Pet Mod [Gen 8] Crossover Chaos


Congratulations to Ninetales Dragons, Cookie Butter and Gravity Monkey for winning with Isaac, Bloons and Nunu & Willump. I broke the tie between Nunu & Willump and Water Vellumental.

The current slate is for characters that toe the line of morality and don't fit into typical 'good' or 'bad' archetypes. These characters may have good intentions but immoral means, have been both a hero and villain, corrupted or tricked into doing evil things or just plainly follows their own agenda for their own benefit.

As always submissions for the current slate close in one week.
Have fun!
 
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Resubmissions again, but hey, as long as they work.


"Still, we have no choice but to eliminate those who cling to unreasonable ideas of justice. Even if our enemies are the gods themselves...we must never lose sight of our goal. [...] It's not possible to change the world without sacrifice. Dying for the greater good is not a death in vain."
Pokémon: Edelgard von Hresvelg (Eviolite-compatible)
Type: Fire
Ability: Steelworker
Moves: Fire Lash, Axe Strike (from Camilla), Incinerate, Flamethrower, Night Shade, Dark Pulse, Giga Drain, Dazzling Gleam, Return, Frustration, Strength, Slash, Double Hit, Superpower, Sacred Sword, Submission, Brick Break, Stone Edge, Rock Slide, Rock Tomb, Smack Down, Aerial Ace, Night Slash, Leaf Blade, Fury Cutter, Smart Strike, Fury Attack, Icicle Spear, Chip Away, Cut, False Swipe, Thunderbolt, Arrow Shot (from Orion), Air Slash, Close Combat, Fire Punch, Dragon Claw, Comet Punch, Mega Punch, Meteor Mash, Shadow Punch, Mach Punch, Bullet Punch, Blaze Kick, Mega Kick, Swords Dance, Recover, Heal Pulse, Wish
Stats: 90/110/70/90/70/80 | 510 BST
Reasoning: Base stats are calculated exactly the same way as those of Corrin and Camilla, using Noble stat growths for this stage. Fire-type because Fire is the first black magic she learns, and in Part I she takes on a secret identity as the Flame Emperor. (Also, she possesses the Crest of Flames.) Steelworker because she isn't armored but is most proficient with axes and swords. In FE3H, units can equip a wide variety of weapons depending on their class and weapon experience. (For the sake of simplicity, let's say that Edelgard can equip whatever, whenever.) Therefore, I took a bit of Corrin's and Camilla's movepools and made some additions including Icicle Spear for lances, Arrow Shot for bows, Air Slash for Hexblade, punching and kicking moves for brawling (including Dragon Claw because of the gauntlets called Dragon Claws), Recover for a Combat Art called Healing Focus, Fire Lash for physical STAB, and less conventional moves for the magics that she learns by gaining Reason and Faith experience.
  • Black Magic: Fire (Incinerate), Bolganone (Flamethrower)
  • Dark Magic: Luna Λ (Night Shade), Hades Ω (Dark Pulse)
  • White Magic: Heal/Recover (Heal Pulse, Wish), Nosferatu (Giga Drain), Seraphim (Dazzling Gleam)


Evolution: Emperor Edelgard
Type: Fire/Steel
Ability: Imperial Lineage - If the user is switched in during a turn, then the user takes half damage from special attacks for the rest of that turn.
Added Moves: Sacred Fire, Raging Storm*, Magma Storm
*Steel, Physical, 70 BP, 70% Acc, 5 PP | Priority +1. 30% chance to flinch.
Z-Move: Raging Flames - Fire, Physical, 190 BP | Creates a sea of fire for 4 turns (like Fire Pledge + Grass Pledge). | Base: Sacred Fire | Z-Crystal: Adrestium Z
Stats: 105/130/80/110/80/80 | 585 BST
Reasoning: After the subject matter of the first inline spoiler is brought to light, Edelgard becomes the emperor of Adrestia. Her base stats and added Steel typing are based on the Emperor class, boasting armor and obviously better stat growths over the Noble class. Her Ability effect is translated from the Res +4 on Wait effect that Imperial Lineage gains when it upgrades to its plus version. Sacred Fire is a nod to her promotion to Emperor, Raging Storm is the special Combat Art of her signature Hero's Relic (Aymr) (roughly translated for the sake of balance), Magma Storm is a rough translation of Flickering Flower (the Combat Art learned through Emperor mastery), and her Z-Move is the Gambit of her signature battalion (Supreme Armored Co.).

Mega Evolution: Emperor Edelgard-Mega (Stone: Adrestianite)
Type: Dark/Steel
Ability: Hegemon Husk - Hard-coded on Emperor Edelgard-Mega. Her Fire-type attacks become Dark-type, and she takes half damage from Bug-, Fighting-, and Fairy-type attacks.
Stats: 105/120/130/100/140/90 (-10 Atk, +50 Def, -10 SpA, +60 SpD, +10 Spe) | 685 BST
Reasoning: As a last resort against the Kingdom of Faerghus, Edelgard had the power of her two Crests pushed to the limit, leading her fiery side to be extinguished and make room for her fate as a monstrous existence, hence Fire ==> Dark. Hegemon Husk is the name of the enemy that she has become, and the resistance aspect of this Ability comes from Monster Effect Null, an ability (in FE3H terminology) that she is guaranteed to have in this form. Because this Hegemon Husk is an NPC, instead of going by stat growths, I compared the stats of the final standard enemy Edelgard in Verdant Wind and Silver Snow to those of the final boss of Azure Moon to find a slight Speed buff and obligatory HP buff in exchange for defenses (especially physical) and power...although HP is stagnant in Mega Evolution, so she gets highly increased bulk instead.


