Pet Mod [Gen 8] Crossover Chaos

Mygavolt's Peewee Piranha
Pika Xreme's Kae
leafsaber47's Flint

Thick Fat Pikablu's Red Tearstone Ring
Pika Xreme's Potion of the Turtle Master
Thicc Fat Azumarill's Blue Tearstone Ring


I'd have voted for the copper too but it seems kinda OP to me.
 

Congratulations to Slyfry101, Mygavolt and Cookie Butter for winning with Etalus, An Ice Machine and Tamazoa line.

Additional congratulations to the same users (in the same order) for their winning submissions of the item mini-slate. The following items have been added to Crossover Chaos: Coffee
, Spring Shroom
and Oxidised Copper
. I broke a tie between Oxidised Copper and Annoying Dog.

This slate's theme is for any characters that have some sort of affinity with technology. They may be inventors of gadgets, users of futuristic weapons, researchers of ancient technology or any characters with some sort of connection to technology.

Have fun!​
 
“…for the wages of sin is death, and the freedom of God-[ANGRY SCREECHING NOISES]”
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 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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"For a transporter, the results of a battle don't really matter. Just surviving is enough of a victory."
Pokémon: Mostima
Franchise/Origin: Arknights
Type:
/

Ability: Time Dilation
Signature ability - Time Dilation – Intimidate clone that lowers Speed by one stage instead of Attack for all adjacent opponents.
Other Moves:
: Feint Attack, Feint, Pound, Shadow Sneak, Sucker Punch, Assurance, Knock Off, Acrobatics, Aerial Ace, Endeavor
: Roar of Time, Twister, Dark Pulse, Night Daze, Air Slash, Air Cutter, Swift, Terrain Pulse, Psyshock, Psychic, Extrasensory, Shadow Ball, Ominous Wind, Dazzling Gleam, Energy Ball, Focus Blast, Stored Power, Mystical Fire, Future Sight
: Teleport, Calm Mind, Barrier, Wide Guard, Trick Room, Magic Room, Wonder Room, Psychic Terrain, Misty Terrain, Swords Dance, Taunt, Flatter, Quash, Me First, Snatch
Stats: 83/86/52/123/100/38 (BST: 482)

Reasoning: Flying/Dark type due to a mixing of Sankta and Sarkaz traits as a fallen angel. Time Dilation is a name shortening of one of her talents in Arknights, Subjective Time Dilation, in which enemies within her vicinity have their movement slowed down, thus the reduction in her enemies' speed. Her constant connection to time powers results in her being able to learn Roar of Time and Teleport, both moves which are shared with another famous time manipulator, Dio Brando of Jojo's Bizarre Adventure (in CC Expanded). As a Caster, she sports many coverage options on the Special side as a Caster. Along with Wide Guard and Barrier to support the origin of her being from a tower defense game, her status moves consist of terrain and room options due to having moves that manipulate speed and movement, Trick Room to reverse speed in turn order and Psychic Terrain to have her ignore priority moves done unto her. Another good chunk of her status moves all depend on priority/priority brackets and prevent other from pulling of moves before she does despite the slow ASPD and Speed for both her own stats in Arknights and with Pokémon mechanics, respectively. Her very low speed stats gives her an incentive to use Trick Room during a battle, which is already connection to her manipulation of time and how movement goes around her. Teleport is also very useful with such a slow Speed stat, so she can turn that low Speed into an advantage in more than one way.

Code:
Mostima (F) @ Leftovers
Ability: Time Dilation
EVs: 248 HP / 4 Def / 252 SpA
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Night Daze
Code:
Mostima (F) @ Heavy-Duty Boots / Coffee
Ability: Time Dilation
EVs: 252 HP / 4 Def / 252 SpD
IVs: 0 Spe
Sassy Nature
- Roar of Time / Focus Blast
- Future Sight
- Night Daze
- Teleport


"Water is the core ingredient of life. I've talked to Miss Closure about improving Rhodes Island's water purification system. I hope that my research can be of help... so I don't have to worry about the water being dirty anymore."
Pokémon: Weedy
Franchise/Origin: Arknights
Type:

Ability: Mega Launcher
Other Moves:
: Metal Burst, Heavy Slam, Dive, Liquidation, Slam, Endeavor, Pound, Reversal, Body Press, Avalanche, Payback, Bulldoze, Dragon Rush, Double Iron Bash, Outrage, Flip Turn
: Flash Cannon, Water Gun, Water Pulse, Hydro Cannon, Hydro Pump, Brine, Snipe Shot, Whirlpool, Dragon Pulse, Terrain Pulse, Ice Beam, Mirror Shot, Aurora Beam, Hyper Beam, Steel Beam, Weather Ball, Scald, Aura Sphere, Energy Ball
: Supersonic, Work Up, Wide Guard, Rain Dance, Aqua Ring, Block, Calm Mind, Light Screen, Lock-On, Mist, Hail, Soak
Note: (cannot learn Toxic)
Signature move:
Azotic Pulse –
– 90 BP – 10 PP – 100% – 10% chance to freeze target. Boosted by Mega Launcher.
Stats: 92/82/89/117/40/92 (BST: 512)

Reasoning: Water-type due to being based on a seadragon but does not carry the Dragon-type due to the nominal nature of her dragon heritage. Despite not having the Steel-type, she is able to draw in the power of Steel-type moves, from the mineral nature of most water, including sea water (Flash Cannon), to being able to create bionic/robotic constructs. Mega Launcher became her sole ability due to the large cannon she carries around to fire various Water moves, thus many pulse moves were added to take advantage of the ability. Due to one of her skills being called Liquid Nitrogen Cannon in Arknights itself, liquid nitrogen being a very cold substance, she gained Ice Beam and Azotic Pulse as moves, Ice Beam being a common move that Water-type gets and complements the cold concept that Azotic Pulse suggests. Most of her status moves are either Water, reinforce her nature of cleansing things physically and mentally (she often goes to Perfumer’s Convalescence Garden to relax and breathe in aromas), or incentivizes her knowledge of mechanical weapons and traps. She gets Wide Guard due to being in a tower defense gacha game and for supplying the field with a wide berth in both the size of her equipment (cannon, etc). and the ability to summon drones that can be deployed quite far away from her, to make sure she is completely protecting her allies.

