Pet Mod [Gen 8] Crossover Chaos


Congratulations to Rasdanation, Pika Xreme and Thick Fat Azumarill for winning with Mafia, Mantis Lords and Chaos Witch Quelaag. Rasdanation has earned the title, Poker Night at the Inventory.

The greatest sporting event in the world, the Olympics, is currently on in Tokyo. This slate's theme is for any characters who are related to sport, participate in physical tournaments (including fighting games) or are related to the Greek gods from Olympus, who the original Olympics were dedicated to.

Have fun.
 
> Greek gods from Olympus

"My X-ray specs allow me to see your ignorance!"
Pokémon: Palutena
Type: Psychic/Fairy
Abilities: Prankster / Telepathy
New Move: Heavenly Light (Fairy-type Status move, 15-24PP. For three turns, at the end of each turn (counting the turn this move is used), all adjacent enemies lose 12.5% of their Max HP at the end of each turn. This effect ends if the user switches out.)
Moves: Mystical Fire, Bounce, Black Hole (from True Zeromus), Hyper Beam, Flash Cannon, Counter, Mirror Coat, Magic Coat, Reflect, Light Screen, Recover, Refresh, Agility, Toxic, Ice Beam, Expanding Force, Dazzling Gleam, Teleport, Magnet Rise, Telekinesis, Psychic, Play Rough, Heal Pulse, Lock-On, Focus Energy, Tri Attack, Protect, Substitute, Double-Edge, Flame Charge, Meteor Beam, Foresight, Confuse Ray, Mimic, Reversal, Mine (from Austin Carter), Self-Destruct, Explosion, Pay Day, Iron Defense, Metronome, Detect, Expanding Force, Endure
Stats: 100/88/60/150/130/72 [BST 600]
Reasoning: Psychic typing, Telepathy, Telekinesis, and Psychic because she's got telepathy, psychokinesis, clairvoyance, and all other sorts of ESP, plus the Power of Flight (hello Magnet Rise). Expanding Force for similar reasons. Fairy because she's a holy presence and is in opposition to the dark forces of the Underworld. Her being the Goddess of Light also helps for both typings, as well as Expanding Force. Heavenly Light damages everything around you for constant, minor damage after use in both Sm4sh and KI:U. This also ties into Dazzling Gleam. Play Rough and Prankster (JP: Frolic and Teasing Heart, respectively) because she has a twisted sense of humor in her interactions with Pit, even going so far as to make a severed Hewdraw head fight Pit for her own amusement (though she likely knew that Pit would come out on top anyway). Heal Pulse from her ability to provide healing orbs during the aerial phase of each stage. Stats lean towards a slower spread, but specially oriented and can deal severe damage because take too long against the Hewdraw and Palutena will annihilate it with the "Sacred Goddess Clobberlaser". Everything else draws from Powers in KI:U, Tri Attack being kinda like a standard attack in conjunction with some of the powers that temporarily add status effects to your attacks.
 
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“OOOOOOOK!”
Pokémon: Monkey
Franchise/Origin: Rhythm Heaven
Type: Normal
Ability: Adaptability
Moves: Rhythm Strike, Body Slam, Celebrate, Copycat, Defense Curl, Double Hit, Double Edge, Encore, Entrainment, Fake Out, Follow Me, Helping Hand, Me First, Simple Beam, Uproar, Bulk Up, Branch Poke, Leaf Blade, Fling,
Z-Move: Monkey and its forms can all use Go For A Perfect!
Stats: 80/80/80/80/80/80 [480 BST]

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Pokémon: Monkey-Showtime
Type: Ice
Ability: Slush Rush
Moves: Monkey’s Moveset + Ice Hammer, Hammer Arm, Dragon Hammer, Wood Hammer, Aurora Veil, Hail, Ice Ball, Ice Shard, Haze, Mist, Spotlight
Stats: 80/120/90/60/110/70 [530 BST]

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Pokémon: Monkey-Tap
Pokémon: Monkey-Tap
Type: Fighting
Ability: Tap Trial - Iron Fist but for kicking moves
Moves: Monkey’s Moveset + Double Kick, Triple Kick, Jump Kick, High Jump Kick, Low Kick, Blaze Kick, Mega Kick, Thunderous Kick
Stats: 80/115/70/85/60/120 [530 BST]

1627702840732.png
Pokémon: Monkey-Watch
Type: Steel
Ability: Tempo Up
Moves: Monkey’s Moveset + Bullet Punch, Gear Grind, Double Slap, Wake-Up Slap, Metal Sound, Electro Ball, Fly, Double Team, Zing Zap, Perish Song
Stats: 80/105/85/85/95/80 [530 BST]

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Pokémon: Monkey-Acrobat
Type: Flying
Ability: Unburden
Moves: Monkey’s Moveset + Acrobatics, Aerial Ace, Agility, Swift, Fly, Sky Attack, Sky Drop, Tailwind, Stuff Cheeks, Night Slash, Spotlight, Swords Dance
Stats: 80/125/75/80/75/95 [530 BST]

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Pokémon: Monkey-Pajama
Type: Psychic
Ability: Psychic Surge
Moves: Monkey’s Moveset + Sweet Dreams, Rest, Sleep Talk, Lunge, Snore, Yawn, Psychic, Zen Headbutt, Bounce, Hypnosis, Moonblast, Tri-Attack, Calm Mind
Stats: 80/70/95/130/80/75 [530 BST]