"When I'm not fighting, I'm training for the next fight. It is all that I live for."

Pokémon: Walmart Walhart
Type: Steel/Ground
Ability: Conquest (Prism Armor clone)
Moves: Axe Strike (from Camilla), Iron Head, Smart Strike, Metal Claw, High Horsepower, Stomping Tantrum, Bulldoze, Bone Club, Return, Frustration, Strength, Slash, Double Hit, Superpower, Sacred Sword, Submission, Brick Break, Stone Edge, Rock Slide, Rock Tomb, Smack Down, Aerial Ace, Night Slash, Leaf Blade, Fury Cutter, Fury Attack, Icicle Spear, Chip Away, Cut, False Swipe, Thunderbolt, Rage, Taunt, Protect, Swords Dance
Stats: 125/160/110/30/70/90 | 585 BST
Reasoning: A Conqueror from the West, a big boss in the second arc of the game. But, in a paralogue, he can be convinced by Chrom to fight Grima, hence his relation to the theme. His base stats are calculated the same way as those of Camilla, except HP (*1) because that would make his BST undesirably high. He is an armored and mounted unit, the former obviously Steel and the latter...well, because of High Horsepower, I went with Ground. Conquest is his signature Skill, nerfed because outright negating weaknesses without a quad is kinda broken. The movepool is partly influenced by Corrin and Camilla, being sword and axe wielders while Walhart can wield both (as well as lances), and I threw in some additions relating to his Steel/Ground typing and combat in general.


(to Geist) "The boat came but you weren't there... Something else... something terrible was. That's how I died. I was crying for you the whole time. ...The next thing I knew, I was in this suit of armor. And you were there beside me."
Pokémon: Revenant Grace
Type: Ghost/Steel
Ability: Guardian Spirit - When the user takes direct damage, its Soul Smash, Soul Blaster, or Soul Cannon (randomly chosen per occasion) regains 1 PP if it can.
Signature Moves
  • Soul Smash - Ghost, Physical, 75 BP, 100% Acc, 20 PP
  • Soul Blaster - Ghost, Physical, 75 BP, 100% Acc, 15 PP | Hits all adjacent foes.
  • Soul Cannon - Ghost, Physical, 110 BP, 85% Acc, 5 PP
  • Possession - Ghost, Other, 5 PP | The user's soul leaves its body to possess another. | The user switches out. It and its replacement are cured of status conditions, and its replacement is affected by Safeguard and Trick-or-Treat, which both wear off at the same time: in five turns or if the replacement switches out.
  • Possessed - Ghost, Other, 10 PP | A portion of the target's soul is transferred to the user. | Deals half the target's remaining HP in damage. The user regains HP equal to the damage dealt. Also cures status conditions of the target and user.
Other Moves: Gyro Ball, Heavy Slam, Smart Strike, Brick Break, Low Kick, Low Sweep, Rock Smash, Mega Punch, Strength, Foul Play, Knock Off, Night Slash, Feint Attack, Stomping Tantrum, Night Shade, Protect, Taunt, Torment, Block
Stats: 120/80/120/50/120/50 | 540 BST
Reasoning: Revenant, holder of the Guardian asterisk, is a juvenile spirit (Ghost) who uses a suit of armor (Steel) as a physical form. His signature moves are Guardian skills, and his Ability is the specialty of the job. Other moves are extrapolated as capabilities of a walking suit of armor with a ghastly soul and the motivation to stop at nothing in the name of his blood-stained father. He is always on the side of Geist, who takes the side of the kaiser until convinced otherwise.


Spire travels the galaxy as a bounty hunter searching for information on the location, or fate, of the rest of his people.
Pokémon: Spire
Type: Rock/Fire
Ability: Sturdy / Mountaineer (from CAP) / Mega Launcher
Signature Move: Magmaul - Rock, Special, 100 BP, 95% Acc, 10 PP | Boosted by Mega Launcher. Combined efficacy with Fire (i.e. Flying Press variant). If the user is Spire, then this burns the target.
Other Moves: Charge Shot (from Samus), Fire Blast, Flamethrower, Lava Plume, Power Gem, Ancient Power, Earth Power, Aura Sphere, Dark Pulse, Water Pulse, Ice Beam, Focus Blast, Lock-On, Zap Cannon, Flash Cannon, Solar Beam, Hyper Beam, Sonic Boom, Psywave, Charge Beam, Defense Curl, Rollout, Rock Blast, Rock Polish, Flame Charge, Rapid Spin, Burn Up, Scald, Rock Climb, Will-O-Wisp, Stealth Rock, Spikes
Stats: 105/80/95/145/95/85 | 605 BST
Reasoning: From a handheld spinoff of a critically acclaimed side series, Spire is nigh identical to Samus, so numerous aspects are borrowed from her: base stats, Mega Launcher, the primary effects of Magmaul, and most of the movepool (the rest of which is derived from Coalossal or extrapolated). He is a rocky creature immune to lava, thus Rock/Fire with Sturdy. Mountaineer and Rock Climb are based on his alt form, Dialanche, which is capable of scaling walls. His signature weapon is the Magmaul, which shoots out flaming rocks and, if used by him alone, deals residual damage after a charge shot.
 
