Pet Mod [Gen 9] Crossover Chaos Expanded

RESUBMISSION FROM SLATE #1:

i2_violet.png

"Good thing we won't stand out. Wouldn't want to attract any unnecessary attention."
Pokémon: Violet Parr
Franchise/Origin: The Incredibles
Intended Tier: OU
Type: Psychic/Fighting
Ability: Justified, Clear Body, Bulletproof (Hidden)
Notable moves: Agility, Ally Switch, Barrier, Calm Mind, Confusion, Expanding Force, Guard Split, Guard Swap, Imprison, Kinesis, Light Screen, Magic Coat, Mirror Coat, Psychic, Psyshock, Psywave, Reflect, Telekinesis, Trick, Zen Headbutt, Arm Thrust, Aura Sphere, Body Press, Brick Break, Bulk Up, Close Combat, Counter, Final Gambit, Focus Blast, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Low Kick, Low Sweep, Quick Guard, Reversal, Superpower, Vacuum Wave, Thunderbolt, Thunder Wave, Thunder, Zap Cannon, Leer, Wide Guard, Baton Pass, Protect, Safeguard, Dazzling Gleam, Sucker Punch, Iron Defense, Mega Punch, Mega Kick, Charm, Attract, Facade, Helping Hand, Payback, Obstruct, Fling, Shadow Ball, Psychic Terrain, Endure, Body Slam, Uproar, Energy Ball, Foul Play, Slack Off, Magnet Bomb, Curse

Signature moves:
  • Force Field (Psychic, Status, 24 PP max) - Baneful Bunker clone that causes confusion instead of poisoning. Can be cast on any ally on her side of the field, not just herself.
  • Disappear (Psychic, Status, 16 PP max, +1 priority) - For the remainder of the turn, any attacks that target Violet will have their accuracy reduced by 50%. Does not apply to attacks that are guaranteed to hit or ignore accuracy or evasiveness modifiers.
  • Force Blade (Fighting, Special, 16 PP max, 80 BP, 100% Accuracy, slicing move) - Psyshock clone, deals physical damage. Literally this moment from the opening of Incredibles 2.
Stats: 60 HP/45 Atk/145 Def/80 SpA/145 SpD/40 Spe = 515

guardian-violet-parr-wallpaper.jpg

A Supers’ first job is to protect citizens from mayhem—even if some of those citizens are now the ones causing said mayhem! Forced to retreat further into the shadows, Violet uses her new super abilities to defend the people of Metroville from themselves. And if being a super-secret superhero with advanced electromagnetic mastery can help her survive high school as well, then all the better!
Mega Evolution: Based on her incarnation in the mobile game, Disney Mirrorverse, pictured above. Violet gains +65 Attack, +45 Special Attack, and +40 Speed, but loses -25 for both Defense and Special Defense. Her typing remains unchanged, but her ability becomes Adaptability.

Reasoning:
Violet Parr is the daughter of Robert Parr a.k.a. Mr. Incredible, and Helen Parr a.k.a. Elastigirl, and despite her lack of experience and the demeanor of a shy, awkward teenager (at least before her character development), she's every bit as formidable a fighter as her parents are. Able to turn invisible and project indestructible force fields, her potential as a superhero used to be stifled by her intense self-esteem issues, but her adventures with her family have helped her grow out of them just enough to become a heroine in her own right. Her type combination for this sub is as such Psychic/Fighting instead of pure Psychic, reflecting how she isn't afraid to throw hands if she has to (especially in Incredibles 2), and also because Fighting is referred to in Japan as the "Hero" type. Her abilities reference her heroic nature, her invisibility, and her force fields respectively, while her stats are as you'd expect for a fourteen-year-old who can summon virtually unbreakable barriers at will. I gave her a much higher Special Attack than Attack because she wouldn't be able to punch any harder than a regular person, but her force fields when used offensively are a different story.

Slate Bonus:
Violet has appeared in the following games and game series:
  • The Incredibles
  • The Incredibles: Rise of the Underminer
  • Kinect Rush: A Disney/Pixar Adventure
  • Disney Universe
  • Disney Infinity series
  • Disney Crossy Road
  • Disney Heroes: Battle Mode
  • LEGO The Incredibles
  • Disney Magic Kingdoms
  • Disney Emoji Blitz
  • Disney Getaway Blast
  • Disney Sorcerer's Arena
  • Disney Mirrorverse (Her Mega form for this sub, described above, is based on her appearance in this game.)
Competitive Info:
Violet is an absolute monster on the defensive front, boasting insane dual defense stats and a type combination that has only three weaknesses (each of which she can easily patch up with the right coverage, though the type weaknesses of Flying, Ghost, and Fairy don't overlap - choose wisely!) and no double weaknesses, though it also resists just two types. Depending on her choice of ability, this can make her incredibly difficult to take down without exceptional prediction, and she can thus take her sweet time to make use of support moves like Baton Pass, Safeguard, Imprison, Helping Hand, Thunder Wave, or her signature Force Field, strengthen her barriers even further with Iron Defense or Calm Mind depending on which kind of attacks she needs to fend off, or use Slack Off (in true teenager fashion!) to give herself more room to breathe. Calm Mind is also useful as a way to bring her mediocre Special Attack up to Parr, enabling her to make use of powerful special STAB attacks such as Focus Blast, her signature Force Blade, Psyshock, and Psychic, along with coverage such as Energy Ball, Shadow Ball, Magnet Bomb, and Thunder. While this gives her the potential to serve as an offensive tank who can reliably boost herself and trade hits with equally strong opponents, that doesn't mean she can afford to be careless - Violet has no way of dealing with status effects at all, and anything that either inflicts damage to her over time (e.g. burns, poisoning) or prevents her from moving (e.g. paralysis, freezing) can land her in serious trouble.
Mega-Evolution actually results in Violet becoming slightly weaker defensively, but that's because this form plays more heavily into the aforementioned possibility of her becoming a more active combatant. That is to say, her offensive stats are boosted significantly, her STAB especially thanks to Adaptability, and she also gains just enough Speed to justify running Agility over Calm Mind. She does retain the same flaws as her standard form, her dislike of momentum-hindering statuses especially, but her vastly improved attack power combined with her only barely nerfed defense stats and few glaring type weaknesses might just give her the capability she needs to proactively disrupt equally formidable opponents and summarily destroy them.

----------

RESUBMISSIONS FROM SLATE #6:


Toph_Beifong.png

"There's no different angle, no clever solution, no trickity trick that's gonna move that rock. You gotta face it head-on."
Pokémon: Toph Beifong
Franchise/Origin: Avatar: The Last Airbender
Intended Tier: OU
Type: Rock/Ground
Ability: Tremor Sense*, Inner Focus, Steelworker (Hidden)
The user is immune to any reduction to their accuracy (similar to Keen Eye, but with the added bonus of negating any effect that decreases accuracy without using stat changes such as Wonder Skin, Sand Veil, etc.), and their damaging moves will also ignore any ability or item that negates type-specific damage (Earth Eater, Air Balloon, etc.). Does not apply to any immunities granted by the typing of their target (their Ground-type attacks still can't affect Flying-type opponents, for example).
Notable moves: Accelerock, Diamond Storm, Head Smash, Power Gem, Rock Blast, Rock Polish, Rock Slide, Rock Throw, Rock Tomb, Rock Wrecker, Smack Down, Stealth Rock, Stone Edge, Wide Guard, Bulldoze, Dig, Drill Run, Earth Power, Earthquake, Fissure, Headlong Rush, Magnitude, Mud Bomb, Mud Shot, Mud Slap, Shore Up, Spikes, Stomping Tantrum, Bullet Punch, Hard Press, Iron Defense, Metal Burst, Meteor Mash, Shelter, Smart Strike, Steel Roller, Payback, Scary Face, Thrash, Giga Impact, Low Kick, Fling, Endure, Brick Break, Rest, Taunt, Body Press, Substitute, Helping Hand, Outrage, Spite, Knock Off, Focus Punch, Lash Out, Double-Edge, Agility, Brutal Swing

Signature moves:
  • Earthbend (Rock, Physical, 100 BP, 16 PP max, 95% accuracy) - Rock-type Flying Press clone that deals either Rock- or Ground-type damage depending on which is more effective. Single-target, does not make contact.
Stats: 55 HP/125 Atk/80 Def/90 SpA/80 SpD/80 Spe = 510

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"I am the greatest Earthbender in the world! Don't you two dunderheads ever forget it!"

