is very lacking even with adamant.
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Pokémon: Monokuma
Franchise/Origin: Danganronpa
Type: Electric/Dark
Ability: Dark Aura
Notable moves: Rest, Substitute, Sleep Talk, Explosion, Self Destruct, Frustration, Return, Protect, Knock Off, Darkest Lariat, Bite, Crunch, Dark Pulse, Thunder, Thunderbolt, Supercell Slam, Spark, Wild Charge, Electro Ball, Spin Out, Flamethrower, Fire Blast, Flare Blitz, Flamethrower, Raging Fury, Guillotine (Illegal), Lava Plume, Sacred Sword, Secret Sword, Stomp, Take Down, Flash Cannon, Iron Head, Stone Edge, Perish Song, Seed Bomb, Scald, Waterfall, Poltergeist, Shadow Ball, Shadow Sneak, Megahorn, X Scissor, Cosmic Power, Meteor Beam, Moonblast, Rock Slide, Hyper Beam.

Signature Move: Punishment Time! (Electric type Physical Move, 90BP 100% accuracy, +2 priority, cannot be used outside of first turn on the field, 16pp)
Signature Z-Move: Spear of Gungnir (Electric type Physical Move, 80 BP hits twice) Requires Monokumium-Z and Punishment Time
Stats: 104/114/84/84/74/44

Reasoning: While dark is self explanatory, electric references his status as a robot. Dark aura specifically fits him as while Monokuma is generally evil, he is specifically a representation of Despair in the danganronpa universe. Basically all non Dark/Electric moves barring explosion (which references the fact that he does in multiple games) reference executions throughout the series, with each, like Spin Out for Mondo, Flare Blitz for Teruteru and Celeste, plus Scald for Korekiyo. 4 is also a japanese number associated with death.
Competitive Use: IMO, we really lack a dedicated priority user as things stand right now. Monokuma becomes a devastating prio-user with punishment time/ wallbreaker with Knock + Dark Aura balanced out by only okay bulk and low speed. Specifically prevents MK from getting too annoying as you can pressure D-Cape in a way most priority can't, and can generally keep most set-up sweepers excluding some Berdly from getting out of control. Checked by the tier's grounds but can really run havoc without them. Also heavily appreciates Radiance for speed lowering and taking U-Turns.
 
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