Pet Mod [Gen 8] Crossover Chaos

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"This will be your burial ground!"
Pokemon: Kazuya Mishima
Series/Origin: Tekken
Type: Fighting/Electric(Regular Form), Fighting/Dark(Devil, Devil X forms)
Signature Moves: Devil Blaster(Hits all types neutrally, Electric, 100 BP, 100% accuracy, 5-8 PP, Special.), Electric Wind God Fist(stuns you for two turns if the Electric part hits, Fighting/Electric, 5-8 PP, 80% accuracy, 100 BP.), Final Blaster(Upgraded Z-Move of Devil Blaster, 150 BP, Electric.), 10 Hit Combo(Can hit 10 times with 10 power per hit, but sometimes doesn't, due to 75% accuracy), Dragon Uppercut(120 power 100% accuracy move that takes 2 turns to activate, 5-8 PP, Fighting.), Inferno(Kazuya)(Goes through Protect, Special attack, 5-8 PP, 75 BP, 100% accuracy, Electric.), Air Inferno(Can hit Pokemon using Fly, Special attack,5-8 PP, 75 BP, 100% accuracy, Electric.), Lion Slayer(Causes Smack Down effect, 110 BP, 5-8 PP, 90% accuracy, Fighting.), Soul Thrust(A less powerful Focus Punch but getting hit doesn't make the attack fail, 100% accuracy, 90 BP, 2-4 PP, Fighting.), Demon Scissors(Jumps up first turn, attacks second turn, 80 BP, 90% accuracy, 5-8 PP, Fighting.)
Unique Item: Devil Gene(Gives Kazuya the Devil transformation. Can be used in conjunction with rage for Devil-X, giving access to the Z-move.)
Ability: Rage(Attack power increases by 1.2 at 20% HP, can be sacrificed for Devil form with a unique 5th move, gaining the ability to use Inferno(Kazuya), Devil Blaster, and Air Inferno.) (HA: Unaware)
Other moves:
Physical: Thunder Punch, Close Combat, Thunderous Kick, Fire Punch, Counter, Double Kick, Circle Throw, Sky Drop, Low Kick, Dynamic Punch, Stomp, Sky Uppercut
Status: Bulk Up
Stats:
HP: 100
Attack: 115
Defense: 100
Sp.Atk: 50
Sp.Def: 55
Spe: 100
Reasoning:
STATS: The HP references how all characters have the same HP in Tekken, so the HP is 100. Devil Kazuya's laser isn't that powerful and is weak to getting zoned out, hence his low Sp.Atk and Sp. Def. The Speed is kind of high because of the movement in his franchise, with wavedashing, the Korean Backdash, but that's all you're limited to in Tekken 7. The Defense is 100 because, once again, a lot of physical up-close moves do about the same damage. Lastly, all fighters in Tekken have really strong physical attacks, so this makes sense.
ATTACKS: He has a moveset like this because of his Tekken 7 moveset. I couldn't put them all onto him, so I gave him over double the amount of signature moves Zygarde has and several regular Pokemon moves.
10-Hit Combo is a move he has through all the games, and it hits the opponent 10 times. The opponent can dodge out of it, though.
EWGF is his best move in the games, so I made it his best move here.
Lion Slayer in Smash Bros spikes, hence the Smack Down effect.
Inferno is unblockable when Devil can use it, so I made it go through Protect. Air Inferno hits the opponents if they jump up, so I made the opponent get hurt during Fly.
Devil Blaster causes the Jack bots to go haywire in Tekken, so I made it so that robot pokemon spaz out and perform a random move, even when choice locked.
Dragon Uppercut isn't special. It's a powerful two-turn move.
Demon Scissors has an animation where the user jumps up and then attacks.
And Soul Thrust causes Power Crush in Tekken 7.
Ability: Rage is a mechanic in Tekken 7, and it occurs when you're at 20%. This increases the power of attacks by 1.2, and can be sacrificed for Rage Arts, Drives, or a Devil transformation(Rage Art won't happen).
TYPING: The typing for his normal form is a suggestion from Ninjacid, and the other typing ideas were based on the Devil form being a dark entity inside of Kazuya.
ITEM: Considering the fact that the Devil Gene causes the transformation, this makes perfect sense as an Ultra-Burst type item.
 