Not sure if it would count when brought into the corporation due to its nasty habit of beheading people fearing that a worse fate would befall them, but considering that it invaded peoples' privacy a lot in the past in order to keep them safe from a threat it was told about in advance, well...
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"A month later, we came to this conclusion: There was no such 'beast' in the forest."
Pokémon: Big Bird
Type: Dark
Abilities: Compound Eyes / Keen Eye / Illuminate
New Move: Alluring Lantern (Fire-type Status move. The target's defenses are doubled, but if they fail to switch out immediately, they will be trapped, the doubled defenses will be removed, and all attacks from the user will crit. Kinda like Yawn but much worse.)
Moves: Hypnosis, Dazzling Gleam, Flash, Flash Cannon, Shadow Ball, Night Daze, Night Shade, Dark Pulse, Shadow Claw, Crunch, Psychic Fangs, Fire Punch, Pluck, Peck, Drill Peck, Flamethrower, Hyper Fang, Confuse Ray, Assurance, Throat Chop, Gyro Ball, Nasty Plot, Follow Me
Stats: 120/93/100/100/67/50 [BST 530]
Reasoning: Compound Eyes and Keen Eye because of its myriads of eyes, which allow it to see clean through the forest. It carries a lantern that it used up its feathers on to see in the dark, so that's Illuminate and Fire Punch. (Flamethrower too, considering its JP name is Flame Emission and I can imagine a piece of the flame coming loose) Speaking of the dark, if this thing breaches, it plunges the entire department it's in into darkness, so that's the Ghost and Dark moves. (minus Crunch, but we'll get to that...) In fact, it also helps explain the Dark typing, not to mention this thing's basically if Absol became a serial killer to prevent victims from suffering worse fates, so Assurance might be it trying to beat another possible cause of death to the punch, the motives themselves being NP. It uses its lantern to enchant employees, and eventually they're rendered out of control and head towards Big Bird if not evacuated in time, allowing Big Bird to behead them, hence Confuse Ray, Follow Me, and Hypnosis.
Big Bird is slow and bulky, just like in Lobotomy Corporation when breaching. Crunch, Psychic Fangs, Pluck, Drill Peck, Hyper Fang, and Peck are from how it splits open people's necks with its beak due to the aforementioned reason of preventing said people from suffering worse fates. (Psychic Fangs in particular... Arrokuda and Lillipup both happen to get that move.) There's five tiers of Abnormality in Lobotomy Corporation, Big Bird being a WAW. Considering that WAWs are the second-highest tier of Abnormality, they'd probably best be comparable to mons like Gyarados and Dusknoir, so a BST in 520s-550s would work.
As for how its bulk is distributed and why it's a mixed attacker, here's four damage categories in Lobotomy Corporation: Red, White, Black, and Pale, which respectively pretty much translates into Physical, Mental, Physical+Mental, and Soul-based attacks respectively. Big Bird deals Black damage in containment, so though it may be a bit murky, moves that could be considered Special are more likely to end up as Black damage than as Red damage, so it has fair SpA. Of course, the decapitation habits mean its Attack isn't far behind, and when on the loose, it's stronger against Black and Red damage (the two damage categories that deal physical harm), but weaker against mental and soul-based attacks, the latter category very easily pointing towards a lower SpD. (Defense is 80 / Red Damage Multiplier (0.8), SpD is 80 / White Damage Multiplier (1.2), with said damage multipliers being the most tame resist and weakness respectively) Finally, light moves are attributed to its lantern and how its eyes can be seen in the dark, but along with its 120 HP not being higher, they're also a surprise tool that'll help us later.
As for Gyro Ball, many circular mons get it, as well as things like Skwovet. Fair game for Big Bird.

And have this resub. He wasn't always that bad and helps you against the final boss due to finding her schemes too authoritarian for his taste (note that none of the boss characters in the game are affiliated with one another), but nonetheless is still a dealmaker who yanks out souls and disposes of contractors with nothing left to do.

"AHAHAHAHA! FOOOOOOOOOOOOOOOOOOOOOLLLLLLLL!!"
Pokémon: The Snatcher
Origin: A Hat in Time
Type: Ghost
Abilities: Broken Potion (Renamed Disguise. Snatcher's vulnerable form is Snatcher-Blue.) (Flavor: The first attack to hit Snatcher breaks a potion, getting some blue on him. The attack also manages to land a bit of damage on him, but not much.)
Notable moves: Potion Throw (From Plague Knight), Fling, Shadow Ball, Dark Pulse, Shadow Sneak, Phantom Force, Lock-On, Psychic, Telekinesis, Poltergeist, Rain Dance, Minimize, Thunderbolt, Thunder, Earth Power, Double Team, Bulldoze, Grass Knot, Attack Order, Infestation, Outrage, Nasty Plot, Seed Bomb, Lash Out
Stats: 50/95/70/125/115/80 [BST 535]