Theme Slate Reasoning: She fits the slate's theme quite nicely due to her usage of drones that wield water cannons, like how the Engineer of Mann Co. uses Sentries in battle. She is very unique in this slate due to her use of bioengineering which mixes the usual robotic nature of technology with a more natural, primitive science. Leaf, a family heirloom inherited from her family in Iberia, is an artificially made lifeform similar to that of a robot that takes on a form of a seadragon, part of Weedy's genus, acting as a life companion of hers (think robotic animal companion like Mega Man's Rush) and is built with an AI that helps her with tasks, sanitary or otherwise, which is fitting since Weedy is a neat freak and a germophobe like the Minccino line.

Code:
Weedy (F) @ Choice Specs / Mystic Water
Ability: Mega Launcher
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Azotic Pulse
- Flash Cannon / Dragon Pulse
- Ice Beam
- Aura Sphere / Hydro Pump
Code:
Weedy (F) @ Leftovers
Ability: Mega Launcher
EVs: 248 HP / 252 Def / 8 SpA
Bold / Lax Nature
- Scald
- Azotic Pulse / Flip Turn
- Aqua Ring
- Body Press / Aura Sphere
 
New thing

Pokémon: Sylux
Type: Electric/Psychic
Ability: Mega Launcher / Skill Link / Tinted Lens
Signature Moves:
  • Shock Coil - Electric, Special, 20 BP, 95% Acc, 10 PP | Hits 2-5 times. If the user is Sylux, then it is healed for half the damage dealt.
  • Lockjaw - Psychic, Special, 40 BP, 70% Acc, 15 PP | Targets one adjacent foe. This move makes up to three accuracy checks that add to a counter on the opponent's side of the field. (Unlike Triple Kick, this is not affected by Skill Link.) If the counter reaches 3, then the target is hit three times, the move ends, and the counter resets. If an opponent switches out while the counter is below 3, then its replacement is hit that many times upon switching in, and the counter resets. This move builds up its counter against Dark-types, but it cannot damage them (although the counter does behave as normal). (Messages with counters below 3: "But it failed!" "[user] placed a bomb on the opponent's side!" "[user] placed two bombs on the opponent's side!")
Other Moves: Charge Shot (from Samus), Psyshock, Psybeam, Aura Sphere, Dark Pulse, Water Pulse, Ice Beam, Focus Blast, Lock-On, Zap Cannon, Flash Cannon, Hyper Beam, Sonic Boom, Psywave, Charge Beam, Agility
Stats: 105/80/95/125/95/85 | 585 BST
Reasoning: From a handheld spinoff of a critically acclaimed side series, Sylux is nigh identical to Samus, so numerous aspects are borrowed from her: base stats, Mega Launcher, Tinted Lens, and most of the movepool. Its signature weapon, the Shock Coil, makes Electric an obvious type, while Psychic relates to Sylux having mysterious propulsion capabilities in its Lockjaw form and more importantly being opposed to Samus.


Other things

Pokémon: O
Type: Steel/Flying
Ability: Cloud Nine
Signature Move: Line Clear - Steel, Physical, 80 BP, 100% Acc, 10 PP | Super-effective against Steel. Clears hazards from the user's side of the field. +10 BP and +25% drain per hazard layer cleared, but no higher than 120 BP and 100% drain.
Other Moves: Flash Cannon, Steel Beam, Hurricane, Thunder, Thunderbolt, Discharge, Volt Switch, Charge Beam, Weather Ball, Hidden Power, Acrobatics, Fly, Rage, Outrage, Icy Wind, Rain Dance, Bulk Up, Calm Mind, Charge, Stockpile, Swallow, Spit Up, Rest, Sleep Talk, Recover, Stealth Rock, Spikes, Thunder Wave, Magic Coat, Defog, Tailwind, Whirlwind, Trick Room, Wonder Room, Teleport
Stats: 64/80/128/80/128/64 | 544 BST
Reasoning: O is the sidekick of a spaceship captain who specializes in cleaning up tetrominoes, sets of metallic-looking blocks that bring Steel to mind. As for Flying, he floats upon a cloud just like Tornadus, Thundurus, and Landorus. This cloud is normally calm (Cloud Nine) but gets dark and thunderous in response to his anger (Rain Dance + Electric moves). Other cloud-related moves include Hurricane, Weather Ball, Icy Wind, Defog, Tailwind, and Whirlwind. Tetris is about building up (boosting moves, hazards), clearing garbage (Line Clear, Rapid Spin, Swallow, Recover, Magic Coat), and attacking opponents (other offensive moves). Chapter 6 of the first game proves that he is capable of sleeping (Rest, Sleep Talk). Volt Switch and Teleport are nods to Swap Mode in the game, (Out)rage is demonstrated concurrently with the lightning in his cloud, and Trick Room and Wonder Room are inspired by the general wackiness of the game.


Pokémon: Uni
Type: Fire/Steel
Ability: Sniper / Skill Link
Signature Moves:
  • Brave Cannon - Steel-type Bone Rush variant
  • Venom Shot - Steel-type Poison Jab variant that does not make contact but is blocked by Bulletproof
  • Paralysis Shot - As above, but inflicts paralysis instead of poison
  • High Grenade - Fire, Physical, 30 BP, 95% Acc, 10 PP | Hits 1-4 times. Blocked by Bulletproof.
  • Volcano Bullet - Fire-type special Rock Blast variant
  • Icicle Bullet - As above, but Ice-type
  • Multi Support - Steel, Other, 15 PP | Raises the Attack, Defense, and Speed of the user or an adjacent ally.
Other Moves: Pyro Ball, Magnet Bomb, Fire Blast, Flamethrower, Flash Cannon, Seed Bomb, Bullet Seed, Rock Blast, Pin Missile, Spike Cannon, Barrage, Aura Sphere, Thunderbolt, Ice Beam, Air Slash, Lock-On, Agility, String Shot, Teleport
Stats: 80/100/90/70/70/90 | 500 BST


Form: Uni-Black-Sister (Ultra Burst form with Black Candidate Memory)
Ability: Levitate
Z-Move: EXE Drive: NGP - Steel, Physical, 210 BP | Has combined efficacy with Fire. (Does not trigger Flash Fire.) | Base: Brave Cannon
Stats: 80/120/105/90/80/125 (+20 Atk, +15 Def, +20 SpA, +10 SpD, +35 Spe) | 600 BST

Reasoning: A perfectionist firearm geek, Uni is the CPU (Console Patron Unit) Candidate of Lastation. She specializes in fire attacks, and Lastation is a land known for its industry, hence Fire/Steel. She is evidently a Sniper, and she has her fair share of rapid-fire attacks, thus Skill Link.
In-game, she plays the role of a ranged attacker, and Megadimension Neptunia VII gave her a handy boosting move in Multi Support. Her movepool reflects her weaponry and her in-game skill set. (That's why she has so many signature moves.)
 