Z-Move: Metalbend - Physical, Steel, 200 BP, requires Meteor Mash. In the same manner as Flying Press, this attack deals either Steel- or Ground-type damage depending on which is more effective.

Reasoning:
I don't think I need to explain Toph's type combination - she once said that she's the greatest Earthbender in the world, and she meant it. Her ability set is based on the skillset she has in the show proper, though I gave her Tremor Sense as a custom ability - hopefully it's viable as basically Keen Eye but better. As for Inner Focus, that's also inspired by her vibration-sense as well as her blindness and take-no-crap attitude, adapting to whatever circumstances are thrown at her with bravado and gusto. Steelworker being her HA references her being the inventor of Metalbending alongside the Steel-type moves she's able to learn, and the rest of the moves she can learn are borrowed from the various moves and TMs learned by Tyranitar, which I believe would absolutely be her ace if she were a Pokemon trainer.

Slate Bonus:
Toph has appeared in the following games:
  • Avatar: The Last Airbender – The Burning Earth
  • Avatar: The Last Airbender – Into the Inferno

Competitive Info:
Like I said, Toph is the self-proclaimed greatest Earthbender in the world, and she's more than capable of backing it up. The fact that her name is a homonym of "tough" is not coincidental, and while not quite a jack-of-all-stats she does come rather close for such a dedicated offensive powerhouse. Her obvious draw, Tremor Sense, prevents her from being wrong-footed by accuracy debuffs or damage-negating shenanigans outside of type immunities, thereby leaving her free to unleash impressive Ground- and Rock-type STAB damage as well as Steel pseudo-STAB, allowing her to hit a whopping ten different types super-effectively and all but four types for neutral damage at worst. Headlong Rush, Earthquake, Head Smash, Smack Down, Meteor Mash, Smart Strike, Earthbend (and Metalbend)... The list goes on and on, and if she can boost her speed with Rock Polish or Agility or get someone else to lend her a speed boost, even better. Fighting- and Dark-type coverage simply sweeten the deal, really leaning into her philosophy of, as she once put it herself, "facing [things] head-on". She even has a few support moves at her disposal such as Stealth Rock and Taunt, and with enough speed boosts behind her she can theoretically make good use of them, but with a stat spread like hers', she's arguably better off as a front-line revenge killer, switching into unprepared opponents and wreaking tremendous havoc with her broad range of damage-dealing attacks. For all her destructive potential, though, her type combination is unfortunately but predictably saddled with far too many type weaknesses for her personal comfort, and in particular, she has no real answer to her painful double-weaknesses to Water and Grass and will often be forced to retreat in the face of either of them - which is at least canon-consistent in the case of Water, seeing as the poor girl never learned to swim. And unlike those other Rock/Ground-types in metagames elsewhere, her defenses aren't as great as she'd have you believe, and her speed without EV training or in-battle boosting leaves much to be desired, so she'd be wise to rely on allies that can reliably cover for and support her as much as her own skillset should she wish to keep herself relevant.

TruSt93.png

"I don't need to be at peace. I don't care if I have to bloody my hands. Even if it means living a life that could end at any moment."
Pokémon: Yor Forger (nee Briar)
Franchise/Origin: Spy X Family
Intended Tier: UU (Default); Ubers (Mega)
Type: Dark/Normal
Ability: Poison Heal, Moxie, Klutz (Hidden)
Notable moves: Assurance, Beat Up, Brutal Swing, Comeuppance, Darkest Lariat, Fake Tears, Feint Attack, Fling, Foul Play, Hone Claws, Knock Off, Lash Out, Night Slash, Payback, Punishment, Snarl, Snatch, Sucker Punch, Taunt, Thief, Throat Chop, Torment, Bullet Punch, Hard Press, Iron Head, Metal Burst, Metal Claw, Meteor Mash, Smart Strike, Cross Poison, Gunk Shot, Poison Jab, Poison Sting, Toxic, Toxic Spikes, Leer, Fury Cutter, Scary Face, Slash, Retaliate, Take Down, Low Kick, Facade, Aerial Ace, Low Sweep, Endure, False Swipe, Brick Break, Zen Headbutt, X-Scissor, Reversal, Acrobatics, Mega Kick, Double Kick, Jump Kick, High Jump Kick, Axe Kick, Close Combat, Karate Chop, Psycho Cut, Cross Chop, Shadow Claw, Trick
Signature moves:
  • Thorn's Blade (Dark, Physical, 100 BP, 8 PP max, 80% accuracy) - Dark-type Cross Chop clone, increased critical hit ratio.
Stats: 85 HP/120 Atk/60 Def/55 SpA/60 SpD/100 Spe = 480

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"I apologize for the intrusion, but... may I have the honor of taking your life?"
Mega Evolution: Changes Yor's typing to Dark/Steel, and replaces her ability with Super Luck. Her stat spread in this form is 85 HP/155 Atk/60 Def/65 SpA/60 SpD/155 Spe = 580

Reasoning:
When I first prepared this sub, I was tempted to go straight to Yor's Thorn Princess persona and make her Dark/Steel due to her being a knife-toting assassin, which despite being thematically apropos would basically make her a genderbent Kingambit with a jet turbine strapped on. Ultimately, while I do still like the idea of her being as hilariously overpowered as she is in canon, I ultimately went with that version of her being a Mega Evolution instead, with her normal housewife-y self being the default form. Without her weaponry she's better off as a Dark/Normal-type since she still keeps her assassin-like mentality even in the safety of home (much to Anya's discomfort), but to avoid losing the Steel-type immunity to Poison I gave her Poison Heal as one of her abilities, which doubles as a handy reference to her canonical poison resistance and, by extension, her high tolerance of alcohol and the drinking habit resulting from it (that and her use of poisons in assassination led to me giving her a few Poison-type moves as well). Moxie and Klutz refer respectively to her assassination skill and her having only one brain cell, which is also why I opted to make her special stats absolutely abysmal - her only focus in battle is on her own survival, which part of her opponent to stab first, or both if it has to come to it, so any complex knowledge that magical abilities and the like would theoretically require wouldn't matter to her.

Competitive Info:
A hyper-offensive killing machine in a housewife's clothing, Yor is lightning-fast, precise, and very, very deadly. Her impressive Attack stat is backed up by a number of moves with an increased critical hit ratio, with her main STAB in this regard arguably being Night Slash as well as her signature move in Thorn's Blade, which is basically Night Slash except stronger but less accurate. While her secondary type of Normal can only deal neutral damage at best with its STAB moves such as Slash, Take Down, and Mega Kick, she does learn moves of a broad range of coverage types to compensate, namely Steel, Poison, Fighting, Psychic, and even one move each for Ghost and Bug along with two for Flying, giving her a variety of options to cover her three weaknesses as well as most of the types that resist her STAB. Her abilities aren't much compared to all this but Moxie is arguably your best option, enabling her to wreak even more havoc with each successive assassination, though there's also something to be said for using a combination of Klutz and Trick to slap a harmful or restrictive item such as a Flame Orb or Choice Specs on an unsuspecting opponent before going to town. Being built for a hyper-offensive playstyle, though, Yor pays dearly for it by being ludicrously fragile, and as quick on her feet as she is, she has to be wary of priority moves and especially faster opponents who can get a hit in before she can get the chance to hit them back.
As noted above, Mega-Evolving Yor basically turns her into a sexy Kingambit riding a Formula One - in other words, she owes a lot to the Big Blade Pokémon in terms of playstyle in this form, but sacrifices most if not all of her physical defense in favor of an absolutely ridiculous Speed stat, enabling her to make use of her Dark and Steel STAB along with whatever coverage she has on her to shred her targets to ribbons before they can even get the chance to react. I purposely avoided giving her Swords Dance for this reason, and with such a high Attack stat as it is, she arguably doesn't need it. As oppressive as she can be in the right hands, though, even the Thorn Princess isn't without faults in terms of game play, the biggest of which is that her nonexistent defensive bulk is completely unchanged even after Mega Evolution. With no way of countering Ground or Fire, the two new type weaknesses she gains in exchange for neutralizing her default form's vulnerabilities to Bug and Fairy, one successful super-effective attack may be all her erstwhile victim needs to turn the tables on her.