Reasoning: Ghost due to being a shadowy entity with death powers. He also was once a human, undergoing his transformation after a misunderstanding when his lover spotted him buying flowers from some woman for her, the poor princess thinking it wasn't just a transaction. Broken Potion because he's invulnerable during the first half of the fight, the second half kicking in once one of the blue potions fails to detonate on impact and said potion is thrown back at him. Potion Throw and Fling because he throws potions at you. Shadow Ball and Dark Pulse because he can use darkness powers and hey it's STAB. Shadow Sneak because he makes swift movements phasing in and out of the ground in his boss fight, as well as one of his attacks having two Snatchers, where you have to hit the right one instead of a fake (that's Double Team), and Phantom Force because he can phase in and out of the ground. Lock-On because of the reticles appearing on the ground in his boss fight and how he keeps one of those potions above you for a little while until it finally crashes into the ground. Psychic, Telekinesis, and Poltergeist due to handling said potions, Rain Dance because the places where Hat Kid goes to collect his contracts are somewhat stormy, Minimize because he can change his own size at will, Thunderbolt and Thunder because in Death Wish mode, Some of his ultimate form's lasers spread electricity, and the beams that strike Hat Kid to collect her soul are reminiscent of lightning anyway. Earth Power because of said lasers, Bulldoze because he can emerge from the ground and trips Hat Kid whenever he does, Grass Knot because dark, thorny plants mark where you collect the last three contracts, Attack Order and Infestation because he uses his own minions in his fight, Outrage is Imperial Rage and testing his patience is a bad idea, and Nasty Plot because of his dealmaking shenanigans and general demeanor. Seed Bomb because he summons exploding apples when Hat Kid is facing off against the final boss. Also Lash Out because he wasn't always the villain he is, and again, not taking the contract is a bad idea.

And now it's time for me to take my own crack at this character. Active in resolving shenanigans in her region and yet raids people out of their belongings.

"Move and I'll shoot! ...I messed up. I mean, shoot and I'll move. Right away."
Pokémon: Marisa Kirisame
Type: Normal
Abilities: Magician / Own Tempo / Immunity
New move: Magic Absorber (Protects user against moves that aren't Physical. +1 SpA upon successful protection from an enemy move.)
New move: Master Spark (110BP, 70% accurate Normal-type Special move. 10PP. 10% chance to inflict Burn or Paralysis, with equal chance. )
Notable moves: Potion Throw (From Plague Knight), Giga Impact, Double-Edge, Hyper Beam, Ice Beam, Dark Pulse, Shadow Ball, Burning Jealousy, Flamethrower, Fire Blast, Overheat, Thunderbolt, Rapid Spin, Dazzling Gleam, Charge Beam, Aurora Beam, Protect
Stats: 70/110/58/135/82/115 [BST 570]

Reasoning: Normal because normal human gone powerful incident resolver. Magician is from how she, well, is a magician and has nasty kleptomaniac habits. Own Tempo because the insanity-inducing sight of the True Full Moon did nothing to her, Marisa herself citing possible insanity as the reason. Immunity because poison doesn't work on her either; Not only is the toxic Forest of Magic where she makes home, but mercury poisoning does nothing to her. Magic Absorber is her spellcard in Double Dealing Character if she forgoes the corrupted Mini Hakkero (That's Dark Pulse, Burning Jealousy, and Shadow Ball), which absorbs all bullets it touches and converts them into stuff that can benefit Marisa. Master Spark is her bread and butter, a powerful laser that cleaves through everything, and that gives her Hyper Beam. Statline time, she's somewhat fast and very hard-hitting, as she's one of the faster characters in-game and is much more of an offensive character, what with those lasers and all. But then there's that Attack stat, which stems from her having access to powerful ramming moves and a hip bash that in the pre-HM fighters, can send the target flying across the arena. Yeah, Giga Impact and Double-Edge there make sense. She also throws potions in those titles, so Potion Throw. She has plenty of beam moves because she attacks with lasers. Ice Beam in particular can stem from the Winter variant of the Master Spark, utilized in HSi4S. And her Hakkero's on fire so there's your fire coverage. Also Rapid Spin for how she throws people into her urban legend in the post-HM fighters.
 
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"Too late, human - tonight is the end of our bloodstained history!"
Pokémon: Tor
Origin: Iji
Type: Steel
Ability: Battle Armor
Stats: 150/100/120/120/90/40 (620)
Notable Moves: Charge Beam, Flash Cannon, Steel Beam, Hyper Beam, Focus Blast, Bounce, Heavy Slam, Stomp, Earthquake, Earth Power, Psycho Cut, Shadow Claw, Eruption, Deploy Missiles (see Galleom)
Reasoning: A general in the Komato Imperial Army and the final boss of Iji. While he's technically leading an invasion to wipe out the Tasen, he doesn't really want to do it (and seems like a pretty reasonable guy all things considered), as he simply doesn't think he can change the minds of his people who *do* want all the Tasen dead. He's Steel-type because he fights with a mech and is likely infused with nanomachines, the former fact is also why he has Battle Armor. Charge Beam because of both his "chargeballs" and how many of his weapons power up as he uses them, the former fact is also why he gets Focus Blast. Flash Cannon, Steel Beam and Hyper Beam because he's got a big ol' laser. Bounce and Heavy Slam because he can jump good. Stomp because he does that for two of his attacks, Earthquake and Earth Power because one of his stomps makes shockwaves across the ground. Psycho Cut and Shadow Claw because he has an attack named "Tyrian claw" that shoots cutter things. Eruption because he has an attack literally called that. Finally, Deploy Missiles because he has attacks involving rockets.
 