Reasoning: Well, this is a lot to cover, isn’t it?
Monkey is one of Rhythm Heaven’s most recurring characters, and has starred in 12 different Rhythm Heaven Minigames!
Base form Monkey represents a variety of games that didn’t have quite enough to make an entire form out of:
- Tambourine can be seen in Follow Me and Entrainment
- Fan Club has Uproar and Encore
- Fling fits for both Hole in One and Exhibition Match
- Leaf Blade and Branch Poke represents Monkey’s appearance in Clap Trap
Base Monkey also gets flat stats for being the base form, and gets Adaptability due to how many roles it has throughout Rhythm Heaven. Now that base form is out of the way, now onto Monkey’s forms!
Showtime was a game exclusive to Rhythm Tengoku, in which Monkey utilizes a hammer to hit food to Penguins jumping by. As such, it gets Hammer Moves, higher strength, lower speed, and Slush Rush to represents the Penguins Sliding about.
Tap Trial has recurred in almost every Rhythm Heaven Game, in which two Monkeys tap their legs about in various patterns you must follow. This is represented by making Monkey-Tap heavily Kick focused, both in moves and ability. The game is quite fast, so the stats reflect that.
Monkey Watch is what many could consider an incredibly annoying game to play. To reflect that difficulty to keep up with all of the Monkey High-Fives, it gets the previously made Tempo Up ability. It also gets slap and mechanical moves, as well as perish song due to a watch keeping track of time, and this move puts the opponent on a timer.
Monkey Acrobat has high attack and middling speed, which can be boosted with unburden, as Monkey Acrobat needs to not hold anything to swing around. It gets mostly Flying type moves, as well as some theatrical stuff to mimic how the game is displayed. Also, Stuff Cheeks is a fun little nod to a certain Donut Remix.
Pajama Party is a rather… weird game. These Monkeys jump around alongside a little girl in a fantastical dreamscape. Pajama Monkey gains Psychic Surge to mirror the switch to a Magical world mid-song. Sweet Dreams, from Madotsuki, is also here to mirror a certain move in the minigames where the Monkeys, one column at a time, fall to the ground and go to sleep.
This was certainly my largest sub yet, so if I missed explaining anything, my bad.

Theme: Monkey stars in several sports-related minigames. Monkey-Acrobat represents both Acrobatics and Gymnastics, the latter being represented in the Olympics. Not to mention, Monkey also stars in Exhibition Match, a baseball minigame, and Hole in One, a Golf minigame.
 
(Resub)

"Some of the [combatants] here. Don't you think they're a little too tall? ...No, I don't care. Not actually. How tall you are and how strong you are don't relate. I just need to bring every last one of them down."
Pokémon: Flint
Franchise/Origin: Arknights
Type:

Abilities: Iron Fist (HA: Featherweight)
Signature ability - Featherweight - +1 priority to punching moves (the same ones boosted by Iron Fist) as long as user has not been attacked by direct damage (anything that Magic Guard does not block). This effect will reactivate if she switches out. This will make Mach Punch and Bullet Punch have the same priority as Extreme Speed.
Other Moves:
: Counter, Mach Punch, Reversal, Rock Smash, Arm Thrust, Brick Break, Focus Punch, Revenge, Sky Uppercut, Close Combat, Drain Punch, Power-Up Punch, Sky Attack, Brave Bird, Acrobatics, U-Turn, Lunge, Feint Attack, Pursuit, Thunder Punch, Fire Punch, Shadow Punch, Needle Arm, Petal Blizzard, Grassy Glide, Comet Punch, Mega Punch, Strength, Quick Attack, Endeavor, Feint, Chip Away, Retaliate, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Bullet Punch, Aqua Jet
: Focus Blast, Final Gambit, Gust, Hurricane, Heat Wave, Sonic Boom
: Detect, Bulk Up, Quick Guard, Roost, Tailwind, Taunt, Torment, Quash, Sunny Day, Grassy Terrain, Sand Attack, Leer, Swords Dance, Foresight, Work Up, Laser Focus, Agility, Rain Dance
Stats: 94/102/82/71/40/141 (BST: 530)

Reasoning: Fighting-type due to the use of boxing gloves and teaching herself marital arts that include swift and precise punches. Due to her punching skills, she gained Iron Fist as her primary ability which used to be Hitmonchan's signature ability in Generation IV. Featherweight has the same name as her Trait in Arknights but behaves more like Gale Wings due to her being a Liberi and thus the Flying-type as her secondary type. She still keeps her Flying-type unlike Sirfetch'd due to still being nimble enough to keep her blinding speed in combat due to not using such heavy armaments like the realmon evolution of Galarian Farfetch'd does. Fighting types often carry high amounts of coverage and such represents her massive movepool which also complements her abilities very well. She carries two of the elemental punches and Bullet Punch for a weapon to use against Fairy-types. She obviously lacks most Special moves, but still has a respectable amount of Status moves that help her and her teammates get an edge in battle, with Tailwind and Quick Guard to reference her supporting nature that is wont in a tower defense game like Arknights. Her stats, calculated straight from Arknights in her Elite 2 promotion, gives her a very high Speed stat of 141, which came from her ASPD of 0.78, one of the fastest ASPD stats in Arknights by far. Funny how her BST is basically the same as Blaziken's, another bird who is not afraid to punch their way to victory.