d53

Image source by @UmbralGrey

Quick, before the meme is no longer relevant!
Pokémon: Sadako Yamamura
Franchise/Origin: The Ring
Intended Tier: OU
Type: Ghost/Psychic
Ability: Intimidate, Download, Protean (Hidden)

Notable moves: Astonish, Bitter Malice, Confuse Ray, Curse, Destiny Bond, Grudge, Hex, Night Shade, Ominous Wind, Phantom Force, Poltergeist, Shadow Ball, Shadow Sneak, Spite, Confusion, Dream Eater, Expanding Force, Extrasensory, Future Sight, Heal Block, Hypnosis, Imprison, Kinesis, Miracle Eye, Mist Ball, Mystical Power, Psybeam, Psychic, Psychic Noise, Psychic Terrain, Psyshock, Psystrike, Psywave, Telekinesis, Teleport, Mean Look, Pain Split, Payback, Fake Tears, Scary Face, Water Pulse, Eerie Impulse, Acid Spray, Thief, Chilling Water, Charge Beam, Venoshock, Endure, Volt Switch, Rain Dance, Foul Play, Waterfall, Dazzling Gleam, Thunder Wave, Poison Jab, Taunt, Toxic Spikes, Dark Pulse, Gunk Shot, Will-O-Wisp, Nasty Plot, Toxic, Lunge, Lash Out, Temper Flare, Muddy Water, Sludge Wave

Signature moves:
  • Vengeful Spirit (Ghost, Status, 8 PP max) - Perish Song clone (target faints after 3 turns). Not sound-based, but only affects a single target.
Stats: 90 HP/55 Atk/110 Def/135 SpA/110 SpD/30 Spe = 520

Reasoning:
This sub was originally going to be Ghost/Electric purely because of the fact that Sadako's main thing is her haunting technology, with the infamous scene of her coming out of the protagonist's television in the first Ring movie being spoofed to Hell and back across popular culture (the meme with her video being shown on a ceiling-mounted TV, pictured above, being just the most recent take on it). However, I decided to change her typing after looking up more about her lore - which, as discussed in this article on Bogleech.com, apparently went wildly off the deep end as time went on... or maybe it always was Like That and we didn't notice until now. The most important thing mentioned, and the justification for my changing her secondary type to Psychic, is that Sadako's mortal self literally had psychic abilities in both the original novel the movies were based on and almost every adaptation of the source material, and these were so strong that when Bad Things happened to her, her troubled emotions in her last living moments ended up taking on a life of their own and that's how we got the "ghost" girl everyone knows and loves now. I still kept the Ghost typing because even though Sadako isn't actually the straightforward ghost people usually think she is, the fact remains that she was once a human being who got monster-ified via all the shit she had to go through, and Ghost-types have been known to come from damn near anything in Pokémon's canon. I did give her some Electric-type moves (as well as Dazzling Gleam) as a nod to her technological association, but that's in addition to the other coverage moves associated with her various iterations and character traits - the Water-type stuff comes from the well she was abandoned in, the Dark-type moves are due to her viciousness and hatred, and there's even some Poison-type moves due to the fact that at one point, she manifested as a virus (yes, really). She even gets Temper Flare as a nod to her anger issues and, as that's a Fire-type move, Will-O-Wisp to go with it, as it made sense for a modern take on an onryo to have an association with the Japanese spirit flames of old.
Ability- and stats-wise, I decided to set Sadako up as a slow special tank because of her taking seven days for her curse to work, but also said curse being lethally effective, along with the sheer difficulty in terms of dispatching her (how else was she able to get so many movies and such?). Intimidate should be obvious and Download once again ties back to her tech-based roots, but Protean was suggested by Pika Xreme because of how much she's adapted over the years into all sorts of forms even more off-the-wall than she already was originally. My original choice of HA for her was Anger Point but honestly that's the worst possible choice of ability you can give her if you want to use her in serious play, even if it would've been flavor-appropriate. So Protean it is, though I'm still not sure if that'd make her a little too overpowered.

Slate Bonus: Granted chiefly by her guest appearance in Dead by Daylight, where her title is The Onryō.

Competitive Info:
Don't be fooled by the silliness and/or cuteness of most of the memes and fanart featuring her - Sadako is more than implacable enough to make up for her nonexistent speed, and once she's set her sights on you, she'll come for you no matter how fast or far you go while trying to escape her. Her defenses on both the physical and special fronts are equally high, her HP isn't far behind, and with her frightening special attack stat she can also make good on the effect of her curse with Shadow Ball, Psychic, and other powerful STAB moves along with a variety of coverage options (Protean aside, obviously) - Dazzling Gleam, Dark Pulse, and Temper Flare in particular enable her to surprise all three of the types that resist her STAB (which includes the only two types she herself is weak to), and she's able to strike all other types for neutral damage at the minimum, enabling her to "soften up" the opposition and allow her teammates to pick off weakened foes at their discretion. Equally important, however, are the status-inducing moves she can learn - most notably Toxic, Will-O-Wisp, Thunder Wave, Confusion, Taunt, Mean Look, and even Hypnosis, the latter of which synergizes with Dream Eater as a recovery move. She doesn't get Perish Song (which would be flavor-appropriate except that she doesn't even speak IIRC), but just as effective is her signature move, Vengeful Spirit, which is a single-target version of that except it isn't walled by Soundproof (not that this matters much). Sadako can thus become extremely frustrating to face if she isn't dealt with quickly, since you won't be able to tell whether she's decided to shut your party members down with any one of the harmful effects she can inflict or simply attack them outright. The most effective way to take her down is to either cripple her with status before she can do the same to you - paralysis in particular is especially useful if you want to keep her from using her deadliest moves - or to simply bring in a faster attacker to take advantage of the fact that both of her sole two type weaknesses are 4x effective, with Dark-types being especially good for the latter strategy as long as she isn't packing Dazzling Gleam.
One final note: If CCEX ends up allowing for the use of Trick Room, I imagine that Sadako would be a good fit for strategies revolving around it, as the speed inversion that comes with it can make her even more effective as a status-abuser, though you could also set her up as a Trick Room special attacker since she can also learn Nasty Plot and can further enhance her destructive potential by running Download and switching in to someone with piss-poor Special Defense. Maybe someday this pet mod will be able to bring in a dedicated Trick Room user, if only to enable Sadako to get rid of her curse's grace period and stir up absolute mayhem.
 
Sega Saturn (Nep vs SHG).png

Pokémon: Sega Saturn (Mage)
Franchise/Origin: Sega Hard Girls
Intended Tier: UU
Type: Psychic/Fire
Ability: Magician / Natural Cure
Moves: Psychic, Psyshock, Fire Blast, Flamethrower, Mystical Fire, Aura Sphere, Dazzling Gleam, Razor Wind, Psycho Cut, Close Combat, Bulk Up, Coaching, Recover, Wish, Heal Pulse, Teleport, Protect, Purify
Z-Move: Saturn Nova - Psychic, Special, 200 BP | Requires Psychic and Segasaturnium Z (usable in any form)
Stats: 68/68/68/119/119/93 | 535 BST
SSM.png


Using a Key Item called the Class Changer, Sega Saturn can change form based on the category of the first move in her moveset: Mage if Special, Sorceress if Physical, White Mage if Status. (This does not change her appearance.)