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“Titanus, my lovely dolls... Seek out the enemy and destroy them!”
Pokémon: Titanus
Franchise/Origin: Fire Emblem: Three Houses
Type:

Ability: Agarthan Tech - Halves Damage taken. After getting hit by two damaging attacks, this effect is no longer in effect, and Titanus will form change to Titanus-Damaged. The turn it’s shield is broken, Titanus will flinch.
Form Description: Titanus-Damaged is almost purely a cosmetic form, where it’s shield is now broken. However, being in its damaged form allows the use of its signature move, Titanomachy. Titanus-Damaged can not revert to its original form for the remainder of the battle.
Moves: Autotomize, Flash Cannon, Heavy Slam, Iron Defense, Iron Head, King’s Shield, Metal Burst, Smart Strike, Steel Beam, Barrier, Imprison, Psycho Cut, Zen Headbutt, Brutal Swing, Night Slash, Payback, Throat Chop, Stone Edge, Earthquake, Sacred Sword, Body Slam, Double Edge, Retaliate, Slash, Strength, Take Down, Thrash
Signature move: Titanomachy -
-
- 120 BP - 5 PP - 90% - Hits all surrounding Pokémon. Any Pokemon hit has their speed lowered by one stage. Can only be used if in Titanus-Damaged form.
Stats: 80/120/120/80/75/20 [500 BST]

Reasoning: An enormous mechanical fighter constructed by Those Who Slither in the Dark, the Titanus is a powerful beast unit. Its representation here does its best to recreate the design of beast units: bulky, multi-stage enemies that require outmaneuvering to properly defeat. It’s typing, Steel/Psychic, reflects how it is an artificial beast unit designed by the Agarthans, a race of people who most predominantly utilize magical weapons. Meanwhile, the Titanus is heavily defined by its multiple health bars, high defense and attack, while its relatively weak to magic and slow, justifying the stat spread seen above. It’s ability, Agarthan Tech, quite faithfully recreates beast unit mechanics from the game. The damage reduction mirrors the barrier ability held by the Titanus when it’s shield is active. Likewise, taking two hits destroys a shield tile, causing the Titanus to be unable to act for a turn a lose the ability. It’s signature attack, Titanomachy, is quite literally a recreation of the attack in game. 120 BP is justified by the attack having the second highest power of all Staggering Blows, attacks unique to monster units. The attack hits all surrounding Pokémon, similarly to how Staggering Blows hit a wide range of tiles. It drops speed too, as this is the main effect tied to Titanomachy when hit in game. Lastly, the move can only be used when Titanus is in its broken form, reflecting how this move can only be used when Titanus has reached its last health bar. This Pokémon does well to reflect how it plays in Three Houses: a strong threat that must be respected, but it’s weak spots, when abused, can let the opponent properly defeat it.

Theme Reasoning: Well, the Titanus is quite literally a mechanical Titan constructed by the Agarthans, one of the most technologically advanced people in Fodlan. I think it fits quite well.

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"Oh Yeah! Lets go!"
Pokémon: Screwbot & Screwbot-White (The only change between both forms is abilities & appearance)
Franchise/Origin: Rhythm Heaven
Type:

Ability: Screwbot: Tempo Down
Screwbot-White: Tempo Up
Tempo Up: Increases speed by 50%, but lowers accuracy by 20%
Tempo Down: Increases Accuracy by 50%, but lowers speed by 20%
Moves: Flash Cannon, Gear Grind, Gear Up, Gyro Ball, Heavy Slam, Iron Head, Magnet Bomb, Metal Claw, Shift Gear, Steal Beam, Body Slam, Copycat, Crush Claw, Crush Grip, Double Hit, Flash, Glare, Headbutt, Leer, Lock-On, Rapid Spin, Swagger, Vise Grip, Work Up, Discharge, Electric Terrain, Electro Ball, Ion Deluge, Magnet Rise, Thunder Punch, Zap Cannon, Stone Edge, Power Gem, Zen Headbutt, Darkest Lariat
Signature move: Rhythm Strike -
-
- 65 BP - 24 PP - 80% - If this move or Go For A Perfect! successfully landed or was blocked by protect (or protect clone moves) last turn, the power of this move is doubled (130 BP)
Z-Move: Go For A Perfect! -
-
- 180 BP -
The next attack used by this Pokémon is guaranteed to hit. | Base: Rhythm Strike
Stats: 110/90/70/90/70/65 [500 BST]

Reasoning: The Screwbots from Rhythm Heaven are here, and don't let their appearance fool you, they are actually massive machines! Don't believe me? Just look at the image provided below! These big guys of course would have a lot of HP, though they have lower defenses due to their overall flimsy design. The main mechanic of the Screwbots is based around Rhythm Heaven being, well, a Rhythm Game! The gray screwbots have a bit of a clunkier design, and when screwing on their heads in-game, take longer, therefore giving them the Tempo Down Ability. Meanwhile, the white screwbots have a sleeker design, and are much faster to screw on, giving them the Tempo Up ability. Their signature move, Rhythm Strike, is also built around this concept, as in a rhythm game you get rewarded for hitting as many consecutive notes as possible, this move would naturally do the same. Screwbot's signature Z-Move, Go For A Perfect!, is an extension of this as well, based on Rhythm Heaven's final challenge for any of its minigames, where you have to not miss a single note. To fit thematically with that idea, Go For A Perfect! Will guarantee you get a "perfect" hit next turn.
Screwbots.png
Theme Reasoning: They are robots in a quite mechanical factory who need require their head to be screwed on. I dunno, rhythm heaven sounds like a fun addition to the lineup of games represented in this pet mod, and this is the closest thing I could think of to a "tech head" in those games.
 