Cookie Butter

formerly the someone

First off, credits to Neosonic for making the original sub which I then edited
Pokémon: Yuri Lowell (Tales of Vesperia)
Type: Dark/Fighting
Ability: Justified/Skill Link
Moves: Dragon Swarm, Lone Wolf Charge, Fury Swipes, Arm Thrust, Comet Punch, Night Slash, Blaze Kick, Icicle Crash, Sacred Sword, Close Combat, Smack Down, Knock Off, Pursuit, Sucker Punch, Mach Punch, Sky Uppercut, Force Palm, Psycho Cut, Air Slash, Aerial Ace, Dual Chop, Shadow Claw, Vacuum Wave, Swords Dance, Focus Energy
Signature Moves
Dragon Swarm: Physical, Fighting-type, 25 BP, 100 Accuracy, 15 PP. Hits 2-5 times.
Lone Wolf Charge: Physical, Dark-type, 90 BP, 100 Accuracy. 20% chance to Flinch.
Signature Z-Moves:
Savage Wolf Fury - Upgrades from Yuri's Lone Wolf Charge with Abyssionium Z. Dark-type, base 40 power. Hits 5 times.
Heavenly Bladewing - Upgrades from Yuri's Psycho Cut with Vesperium Z. Psychic-type, base 200 power. Super-effective against Dark-types.
Stats: 90/120/80/60/80/130 (560)
Reasoning: Dark/Fighting type because he's a vigilante, a hoodlum like Scrafty and uses swords and axes in combat.
560 BST because another Tales of protagonist (Lloyd) has the same BST. Low SpA because he doesn't use magic at all.
Justified because of his actions as a vigilante.
Skill Link because he's the only character who can do infinite combos.
Moves are based on his moveset in his game of origin.
Z-Moves are based on his Mystic Artes AKA very strong attacks that can be used with certain conditions like Z-moves.

Pokémon: The Puppet
The Puppet has different forms. Similar to Basculin, the forms share everything except Ability.
Typing: Ghost
Abilities:
Fragile Circuitry - Adds Steel-type to this Pokemon if it doesn't have it, but also gives a weakness to Water-type and if the weather is Rain, and loses 1/8 of its maximum HP, rounded down.
Bad Dreams (Nightmarionette)
Shadow Tag (Phantom Puppet)
Moves: Damaging - Present, Secret Power, Pursuit, Foul Play, Hex, Beat Up, Night Shade, Knock Off, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Flamethrower, Fire Blast
Status - Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat
Signature Moves:
Jumpscare - Ghost-type Glare clone. Z-Power Effect: Curses target.
Give Gifts Give Life -
|
| 0 BP | 10 PP | 100% | At the end of the next turn, the Pokemon at the user's position has 1/2 of its maximum HP restored to it. Never-Ending Nightmare BP: 200.
Shove Into Suit -
|
| 90 BP | 10 PP | 100% | Causes the target to become a Steel type.
Stats: 70/90/60/80/90/110 (500)



"Shhhhhh, there is room for one more."
Changes into the Lefty form when holding the L.E.F.T.E. (Lure Encapsulate Fuse Transport and Extract)
Form: Lefty
Typing: Ghost/Steel
Abilities: Disguise
Stats: 70/130/120/80/110/90 (600)

Reasoning: The Puppet does things.
Slate bonus because The Puppet is a merciless animatronic that kills innocent security guards and burns down buildings just to get one man, the serial killer who killed her and other children.
 
Pokemon: Tingle (Legend of Zelda)
Type: Normal/Fairy
Abilities: Balloon Trip (When this Pokemon holds an Air Balloon, the item cannot be knocked off, destroyed, or removed in any way. The move Present always has 120 Power) / Fairy Aura
Signature Move:
Rupee Shot | Fairy | Physical | Power: 50 | Accuracy: 100 | 32 PP | Hits 2 times. This move strikes the foe's Special Defense. It also provides a Payday effect.
Stats: 99 / 103 / 63 / 99 / 103 / 103 (Total: 570)
Other Notable Moves: Fairy Lock, Play Rough, Bullet Seed, Foresight, Teeter Dance, etc.
Reasoning: Tingle has returned once again from returning once again. He had two of his very own games, and both of them are referenced here, with his motivations within them being highly selfish, especially in the first one. Balloon Trip calls to a time when he went around with a magic balloon, which allowed him to travel through even time itself to find the perfect gifts for the women he fancied. Rupee Shot takes inspiration from a time when Tingle's sole purpose was to gather an immense number of Rupees (currency), and in the end used them as a magical weapon powered by fairy magic. His access to Celebrate is reminiscent of the trademark way he accompanies his catchphrase: "Tingle Tingle Kooloo Limpah!"
 

"What greater weapon is there than to turn an enemy to your cause? To use their own knowledge against them?"
Pokemon: Bastila Shan
Franchise:
Star Wars
Type:
(+
for Bastila Shan - Dark)
Ability: Servant of the Light Side, Call of the Dark Side
Servant of the Light Side: Restores 25% of HP after knocking out a Pokemon.
Call of the Dark Side: Raises Special Attack by one stage and changes form to Bastila Shan - Dark after knocking out a Pokemon.