Form: Sega Saturn (Sorceress)
Moves: base (minus Aura Sphere and Purify) + Fire Pillar (Fire-type Photon Geyser), Thief
Stats: 78/108/68/89/89/103 | 535 BST (+10 HP, +40 Atk, -30 SpA, -30 SpD, +10 Spe)
SSS.png


Form: Sega Saturn (White Mage)
Moves: base (minus Aura Sphere and Purify) + Judgment, Revival Blessing
Stats: 108/78/88/79/89/93 | 535 BST (+40 HP, +10 Atk, +20 Def, -40 SpA, -30 SpD)
SSWM.png


Reasoning: Although this submission is based on the video game Superdimension Neptune vs. Sega Hard Girls, the Sega Hard Girls multimedia project was first adapted into a light novel and then an anime, making the character fit for Expanded. Her EXE Drive is Saturn Nova, which calls for Psychic typing in its association with outer space. She also gets fire magic, hence her secondary type. Her Abilities are: Magician because she is one, and Natural Cure as a sort of parallel to the passive skill Status Effect Resistance, which reduces the turn counter of status effects. (That's the best way to represent it.) Bulk Up and Coaching correspond to Ranger Support, Aura Sphere to Strike Buster, Purify to Antivirus, Thief to Snatch Items (which is technically passive but also supports Magician), Cross Out to Judgment, and Revive to...well, Revival Blessing.

Mare Bello Fiore (sprite).png

Pokémon: Mare Bello Fiore
Franchise/Origin: Overlord
Intended Tier: OU
Type: Ground/Grass
Ability: Cloud Nine / Bulletproof
Hidden Ability: Terraforming - Upon switching in, the user summons a terrain depending on SpA and SpD IVs: Misty if both are odd, Psychic if SpA is even, Electric if SpD is even, and Grassy if both are even.
Notable moves: Earth Power, Earthquake, Land's Wrath, Energy Ball, Wood Hammer, Flower Trick, Grassy Glide, Stone Edge, Sucker Punch, Lava Plume, Nature Power, Leech Seed, Sleep Powder, Stun Spore, Defog, Stealth Rock, Spikes, Calm Mind, Wish, Protect, Life Dew, Purify, Teleport
Other moves: Rock Slide, Terrain Pulse, Weather Ball, Worry Seed, Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Rain Dance, Sunny Day, Sandstorm, Hail, Foresight, Coaching, Acupressure, Helping Hand, Wide Guard, Heal Pulse, Rototiller, Trailblaze, Snowscape
Stats: 95/95/105/110/110/85 | 600 BST
mare-png.610127


Reasoning: One of the two Guardians of the Sixth floor of Nazarick. A cross-dressing dark elf of neutral evil alignment. He has a meek disposition yet insane physical strength and half a mind to break bones with his staff. (Sucker Punch and Wood Hammer reflect this.)
  • Base Stats
  • Typing: He is capable of terraforming (Ground), and one of his jobs is Forest Mage (Grass).
  • Abilities: He possesses a spell called Control Cloud (Cloud Nine), has projectile immunity (Bulletproof) as a Floor Guardian, and is a neat freak with control over nature (Hidden Ability).
  • Movepool: His combat style involves the use of druidic powers (Ground, Grass, and Rock moves—Grassy Glide specifically corresponding to Woodland Stride, and Land's Wrath to Dragon Earth—as well as Nature Power, Terrain Pulse, and Defog) at a distance for offense (he also has a lava spell, hence Lava Plume), protection (Protect, Wide Guard), and support (Calm Mind, Coaching, Acupressure, Helping Hand, Wish, Heal Pulse, Life Dew, Purify). He can also Detect Life (Foresight) and Control Weather, plus he possesses a Ring of Ainz Ooal Gown, which allows him to Teleport around Nazarick.
Slate Bonus: He is featured in the Steam game DUNGEON OF NAZARICK, whence the sprite above originates.

JavaScript:
terraforming: {
  shortDesc: "Summons an IV-based terrain: Grassy if even SpA+SpD; Electric if even SpD; Psychic if even SpA; Misty otherwise.",
  onStart(pokemon) {
    let terrain = 'mistyterrain';
    if (pokemon.set.ivs['spd'] % 2) {
      if (pokemon.set.ivs['spa'] % 2) terrain = 'grassyterrain';
      else terrain = 'electricterrain';
    } else if (pokemon.set.ivs['spa'] % 2) terrain = 'psychicterrain';
    this.field.setTerrain(terrain);
  },
  name: "Terraforming",
  rating: 4,
},

webe-png.364403

Pokémon: Worst End Boss Ever
Franchise/Origin: Homestar Runner (specifically Skills of an Artist)
Intended Tier: UU
Type: Poison/Fairy
Ability: Stench / Rough Skin
Hidden Ability: Rapid Fire - Special attacks hit twice when the user is at 20% HP or below. (Parental Bond variant)
Notable moves: Sludge Bomb, Dazzling Gleam, Flash Cannon, Flamethrower, Noxious Torque, Magical Torque, Gunk Shot, Play Rough, Heavy Slam (999.9 kg), Megahorn, Double-Edge, Toxic, Shift Gear
Other moves: Spin Out, Steel Roller, Horn Attack, Leer, Lock-On, Laser Focus
Stats: 50/100/150/80/150/50 | 580 BST
webe-png.584939


Reasoning: In Skills of an Artist 6, End Boss, Strong Bad tried to draw a pixel-style end boss, and this is how it turned out. Its most prominent features are dog poo and cotton candy, hence Poison/Fairy with Stench. The spikes on its body are represented in Rough Skin, and the tank at its base gives it Steel-type moves and Flamethrower.
In Stinkoman 20X6 (a video game), the Worst End Boss Ever appears as the gatekeeper boss (despite its name) of Level 10, taking a mere 5 hits to defeat, thus the low base HP and the heavy involvement of 5s and 10s in its other base stats. Its Hidden Ability, Rapid Fire, is based on the quickening of its shots when it has taken 4/5 hits. Because it rams into things with its frontal spike, it gets Megahorn, Double-Edge, and Horn Attack. Lastly, the many eyes on its body call for Leer, Lock-On, and Laser Focus.
JavaScript:
rapidfire: {
  onPrepareHit(source, target, move) {
    if (source.hp > source.maxhp / 5 || move.category !== 'Special' || move.multihit || move.flags['noparentalbond'] ||
    move.flags['charge'] || move.flags['futuremove'] || move.spreadHit || move.isZ || move.isMax) return;
    move.multihit = 2;
    move.multihitType = 'rapidfire';
  },
  onSourceModifySecondaries(secondaries, target, source, move) {
    if (move.multihitType === 'rapidfire' && move.id === 'secretpower' && move.hit < 2) {
      // hack to prevent accidentally suppressing King's Rock/Razor Fang
      return secondaries.filter(effect => effect.volatileStatus === 'flinch');
    }
  },
  name: "Rapid Fire",
  desc: "When this Pokemon has 1/5 or less of its maximum HP, rounded down, its special attacks become multi-hit moves that hit twice. Does not affect Doom Desire, Dragon Darts, Dynamax Cannon, Endeavor, Explosion, Final Gambit, Fling, Future Sight, Ice Ball, Rollout, Self-Destruct, any multi-hit move, any move that has multiple targets, or any two-turn move.",
  shortDesc: "1/5 HP or less: Special attacks hit twice.",
  rating: 3,
},

Fun fact: I did not specify how long this slate would last. I'll keep it open until the weekend after somebody else submits.
 