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Pokemon: Battle-Tested Guardian (stronger Guardian (Zelda) form)
Franchise: The Legend of Zelda
Type: Ground-Steel
Stats: 115/120/115/145/105/80
Abilities: Compound Eyes/Heavy Metal
New Move: Sweeping Laser: Steel Type | Special | BP: 120 | Acc: 80% | PP:10 (max 16) | hits all foes in doubles
Other Moves: same as Guardian (Zelda), plus Rapid Spin, Gyro Ball, Breaking Swipe, Crush Claw, Hyper Beam, Giga Impact, Barrage, Body Press, Brick Break
New Z-Move: Body Laser Barrage (requires Sweeping Laser and Battletestguardium Z): Steel Type | Special | BP: 200 | hits all foes in double battles; burns target(s)
Reasoning: The Battle-Tested Guardian from the Hyrule Warriors: Age of Calamity Expansion Pass is a much stronger guardian that has survived many rigorous battles of the past and therefore gets the slate bonus and the base Guardian moves. More spinny and strong physical moves because some of its attacks involve it spinning and using its legs and body. Sweeping laser because one of its attacks involves it firing a sustained laser from left to right. Its Z-move comes from another attack it has where it fires many lasers from various places on its body, decimating just about anything too close to it.


also a resub

Pokemon: Chunky Kong
Franchise: Donkey Kong
Type: Fighting
Stats: 140/160/100/40/80/30
Abilities: Guts / Own Tempo / Sheer Force
Moves: Wind-Up Punch, Banana Toss, Pitstrike (all from Donkey Kong), Close Combat, Drain Punch, Mach Punch, Superpower, Stomping Tantrum, Earthquake, Revenge, Rock Slide, Rock Tomb, Rock Blast, Rock Throw, Strength, Bulk Up, Stone Edge, Smack Down, Mega Punch, Fire Punch, Thunder Punch, Ice Punch, Retaliate, Rock Smash, Slam, Body Slam, Body Press, Heavy Slam, Heat Crash (453 kg), Wide Guard, Power-Up Punch, High Horsepower, Hammer Arm, Giga Impact, Focus Punch, Facade, Dynamic Punch, Brick Break, Brutal Swing, Bulldoze, Poison Jab, Knock Off, Belly Drum, Amnesia, Seed Bomb, Dizzy Punch, universal moves
Reasoning: Chunky Kong is somewhat similar to Donkey Kong and Conkeldurr in several ways, which is why I gave him a lot of the moves that they learn, and it's also why I gave him Guts, Sheer Force, and a similar stat spread. Heavy Slam because of his immense size and weight (his actual weight is 907 kg, but I halved it for balance's sake), and Heat Crash because Rhydon and Snorlax get it, so why not? Own Tempo and Amnesia come from the fact that he isn't the brightest banana in the bunch. Also Dizzy Punch ties into him not being the brightest.
 

Thick Fat Azumarill

Certified Pasta Enjoyer
is a Site Content Manageris a Forum Moderatoris a Community Contributor
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"Personality synchronization: 100%. Good to be back."
Pokémon: Echo
Franchise: Overwatch
Type: Steel
Ability: Levitate
Notable moves: Fly, Dual Wingbeat, Acrobatics, Bullet Seed, Brick Break, Iron Head, Transform, Magnet Rise, Encore, Tri Attack, Ice Beam, Charge Beam, Flash Cannon, Steel Beam, Focusing Beam
Signature move: Focusing Beam(Special, Steel-type Brine clone)
Stats: 52/50/75/115/70/118 (480 BST)

Reasoning: Echo is a robot programmed with adaptive AI. She takes much of her personality from her creator, Doctor Liao, and can also copy other people(and robots) with her Ultimate, Duplicate. Besides turning into her opponents, Echo has an impressive kit of her own, being able to fly, fire projectiles, sticky bombs and her Focusing Beam(nerfed here to x2 damage if her opponent is below 50% health instead of x4, but with slightly higher base damage). Most moves relate to her abilities in-game, plus Encore representing how an opponent cannot switch out of a hero while Echo is copying them, and she's always hovering above the ground, hence Levitate.
 
New Subs:
B3NK1_Artwork.png

Pokémon: B3-NK1
Franchise/Origin: Yo-Kai Watch
Type: Steel / Fighting
Ability: Sword Hunting (After KO'ing an enemy, Attack and Special Attack are raised by 1 stage.)
Notable moves: Air Slash, Aura Sphere, Body Press, Body Slam, Brick Break, Bulk Up, Bullet Punch, Close Combat, Counter, Discharge, Earth Power, Extreme Speed, Fake Out, Flash Cannon, Hammer Arm, Iron Head, Mach Punch, Sacred Sword, Shadow Claw, Shift Gear, Thunder, Thunderbolt, Thunder Punch.
Signature move: B3-NK1 Gun:
/ Physical / 100 BP / 70% Acc / 8 PP / High critical hit ratio.
Stats: 80 / 105 / 60 / 105 / 75 / 45 = 470 BST

Reasoning: B3-NK1 is the first (and I think only) cyborg Yo-Kai, hence why it fits the slate theme. He's Steel type because he is a cyborg, and Fighting type because he is part of the Brave tribe, a tribe that specializes in attacking. However, he has Shock as his elemental technique, so he learns some Electric type moves. Sword Hunting is B3-NK1's Skill, and it boosts Strength and Spirit when KO'ing an opponent in Yo-Kai Watch. To me, this translates to boosting Attack and Special Attack. B3-NK1 Gun is his Soultimate Move and literally has "Likely to critical or miss" in its description

Wish I could have done more subs, but I was burnt out this week and I've got my first job, so I may not be as consistent as I was before.
 


"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 universal move such as substitute.
Shadowstrike:
|
| 90 BP | Non-contact | 30% chance to flinch.
Stats: 81 / 114 / 80 / 114 / 75 / 120 (584 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.


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.
 
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have some cyborgs

a resub...