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Town of Salem Time:
SerialKiller.png

Pokémon: Serial Killer
Franchise/Origin: Town of Salem
Type:

Ability: Killer Instinct - Upon flinching, the opponent will lose 1/4 of their maximum health
Moves: Air Cutter, Air Slash, Cross Poison, Cut, False Swipe, Fury Cutter, Fury Swipes, Leaf Blade, Night Slash, Psycho Cut, Slash, X-Scissor, Swords Dance, Poison Jab, Aerial Ace, Chip Away, Close Combat, Dual Chop, Guillotine, Knock Off, False Surrender, Play Nice, Nasty Plot, Smart Strike, Stone Edge
Signature Move: Knifeplay -
-
- 110 BP - 16 PP - 100% - No additional effects.
Stats: 80/140/130/40/60/90 [540 BST]

Reasoning: The Serial Killer is a Neutral Killing Role from Town of Salem. It’s ability, Killer Instinct, reflects how upon being roleblocked, will attack the person who roleblocked them. Due to the Serial Killer only wielding a knife, all of its attack moves are slashing/cutting attacks. The Serial Killer’s signature move, Knifeplay, builds on this, giving them a strong Dark STAB move that suits the Serial Killer’s character. The Serial Killer has High Physical Capabilities, which attack is fairly self-evident, but Defense is based around the fact that during night they have a Basic Defense, allowing them to live a wide variety of attacks. Low Special Defense reflects how the main way to kill the Serial Killer is by having them lynched rather than attacking them straight up.
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Pokémon: Guardian Angel
Franchise/Origin: Town of Salem
Type:

Ability: Healer / Magic Guard [HA]
Moves: Acrobatics, Aerial Ace, Air Cutter, Air Slash, Defog, Dual Wingbeat, Feather Dance, Fly, Sky Attack, Tailwind, Wing Attack, Crafty Shield, Dazzling Gleam, Fairy Wind, Light of Ruin, Moonblast, Moonlight, Play Rough, Bestow, Block, Extreme Speed, Guillotine, Heal Bell, Helping Hand, Lucky Chant, Protect, Quick Attack, Razor Wind, Retaliate, Swords Dance, Wish, Quick Guard, Sacred Sword, Secret Sword, Leaf Blade, Purify, Psycho Cut, Flash Cannon, Steel Wing, Healing Wish
Signature Move: Angelic Purge -
-
- — BP - 5 PP - —% - User Switches out and gives the incoming ally the affects of protect for the rest of the turn.
Stats: 100/60/80/60/110/110 [520 BST]

Reasoning: Town of Salem’s Guardian Angel is a rather interesting role, who has the unique goal of ensuring their target lives. The Guardian Angel gets the Fairy/Flying type for fairly evident reasons, being a Angel among townies and killers, and it also having wings. Most of its moves are support-oriented, though the Guardian Angel does engage in some combat through its in-game animations. Most of its attacking moves reference the Guardian Angel's Physical characteristics (such as its wings and sword) and what they do in their in-game animations (such as summoning holy light and the fighting techniques used when they appear in the unique animation it gets when lynching someone with the Beelzebub avatar) It’s signature move, Angelic Purge, refers to the Guardian Angel’s unique ability: to grant their target protection for the night and also give them the “purge” effect for the following day, making them temporarily immune to being lynched. It's low PP reflects how the Guardian Angel is limited to only being able to use this ability only a few nights in the game. The Guardian Angel’s abilities, Healer and Magic Guard, also reflect the Guardian Angel’s nature in-game and ability to unique ability to save their target from indirect ways of dying.
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“The jester will get his revenge from the grave!”
Pokémon: Jester
Franchise/Origin: Town of Salem
Type:

Ability: Aftermath / Prankster [HA]
Moves: Assurance, Beat Up, Dark Pulse, Flatter, Foul Play, Memento, Nasty Plot, Night Daze, Payback, Punishment, Pursuit, Snarl, Switcheroo, Taunt, Topsy-Turvy, Torment, Astonish, Confuse Ray, Curse, Destiny Bond, Grudge, Night Shade, Nightmare, Ominous Wind, Poltergeist, Shadow Sneak, Shadow Ball, Spite, Trick-or-Treat, Bide, Confide, Encore, Follow Me, Glare, Guillotine, Helping Hand, Me First, Mean Look, Metronome, Mimic, Pain Split, Play Nice, Scary Face, Self-Destruct, Spotlight, Swagger, Work Up, Chatter, Confusion, Psychic, Toxic, Spikes, Toxic Spikes
Signature move: Provoke -
-
- — BP - 20 PP - —% - All attacks directed towards the user become contact moves for the next three turns.
Stats: 80/60/60/80/100/140 [520 BST]

Reasoning: Town of Salem’s Jester is quite the unique role as well, whose sole goal is to die, more specifically, to get lynched by the town. So naturally, the Jester reflects that, being a very chaotic character and suicide lead. Their abilities, Aftermath and Prankster, are built around these ideas, as Aftermath is similar to how the Jester can kill one guilty or abstaining voter upon being lynched, while Prankster reflects the chaotic side of the Jester. The Jester’s signature move, Provoke, plays to the Aftermath analogy mentioned earlier. Physical attacks translate to lynching the Jester, so Provoke makes itself more likely to get lynched and haunt a target. There are still roundabout ways to get rid of the Jester, just like in Town of Salem (killing the Jester via status here, or getting attacked by a killing role during night time in the actual game). Overall, the Jester is here to sow chaos disorder into any battle he may set foot into!
Meanwhile, in a universe far far away from the Town of Salem...
...
...
...
"I need to get back in there!"
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Pokémon: Echo
Franchise/Origin: Overwatch
Type: Steel/Flying
Ability: Trace / Impostor [HA]
Moves: Autotomize, Bullet Punch, Flash Cannon, Metal Sound, Mirror Shot, Steel Beam, Steel Wing, Acrobatics, Aerial Ace, Air Slash, Dual Wingbeat, Fly, Gust, Hurricane, Mirror Move, Roost, Tailwind, Wing Attack, Copycat, Focus Energy, Hyper Beam, Hyper Voice, Mimic, Quick Attack, Simple Beam, U-Turn, Transform, Dragon Pulse, Dazzling Gleam, Moonblast, Signal Beam, Charge Beam, Discharge, Magnet Rise, Rising Voltage, Thunder Wave, Volt Switch
Signature moves:
Focusing Beam -
-
- 10 BP - 16 PP - 100% - Multi-hit move that always hits four times. BP is multiplied by 4 if the opponent's hp is 50% or lower. Each hit checks for the BP change individually. (1st hit could be 10 bp, but drop opponent's health below 50%, causing all other hits to have 40 bp)
Sticky Bombs -
-
- 120 BP - 16 PP - 100% - Nothing happens first turn. Second turn the sticky bombs detonate and damage the opponent. (Future Sight clone, but finishes a turn earlier)
Stats: 75/80/75/130/75/130 [565 BST]

Reasoning: Echo is one of the most intelligent AI in the world of Overwatch, created by Doctor Liao. Echo's abilities are quite unique as well, with her adaptive network and all. She can transform herself to become any hero in the game using her Ultimate Ability, Duplicate, reflected through her two abilities of Trace and Impostor. Impostor is a more faithful recreation of the ability, while Trace holds this idea in spirit, as you can still utilize Echo's own move set this way. Echo has two signature moves, Focusing Beam and Sticky Bombs, which reflect her two unique abilities in the game. The Focusing Beam is a rather faithful recreation of the ability, as in game it deals constant damage over the duration of two seconds, powering up when Echo's target is at low health. Within Crossover Chaos, the move can provide rather unique utilization, combining multi-hit and power up moves to allow the multi-hit to trigger the power boost itself. Echo's second signature move, Sticky Bombs, are quite self-explanatory in implementation. In Overwatch, they can either be attached to a target, or they can be attached to the ground. Shortly after, the Sticky Bombs explode, dealing a great amount of damage to the enemy. So, I felt the best way to implement this would be to make the move act as a Future Sight clone, but shorten the duration before the enemy is damaged.
I got inspired to make an Echo sub of my own after seeing her subbed last slate, though I felt the last sub didn't do her all too much justice, oversimplifying certain parts of her abilities and completely leaving out other features that made Echo so unique in Overwatch, most notably the lack of solid representation to her Ultimate Ability, Duplicate.
 