Code:
Flint (F) @ Protective Pads / Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch / Shadow Punch
- U-Turn
Code:
Flint (F) @ Focus Sash
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- Power-Up Punch / Shadow Punch
Code:
Flint (F) @ Life Orb
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch / Bullet Punch
- Thunder Punch / Shadow Punch
- Drain Punch / Brave Bird

Theme Slate Reasoning: Flint is a boxer. Boxing is a sport that is officially recognized in the Olympic Games. Obviously, there are no true boxing competition within Arknights's world of Terra, but Flint is an ardent battler who will never give up any challenges. Owing to her boxing heritage, she often uses sandbags to train, something that is often seeing in a boxer's training room. In this way, owing to her lithe build and the swift dents she can make on targets on the battlefield, she is quite similar to Little Mac, who has a slight edge over her in being a participant in an actual physical boxing tournament called the WVBA.


"The light holds resolute here!"
Pokémon: Blemishine
Franchise/Origin: Arknights
Type:

Abilities:
Justified (HA: Mare's Mercy)
Signature ability - Mare's Mercy - Attacks will always land critical hits on targets that are asleep.
Other Moves:
: Bide, Cut, Double-Edge, Quick Attack, Slash, Stomp, Strength, Take Down, False Swipe, Endeavor, Feint, Last Resort, Retaliate, Iron Tail, Metal Burst, Heavy Slam, Pursuit, Knock Off, Night Slash, Payback, Sucker Punch, Spirit Break, Low Kick, Counter, Reversal, Revenge, Superpower, Low Sweep, Sacred Sword, Body Press, Aerial Ace, Leaf Blade, Solar Blade, Bulldoze, High Horsepower, Psycho Cut, Stone Edge, Smack Down
: Swift, Tri Attack, Hyper Voice, Trump Card, Flash Cannon, Mirror Shot, Steel Beam, Dazzling Gleam, Focus Blast, Final Gambit, Air Slash, Energy Ball, Grass Knot, Psychic, Mirror Coat, Stored Power, Power Gem, Water Pulse
: Flash, Focus Energy, Swords Dance, Tail Whip, Endure, Foresight, Morning Sun, Safeguard, Follow Me, Helping Hand, Refresh, Wish, After You, Work Up, Iron Defense, Flatter, Sweet Kiss, Crafty Shield, Detect, Sunny Day, Grassy Terrain, Purify, Light Screen, Reflect, Calm Mind, Imprison, Heal Pulse, Wide Guard, Rain Dance, Life Dew
Signature move:
Deterring Light –
– N/A – 10 PP – 75% – Puts the target to sleep.
Stats: 114/85/108/85/70/92 (BST: 554)

Reasoning: Primary Normal-type due to her ties to the Kazimierz country, with the nation being inspired by European countries mainly in the Middle Ages, which were mostly comprised of religious Christians. As Arceus is the closest realmon equivalent to the Christian God, she receives its default form's type as an Operator with Christian overtones, with her light powers and her seraphim epithet as a clerical unit in battle (Chansey/Blissey/Audino). Secondary Steel-type due to her armor and metal shield. Kazimierz's high ties to Western Europe; Blemishine shares her Steel-type with British Artoria Pendragon (Saber) and the Kalos/France-originating Aegislash line. Justified became her primary ability due to her creed to uphold the legendary status of her family and its decree to "fear neither hardship or darkness". The latter resulted in her having Justified as an option to combat Dark-types, often dubbed paragons of darkness. Mare's Mercy, her Merciless variant hidden ability, is partially based on one of her Talents, Mercy, which in Arknights itself allows her to attack sleeping targets, which in Arknights are almost impossible to hit. This talent already gives her a damage boost to attack when hitting these sleeping enemies, but in Pokémon, it is much easier to hit such asleep foes, so the old x1.2 damage boost is 25% more powerful thanks to the ability always allowing Blemishine to critically hit (x1.5) asleep targets. Blemishine's signature ability's etymology is also a triple meaning (good luck figuring it out). Her stats are obviously based on her Elite 2 promotion stats form Arknights itself. Within her movepool is one of her Skills within Arknights, shortened from Deterring Radiance to Deterring Light here, allows her to put foes to sleep, which already does so within her origin game. Arknights's nature as a tower defense game grants her Wide Guard and Safeguard for general support, but her status as a Healing Defender gives her important access to Life Dew, Heal Pulse, and Wish to restore her allies' HP.

Code:
Blemishine (F) @ Chople Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Return / Double-Edge
- Iron Tail / High Horsepower
- Sacred Sword
Code:
Blemishine (F) @ Golden Apple / Leftovers
Ability: Mare's Mercy
EVs: 252 HP / 64 Def / 192 SpD
Bold Nature
- Deterring Light
- Flash Cannon / Hyper Voice
- Dazzling Gleam
- Wish / Morning Sun

Theme Slate Reasoning: Blemishine's homeland, Kazimierz, is home to Terra's closest equivalent to a mandated sports competition like the Olympics, the Kazimierz Major, a very large jousting tournament, which is yet another physical tournament that fits the slate's theme. Jousting, while currently not recognized by the Olympics committees, is still a memorable and vital equestrian sport. Other various equestrian sports still carry the importance of equine performance in professional play, and as such has some impact in its place in the Olympics. What is unique about Maria Nearl, the fabled Blemishine Doctors of Rhodes Island know about, is that she initially wanted to uphold the hereditary decree of her family as a competition knight in the Kazimierz Major tournament, but eventually retreated to RI due to the circumstances following one of her sisters' banishment from the country, and her lack of comfortability with Kazimierz's modern facade compared to what Blemishine heard of in the past in her favorite novels, often saying her participation in the Kazimierz Major is something Blemishine would not like to remember.
 