Pokémon: Kae
Origin: SUGURI
Type: Fire
Ability: I'm On Fire!* / Rattled / Unaware
*I'm On Fire!: Whenever Kae loses a stage of Defense, including self-inflicted drops, she gains a stage of Attack.
Stats: 70/115/60/95/55/115 (510)
Notable Moves: Blazing!*, Overheat, Blaze Kick, Flare Blitz, Close Combat, Extreme Speed, Slash, Psycho Cut, Rapid Spin, Rollout, Double-Edge
*Blazing!: Fire-type, Status. 5/8 PP. The user and all adjacent targets gain +1 Attack and -1 Defense stages.
Reasoning: Kae is the strongest (but also stupidest) of the Shifu Brands, a group of modified humans sent to wipe out everyone on Earth. (She's really a pretty nice girl, she's just... literally unable to go against orders.) Kae can control fire to some extent, and is known for literally bursting into flames (making her stronger) when she heats up enough - in the SUGURI and Acceleration of SUGURI games, letting Heat build up makes you take more damage when you're hit, and 100% Orange Juice also gives her a passive that adds the reverse value of her Defense to her Attack. It's a pretty consistent trait of hers to get stronger when her defenses get weaker, so that's why that's a custom ability.

Her stats are modeled after the ones she has in 100% Orange Juice, but I bumped up her Speed a bit because she's the fastest character in Acceleration of SUGURI 2. I would have skewed her offenses more physically, but with Close Combat her ability is very powerful so I decided not. Speaking of Close Combat, she's really the most dedicated melee fighter of the Shifu Brands... and of every named character in the series. So that's why she gets that.

"Blazing!" is the name of a move she has in both Acceleration of SUGURI 2 and 100% Orange Juice, though it is primarily based on its effects in the latter game (where it applies a +1 Attack, -1 Defense modifier for a few turns to units close to Kae, including Kae herself), though its effects in the former game (sending Kae into her "high heat mode" instantly and for a longer duration than normal) aren't far off either.

She also uses fire with her melee attacks, including kciks, hence Blaze Kick and Flare Blitz. In her boss fight in SUGURI she dashes around at VERY high speeds, and she's described as "approach[ing] at an incredible speed", hence Extreme Speed. Slash and Psycho Cut because of the slash beams (i don't know how to described them right) she releases as her... main ranged attack. Rapid Spin, Rollout, and Double-Edge because she's first introduced to Suguri when she literally destroys a midboss by spinning wildly into it.

Rattled is because she's afraid of the dark, and Unaware because she's dumb (JP name of Unaware translates to "Airhead")


...and something I only *just* finished.

"Nanomachines, son! They harden in response to physical trauma. You can't hurt me, Jack."
Pokémon: Senator Armstrong
Origin: Metal Gear Rising: Revengeance
Type: Fire/Steel
Ability: Stamina / Volt Absorb / Mold Breaker
Stats: 200/130/90/90/80/90 (680)
Notable Moves: Fire Punch, Flare Blitz, Iron Head, Iron Defense, Close Combat, Wild Charge, Lava Plume, Eruption, Earth Power, Recover, Knock Off, Focus Punch, Bulk Up, Superpower, Double-Edge, Fling, Vital Throw, Steel Roller, Court Change, Hold Back
Reasoning: The most hardcore libertarian ever. (In both senses of "hardcore".) His body is filled with nanomachines that give him reallllyyy crazy abilities (to complement his personality). Fire because a lot of his attacks when he's going all-out involve fire, and Steel because he turns into metal. Stamina both because he hardens in response to physical trauma and because of his ridiculous levels of, well, stamina (he talks after having his heart crushed). Volt Absorb because he absorbs electricity to activate his nanomachines. Mold Breaker because his abilities (specifically catching Raiden's HF blade) apparently violate physics, and also his plan to basically break down the fabric of society. Fire Punch and Flare Blitz because he uses fire with his phyiscal strikes, Iron Head and Iron Defense from the turning to metal thing. Close Combat because... thats sort of how he fights you see. Lava Plume and Eruption are used over more common Special Fire moves because of how he makes fire erupt from the ground (hence Earth Power also). Recover because he demonstrates regeneration both in gameplay (recovering health during his battle) and in story (reattaching a severed limb casually). Knock Off because he strips Raiden of his sword at several points in the fight. Focus Punch because he favors the reallly wild punches. Bulk Up and Superpower from his focus on raw strength, and how he seemingly needs to actiavte his nanomachines to get to full power. He also tackles things hence Double-Edge. Fling and Vital Throw because he both throws Raiden around and throws things at him. Steel Roller because of the whole "destroying the terrain" thing, which he does do (also when he gets serious). Court Change because he "played college ball, y'know" (presumably American Football) and also ticks the "mysterious power" thing. Hold Back because he does that for most of the fight.
 
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Pika Xreme's Kae
Pika Xreme's Senator Armstrong
 
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Dark Lord (Miitopia)
Type: Dark
Ability: Levitate
Signature Move: Face Steal
- Type: Dark
- Classification: Status
- Accuracy: --
- PP: 5 (max 8)
- Effect: Removes the face of the opposing Pokemon. If that Pokemon attempts to attack, it will instead display "(Pokemon) is flustered!" However, the user also cannot attack when a face is stolen, instead displaying "(User) taunts the foe with (Pokemon)'s face!". Both persist on switching out, and neither can be trapped while this affects them (if they were trapped, they become untrapped). If the user is defeated, returns the face, and if the Pokemon this move is used on is defeated, the user can attack again. Blocked by Substitute. Fails if used by a Pokemon other than the Dark Lord, the Darker Lord, or the Darkest Lord. Also fails if the Pokemon on the opposing team is the last Pokemon on their team. If it goes down to one Pokemon, the Pokemon's face is returned.
Stats: 105/110/80/86/64/55
Other Moves: Dark Pulse, Night Slash, Knock Off, Brutal Swing, Shadow Ball, Shadow Claw, Shadow Punch, Poltergeist, Night Shade, Rock Slide, Ancient Power, Power Gem, Rock Throw, Force Palm, Body Slam, Double Slap, Tackle, Taunt, Torment, Will-o-Wisp, Hypnosis, Skill Swap, Heart Swap, Nightmare, Grudge, Spite, Teleport, Instruct, Scary Face, Mean Look, Disable, Banana Toss (Event Only), Gen 7/8 universal moves
Overview: The antagonist of Miitopia, a wicked Dark Lord that rules from the shadows and steals the faces of Miis for the purpose of controlling monsters. Dark typing is clear here, as this nasty foe uses dark elemental attacks and all sorts of dirty tricks. The signature move comes from the Dark Lord's canonical ability to steal the faces of those who oppose them. Though, when this happens in a battle, the Dark Lord stops attacking the party until the face is recovered, and they cannot take the face of the last party member able to fight. As for their other moves, Dark STAB is obvious, followed by Ghost coverage. Rock coverage comes from the rockslide attack they use on the party, and they also use an open palm strike for their basic attack, providing Force Palm and Double Slap. Body Slam and Tackle are from the fact that the Dark Lord could reasonable do those things, and the moves of Hypnosis and Nightmare specifically reference the Dark Lord's ability to lure Miis into nightmares in battle. Teleport comes from the pseudo-teleportation the Dark Lord seems to use, the various Dark support options as well as Scary Face and Mean Look are from the Dark Lord's penchant for being rather intimidating and abrasive with their mannerisms and appearance, and the Ghost support options relate to how the Dark Lord is more related to the spectral than they may seem (though I hold that they are not Ghost, at least not like this). Disable is also vaguely spoilerish, but a sealing of powers is in the Dark Lord's wheelhouse. Finally, Banana Toss is related to the game's HP Bananas, but if I went further into detail, it would be spoilers. Lastly, Instruct comes from the controlling of monsters the Dark Lord is capable of.

