RESUBMISSION FROM SLATE #1:
"Good thing we won't stand out. Wouldn't want to attract any unnecessary attention."
----------
RESUBMISSIONS FROM SLATE #6:
"There's no different angle, no clever solution, no trickity trick that's gonna move that rock. You gotta face it head-on."
"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."
"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:
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:
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.
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.
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!
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.)
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:
"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)
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:
"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:
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.
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).
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.
"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.
"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:
"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.
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.
"I apologize for the intrusion, but... may I have the honor of taking your life?"
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.
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:
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.
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.
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.