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Pokémon: Godzilla
Origin: Godzilla
Intended Tier: OU
Type: Poison/Water
Ability: Regenerator / Supreme Overlord
Stats: 121 HP / 119 Attack / 85 Defense / 134 Special Attack / 81 Special Defense / 60 Speed (600 BST)

Physical - Poison Jab, Waterfall, Aqua Tail, Glaive Rush, Jump Kick, Hammer Arm, Cross Chop, Brick Break, Close Combat, Dragon Tail, Dragon Claw, Outrage, Thrash, Raging Fury, Flare Blitz, Iron Head, Iron Tail, Steel Roller, Wood Hammer, Seed Bomb, Shadow Claw, Last Respects, Seismic Toss, Explosion

Special - Atomic Breath, Flamethrower, Fire Blast, Raging Fury, Thunderbolt, Discharge, Ice Beam, Sheer Cold, Dragon Pulse, Flash Cannon, Surf, Dazzling Gleam, Shadow Ball, Dark Pulse, Energy Ball, Giga Drain, Solar Beam, Terrain Pulse, Ancient Power

Status - Recover, Roar, Block, Growth, Grassy Terrain, Aromatherapy, Healing Wish

Atomic Breath: Special Poison attack. 95 BP, 10/16 PP, 100% accuracy. Can hit Steel-types and has a 10% chance to badly poison.

Reasoning: A radioactive marine organism of some description - the details get changed a lot. Since these are the most consistent facets of Godzilla's existence, he has the Poison and Water types. Regenerator because of his ability to heal from wounds, and Supreme Overlord because he's displayed the ability to 'gather strength from the fallen' in more than one continuity - Heisei Godzilla with Rodan, Monsterverse Godzilla with Mothra, and Giant Monsters All-Out Attack Godzilla with World War 2's dead.

While Godzilla's physical strength is - naturally - great, his most impressive feats are usually done with his Atomic Breath, so he has a considerable bias towards Special Attack. He's also given the same Base Stat Total as Tyranitar and Baxcalibur, Pokémon that are closely modeled off of him.

In addition to his STABS... Glaive Rush was created based off of his infamous dropkick from Godzilla vs Megalon, which is also why he was given Jump Kick. He has a few more Fighting moves because of his combat style from movies around that era.

He's been referred to as a dragon on occasion, and Dragon coverage is common among reptiles regardless, so he gets plenty of Dragon moves as well. He also gets the main Thrash clones because he's often depicted going on rampages.

Steel and Grass coverage chiefly comes from his "Planet of the Monsters" incarnation, who was a metallic plantlike organism. The terraforming abilities displayed by this incarnation also factor into his usage of Grassy Terrain and Terrain Pulse, alongside his Monsterverse version having similar abilities - that version is the reason for Aromatherapy, since his terraforming is based more around mending the environment than overwriting it.

Fire coverage due to ocassionally being referred to as a 'fire monster' and the multiple counts of arson to his name. Discharge and Thunderbolt because he can release energy waves and he's shown electric abilities on occasion. Ice Beam and Sheer Cold because the specific version of Mechagodzilla who had ice weapons was also the only version to have originally been Godzilla.

Ghost coverage because he's both been possessed a few times and frequently haunts something or another. Dazzling Gleam because he can release light from his body and has been shown bathed in light more than once (it's a visual particularly associated with Godzilla Jr.'s rebirth). Explosion is because of his fatal meltdown in Godzilla vs Destoroyah.

Recover because of the regeneration again, Roar because he does that, Block because he Manget Pulled the original Mechagodzilla exactly once but didn't do it enough times for me to actually give him Magnet Pull about it, Growth because he did that, and Healing Wish because the 'strength from the fallen' thing goes in more than one direction.
 
Submissions are closed! Time to vote over the next week or so...after the first vote.
Falchion's Violet Parr
Falchion's Toph Beifong
Falchion's Yor Forger
Falchion's Sadako Yamamura
Mygavolt's Sega Saturn
Mygavolt's Mare Bello Fiore
Mygavolt's Worst End Boss Ever
Pika Xreme's Godzilla
 
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Sl8 8 m8s: Anything Goes
cfd.jpg

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violet-parr-incredibles.gif


Congratulations to Pika Xreme and Falchion (x2) for winning with Godzilla, Toph Beifong, and Violet Parr!
Pika Xreme has earned the title Isekai Quartet!

There is no bonus theme for this slate.
As always, have fun!​
 
YDSbe2F.png

"They may not be as sophisticated as some of you Canterlot ponies, but they are my best friends. And they are without a doubt the most important ponies I know."
Rarity

Pokémon: Rarity
Franchise/Origin: My Little Pony
Intended Tier: OU
Type: RockPsychic
Regional Variation: None
Ability: Dazzling/Magic Bounce/Clear Body
Notable moves: Makeover, Power Gem, Stealth Rock, Psychic, Expanding Force, Psychic Terrain, Protect, Light Screen, Reflect, Outrage, Confuse Ray, Barrier, Amnesia, Rock Slide, Ice Beam, Aurora Veil, Snowscape, Stone Edge, Stored Power, Calm Mind, Nasty Plot.
Signature move: Makeover: 50BP Special Rock move with 8 PP and 100% accuracy. Reverses the target's stat changes (Same effect as Topsy Turvy)
Stats: 75/60/100/90/130/85
CH9njh6.png

Mega Evolution: Rainbow Power Rarity
Mega Evolution Type: RockPsychic
Mega Evolution Item:
Orb of Generosity
Mega Evolution Ability: Element Of Generosity: Upon Mega Evolving, the move in the first moveslot will be replaced with Diamond Storm for the rest of the battle. (Rarity has Mega Evolved into Rainbow Power Rarity! *Rarity's Element of Generosity!* Rarity forgot *move*! Rarity learned Diamond Storm!)
Stats: 75/70/105/95/220/75
SFrxgcQ.png

Ultra Burst: Nightmare Rarity
Ultra Burst Type: RockDark
Ultra Burst Item:
Larry's Claw
Ultra Burst Ability: Shadowfright: Fighting-type Sap Sipper that also protects Nightmare Rarity from trapping effects.
Ultra Burst Z-Move: Nightmare Force: 200 BP Special Dark-type move that inflicts Nightmare upon the target. Upgrades from Makeover.
Ultra Burst Stats: 75/70/110/150/130/105
cC95Xwv.png

"I wish he could learn to choose!"
*magic key starts glowing*
"Oh, if only I could learn to keep quiet!"
Floppy

Pokémon: Floppy
Franchise/Origin: The Magic Key
Intended Tier: UU
Type: Normal
Regional Variation:
None
Ability: Strong Jaw/Guard Dog/Magic Key: On entry, this Pokémon clears out all Terrains.
Notable moves: Adventure, Crunch, Shadow Claw, Double-Edge, Terrain Pulse, Weather Ball, Teleport, Ice Fang, Rest, Sleep Talk, Taunt, Spite, U-Turn, Psychic Fangs, Agility, Roar, Body Slam, Counter, Rest, Fairy Lock
Signature move: Adventure: A Normal Status move with 16 BP. When used, Floppy will clear all weather and terrain effects, then switch out.
G-Max Move, Z-Move, Mega Evolution, etc.: None
Stats: 75/100/85/45/70/110
vO1Pchm.png

"HAHAHAHAHAHAHAHHAHAHAHAHAHA!!!! Who has been there for you? One man, who has made it his mission to improve the lives of people around him....He has remodelled our buildings...Helped keep our banks free of unnessecary clutter...You have always shown your appreciation...And why stop now?"
The Joker