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Darker Lord
Type: Dark/Psychic
Ability: Magician
Stats: 115/96/70/120/100/79 (Total: 580)
Moves: Dark Lord's movepool minus Banana Toss + Psychic, Psyshock, Flamethrower, Fire Blast, Lava Plume, Thunderbolt, Thunder, Discharge, Calm Mind, Recover
Overview: Upon the defeat of the Dark Lord, the Darker Lord was born from the merging of the Dark Curse and the Great Sage. Of course, the former is the one in control, and as such it's just as evil as before. But now, it has the powers of a Great Sage, too. This gives it the Psychic typing, as well as elemental attacks and a recovery option, which were seen on the Great Sage prior to the possession. Banana Toss is removed, as it was something relating to the being the Dark Curse possessed prior to the Great Sage. Also, this is not an evolution in the traditional sense, more a form change for the Dark Curse.

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Darkest Lord (Ubers intended)
Type: Psychic
Ability: Dazzling
Signature Z-Move: The Darkest Hour
- Requires: Dazzling Gleam
- Type: Fairy
- Classification: Special
- Power: --
- Effect: Reduces the HP of all opposing Pokemon to 1, ignoring Protect and Substitute.
Stats: 125/115/100/130/105/95 (Total: 670)
Moves: Darker Lord's movepool + Black Hole Bomb, Dazzling Gleam, Meteor Beam, Sunny Day, Pay Day
Overview: The Darker Lord after absorbing the power of many faces, now the Darkest Lord. The joke, however, is that tis Darkest Lord is a radiant being, that barely could be considered dark in any sense other than by name and in heart. This by itself is not sufficient to maintain the Dark typing. However, everything the Darker Lord can do, the Darkest Lord can do just as well, or better. New moves come from the attacks the Darkest Lord has as well as the fact that it appears as radiant as the sun itself. Though, once again, this isn't really a true evolution, and once again is more justified for flavor and balance reasons as a form change.

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Dark Curse
Type: Dark/Ghost
Ability: Cursed Body
Stats: 60/25/70/55/75/50 (Total: 335)
Moves: Night Shade, Will-o-Wisp, Torment, Grudge, Spite, Confide, Disable, Skill Swap, Heart Swap, Pain Split, Teleport
Overview: The true form of this evil entity, the Dark Curse, a soul made of spite, malice, and envy from a Mii who long ago cast away their own face. While mostly useless like this, I made it not entirely helpless like Cosmog or Cosmoem, having Night Shade and Will-o-Wisp to deal some damage and Pain Split to regain some health. However, it's mostly here to round things out.
 



Pokémon: Peewee Piranha (top)
Type: Grass/Normal
Ability: Weak Armor / Shell Armor / Wimp Out
Moves: Leaf Blade, Petal Blizzard, Leafage, Leaf Storm, Petal Dance, Leaf Tornado, Return, Frustration, Thrash, Body Slam, Hyper Fang, Stomp, Tackle, Rage, Hyper Voice, Crunch, Bite, Stomping Tantrum, Lick, Work Up, Agility, Roar, Synthesis, Rest
Stats: 80/80/40/60/40/60 | 360 BST

Evolution: Dino Piranha (middle)
Method: Level up Peewee Piranha with high friendship
Ability: Leaf Guard / Adaptability
Added Moves: Power Whip, Tail Slap, Slam, Breaking Swipe, Dragon Tail
Stats: 99/99/50/81/50/81 | 460 BST

Evolution: Fiery Dino Piranha (bottom)
Method: Use a Fire Stone on Dino Piranha
Type: Grass/Fire
Ability: Flame Body / Flame Touch (burn counterpart of Poison Touch) / Conflagrate (Fire-type -ate from various prior submissions)
Added Moves: Flare Blitz, Fire Lash, Fire Fang, Overheat, Heat Wave, Fireball, Fire Spin, Will-O-Wisp
Stats: 100/120/70/100/70/100 | 560 BST

Reasoning: Peewee Piranha may have originated an installment later than the other two, but it's safe to assume that the former is a less mature form. Grass typing is obvious, whereas Normal gives it STAB on a lot of flavorful moves and correlates to Fiery Dino Piranha having Conflagrate. (More on that later.) Its body is covered with an eggshell, which technically qualifies as Shell Armor but is better described as Weak Armor, considering that it becomes vulnerable and performs evasive maneuvers when the eggshell is broken. Speaking of which, Wimp Out represents a different take on the same concept. Peewee's movepool is drawn from its behavior as a boss and its features in common with Petey (namely its head and arms).
Dino Piranha, unlike the Peewee variety, has a tail and does not use its eggshell when it gets cracked at the beginning of the battle. This gives it tail-based moves and an easier time putting its floral features and giant-class body to use, hence Leaf Guard and Adaptability.
Fiery Dino Piranha, the strongest of its kind, is a variant of Dino Piranha that radiates heat and can ignite the tip of its tail, leaving trails of fire wherever it goes. In a pinch, it even spews out fireballs! Flame Body, Flame Touch, and Conflagrate all symbolize its fire affinity, the last tying in with the logical replacement of its Normal typing, as do all the new additions to its movepool.