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Conveniently, Hyperdimension Neptunia U happens to have a tournament mode.


Pokémon: Neptune
Type: Electric/Fairy
Ability: Own Tempo / Oblivious / Truant
Signature Moves:
  • Cross Combo - Fairy, Physical, 25 BP, 100% Acc, 20 PP | Hits 2-5 times.
  • Victory Slash - Fairy, Physical, 50 BP, 90% Acc, 10 PP | Hits 2 times.
  • Stat Multiplier - Fairy, Other, 15 PP | Raises the Defense, Special Defense, and Speed of the user or an adjacent ally.
Other Moves: Zing Zap, Spark, Sacred Sword, Leaf Blade, Night Slash, Psycho Cut, Slash, Thunderbolt, Dazzling Gleam, Flamethrower, Ice Beam, Air Slash, Incinerate, Swords Dance, Teleport
Z-Move: EXE Drive: Neptune Break - Fairy, Physical, 180 BP | Requires Cross Combo and Neptunium Z
Stats: 80/120/75/65/80/100 | 520 BST


Form: Neptune-Purple-Heart (Ultra Burst form with Purple CPU Memory)
Ability: Levitate
Z-Move: EXE Drive: HDD Neptune - Fairy, Physical, 210 BP | Has combined efficacy with Electric, except against Ground-types. | Requires Victory Slash
Stats: 80/135/105/80/100/120 (+15 Atk, +30 Def, +15 SpA, +20 SpD, +20 Spe) | 620 BST

Reasoning: Tiny, toony, and more than a little loony, Neptune is the most prominent CPU (Console Patron Unit) of Planeptune, as well as the titular character and series protagonist. She specializes in lightning attacks and is a mischievous pudding fanatic, hence Electric/Fairy. She gets Own Tempo (JP: My Pace) from her tendency to boast about her protagonist status, along with Oblivious and Truant for the same reasons as Plutia. (Truant is hidden because Neptune is not quite as slack, and even though Unaware is supposed to be the Ability for airheads (based on the JP translation), the problem is that stat changes affect everyone equally in the Neptunia series: where Taunt, Attract, and Intimidate are absent.)
In-game, she is a physical DPS character with a unique supporting skill, although unfortunately most of her elemental coverage is on the special side.


Despite my initial reluctance, I'm throwing in something new.
The 2020 Summer Olympic Sports Programme features surfing, and Geoboards in Tales of Berseria (which any of the protagonists can ride) are similar to surfboards.
Geoboard.png
With that in mind...

Magilou.png

Pokémon: Magilou
Type: Water/Fire
Ability: Magician / Illusion
Signature Move: Water Mine - Water-type variant of Mine (from Austin Carter)
Other Moves: Aqua Jet, Pound, Flame Wheel, Drain Punch, Double Hit, Waterfall, Fire Punch, Spirit Break, Icicle Crash, Liquidation, Bulldoze, Earthquake, Brave Bird, Flare Blitz, High Horsepower, Grassy Glide, High Jump Kick, Body Slam, Water Gun, Surf, Blizzard, Giga Drain, Incinerate, Heat Wave, Fiery Dance, Fire Blast, Mine (from Austin Carter), Lava Plume, Stealth Rock, Hurricane, Gravity, Recover, Wish, Heal Pulse, Refresh, Aromatherapy, Life Dew, Pollen Puff, Tailwind, Scorching Sands, Earth Power, Petal Dance, Scald, Sludge Bomb, Magma Storm, Hydro Pump, Oblivion Wing, Thunder, Tri Attack, Hidden Power, Nature Power, Dig, Protect, Detect, Teleport
Z-Move: The Host of Forty-Nine - Water, Special, 210 BP | Requires Hydro Pump and Magillanium Z
Stats: 84/78/95/128/111/60 | 556 BST
Reasoning: Water/Fire typing comes from Wielder of Water and Fire: "A title for one adept at malak water artes for control, and fire artes for change." (This title is the second from the top.) Because she fancies herself a witch, she gets Magician and Illusion as Abilities, the latter evident in a late-game cutscene when she conjures flowers to throw Melchior off balance, leading to his demise. Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of her movepool is based on her artes. (Her main forms of offense are hidden artes and malak artes: the latter magically oriented, and the former going off her lower attack, which is usually physical.)
Hidden
Dryad: Aqua Jet (weak water attack)
Up the Sleeve: Pound (weak non-elemental attack)
Twin Spirits: Flame Wheel (weak fire attack)
Hellrise: Drain Punch (absorbs HP)
Great Cycle: Double Hit ("spins twice")
Spirit Beads: Waterfall, Fire Punch, Icicle Crash, Spirit Break ("Fires projectiles of water, fire, and ice mana."; lowers Arte (Special) Attack)
Atmos Glaive: Liquidation (strong water attack)
Triple Tremor: Bulldoze, Earthquake (strong earth attack; inflicts slow)
Spirit Drop: Brave Bird (strong wind-imbued attack)
Gliding Blast: Flare Blitz, High Horsepower, Grassy Glide (strong earth+fire attack, "glides across the ground")
Shrike Dive: High Jump Kick, Body Slam ("Uses a Guardian as a boost to leap into the air and come crashing down on the target"; inflicts paralysis)