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Hybrid:
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Devil
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Pokémon: [Name of character]:Chainsaw Man
Franchise/Origin:Chainsaw man
Type:
Base: Normal/Steel
Devil: Dark/ Steel
Ability: Moxie/Blood Engine(HA)
Blood Engine:Heal 50% Damage dealt
Notable moves:Night Slash, Play Rough, Iron Head, Sword Dance, Bulk Up, Pain Split, Return, Fake Out, Sacred Sword, Close Combat, Poison Jab, Autotomize, Flare Blitz, Crunch, Hone Claw, High Jump Kick
Signature Move:Chainsaw: Steel, 90 BP, boost its speed by one, 1/4 recoil
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Chainsawman-Devil
Stone:Chainsawnite

Stats:
Base:110/125/90/50/90/90
Devil:110/140/115/70/115/105
Reasoning:Normal and Steel is pretty self explain. He's a chainsaw man. At the base form he's a hybrid between human and devil, after fusing with his pet Pochita. At the devil form, he's a chainsaw devil. Blood Engine is because if he absorb bloos, he can heal himself. He may use his chainsaw to move around so his signature moves pretty self explain. He lost blood if he use chainsaw, so yeah.
Isn't this meant for Crossover Chaos Expanded?
https://www.smogon.com/forums/threads/crossover-chaos-expanded-part-ii.3657518/
You'll have to wait until the next slate though.
 

"Its scale would never neglect the weight of even the smallest sin."
Pokémon: Judgement Bird
Type: Flying
Ability: Justified
Other Moves: Oblivion Wing, Night Shade, Perish Song, Roost, Dual Wingbeat, Punishment, Dazzling Gleam, Torment, Protect, Leer
Stats: 60/60/100/135/100/75 [BST 530]

Reasoning: Flying because it's a bird and would thus get STAB on Oblivion Wing, plus it uses the most seldom-seen damage type in Lobotomy Corporation, that being Pale, taking the form of Death itself that assaults the soul. Pale Damage against Agents scales with their Max HP, the scaling modifier for that aspect returning 1 if the Max HP is 100 on the dot, so that also works for Night Shade. This also explains Perish Song, as its attack when breaching is accompanied with a chime, plus Dazzling Gleam because it was once a completely radiant bird and said chime is accompanied with a shimmer. HP is half that of Big Bird's, just as it is in-game, and Defenses were calculated the same way, plus it being a WAW too and due to their history, it has the same BST of 530. When it breaches, it moves around at a somewhat average speed, but most Agents should be able to catch up to it easily. Punishment and Justified because of its judging nature. Speaking of which, Torment's JP name goes nicely with its unjust scales as well. Protect happens to be universal coverage and in Library of Ruina, it has a super-defensive skill in Stare, and that also gives it Leer.
fits of rage! For the wages of sin is death, and the freedom of God-[ANGRY SCREECHING NOISES]”
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Pokémon: Dogma
Origin: The Binding of Isaac: Repentance
Type: Electric/Flying
Ability: Serene Grace
Notable moves: Thunder Wave, Shock Wave, Discharge, Thunderbolt, Thunder, Zap Cannon, Feather Dance, Rapid Spin, Wild Charge, Fly, Air Slash, Air Cutter, Dazzling Gleam, Taunt, Torment, Confuse Ray, Reflect, Substitute, Light Screen, Protect, Flash Cannon, Thrash, Screech, Hyper Beam, Hyper Voice, Dual Wingbeat, Psycho Cut, Steel Wing, Eerie Impulse, Brutal Swing, Uproar
Stats: 53/91/76/131/123/106

Reasoning: Being made of static and emerging from a TV to confront the player much like how Rotom does, it (along with the Eye/Camillo Jr. mooks) is one of the closest things in its game to a hostile electricity user. It also flies during the second phase with wings and attacks with static-like feathers, so that’s Flying. It attacks with bullets, sometimes of the variety that hurt Isaac if he stays too close for too long, as well as a massive static laser that curves in an attempt to hit him. Phase 1 is bound to a TV and it is invincible until said TV goes down, whereupon Phase 2 starts. Phase 2 will occasionally charge across the arena spinning plenty of times and at other times attack by generating an orb of light that fires telegraphed lasers everywhere.
 