Notable Moves: Battle Meditation, Psychic, Psyshock, Future Sight, Psycho Cut, Secret Sword, Sacred Sword Focus Blast, Aura Sphere, Vacuum Wave, Calm Mind, Agility, Recover, Substitute, Rest, Light Screen, Reflect, Meditate, Telekinesis, Nasty Plot, Dark Pulse, Thunderbolt, Thunder, universal moves such as Protect and Substitute.
Battle Meditation: -- BP | -- Accuracy |
|
| 5(8) PP | For the next 5 turns Bastila Shan and ally Pokemon have the chance of secondary effects of moves doubled and are immune to secondary effects from opposing Pokemon.


Stats: 74 / 66 / 89 / 126 / 107 / 93 (555 BST)

Reasoning: Basilta Shan was a Jedi Knight who was part of the team who was sent to capture Darth Revan in Star Wars: Knights of the Old Republic. Towards the end of the game she falls to the dark side where she becomes an apprentice of the Sith Lord, Darth Malak. If Revan remains on the light side, they are able to save Bastila, bring her back to the light side and defeat Darth Malak and the destroy the Star Forge. If Revan returns to the dark side however, he and Bastila take over the Sith (a whole empire, not just two of them) and defeat the Jedi with the power of the Star Forge.

As a Jedi, Bastila has access to typical Force-related powers including telekinesis, being adept at using a lightsaber as well as being able to hone her powers through meditation. As a dark side user, she also can use dark side powers such as Force lightning. A rare ability among any Force user is Battle Meditation. This ability allowed Bastila to enhance the abilities of her allies in battle by boosting their morale and honing their intent on victory while having the opposite effect on opposing forces. It was as if all luck went the way of Bastila and her allies.
 
Voting starts now. You have one week to vote for your three favourite submissions.

Also next slate will have an additional side slate for submitting items. More info when the next slate begins.
 

Congratulations to Mygavolt, KeeganSkymin4444 and KirbyRider1337 for winning with Edelgard, Tingle and Marisa Kirisame. Mygavolt has earned the title, Poker Night at the Inventory.

In addition to the regular anything goes slate this week you have the opportunity to submit items from other video games series. Keep in mind that items in Pokemon tend to have passive effects rather than be weapons. Also try ensure your items have a similar viability of those already used in Pokemon (so no broken Star Man power up that grants the holder invincibility).

As always submissions for the current slate close in one week.
Have fun!
 

Item: Annoying Dog
Franchise: Undertale
Effect: When the holder of this item is attacked, Annoying Dog absorbs the attacker's item and replaces it with Dog Residue.
Fling: 20 BP and effect occurs.

Item: Dog Residue
Franchise: Undertale
Effect: Does nothing
Fling: 5 BP
 
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Item: Franklin Badge
Franchise: MOTHER
Fling BP: 30
Effect: Halves damage against non-contact Electric-type moves. When targeted by such a move, the holder uses said move against the user afterward.

Item: Back Shield
Franchise: Kid Icarus
Fling BP: 30
Effect: Protection moves cannot be broken.

Gonna put in two resubs from recent

"AHAHAHAHA! FOOOOOOOOOOOOOOOOOOOOOLLLLLLLL!!"
Pokémon: The Snatcher
Origin: A Hat in Time
Type: Ghost
Abilities: Broken Potion (Renamed Disguise. Snatcher's vulnerable form is Snatcher-Blue.) (Flavor: The first attack to hit Snatcher breaks a potion, getting some blue on him. The attack also manages to land a bit of damage on him, but not much.)
Notable moves: Potion Throw (From Plague Knight), Fling, Shadow Ball, Dark Pulse, Shadow Sneak, Phantom Force, Lock-On, Psychic, Telekinesis, Poltergeist, Rain Dance, Minimize, Thunderbolt, Thunder, Earth Power, Double Team, Bulldoze, Grass Knot, Attack Order, Outrage, Nasty Plot, Lash Out, Seed Bomb
Stats: 50/95/75/125/115/80 [BST 540]

Reasoning: Ghost due to being a shadowy entity with death powers. He also was once a human, undergoing his transformation after a misunderstanding when his lover spotted him buying flowers from some woman for her, the poor princess thinking it wasn't just a transaction. Broken Potion because he's invulnerable during the first half of the fight, the second half kicking in once one of the blue potions fails to detonate on impact and said potion is thrown back at him. Potion Throw and Fling because he throws potions at you. Shadow Ball and Dark Pulse because he can use darkness powers and hey it's STAB. Shadow Sneak because he makes swift movements phasing in and out of the ground in his boss fight, as well as one of his attacks having two Snatchers, where you have to hit the right one instead of a fake (that's Double Team), and Phantom Force because he can phase in and out of the ground. Lock-On because of the reticles appearing on the ground in his boss fight and how he keeps one of those potions above you for a little while until it finally crashes into the ground. Psychic, Telekinesis, and Poltergeist due to handling said potions, Rain Dance because the places where Hat Kid goes to collect his contracts are somewhat stormy, Minimize because he can change his own size at will, Thunderbolt and Thunder because in Death Wish mode, some of his ultimate form's lasers spread electricity, and the beams that strike Hat Kid to collect her soul are reminiscent of lightning anyway. Earth Power because of said lasers, Bulldoze because he can emerge from the ground and trips Hat Kid whenever he does, Grass Knot because dark, thorny plants mark where you collect the last three contracts, Attack Order because he uses his own minions in his fight, Outrage is Imperial Rage and testing his patience is a bad idea, and Nasty Plot because of his dealmaking shenanigans and general demeanor. Seed Bomb and Grav Apple because he summons exploding apples when Hat Kid is facing off against the final boss. Also Lash Out because of his rough past, and again, not taking the contract is a bad idea.