Pokémon: Major Burrows
Type: Normal/Ground
Ability: Tough Claws / Thick Fat / Fluffy
Moves: Return, Frustration, Thrash, Hyper Fang, Crush Claw, Slash, Stomp, Rapid Spin, Scratch, Rage, Drill Run, Dig, Sand Tomb, Rock Slide, Rock Tomb, Smack Down, Iron Head, Darkest Lariat, Crunch, Bite, X-Scissor, Stealth Rock, Spikes, Spiky Shield, Work Up, Agility, Hone Claws, Odor Sleuth, Rototiller
Stats: 100/105/95/80/85/90 | 555 BST
Reasoning: This is a mole thing reminiscent of Excadrill and Diggersby. It’s not armored enough to be Steel-type, so Normal/Ground makes the most sense. Its Abilities relate to its anatomy, and its base stats are balanced out so that it’s no stronger than Barbaracle with Tough Claws. Its movepool consists of things that it does as a boss, as well as things that it could do if it were a real creature.


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, Oblivious as an airhead, and Truant as a slacker by nature.
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.


(tweaked)


Pokémon: Martha
Type: Fighting/Dragon
Ability: Momentum - If the user uses Fly, Bounce, or any variant thereof, then this Ability acts as a Power Herb unless the user's Speed stage is -1 or lower. If the user is holding an Iron Ball, then the moves in question are granted a 1.5* boost.
Signature Moves:
  • Angon - Dragon, Physical, 90 BP, 100% Acc, 10 PP | Unaffected by Protect or Detect.
  • Soul Jump - Dragon, Physical, ??? BP, 95% Acc, 5 PP | Fly variant that works like Beat Up but with double BP. The power boost from Momentum + Iron Ball only applies to individual hits from party members possessing the combination.
  • Super Jump - Fighting, Physical, 90 BP, 95% Acc, 10 PP | Fly variant that targets all adjacent foes.
Other Moves: Drain Punch, Dragon Rush, Bolt Strike, Zing Zap, Fly, Smart Strike, Fury Attack, Night Slash, Brutal Swing, Sacred Sword, Leaf Blade, Slash, Aerial Ace, Swords Dance, Protect
Stats: 70/100/80/50/120/120 | 540 BST
Reasoning: Martha is my waifu the holder of the Dragoon Asterisk, which Fighting/Dragon typing fits to a tee. Dragoons have top-tier speed and magical defence, high-tier physical attack and aim, mid-tier physical defence, low-tier HP, and bottom-tier magical attack, hence Martha's base stats. Momentum is the intrinsic speciality of the job, therefore her only Ability. Her signature moves encompass some of the abilities (in Bravely terms) that dragoons can learn, with the following exceptions: Jump = Fly, Sonic Thrust = Brutal Swing, Thunder Thrust = Zing Zap, Spirit Surge = Drain Punch, Bolt Blast = Bolt Strike. Dragon Rush sums up what dragoons are all about, while Protect resembles the Default mechanic of the game. Dragoons are proficient with spears and swords: the former represented by Smart Strike and Fury Attack, and the latter by the rest of Martha's movepool.


Pokémon: Alfyn
Type: Poison/Ice
Ability: Wonder Skin / Heightened Healing*
*The user, when regaining HP or PP, regains 1.3* the norm. (e.g. Recover heals 65%, Leppa Berry restores 13 PP, and Leftovers restore 13/160 (roughly 8%) HP per turn, but Wish does not heal extra if the recipient does not have Heightened Healing)
Signature Move: Amputation - Poison, Physical, 95 BP, 100% Acc, 15 PP | Non-contact.
Other Moves: Ice Shard, Axe Strike (from Camilla), Slash, Reversal, Natural Gift, Fling, Clear Smog, Acid Spray, Ice Beam, Pollen Puff, Toxic, Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard, Life Dew, Aromatherapy, Poison Powder, Sleep Powder, Confuse Ray, Screech, Cotton Spore, Sweet Scent, Protect, Recycle, Aqua Ring, Quash, After You
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries have a means of poisoning (Toxic) and an Ice spell (Ice Beam) at their disposal and fight with axes (Axe Strike, Slash). They are also capable healers (Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard) with niche support skills in Resist Ailments (Wonder Skin) and Heightened Healing. Alfyn in particular boasts a Talent called Concoct, a means of aiding allies and harming foes, explaining the rest of his movepool.
 
look ma no arknights

(Resub)


"Allow me to demonstrate!"
Pokémon: Byleth
Franchise/Origin: Fire Emblem
Type:
/

Abilities: Pressure/Steadfast (HA: Crest of Flames)
Signature ability - Crest of Flames - User's moves turn into HP-draining moves when landing critical hits that heal the user for 50% of the damage dealt.
Other Moves:
: Quick Attack, Slash, Strength, False Swipe, Feint, Retaliate, Counter, Rock Smash, Brick Break, Revenge, Drain Punch, Sacred Sword, U-Turn, First Impression, Lunge, Pursuit, Assurance, Night Slash, Payback, Dual Chop, Fire Lash, Aerial Ace, Acrobatics, Power Whip, Psycho Cut, Stone Edge, Smack Down
: Tri Attack, Wring Out, Terrain Pulse, Focus Blast, Final Gambit, Secret Sword, Dark Pulse, Snarl, Thunder, Thunderbolt, Shock Wave, Dazzling Gleam, Fire Blast, Ember, Flamethrower, Flame Burst, Inferno, Mystical Fire, Night Shade, Shadow Ball, Earth Power, Extrasensory, Psyshock, Stored Power
: Disable, Focus Energy, Swords Dance, Foresight, Follow Me, Helping Hand, After You, Work Up, Laser Focus, Detect, Torment, Quash, Thunder Wave, Electric Terrain, Sunny Day, Spite, Agility, Calm Mind, Imprison, Ally Switch, Heal Pulse, Instruct, Rain Dance
Signature move:
Divine Rupture –
– 80 BP – 20 PP – 90% – Will always land critical hits on Dragon, Dark, and Ghost types. Bypasses Ghost's immunity to Normal type moves.
Stats (♂): 85/155/85/100/50/95 (BST: 570)
Stats (♀): 85/130/60/100/75/120 (BST: 570)