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Thick Fat Azumarill

Certified Pasta Enjoyer
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Resubs:

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"If only I could be so grossly incandescent!"
Pokémon: Solaire
Franchise: Dark Souls
Type: Fighting/Electric
Ability: Solar Power
Notable moves: Sacred Sword, Thunder Punch, Wild Charge, Blaze Kick, X-Scissor, Iron Head, Weather Ball, Aura Sphere, Focus Blast, Flash Cannon, Thunderbolt, Thunder, Volt Switch, Lightning Spear, Bug Buzz, Protect, Calm Mind, Morning Sun, Sunny Day, Coaching
Signature Move: Lightning Spear(Electric, Special, 80 BP, 90% acc, hits Dragon types for super effective damage)
Stats: 80/60/55/125/60/100 (480 BST)

Reasoning: Solaire is a knight from the land of Astora, and a member of the Warriors of Sunlight covenant. He's a follower of Gywn in search for his "very own sun", as he puts it, so he gets many sun-themed moves and Solar Power as his ability. Besides the STAB options, he also gets some Steel moves due to his armor, Blaze Kick referencing the Orange Charred Ring he wears(which reduces the damage received from lava, crucial to getting through Lost Izalith, also changes the kick move to deal fire damage), and Bug moves from the Sunlight Maggot(if the maggot isn't killed before Solaire reaches Izalith, it attaches itself to Solaire's head and he goes insane, forcing the player to kill him). Like in the Soul of Cinder sub, dragons are weak to lightning damage in the Dark Souls games, so that is reflected in Lightning Spear. However, it is the weakest miracle of its line(Lightning Spear, Great Lightning Spear and Sunlight Spear), so it has less BP than Sunlight Spear.


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"Time to even the odds!"
Pokémon: Morgan
Franchise: Fire Emblem
Type: Normal
Ability: Analytic / Adaptability / Anathema
Notable moves: Slash, Body Slam, Facade, Feint, Drain Punch, Close Combat, Counter, Aerial Ace, Spirit Shackle, Smart Strike, Leaf Blade, Wood Hammer, Psycho Cut, Dual Chop, Assurance, Beat Up, Night Slash, Fling, Knock Off, Play Rough, Swords Dance, Work Up, Block, Disable, Encore, Helping Hand, Coaching, Calm Mind, Amnesia, Heal Pulse, Nasty Plot, Taunt, Tri Attack, Air Slash, Hurricane, Shadow Ball, Hex, Flamethrower, Fire Blast, Giga Drain, Thunderbolt, Thunder, Future Sight, Dragon Pulse, Dark Pulse, Dazzling Gleam
Signature Ability: Anathema(Increases Critical Hit ratio by +1, inflicts -1 Evasion on both opponents upon entering the field)
Stats: 80/100/90/100/90/100 (560 BST)

Reasoning: Morgan is the son/daughter of Robin in Fire Emblem Awakening. Their gender is the opposite of Robin's, M!Robin is the father of F!Morgan, and vice-versa. Like their Robin parent, Morgan can reclass into any non-character or gender exclusive class, making them extremely versatile, so that's why they're Normal type with a big movepool, referencing the weapons, tomes and staves available, the Pair Up mechanic, plus some flavor moves such as Future Sight(they're from the future) and Amnesia(they're amnesiac like Robin). Their abilities come from the fact that they aspire to be Tacticians like Robin, their ingame versatility and Anathema comes from the Future Past DLC, where both Morgans share the skill when faced as enemies. Their stats are influenced by both parents, so the rounded spread comes from their base stats and Tactician/Grandmaster growths.
 