"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 slow 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.

And new boi because I only thought of him for last slate too late

An immortal and genderless godlike figure, Chaos was originally the peaceable leader of the Chao. But, after an incident many millennia ago, its goodness turned to evil.
Pokémon: Chaos
Type: Water/Fairy (Perfect Chaos is Water/Dark)
Abilities: Bulletproof / Water Veil / Hydration (Perfect Chaos has Primordial Sea)
Moves: Life Dew, Water Pulse, Minimize, Acid Armor, Ice Punch, Icy Wind, Ice Beam, Recover, Earthquake, Drill Run, Liquidation, Surf, Scald, Sky Uppercut, Dig, Rock Climb, Waterfall, Misty Terrain, Misty Explosion, Rain Dance, Play Rough, Dazzling Gleam, Lash Out, Aqua Tail, Crunch, Double Team, Power Whip, Dive
Stats: (Chaos 0) 75/105/65/80/85/90 [BST 500]
(Chaos 1) 85/115/75/80/85/70 [BST 510]
(Chaos 2) 85/115/85/80/95/60 [BST 520]
(Chaos 4) 95/115/85/80/95/70 [BST 540]
(Chaos 6) 125/115/75/90/105/50 [BST 560]
(Perfect Chaos) 125/135/105/135/120/40 [BST 660] (It Mega Evolves from Chaos 6 using the Final Chaos Emerald as a Mega Stone.)
Reasoning: Water because it is. Fairy because not only is it a mutant chao (which is reminiscent of mons such as Clefairy), but it's also revered as a deity and it has its own sacred dominion, kinda like the Tapus. (Tapu Bulu comes to mind first and foremost, since an attempt at trying to take its sacred land ended horribly for the people who attempted to take it) This is removed in favor of Dark for Perfect Chaos because of it drawing from the Negative energy of the Chaos Emeralds to power up. Bulletproof because it is, Water Veil because it's made of water, and same goes for Hydration, which can help remove impurities. Lash Out because its past trauma caused its rampage both in Tikal's time and in ours. Earthquake and Ice coverage because it has that in Sonic Adventure 2: Battle's multiplayer, the latter also because most Water-types have Ice-type coverage. Play Rough is mandatory STAB. Power Whip because it stretchy, Sky Uppercut because of its three-hit combo in said SA2:B multiplayer, Dig and Rock Climb because it has Knuckles' and Rouge's gamemode for that, Aqua Tail because Chaos 4 does that, Crunch because Chaos 6 does that, and Double Team because Chaos 2 splits into many small blobs.

Also not many subs for croissants themselves are showing up. Resub time.

"A month later, we came to this conclusion: There was no such 'beast' in the forest."
Pokémon: Big Bird
Type: Dark
Abilities: Compound Eyes / Illuminate / Keen Eye
Moves: Hypnosis, Dazzling Gleam, Flash, Flash Cannon, Shadow Ball, Night Daze, Night Shade, Dark Pulse, Shadow Claw, Crunch, Psychic Fangs, Fire Punch, Pluck, Peck, Drill Peck, Flamethrower, Hyper Fang, Confuse Ray, Assurance, Throat Chop, Gyro Ball, Nasty Plot, Follow Me, Will-O-Wisp
Stats: 120/93/100/100/67/50 [BST 530]
Reasoning: Compound Eyes and Keen Eye because of its myriads of eyes, which allow it to see clean through the forest. It carries a lantern that it used up its feathers on to see in the dark, so that's Illuminate, Will-O-Wisp, and Fire Punch. (Flamethrower too, considering its JP name is Flame Emission and I can imagine a piece of the flame coming loose) Speaking of the dark, if this thing breaches, it plunges the entire department it's in into darkness, so that's the Ghost and Dark moves. (minus Crunch, but we'll get to that...) In fact, it also helps explain the Dark typing, not to mention this thing's basically if Absol became a serial killer to prevent victims from suffering worse fates, so Assurance might be it trying to beat another possible cause of death to the punch, the motives themselves being NP. It uses its lantern to enchant employees, and eventually they're rendered out of control and head towards Big Bird if not evacuated in time, allowing Big Bird to behead them, hence Confuse Ray, Follow Me, and Hypnosis.
Big Bird is slow and bulky, just like in Lobotomy Corporation when breaching. Crunch, Psychic Fangs, Pluck, Drill Peck, Hyper Fang, and Peck are from how it splits open people's necks with its beak due to the aforementioned reason of preventing said people from suffering worse fates. (Psychic Fangs in particular... Arrokuda and Lillipup both happen to get that move.) There's five tiers of Abnormality in Lobotomy Corporation, Big Bird being a WAW. Considering that WAWs are the second-highest tier of Abnormality, they'd probably best be comparable to mons like Gyarados and Dusknoir, so a BST in 520s-550s would work.
As for how its bulk is distributed and why it's a mixed attacker, here's four damage categories in Lobotomy Corporation: Red, White, Black, and Pale, which respectively pretty much translates into Physical Attacks, Mental Attacks, Physical+Mental complexes that manifest as pain in both the area of damage and the mind, and Death powers respectively. Big Bird deals Black damage in containment, so though it may be a bit murky, moves that could be considered Special are more likely to end up as Black damage than as Red damage, so it has fair SpA. Of course, the decapitation habits mean its Attack isn't far behind, and when on the loose, it's stronger against Black and Red damage (the two damage categories that deal physical harm), but weaker against mental and soul-based attacks, the latter category very easily pointing towards a lower SpD. (Defense is 80 / Red Damage Multiplier (0.8), SpD is 80 / White Damage Multiplier (1.2), with said damage multipliers being the most tame resist and weakness respectively) Finally, light moves are attributed to its lantern and how its eyes can be seen in the dark, but along with its 120 HP not being higher, they're also a surprise tool that'll help us later.
As for Gyro Ball, many circular mons get it, as well as things like Skwovet. Fair game for Big Bird.
 