Malak
Aqua Split: Water Gun (weak water attack)
Flood Wall: Surf (stronger water attack)
Final Embrace: Blizzard, Giga Drain ("Traps a foe in a prison of ice"; absorbs HP)
Blood Moon: Incinerate (weak fire attack)
Crown Fire: Heat Wave, Fiery Dance (fire+wind attack; raises Arte Attack)
Explode: Fire Blast (strong fire attack)
Water Mine: Water Mine ("Creates an explosive water trap.")
Fire Mine: Mine, Lava Plume ("Creates an explosive fire trap"; strong-ish fire attack)
Gravity Mine: Stealth Rock, Hurricane, Gravity ("Creates a gravity trap that explodes over a wide area and pulls enemies in."; strong wind-imbued attack)

Healing
Healing Circle: Recover, Wish, Heal Pulse, Refresh, Aromatherapy ("Heals HP in an area around the target and removes burns.")
Fairy Circle: Life Dew, Pollen Puff ("Heals HP in an area around the target, removes poison, and damages enemies in the area."; water-based)

Break
Spell Absorber: Tailwind ("Decreases ally casting time")
Calamity Flare: Scorching Sands, Earth Power (earth+fire attack)
Violet Storm: Petal Dance, Scald, Sludge Bomb ("Sends enemies flying up with red and blue petals."; water+fire attack; causes poison)
Flare Vortex: Magma Storm (self-explanatory)
Hydrostorm: Hydro Pump (water-imbued)
Gravity Gale: Oblivion Wing (wind-imbued and absorbs HP)
Lightning Blast: Thunder (self-explanatory)
Tetra Detonator: Tri Attack, Hidden Power, Nature Power (multi-elemental)

Other
Magilou's Paradise (Change): Dig ("Pops out of the ground")
The Host of Forty-Nine (5 BG Mystic Arte)
(Z-Crystal is named after a former name of hers: Magillanica.)
Her base stats are calculated by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
Velvet: 95/90/105/90/59/105 | 544 BST
Rokurou: 101/103/118/72/72/72 | 538 BST
Laphicet: 78/64/80/115/132/98 | 567 BST
Eizen: 92/91/59/91/91/123 | 547 BST
Eleanor: 89/124/92/60/92/92 | 549 BST
 
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resubs

Pokémon: Aphrodite
Franchise: SMITE
Type:


Ability: Cute Charm
Moves: Soulmate Kiss, Back Off!, Dual Wingbeat, Drill Peck, Draining Kiss, Dazzling Gleam, Play Rough, Low Sweep, Ice Beam, Ice Shard, Dark Pulse, Stomp, Roost, Sweet Kiss, Reflect, Light Screen, Heal Pulse, Barrier, Lovely Kiss
Stats: 80 HP/80 Atk/80 Def/80 SpA/80 SpD/90 Spe (490 BST)

Soulmate Kiss |
|
| 24 PP | 90% | If the target is an ally, they become the user's soulmate. The user can only have one soulmate, and the connection is lost if either the user or the soulmate switch out. If the user has a soulmate, both the user and the soulmate have their Speed multiplied by 1.5. If the user uses Roost while having a soulmate, the soulmate is also healed. If the target is an opponent, the soulmate's next attack has its power multiplied by 1.5 if it hits the opponent. The opponent also has a 30% chance to flinch.
Back Off! |
|
| 65 BP | 16 PP | 100% | Has -6 priority. Switches out the target. If the user has a soulmate, this move can hits both opponents.

Aphrodite @ Light Clay
Ability: Cute Charm
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Roost
- Light Screen
- Reflect
- Draining Kiss
Reasoning: Aphrodite is the Goddess of Beauty. One of her moves is Kiss, where she kisses another god, making them her soulmate if they're an ally, and stunning while powering up her soulmate if they're an enemy. She levitates and has an attack where she sends out birds, while also healing damage for both her and her soulmate. She has another attack named Back Off!, a stomp attack that pushes enemies, and also works around her soulmate. Her Ultimate is Undying Love, where creates forcefields and makes both her soulmate and herself invincible briefly. Dark Pulse, Ice Shard, and Ice Beam come from some of her skins. Aphrodite has lower stats all-around than other gods.

Pokémon: Athena Asamiya
Franchise: Psycho Soldier
Type:


Ability: Forewarn
Moves: Super Psychic Throw, Psychic, Psyshock, Extrasensory, Future Sight, Mirror Coat, Zen Headbutt, Psycho Cut, Expanding Force, Stored Power, Brave Bird, Drill Peck, Acrobatics, Air Slash, Energy Ball, Focus Blast, Brick Break, Thunderbolt, Electro Ball, Power Gem, Flamethrower, Flame Charge, Signal Beam, X-Scissor, Night Slash, Hyper Voice, Teleport, Telekinesis, Light Screen, Reflect, Recover, Roost
Stats: 69 HP/100 Atk/69 Def/110 SpA/110 SpD/80 Spe (538 BST)

Super Psychic Throw |
|
| 60 BP | 16 PP | 90% | Has -6 priority. Switches out the target.
Psycho Medley |
|
| 12 BP | Z-Move. Requires Zen Headbutt and Asamium-Z. Hits 13 times.