Pokémon: The Joker
Franchise/Origin: DC Comics
Intended Tier: OU
Type: PoisonDark
Regional Variation:
None
Ability: Neutralizing Gas/Intimidate/Unnerve
Notable moves: Laughter Gas, Trick, Taunt, Torment, Poison Jab, Foul Play, Dark Pulse, Corrosive Gas, Psych Up, Topsy Turvy, Teleport, Flamethrower, Lash Out, Burning Jealousy, Mach Punch, Brick Break, Poison Gas, Haze, Toxic, Revenge, Night Slash, Bullet Seed, Will-O-Wisp, Thunder Wave, Thunder Punch, Roar, Mean Look, Dual Chop
Signature move: Laughter Gas: 20BP Physical Poison move with 16 PP and 90% Accuracy. Hits 1-10 times.
Z-Move: The Killing Joke: 180 BP Physical Poison move that applies Torment on the target. Upgrades from Laughter Gas with the Z-Crystal "Five Aces".
Stats: 90/100/75/70/90/110
sAH7qTv.png

"It was a prophecy from StarClan. Fire alone will save our Clan."
Spottedleaf

Pokémon: Firestar
Franchise/Origin: Warriors
Intended Tier: OU
Type: FireElectric
Regional Variation:
None
Ability: Vital Spirit/Sturdy/Super Luck
Notable moves: Prophecy, Endure, Flame Charge, Flare Blitz, Wild Charge, Rising Voltage, Supercell Slam, Thunder Fang, Fire Fang, Moonlight, Sunny Day, Electric Terrain, Crunch, Covet, Lunge, Pounce, Glare, Agility, Trailblaze, Assist, Detect, Rest, Extreme Speed, Endeavor
Signature move: Prophecy: A Fire Status move with 16 BP and +4 Priority. Identical to Baneful Bunker, instead it drains 3 PP from a random move of any Pokémon hitting it with a contact move.
Z-Move: Hunter's Crouch: A Physical Fire move. Identical to Beat Up, except the formula is: Base Attack of Party Member/2 + 5. Upgrades from Moonlight with the Z-Crystal "Thunderclan Totem".
Stats: 89/103/78/75/80/120
0u5XJal.png

(To the tune of Here we go round the mulberry bush)
"Uppy Umbrella says ‘ŭ…’ in words,
‘ŭ…’ in words, ‘ŭ…’ in words.
Uppy Umbrella says ‘ŭ…’ in words.
She belongs to Mr U."
Letterland Song

Pokémon: Uppy Umbrella
Franchise/Origin: Letterland
Intended Tier: OU
Type: WaterFlying
Regional Variation:
None
Ability: Unaware/Unburden/Unnerve
Notable moves: Umbrella Spin, Rain Dance, Endure, Air Slash, Surf, Chilling Water, Hurricane, Mirror Coat, Protect, Iron Defense, Charm, Hydro Pump, Thunder, Thunderbolt, Aqua Jet, Play Rough, Body Slam, U-Turn, Upper Hand, Uproar
Signature move: Umbrella Spin: 50 BP Special Water-type move with 100% Accuracy, and 16 PP. Clears out entry hazards, setting up Rain if the target moved before the user.
Stats: 140/45/95/90/100/65
Vxkinxv.png

Mega Evolution: Mr. U
Mega Evolution Type: ==
Mega Evolution Item:
U's Umbrella
Mega Evolution Ability: Ultrasonographer: Increases the power of Umbrella Spin, U-Turn, Upper Hand, and Uproar by 30%, and turns them into Steel moves.
Stats: 140/90/85/120/90/110
 
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RESUBMISSIONS FROM SLATE 6:

TruSt93.png

"I don't need to be at peace. I don't care if I have to bloody my hands. Even if it means living a life that could end at any moment."
Pokémon: Yor Forger (nee Briar)
Franchise/Origin: Spy X Family
Intended Tier: UU (Default); Ubers (Mega)
Type: Dark/Normal
Ability: Poison Heal, Moxie, Klutz (Hidden)
Notable moves: Assurance, Beat Up, Brutal Swing, Comeuppance, Darkest Lariat, Fake Tears, Feint Attack, Fling, Foul Play, Hone Claws, Knock Off, Lash Out, Night Slash, Payback, Punishment, Snarl, Snatch, Sucker Punch, Taunt, Thief, Throat Chop, Torment, Bullet Punch, Hard Press, Iron Head, Metal Burst, Metal Claw, Meteor Mash, Smart Strike, Cross Poison, Gunk Shot, Poison Jab, Poison Sting, Toxic, Toxic Spikes, Leer, Fury Cutter, Scary Face, Slash, Retaliate, Take Down, Low Kick, Facade, Aerial Ace, Low Sweep, Endure, False Swipe, Brick Break, Zen Headbutt, X-Scissor, Reversal, Acrobatics, Mega Kick, Double Kick, Jump Kick, High Jump Kick, Axe Kick, Close Combat, Karate Chop, Psycho Cut, Cross Chop, Shadow Claw, Trick
Signature moves:
  • Thorn's Blade (Dark, Physical, 100 BP, 8 PP max, 80% accuracy) - Dark-type Cross Chop clone, increased critical hit ratio.
Stats: 85 HP/120 Atk/60 Def/55 SpA/60 SpD/100 Spe = 480

LQVAlvm.png

"I apologize for the intrusion, but... may I have the honor of taking your life?"
Mega Evolution: Changes Yor's typing to Dark/Steel, and replaces her ability with Super Luck. Her stat spread in this form is 85 HP/155 Atk/60 Def/65 SpA/60 SpD/155 Spe = 580

Reasoning:
When I first prepared this sub, I was tempted to go straight to Yor's Thorn Princess persona and make her Dark/Steel due to her being a knife-toting assassin, which despite being thematically apropos would basically make her a genderbent Kingambit with a jet turbine strapped on. Ultimately, while I do still like the idea of her being as hilariously overpowered as she is in canon, I ultimately went with that version of her being a Mega Evolution instead, with her normal housewife-y self being the default form. Without her weaponry she's better off as a Dark/Normal-type since she still keeps her assassin-like mentality even in the safety of home (much to Anya's discomfort), but to avoid losing the Steel-type immunity to Poison I gave her Poison Heal as one of her abilities, which doubles as a handy reference to her canonical poison resistance and, by extension, her high tolerance of alcohol and the drinking habit resulting from it (that and her use of poisons in assassination led to me giving her a few Poison-type moves as well). Moxie and Klutz refer respectively to her assassination skill and her having only one brain cell, which is also why I opted to make her special stats absolutely abysmal - her only focus in battle is on her own survival, which part of her opponent to stab first, or both if it has to come to it, so any complex knowledge that magical abilities and the like would theoretically require wouldn't matter to her.

Competitive Info:
A hyper-offensive killing machine in a housewife's clothing, Yor is lightning-fast, precise, and very, very deadly. Her impressive Attack stat is backed up by a number of moves with an increased critical hit ratio, with her main STAB in this regard arguably being Night Slash as well as her signature move in Thorn's Blade, which is basically Night Slash except stronger but less accurate. While her secondary type of Normal can only deal neutral damage at best with its STAB moves such as Slash, Take Down, and Mega Kick, she does learn moves of a broad range of coverage types to compensate, namely Steel, Poison, Fighting, Psychic, and even one move each for Ghost and Bug along with two for Flying, giving her a variety of options to cover her three weaknesses as well as most of the types that resist her STAB. Her abilities aren't much compared to all this but Moxie is arguably your best option, enabling her to wreak even more havoc with each successive assassination, though there's also something to be said for using a combination of Klutz and Trick to slap a harmful or restrictive item such as a Flame Orb or Choice Specs on an unsuspecting opponent before going to town. Being built for a hyper-offensive playstyle, though, Yor pays dearly for it by being ludicrously fragile, and as quick on her feet as she is, she has to be wary of priority moves and especially faster opponents who can get a hit in before she can get the chance to hit them back.
As noted above, Mega-Evolving Yor basically turns her into a sexy Kingambit riding a Formula One - in other words, she owes a lot to the Big Blade Pokémon in terms of playstyle in this form, but sacrifices most if not all of her physical defense in favor of an absolutely ridiculous Speed stat, enabling her to make use of her Dark and Steel STAB along with whatever coverage she has on her to shred her targets to ribbons before they can even get the chance to react. I purposely avoided giving her Swords Dance for this reason, and with such a high Attack stat as it is, she arguably doesn't need it. As oppressive as she can be in the right hands, though, even the Thorn Princess isn't without faults in terms of game play, the biggest of which is that her nonexistent defensive bulk is completely unchanged even after Mega Evolution. With no way of countering Ground or Fire, the two new type weaknesses she gains in exchange for neutralizing her default form's vulnerabilities to Bug and Fairy, one successful super-effective attack may be all her erstwhile victim needs to turn the tables on her.