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Don't forget to add the power of the item when thrown via Fling!

Pokemon: Water Vellumental
Type: Water/Dragon
Ability: Storm Drain
Signature Move: Wash Away
- Type: Water
- Classification: Status
- Accuracy: --
- PP: 20 (max 32)
- Effect: Targets the whole field, including the user. Removes hazards, screens, terrain effects, and semi-trapping effects.
Stats: 108/95/82/110/100/85 (Total: 580)
Notable Moveset: Hydro Pump, Surf, Scald, Water Spout, Water Pulse, Water Gun, Aqua Tail, Waterfall, Liquidation, Flip Turn, Dragon Pulse, Dragon Breath, Draco Meteor, Twister, Dragon Claw, Dragon Tail, Dragon Rush, Bite, Crunch, Hurricane, Gust, Wing Attack, Dual Wingbeat, Fly, Dragon Rage, Whirlpool, Slash, Dragon Dance, Aqua Ring, Roost, Soak, Stockpile, Spit Up, Swallow, Roar, Whirlwind, Mist, Water Sport
Overview: The Water Vellumental is one of the Vellumental bosses in Paper Mario: the Origami King. As a Vellumental, it has powerful techniques and near complete control of its element, and it takes the form of a dragon, thus its typing is rather cut and dry. It absorbs water to unleash its most devastating attack, which is why it has Storm Drain, and during the battle, it wipes the field clean of the panels Mario moves with water tornadoes, which is where its signature move Wash Away comes from. Its stat total mirrors that of a member of a legendary trio, due to the Vellumentals being essentially that within Origami King. The various things it does in battle inspire its notable moves, including water attacks and manipulation, bites, wing strikes, tail attacks, and whirlpools. Some moves were added due to virtue of similar real Pokemon getting those moves, Slash was added due to paper cuts, and Roost was added since it lands during the fight to rest after its big attack.

Item: Clear Bomb
Franchise: Bug Fables
Fling Power: 10
Effect: When thrown via Fling or the holder is struck by an attack, acts as the move Haze. Consumable.

Item: Ghost Glove
Franchise: Shovel Knight
Fling Power: 30
Effect: The user's punching moves are considered non-contact and are boosted by 1.2x in power, 1.5x if the move is Shadow Punch.

Item: Ender Pearl
Franchise: Minecraft
Fling Power: 10
Effect: When using the last move in the user's movepool, the item will be consumed, and the user will lose 1/8th of their max HP and then switch out at the end of the turn unless they have fainted or they already were switched out (via pivoting or phasing). Can also be used as a Shed Shell, will consume the item if the user switches when otherwise unable to do so.
 
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Item: Super Mushroom
Franchise: Mario
Effect: Upon switching in, halves damage taken from the first attack used on them. Consumed after use.
Fling Power: 10 BP and activates effect.

Item: P-Up, D-Down
Franchise: Paper Mario
Effect: Upon switching in, boosts either Attack or Special Attack by one stage depending on which is higher, but lowers the respective defense stat by one stage.
Fling Power: 30 BP

Item: D-Up, P-Down
Franchise: Paper Mario
Effect: Upon switching in, boosts Defense or Special Defense by one stage depending on which is higher, but lowers the respective attacking stat by one stage.
Fling BP: 30 BP
 
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T.I.A.

formerly Ticktock
ALL ITEMS! (I'm guessing only 5, right?)

Item: Mr. Saturn
Franchise: Earthbound
Effect: When thrown or upon using a contact move, breaks any barrier or protection on the opponent's side.
Fling Power: 10 BP and activates effect.

Item: Timer
Franchise: Super Smash Bros.
Effect: Upon switching in, lowers all opponent's Speed by 2, but also has a 20% chance to give it to the user as well.
Fling Power: 10 BP and lowers the opponent's Speed by 1.

Item: Poison Mushroom
Franchise: Mario
Effect: Upon switching in, doubles damage taken from the first attack used on them. Consumed after use.
Fling Power: 10 BP and activates effect.

Item: Boomerang
Franchise: A lot, but mostly Mario
Effect: Does nothing on its own
Fling Power: Acts like Boomerang in BP, accuracy, and effects.

Item: Freezie
Franchise: Mario
Effect: When the target uses a contact move, negates the move used and instead freezes them unless the target is an Ice or Fire-type. Consumed after use.
Fling Power: 30 BP and freezes the target. Does not freeze Fire-types.
 
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