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Pokémon: Madotsuki
Franchise/Origin: Yume Nikki
Type: Psychic/Normal
Ability: Dreamwalking (Madotsuki can freely use non-damaging moves while asleep)
Notable moves: Hypnosis, Rest, Sleep Talk, Yawn, Dream Eater, Sing, Bubble Beam, Rain Dance, Ice Ball, Hail, Slash, Miracle Eye, Stockpile, Swallow, Spit Up, Minimize, Dazzling Gleam, Astonish, Guillotine, Wrap, Fury Swipes, Spotlight, Agility, Cotton Guard, Shadow Sneak, Magic Coat, Will O' Wisp, Safeguard, Fake Out, Instruct, Egg Bomb, Psybeam, Imprison, Ingrain, Teleport, Sandstorm, Surf
Signature move: Sweet Dreams (Guaranteed Accuracy. Puts both Madotsuki and the target to sleep, healing Madotsuki for 50% health.)
Stats: 80/60/50/90/130/70

Reasoning:
SLEEP MOVES: Yume Nikki is a game that, for the most part, takes place inside of dreams. Hypnosis lines up with the Psychic typing, and Rest, Sleep Talk, Dream Eater, and Yawn all generally connect to sleep. Sing doubles as a reference to the Flute Effect. Sweet Dreams sends both Madotsuki and the opponent into dreamland.

EFFECTS: Bubble Beam, Rain Dance, Ice Ball, Hail, Slash, Miracle Eye, Stockpile (and by extension its related moves), Minimize, Sing, Dazzling Gleam, Astonish, Guillotine, Wrap, Fury Swipes, Spotlight, Agility, Cotton Guard, Shadow Sneak, Magic Coat, Will O' Wisp, Safeguard, Fake Out, and Instruct are all references to the many effects in Yume Nikki. Egg Bomb also represents the egg forms the effects take. Notable examples are Bubble Beam representing the Frog effect, Agility representing the Bicycle, Will O' Wisp representing the Oni, Fake Out representing the Stoplight (because it 'stops' the opponent), and Instruct referencing the instructions.

HIKIKOMORI: Madotsuki, for one reason or another, refuses to leave her room in real life. Imprison and Ingrain do their best to reflect this, Imprison through the moves name and Ingrain through stopping Madotsuki from switching.

AREAS: While representing every single area would be a nightmare, Teleport represents the teleport maze while doubling as general Psychic Type filler, Sandstorm represents one of the biggest areas in the game (being the White Desert), and Surf represents the Pink Sea, home to one of the most iconic events in the game (UBOA.)

STATS: Madotsuki's lacking health represents both the fact that someone who doesn't leave their home at all couldn't be too physically healthy, and also that in-game she only has 1 HP. This, of course, can be boosted by vending machines, but this serves no practical purpose other then personal satisfaction. Low ATK and DEF similarly reflect the health part, SpA is nothing special but notably larger then both of those, and the high SpD refers to Madotsuki staring down all the stuff in her dreams with a neutral expression. And there is a lot of fucked up stuff in her dreams. SpE is just kind of...there. She's kind of slow in-game without the bicycle effect.
 
Resub but I've added in a Mega evolution based on Skells.


Of course. Bravery isn't about never being afraid. Bravery is being afraid and moving forward anyway. Let's move out.
Pokemon: Elma
Franchise: Xenoblade
Type
:


Ability: Quick Draw, Overdrive
Overdrive: Grants +1 Speed and +1 Crit rate on this Pokemon's third active turn. Resets when switched out.
Notable Moves: Shadowstrike, Night Slash, sword-based moves, ballistic moves, Phantom Force, Focus Energy, Double Team, Shift Gear, Swords Dance, Pain Split, Electric Terrain, Thunderbolt, Steel Beam, Prismatic Laser, Hyper Beam, Fly and universal moves such as Substitute.
Shadowstrike:
|
| 90 BP | Non-contact | 30% chance to flinch.
Stats: 81 / 114 / 80 / 94 / 75 / 110 (554 BST)

Reasoning: Elma is a colonel in for BLADE in Xenoblade Chronicles X. Her use of high-tech weapons and knowledge of alien technologies gives her a tactical edge in combat in an effort to save the human race. She wields dual swords and dual guns and her fighting style revolves around stacking critical hit bonuses and dodging to hit hard and not get hit in return. XCX has a mechanic called Overdrive where characters gain faster cooldown on moves, greater crit rates, HP recovery, etc. that essentially turns them into broken killing machines when used correctly. Elma's signature ability here is a toned down version of that. Her Dark typing comes from being a Dark type Blade in XC2 and her notable moves are based on her arts and skills as a playable character such as Ghost Factory (Phantom Force), Electric Terrain (Electric Terrain) and Upper Hand (Focus Energy). Shadowstrike is one of her signature arts in game and is a powerful sword attack that causes the target to stagger/flinch.