d53

Image source by @UmbralGrey

Quick, before the meme is no longer relevant!
Pokémon: Sadako Yamamura
Franchise/Origin: The Ring
Intended Tier: OU
Type: Ghost/Psychic
Ability: Intimidate, Download, Protean (Hidden)

Notable moves: Astonish, Bitter Malice, Confuse Ray, Curse, Destiny Bond, Grudge, Hex, Night Shade, Ominous Wind, Phantom Force, Poltergeist, Shadow Ball, Shadow Sneak, Spite, Confusion, Dream Eater, Expanding Force, Extrasensory, Future Sight, Heal Block, Hypnosis, Imprison, Kinesis, Miracle Eye, Mist Ball, Mystical Power, Psybeam, Psychic, Psychic Noise, Psychic Terrain, Psyshock, Psystrike, Psywave, Telekinesis, Teleport, Mean Look, Pain Split, Payback, Fake Tears, Scary Face, Water Pulse, Eerie Impulse, Acid Spray, Thief, Chilling Water, Charge Beam, Venoshock, Endure, Volt Switch, Rain Dance, Foul Play, Waterfall, Dazzling Gleam, Thunder Wave, Poison Jab, Taunt, Toxic Spikes, Dark Pulse, Gunk Shot, Will-O-Wisp, Nasty Plot, Toxic, Lunge, Lash Out, Temper Flare, Muddy Water, Sludge Wave

Signature moves:
  • Vengeful Spirit (Ghost, Status, 8 PP max) - Perish Song clone (target faints after 3 turns). Not sound-based, but only affects a single target.
Stats: 90 HP/55 Atk/110 Def/135 SpA/110 SpD/30 Spe = 520

Reasoning:
This sub was originally going to be Ghost/Electric purely because of the fact that Sadako's main thing is her haunting technology, with the infamous scene of her coming out of the protagonist's television in the first Ring movie being spoofed to Hell and back across popular culture (the meme with her video being shown on a ceiling-mounted TV, pictured above, being just the most recent take on it). However, I decided to change her typing after looking up more about her lore - which, as discussed in this article on Bogleech.com, apparently went wildly off the deep end as time went on... or maybe it always was Like That and we didn't notice until now. The most important thing mentioned, and the justification for my changing her secondary type to Psychic, is that Sadako's mortal self literally had psychic abilities in both the original novel the movies were based on and almost every adaptation of the source material, and these were so strong that when Bad Things happened to her, her troubled emotions in her last living moments ended up taking on a life of their own and that's how we got the "ghost" girl everyone knows and loves now. I still kept the Ghost typing because even though Sadako isn't actually the straightforward ghost people usually think she is, the fact remains that she was once a human being who got monster-ified via all the shit she had to go through, and Ghost-types have been known to come from damn near anything in Pokémon's canon. I did give her some Electric-type moves (as well as Dazzling Gleam) as a nod to her technological association, but that's in addition to the other coverage moves associated with her various iterations and character traits - the Water-type stuff comes from the well she was abandoned in, the Dark-type moves are due to her viciousness and hatred, and there's even some Poison-type moves due to the fact that at one point, she manifested as a virus (yes, really). She even gets Temper Flare as a nod to her anger issues and, as that's a Fire-type move, Will-O-Wisp to go with it, as it made sense for a modern take on an onryo to have an association with the Japanese spirit flames of old.
Ability- and stats-wise, I decided to set Sadako up as a slow special tank because of her taking seven days for her curse to work, but also said curse being lethally effective, along with the sheer difficulty in terms of dispatching her (how else was she able to get so many movies and such?). Intimidate should be obvious and Download once again ties back to her tech-based roots, but Protean was suggested by Pika Xreme because of how much she's adapted over the years into all sorts of forms even more off-the-wall than she already was originally. My original choice of HA for her was Anger Point but honestly that's the worst possible choice of ability you can give her if you want to use her in serious play, even if it would've been flavor-appropriate. So Protean it is, though I'm still not sure if that'd make her a little too overpowered.

Competitive Info:
Don't be fooled by the silliness and/or cuteness of most of the memes and fanart featuring her - Sadako is more than implacable enough to make up for her nonexistent speed, and once she's set her sights on you, she'll come for you no matter how fast or far you go while trying to escape her. Her defenses on both the physical and special fronts are equally high, her HP isn't far behind, and with her frightening special attack stat she can also make good on the effect of her curse with Shadow Ball, Psychic, and other powerful STAB moves along with a variety of coverage options (Protean aside, obviously) - Dazzling Gleam, Dark Pulse, and Temper Flare in particular enable her to surprise all three of the types that resist her STAB (which includes the only two types she herself is weak to), and she's able to strike all other types for neutral damage at the minimum, enabling her to "soften up" the opposition and allow her teammates to pick off weakened foes at their discretion. Equally important, however, are the status-inducing moves she can learn - most notably Toxic, Will-O-Wisp, Thunder Wave, Confusion, Taunt, Mean Look, and even Hypnosis, the latter of which synergizes with Dream Eater as a recovery move. She doesn't get Perish Song (which would be flavor-appropriate except that she doesn't even speak IIRC), but just as effective is her signature move, Vengeful Spirit, which is a single-target version of that except it isn't walled by Soundproof (not that this matters much). Sadako can thus become extremely frustrating to face if she isn't dealt with quickly, since you won't be able to tell whether she's decided to shut your party members down with any one of the harmful effects she can inflict or simply attack them outright. The most effective way to take her down is to either cripple her with status before she can do the same to you - paralysis in particular is especially useful if you want to keep her from using her deadliest moves - or to simply bring in a faster attacker to take advantage of the fact that both of her sole two type weaknesses are 4x effective, with Dark-types being especially good for the latter strategy as long as she isn't packing Dazzling Gleam.
One final note: If CCEX ends up allowing for the use of Trick Room, I imagine that Sadako would be a good fit for strategies revolving around it, as the speed inversion that comes with it can make her even more effective as a status-abuser, though you could also set her up as a Trick Room special attacker since she can also learn Nasty Plot and can further enhance her destructive potential by running Download and switching in to someone with piss-poor Special Defense. Maybe someday this pet mod will be able to bring in a dedicated Trick Room user, if only to enable Sadako to get rid of her curse's grace period and stir up absolute mayhem.
 
i have a disease where I keep subbing characters who would get Last Respects

latest

*manly crying*
Pokémon: Kenshiro
Origin: Fist of the North Star
Intended Tier: Uber
Type: Fighting/Ghost
Ability: Hokuto Shinken (User's Fighting-type moves inflict Perish Song on the target. User is immune to Perish Song.)

Stats: 99 HP / 131 Attack / 99 Defense / 83 Special Attack / 80 Special Defense / 107 Speed
Moves:
Physical - Last Respects, Close Combat, Cross Chop, Sky Uppercut, Brick Break, Drain Punch, Last Respects, Mach Punch, Hammer Arm, Phantom Force,, Shadow Claw, Shadow Punch, High Horsepower
Special - Focus Blast, Vacuum Wave, Shadow Ball, Air Slash
Status - Bulk Up, Taunt, Parting Shot, Heal Pulse, Heal Bell, Helping Hand


It's the man with seven scars!

Kenshiro is the 64th successor of Hokuto Shinken, a martial art focusing on the exploitation of pressure points. It's most famous for its ability to make people's heads explode a good few seconds after the last time the user touched you! That's the reason behind his ability and Fighting type.