Athena can transform into Phoenix Athena using a Green Egg, which works like a Mega Stone.
Phoenix Athena.PNG

Pokémon: Phoenix Athena
Type:

Ability: Pressure
Stats: 69 HP/110 Atk/89 Def/130 SpA/130 SpD/110 Spe (638 BST)

Reasoning: Athena is the Psychic-Powered Idol. She debuted in Psycho Soldier, but has also appeared in King of Fighters games, which revolve around tournaments. She is also the descendant of Athena. She has a lot of psychic abilities and attacks, including telekinesis, teleportation, barriers, and healing. Super Psychic Throw is a telekinetic throw attack, and Psycho Medley is a powerful 13 hit attack. She can project energy balls, and with Shining Crystal Bit, she fires a sparking gem projectile. She can create a sword from psychic energy, reflect projectiles, and see the future. Despite using psychic powers, she is skilled at close range combat. Athena has a sword item, and she can also produce lightning. Using a Green Egg, Athena can turn into a powerful phoenix that breathes fire.
 
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Here I go!
Pokemon: Toadette
Franchise:
Super Mario
Type:


Ability: Cute Charm, Effect Spore, Groundworker
Notable Moves: Super Pickaxe, Trop Kick, Play Rough, spore and powder related moves, Trick, Double Hit, Double Team, universal moves such as Substitute.
Super Pickaxe:
|
| 20 BP | 90% accuracy | Non-contact | Hits three times with increasing power (Triple Axel clone).
Stats: 100 / 105 / 67 / 68 / 82 / 108 (530 BST)

Reasoning: Toadette has been a regular in a variety of Mario spin-off games including most sports titles and of course several Mario and Sonic at the Olympic Games games. As a member of the Toad species, she has mushroom and toadstool characteristics that give her part Grass-typing and a variety of sport and powder moves such as Stun Spore and Powder. Her part Fairy-typing comes not only from her pink, cutesy appearance but also her "tricky" nature that often defines her attributes in her sports titles. Her mushroom characteristics and cute appearance give her the abilities Cute Charm and Effect Spore. Her hidden ability, Groundworker (from Shovel Knight), comes from her more prominent, recent appearances in games such as Captain Toad: Treasure Tracker where she is seen as an miner and wields a pickaxe. This also gives her the signature move, Super Pickaxe, which allows her to swing a pickaxe multiple times for a short period of time. Another power up she has used in her main appearances is the Double Cherry, giving her Double Hit and Double Team.


Mega Evolution: Peachette
Required Item:
Super Crown
Mega Type:

Mega Ability: Second Chance
If Peachette would be KO'd with a Flying, Fire or Poison-type attack, Peachette will survive with 1 HP.
Mega Stats: 100 / 123 / 92 / 78 / 127 / 110 (630 BST)

Reasoning: One of her most notable power ups is the Super Crown, a power up that only she can use. In NSMBU Deluxe Toadette can use the Super Crown to transform into Peachette, a Princess Peach doppelganger. Peachette's mega ability, Second Chance, comes from her in-game ability to survive fatal falls into poison, lava and bottomless pits. Since Peachette is still Toadette and has a small mushroom cap inside the crown, she keeps her grass typing.
 
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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, 200 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

Special: Dark Pulse, Origin Pulse

Status: Bulk Up, Protect

Stats:
HP: 100
Attack: 115
Defense: 100
Sp.Atk: 50
Sp.Def: 55
Spe: 100

In Devil X:
HP: 100
Attack: 115
Defense: 100
Sp. Atk:100
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 and 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. The Sp. Atk in Devil X is that high because of the ABSURD damage that his Z-move does. 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 The paralysis references the Smash version, where it stuns the foe.
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 hits all targets exactly the same, including fighters like Mokujin, who would have a grass typing.
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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"YOU...! Did you think I'd forget? The time you smashed into me with your Hi-Jump! That time I was betrayed by Helpers! Or when I was replaced by that mechanical cloud! I-I... Sniff... there's something in my eye..."
Pokémon: Kracko
Origin: Kirby series
Type: Electric
Ability: Levitate / Regenerator
Stats: 110/90/90/120/80/80 (570)
Notable Moves: Thunderbolt, Thunder, Wild Charge, Electro Ball, Zap Cannon, Surf, Hydro Pump, Rain Dance, Double-Edge, Attack Order, Rapid Spin, Energy Ball, Shadow Ball, Focus Blast, Bomb Blast (see Pandora), Bomb Throw (see Pandora), Overheat, Megahorn, Smart Strike, Drill Run, Hurricane, Defog, Growth, Recover
Reasoning: One of Kirby's most persistent enemies, Kracko is a cycloptic thundercloud who can appear from the sky - any sky - and is probably immortal. Electric because he's a stormcloud who specializes in utilziing electrical "beams". Levitate because he levitates constantly. Regenerator (and Recover) because he's strongly implied to be essentially immortal (able to re-manifest as long as there are clouds in the sky - any sky). He specializes in energy projection but is still pretty fond of tackles. His physical Defense is a bit higher than his Special Defense because he's covered in spikes. his speed is 80 because while he's not especially fast he's not really slow either.

Kracko gets some pretty standard Electric moves because of thunderbolts and an electricified body, though some of his more spherical energy blasts give him Electro Ball and Zap Cannon as well. Surf, Hydro Pump, and Rain Dance line up the closest with how Kracko uses water (unleashing torrential rains below him). Double-Edge because of his tackles. Attack Order because one of his most basic attacks is summoning enemies to fight alongside him. Rapid Spin because he spins with some attacks.