I'm better off in a Skell.
Type:

Ability: Cockpit Time
Cockpit Time: All moves can be used instantlyand do not need recharging.
Stats: 81 / 114 / 120 / 114 / 115 / 110 (654 BST)
Required Item: Skell License
Reasoning: Elma introduced Skell technology to Earth in an effort to save them from the Ghosts and the Ganglions' war. Not only was she an accomplished Skell pilot, she was also one of the famed pilots of the Skell that repelled an attack as the White Whale crashed to Mira. When in combat using a Skell, Cockpit Time can be activated, which removes all cooldown from your Arts. This allows all of your attacks to be used immediately. Steel-type because Skells are made of Steel and higher defensive stats due to them having more bulk than being on-foot. Before you are able to use Skells in game, you first must earn a Skell License.


Elma has an alternate form. Functionally it has no difference to her regular form, like Zarude and Dada Zarude. Turns out Elma is from an almost unknown alien species who introduced technologies to Earth to prevent them from being wiped out. She brought tech such asweapons, skells and of course Mims.
 
I've given Earth's Guardian God a couple tweaks and rewrote her reasoning.

It just doesn't feel right to have Hime and Sora without her.

(there are good quotes for her but i can only paraphrase them off the top of my head sorry)
Pokémon: Suguri
Origin: SUGURI
Type: Fairy/Flying
Ability: Motor Drive / Air Lock
Ability (Ver. 2): Motor Drive / Restoration Unit*
*Restoration Unit: User cannot hold an item, but heals 25% of max HP each turn.
(Suguri Ver. 2 functions similarly to Sora-Military)
Stats: 70/115/70/115/70/130 (570)
Notable Moves: Play Rough, Sacred Sword, Swords Dance, X-Scissor, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Slash, Charge Beam, Zap Cannon, Flamethrower, Lock-On, Laser Focus, Aerial Ace, Agility, Dive, Thunderbolt, Deploy Missiles, Solar Blade, Psycho Cut, Homing Missile, Rapid Spin, Drill Run, Attack Order, Grassy Terrain, Nature Power, Defog, Nature's Madness
Reasoning: The enhanced human responsible for restoring Earth's ecosystem (which did take her a few millenia) and then fighting off a whole not-quite-alien invasion by herself. She shares a lot of her techniques with Sora, so she shares a lot of her movepool, Motor Drive, and the Flying-type. She has the Fairy type due to her whole "restoring the ecosystem" thing - compare the Tapus and Galarian Weezing. Air Lock due to her role in restoring Earth including clearing up the atmosphere (the sky is a LOT less drab in SUGURI than it is in Sora). Play Rough for STAB and also to reflect her and Hime's attitude about their fight at the end of the game. Rapid Spin because she spins around a LOT, and very quickly at that. This includes with the Force Edge, a melee weapon that gets her Drill Run from how she uses it. Attack Order due to the Pod weapon (which, like the Force Edge, Sora also has but KirbyRider1337 just forgot). Grassy Terrain, Nature Power, Defog, and Nature's Madness are also from the "protecting the ecosystem" thing. Her stats are loosely based off the ones she has in 100% Orange Juice.

Suguri Ver. 2 is one of her alternate forms in 100% Orange Juice, with unique ability being based off her passive in that game.
 
Time to vote. Voting ends in one week.
KeeganSkymin4444's Dark Lord
Mygavolt's Peewee Piranha
Mygavolt's Major Burrows
Mygavolt's Neptune
Mygavolt's Martha
Mygavolt's Alfyn

leafsaber47's Byleth
leafsaber47's Orie
supermario1096's Kazuya
Rasdanation's Serial Killer
Rasdanation's Guardian Angel
Rasdanation's Jester
Rasdanation's Echo
KirbyRider1337's Judgement Bird
KirbyRider1337's Dogma
Thick Fat Azumarill's Solaire
Thick Fat Azumarill's Morgan
Squidy822's Madotsuki
ToadBrigade's Elma
Pika Xreme's Suguri
 
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