Kenshiro in particular is the one who finally mastered the style's ultimate technique, Mosou Tensei. Mosou Tensei enables the user to channel the spirits and techniques of the dead, while also making the user intangible. Thus, Last Respects and the Ghost type.

Bulk Up because of Hokuto Shinken having a technique that boosts the user's strength. Taunt and Parting Shot because he does those. High Horsepower because Kenshiro is one of the only people who can ride Raoh's amazing horse, Kokuoh. (Seriously, he's an amazing horse.) Air Slash because he can use Nanto Seiken's cutting techniques.

He also gets a few supporting moves, since Hokuto Shinken has healing techniques and Kenshiro himself has a surprisingly gentle personality when he's not in battle.
 
george-the-volcano-png.264355

"I'm filling my water with volcanicity!"
Pokémon: George the Volcano
Franchise/Origin: Volvic commercials
Intended Tier: OU
Type: Water/Rock
Ability: Volcanicity* / Rain Dish / Harvest
*Grants the resistances of a Fire-type (may downgrade quad resistances)
Signature move: Wild Minerals - Rock, Special, 85 BP, 100% Acc, 10 PP | If the target is Water-type, its Special Defense is lowered by 1 stage.
Notable moves: Steam Eruption, Liquidation, Stone Edge, Earth Power, Earthquake, Energy Ball, Hyper Voice, Wake-Up Slap, Nature Power, Life Dew, Wish, Protect, Stealth Rock, Roar
Other moves: Water Spout, Hydro Pump, Scald, Ancient Power, Rock Slide, Bulldoze, Hidden Power, Mega Punch, Smelling Salts, Natural Gift, Stockpile, Swallow, Spit Up, Attract, Captivate, Sweet Scent, Recycle, Refresh, Purify, Rain Dance, Soak, Swagger, Confide
Z-Move: Grab Life by the Conkers - Water, Status | The user recovers up to 50% max HP and has all stats boosted. Affects adjacent allies in Doubles/Triples. | Requires Life Dew and Volvium Z
Stats: 180/85/100/90/50/5 | 510 BST

Reasoning: An iconic character in the YouTube Poop fandom, George here is a strange type of volcano that spews filtered water instead of lava. (Volcanoes are ordinarily fiery, hence the effect of Volcanicity.) His self-proclaimed "handsome volcano rocks" make his Rock typing obligatory (and prior to that, "rain filters down" explains Rain Dish), thus his Rock-type signature move is obligatory because Ancient Power is rubbish and Power Gem doesn't fit. As for his coverage: he gets Ground moves due to being stuck in the ground; Mega Punch because he has big fists; Hyper Voice and Roar after the first commercial; natural, healing, and status-cleansing moves from the idea behind filtered water; and personality-related moves (Attract, Swagger, and the like) from how he behaves in the second commercial. Speaking of the second commercial, the fruit he happens to have in the beginning of it is the inspiration for Harvest and Recycle.
(Sorry for the potato quality, but it gets the point across.)
JavaScript:
volcanicity: {
  shortDesc: "This Pokemon has the resistances of a Fire-type.",
  onEffectiveness(typeMod, target, type, move) {
    let typeCheck = this.getEffectiveness(move, 'Fire');
    typeCheck = this.singleEvent('Effectiveness', move, null, 'Fire', move, null, typeCheck);
    if (typeCheck < 0) {
      return typeMod - 1;
    }
    return typeMod;
  },
  name: "Volcanicity",
  rating: 3,
},

yukikaze-png.428548

"Head of the Covert Ops Squad of the Knights of Biscotti: Yukikaze Panettone! Nin!"
Pokémon: Yukikaze Panettone
Franchise/Origin: Dog Days
Intended Tier: OU
Type: Fighting/Grass
Ability: Infiltrator / Leaf Guard / Fluffy
Custom moves:
  • Floral Shuriken - Grass, Special, 15 BP, 100% Acc, 20 PP | On the turn after the user switches in, this move has +1 priority and hits 2-5 times; otherwise, it has triple BP and hits twice.
  • Arrow Shot (from Ishtar)
Notable moves: Close Combat, Sacred Sword, Power-Up Punch, Mach Punch, Focus Blast, Petal Blizzard, Trop Kick, Sucker Punch, U-turn, Acrobatics, Hurricane, Extreme Speed, Quick Attack, Smart Strike, Protect
Other moves: Upper Hand, Solar Beam, Beat Up, Aerial Ace, Mega Kick, Mega Punch, Dizzy Punch, Slash, Detect
Z-Move: Shining Fox Fang - Fighting, Physical, 185 BP | Ignores Defense boosts and prevents the target from switching out. | Requires Sacred Sword and Panettonium Z
Stats: 80/115/50/105/75/130 | 555 BST
yukikaze-png.584937


Reasoning: She has a Fist Seal, and her special techniques produce floral effects (primarily consisting of petals / slate bonus justification), hence Fighting/Grass. The former trait gives her an edge in unarmed combat, although she frequently arms herself with a tantō and/or shuriken, or sometimes even a longbow. When she and Hina Maxima (Brioche d'Arquien) destroyed the cursed sword behind the grand cataclysm of Cinque's first visit to Flonyard, she infused power into her tantō to make it a veritable Sacred Sword, and also managed to Protect herself from the cursed sword's counterattack before pinning it down with a whole bunch of sword-shaped energy to help Hina (d'Arquien) finish it off. This happened in tandem with the Covert Ops Squad, which she never really sics on anyone despite being their leader (mainly because they're just a bunch of trained canines), so Beat Up suits her better than any of the Order moves.
She is exceptionally fast, boasting a running speed on par with the cruise speed of Cinque's flame-propelled hoverboard, and the longbow attack she once used as cover fire for Cinque bears a striking resemblance to Solar Beam. Also, her ninjutsu involves wind as well as flower petals, thus Hurricane. Ability-wise, she gets Infiltrator to represent covert ops, Leaf Guard because she can make outfits out of leaves, and Fluffy because that's what her tail is considered, even by Flonyard standards.

JavaScript:
floralshuriken: {
  accuracy: 100,
  basePower: 15,
  basePowerCallback(pokemon, target, move) {
    if (pokemon.activeMoveActions > 1) {
      return move.basePower * 3;
    }
    return move.basePower;
  },
  category: "Special",
  name: "Floral Shuriken",
  desc: "If it is the user's first turn on the field, then this move usually goes first (priority +1) and hits two to five times. Otherwise, this move has triple base power and always hits two times.",
  shortDesc: "First turn out: 2-5 hits; usually goes first. After: 2 hits with triple BP.",
  pp: 20,
  priority: 1,
  flags: {protect: 1, mirror: 1},
  onModifyPriority(priority, source, target, move) {
    if (source.activeMoveActions > 1) {
      return priority - 1;
    }
  },
  multihit: [2, 5],
  onModifyMove(move, source, target) {
    if (source.activeMoveActions > 1) {
      move.multihit = 2;
    }
  },
  secondary: null,
  target: "normal",
  type: "Grass",
},
 
I said in a DM that I would close submissions sometime this weekend.
It is sometime this weekend.
So...voting is open.
Ubertrainer2000's Rarity
Ubertrainer2000's Floppy
Ubertrainer2000's The Joker
Ubertrainer2000's Firestar
Ubertrainer2000's Uppy Umbrella
Falchion's Yor Forger
Falchion's Sadako Yamamura
Pika Xreme's Kenshiro
Mygavolt's George the Volcano
Mygavolt's Yukikaze
 
In light of recent...goings-on in the main thread, I hereby declare this an open forum.
Feel free to keep voting, and I'll close votes at my leisure, but I won't start a new slate until further notice.
Alternatively, feel free to discuss the current winners (spreadsheeted but not coded) and anything else related to the metagame. This can also be done in the Discord server.
 
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