Energy Ball and Shadow Ball from his ball-shaped energy shots. Focus Blast because he can also make a really big one. Megahorn and Smart Strike because he's covered in spikes and he has what are *very unambigiously* horns in his Kracko DX form. Bomb Blast and Bomb Throw because he's been known to use bombs before, and Overheat because the bombs he uses as Parallel Big Kracko in Kirby: Star Allies in particular are on the strong and fiery side. Drill Run because he can turn some of his spikes into what look like drills in Kirby: Triple Deluxe. Hurricane and Defog from how he clears away clouds when his second phase starts in Kirby: Triple Deluxe. Growth because he grows before using some of his stronger attacks.

For slate bonus: Kracko is fought in Kirby Super Star's Arena - this is a reoccuring game mode in the series, but only Super Star's is really tournament-themed. Also, this is a stretch, but while neither being nor resembling a Greek god, Kracko's nature as an immortal elemental embodiment of terrible power who is nevertheless content to simply be a petty asshole is pretty reminiscent of one.


Damn, that was tough.
Pokémon: Delmon Master
Origin: Barkley, Shut Up and Jam: Gaiden
Type: Dark/Fire
Ability: Pressure / Conflagrate (see Rimuru in EX)
Stats: 100/70/95/100/95/50 (510)
Move: Explosion
Reasoning: A "hell demon" fought by Charles Barkley in the Dimensional Arena. It soaks up hits for a few turns before killing itself with "Flamesplosion". I'd say I made it more threatening than it is in its own game, since at least here its only move actually does damage. Despite the fact that Charles Barkley has clearly fought much more dangerous enemies and is capable of world-shaking devestation, he thinks of the Delmon Master as a tough opponent (for some reason), hence Pressure.

For slate bonus: It's fought in a tournament.



Larger cousin of the Obble. Pairs with a mate for life and will never leave its side.
Pokémon: Oblobble
Origin: Hollow Knight
Type: Bug/Flying
Ability: Lover Gods (Before being knocked below 50% HP, hits twice at 0.75x power. After being knowcked below 50% HP, enters Solo form and restores 50% of max HP. In Solo form, multiplies Attack, Special Attack, and Speed by 1.5x. Stays in Solo form even if healed or switched out.)
Stats: 105/90/80/95/80/50 (500)
Notable Moves: Signal Beam, Gunk Shot, Sludge Bomb, Lava Plume, Overheat, Fly, Dual Wingbeat, Body Slam, Heavy Slam, Roar, Roost
Reasoning: A mated pair of large, flying bugs fought in the Colosseum of Fools. Bug/Flying because flying bugs. Their ability is named after part of their title in Godhome, and reflects the mechanics of their fight - when one Oblobble dies, the other gets some HP back and becomes considerably faster and more vicious (not like that's saying much in the first place). They fly around somewhat awkwardly and might slam into the Knight, but their main attack is shooting globs of Infection - which gives them Poison moves for the obvious reasons, and also Fire moves due to the Infection's origins. Also because they have wings they get Dual Wingbeat and Roost.

For slate bonus: They are fought in the Colosseum of Fools.



"Shall we start a new, glorious age of b-ball or shall we let it stagnate and die in the current world?"
Pokémon: Shadow Barkley
Origin: Barkley, Shut Up and Jam: Gaiden
Type (Base): Dark
Type (T-Rex Barkley): Dark/Dragon
Ability: Synchronize
Stats: 130/150/100/120/100/90 (680)
Notable Moves (Base): Verboten Jam*, Thunderbolt, Shadow Bolt, Moonlight, Poison Jab, Toxic Spikes, Shadow Ball
*Verboten Jam: Physical Dark-type, 130 BP, 100% Accuracy, 5/8 PP. No additional effect. Blocked by Bulletproof.
Notable Moves (T-Rex): Flamethrower, Fire Blast, Overheat, Earth Power, Dragon Tail, Tail Slap, Crunch, Leech Life, Howl, Sludge Bomb
Signature Z-Move: Chaos Dunk: Requires Verboten Jam. Physical Dark-type, 210 BP, hits everything on the field except the user.
Reasoning: The embodiment of Charles Barkley's dark side that split off from him during the Space Jam, who seeks to use the Ultimate B-Ball to perform a final Chaos Dunk and wipe out humanity so he, as the post-human, can usher in a new era of b-ball. (No, I'm not making this up.) Dark due to being made of Charles Barkley's dark thoughts and emotions (in other words a similar composition to the move Dark Pulse). Synchronize reflects how he can't be defeated by Charles Barkley until he sacrifices himself, because they're part of the same being or something.

Verboten Jam is one of Shadow Barkley's attacks - while in the game it will always KO the target, that gets fixed a lot more quickly in his home game, so it just becomes a really strong attack here. Since it's a basketball move it's blocked by Bulletproof. The Chaos Dunk is the ultimate b-ball technique - even a weaker one is basically a nuke, and a full-power Chaos Dunk can cause worldwide devastation, hence its hitting everything on the field. Moonlight is from Moon Regeneration, Poison Jab and Toxic Spikes from Plague Needler, and Shadow Ball from Dark Vortex.

T-Rex Barkley is his apparent "ultimate form". Dragon because T. rex (see Tyrantrum). Fire moves from Doomfire Death and whatever its other fire attack was (the former also gives Earth Power.) Dragon Tail and Tail Slap from its Tail Whip move. Crunch and Leech Life from Chomp Chomp Yum Yum. Howl from Battle Roar. Sludge Bomb from Dinosaur Spit.