Reasoning: Primary Normal-type due to being a Teacher (or Professor), a trainer class that is found in GSC and HGSS that often uses Normal-type realmons in battle, and also fits his/her adherence and inheritance to the Crest of Flames, the crest foretold to be tied to the Creator Goddess of Fódlan herself, serving as a mirror to Arceus's default typing of Normal. Secondary Fighting-type due to a noticeable amount of Fire Emblem protagonist (aka the Lords like Lucina) sharing the typing due to their honor in the battlefield and their renowned tactical utility in the art of war. This also gives Sacred Sword the chance to hit for STAB. His/her non-hidden abilities are chosen from the perspective of the story in which Pressure shows the emotionless and stern side of Byleth, while Steadfast shows the emotion he/she eventually gathers from their time with the Golden Deer/Blue Lions paths. His/her hidden and signature ability is his/her Crest of Flames, with its HP-draining effect taken into play via turning moves into HP-draining ones like Giga Drain and Drain Punch due to having a similar effect in game when its gameplay effects triggers. Divine Rupture is a mix of his/her signature Combat Art within FE3H and his/her usage of the Sword of the Creator, its whip-like form allowing such a signature Physical move the benefit of being contactless, preventing Rocky Helmet, Rough Skin, and Iron Barbs from hurting him/her as much as other mons. The whip form of the Sword of the Creator allows Byleth to possess Power Whip as a coverage move. Drain Punch as a utility attacking move to help his/her longevity without Recover and similar moves came from his/her proficiency in the Brawl type of weapons that debut in his/her home game. Secret Sword, which came from Keldeo, was chosen due to his/her importance as Three Houses's protagonist, the ever-present "protagonist bias" a justification for a use of a move that used to be found on only one Mythical Pokémon. The other Special moves and some of his/her Status moves (Thunder Wave, Electric Terrain, Heal Pulse) come from his/her ability to learn two of the three Anima magic types in Fire and Thunder magic, and Light magic via his proficiency in the Faith class of magic. (Nosferatu is a special mention due to being both Light and Dark magic at certain instance of the Fire Emblem franchise) Byleth's stats come from a mix of stats extracted from stats found in both their appearance within their main game and within Fire Emblem: Heroes. To differentiate between Male and Female Byleth, the variations between their Fire Emblem Heroes stats have been taken to account. The basis on their different stat changes includes Male Byleth being more hard-hitting with higher Attack, and Female Byleth being a lithe and potential sweeper with higher Speed.

Code:
Byleth (M) @ Chople Berry / Silk Scarf
Ability: Crest of Flames
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Divine Rupture
- Sacred Sword / Drain Punch
- Stone Edge
- First Impression / U-Turn
Code:
Byleth (F) @ Life Orb
Ability: Crest of Flames
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Divine Rupture
- Sacred Sword / Drain Punch
- Thunderbolt
- Shadow Ball


"Strange... I will never forget what happened tonight, or about you. So, I suggest you pass on in peace."
Pokémon: Orie
Franchise/Origin: Under Night In-Birth
Type:
/

Abilities: Justified (HA: Technician)
Other Moves:
: Cut, Double-Edge, Quick Attack, Slash, Stomp, Take Down, False Swipe, Endeavor, Retaliate, Counter, Double Kick, High Jump Kick, Jump Kick, Low Kick, Rolling Kick, Reversal, Revenge, Close Combat, Low Sweep, Sacred Sword, Fury Cutter, U-turn, Pursuit, Night Slash, Aerial Ace, Acrobatics, Triple Axel, Psycho Cut, Rock Slide, Rock Tomb, Smart Strike
: Sonic Boom, Swift, Tri Attack, Hyper Voice, Terrain Pulse, Focus Blast, Final Gambit, Dazzling Gleam, Psychic, Extrasensory, Psyshock, Stored Power, Expanding Force, Flash Cannon
: Disable, Flash, Focus Energy, Swords Dance, Foresight, Mind Reader, Safeguard, Follow Me, Helping Hand, Wish, After You, Bestow, Work Up, Detect, Quick Guard, Torment, Crafty Shield, Sunny Day, Mist, Hail, Purify, Agility, Barrier, Light Screen, Reflect, Calm Mind, Imprison, Heal Block, Healing Wish, Rain Dance
Signature moves:
Divine Thrust –
– 80 BP – 10 PP – 100% – Deals damage using target's Defense stat instead of their Special Defense stat.
Z-Move – Requires Divine Thrust and Ballardinium Z – Rest In Peace –
– 180 BP - Ignores Ghost's immunity to Normal-type moves.
Stats: 95/95/75/95/90/80 (BST: 530)

Reasoning: Primary type is Normal due to being tied to Licht Kreis, Under Night In-Birth's closest parallel to a religious organization, which explains the Normal typing being shared with the default form of Arceus, being the closest thing to the Christian God there is, Christianity being the most common religion in Germany. Secondary Fighting-type due to the combination of her rapier and sense of justice, and vows to keep the peace and order of the world. Fighting-type is shared with Lucina, another blue-haired swordswoman, Orie even shares her BST of 530 with her. Orie's base stats themselves are balanced but leans towards sweeping potential due to high attacking stats. Her HP base stat is her health within the latest releases/versions of Under Night In-Birth divided by 100 and rounded up. Her abilities include Justified and Technician. The former fits the "for justice" theme Licht Kreis tries to push, but the latter boosts her weaker attacks in which in her home genre, she excels at using to her advantage as it defines her playstyle and archetype. Her movepool includes various kicking moves due to also being present in her moveset in UNIB proper. Thanatos grants her various special moves that would assumedly be not very likely to use alone (screens, Flash Cannon, Focus Blast, etc.) due to its status as a magical avatar. Divine Thrust gives her a reliable attacking option that allows her to attempt to bridge her strong Attack and Sp. Atk stats. Her Z-Move is her Infinite Worth EXS with the same name. It ignores Ghost's immunity due to its ties to light and purification, and also features a cross in its attack animation. Remember the cross Misty pulled out against a Ghost-type in the anime?

Code:
Orie (F) @ Ballardinium Z / Choice Specs
Ability: Technician
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
- Divine Rupture / Swift
- Focus Blast
- Dazzling Gleam / Psyshock
- Flash Cannon
Code:
Orie (F) @ Leftovers / Golden Apple
Ability: Justified
EVs: 248 HP / 252 Def / 8 SpD
Relaxed / Brave Nature
- Wish
- Detect / Protect
- Sacred Sword
- U-turn / Slash
 
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