For slate bonus: His entire character and motivation revolve around basketball, an Olympic sport.



This time we will succeed! Heavy Lobster, away!
Pokémon: Heavy Lobster
Origin: Kirby
Type: Fire
Ability: Hyper Cutter / Shell Armor / Heavy Metal
Stats: 90/110/130/100/90/50 (570)
Notable Moves: Crabhammer, Razor Shell, Guillotine, Flame Charge, Flamethrower, Sludge Bomb, Attack Order, Splash, Bounce, Heavy Slam, Steel Roller
Reasoning: This mechanical menace guards the Battleship Halberd from intruders. It blows out smoke constantly and is shown using its flamethrowers in official artwork, so I felt Fire was the best fit for its type. While you'd expect a lobster robot to be Water/Steel, it's not found anywhere near water (well, not until the Halberd crashes into the ocean), and it's made of gold (which is, inexplicably but consistently, not Steel-type in Pokémon). Crabhammer, Razor Shell, Guillotine, Hyper Cutter and Shell Armor are all things Kingler and Crawdaunt share in common. Heavy Metal because it's got "Heavy" in the name and is made of metal. Flame Charge because of how it charges at Kirby, Flamethrower because it does indeed have those. Sludge Bomb from its paint blob attack. Attack Order because it can shoot miniature versions of itself. Splash, Bounce and Heavy Slam because it jumps pretty darn high. Steel Roller is a reference to how it destroys the terrain (and is made of metal).

For slate bonus: Heavy Lobster is fought in Kirby Super Star's Arena - this is a reoccuring game mode in the series, but only Super Star's is really tournament-themed.
 
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Cookie Butter

formerly the someone

Pokémon: Demeter
Franchise/Origin: Fate/Grand Order
Typing: Steel/Grass
Ability: Harvest / Ripen / Natural Cure
Moves: Energy Ball, Solar Beam, Flash Cannon, Dazzling Gleam, Boomburst, Meteor Beam, Outrage, Thrash, Natural Gift, Fling, Pollen Puff, Body Slam, Cosmic Power, Recover, Recycle, Harden, Endure, Gravity, Rototiller, Clear Smog, Wish, Life Dew, Heal Pulse, Terrain Pulse, Grudge, Spite
Gigantamax Move: G-Max Star Plowing Harvest - Grass - Sets Leech Seed on the target(s).
Stats: 110/70/130/100/100/60 (570)
Reasoning: In Fate/Grand Order, Demeter, or more accurately the Interstellar Travel Resource Manufactury-Ship Demeter, is one of the Twelve Machine Gods, also known as the Twelve Olympians. Demeter's moves and abilities represent her authority as a resource management spaceship/harvest goddess, and also her boss battle mechanics. Her Gigantamax form is her spaceship form.

Pokémon: Ishtar
Franchise/Origin: Fate/Grand Order
Typing: Rock
Ability: Levitate / Dazzling / Long Reach
Moves: Power Gem, Meteor Beam, Stone Edge, Rock Wrecker, Flash Cannon, Dazzling Gleam, Stored Power, Arrow Shot, Rock Polish, Nasty Plot, Cosmic Power, Fly, Sky Attack, Teleport, Eruption, Earthquake, Earth Power, Rapid Spin, Fire Spin, Defog, Arrow Shot (See Orion)
Z Move: Mountain Range-Shaking Firewood of Venus (210 BP | Rock | Special | must know Meteor Beam)
Stats: 75/65/75/135/105/85 (540)
Reasoning: Ishtar is the Mesopotamian goddess of beauty, fertility, and war. In Fate/Grand Order she's an Archer class Servant possessing Rin Tohsaka's body. Rin Tohsaka's magecraft is centered around gems, which is reflected on Ishtar's in-universe Skills and attacks, so I went with pure Rock-type for her. A big part of Ishtar's legend is destroying a mountain which is similar to Tyranitar I guess. Her Z-Move is based on her Noble Phantasm in which she uses the power of Venus to destroy things (in-universe it's based on her destroying a mountain), and Meteor Beam gathers power from space so that fits also. In F/GO, she also hosts the Dead Heat Summer Race, a competitive racing event, so she gets bonus for this slate.
 
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Voting has started. You have (slightly less than) one week to vote.
KirbyRider1337's Palutena
Rasdanation's Monkey
Leafsaber47's Flint
Leafsaber47's Blemishine
Mygavolt's Neptune
Mygavolt's Magilou
Ninetales Dragons' Aphrodite
Ninetales Dragon's Athena
ToadBrigade's Toadette
supermario1096's Kazuya
Pika Xreme's Kracko
Pika Xreme's Delmon Master
Pika Xreme's Oblobble
Pika Xreme's Barkley (spoiler version)
Pika Xreme's Heavy Lobste
Cookie Butter's Demeter
Cookie Butter's Ishtarr
 
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Congratulations to Cookie Butter (twice) and Mygavolt, for winning with Demeter, Ishtar and Magilou.

No bonus theme for this slate but it's been two months since our last item side-slate so...

It's time for the Item Side-Slate to return. Along with your regular submissions you can also submit items from other video game franchises. Try ensure your items have a similar viability of those already used in Pokemon. Weapons like the Energy Sword do not count as items but can be included as signature moves in regular submissions.

Have fun!
 

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