• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Pet Mod Gen 9 Crossover Chaos (Ver. C)

Should Balatro's jokers be considered valid characters?

  • Yes

    Votes: 6 46.2%
  • No

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .
Slate 15:
Wild Card

This will be CCvC’s final slate. There are no restrictions other than it being good for the metagame. After this slate ends, some time will be taken for adding the new characters to the format, playtesting and balance updates, and (perhaps) creating a random battle format for the meta.

After this time, I hope to unveil the potential future of CC, but time will tell if my vision will come to fruition. For now, thank you for being a part of this phase of CC, and we hope you enjoy this last slate of submissions.
 
*ding dong ding dong!*
*BZZZZZZZZT*
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"Testing? Testing? Ah, hello, everyone! It seems like that Uber Trainer has finally succeeded in getting a Danganronpa character into the metagame...and it turned out to be me, made by SOMEONE ELSE! PUHUHUHUHUHUHUHUHUHUHUHU!!! But, what's this? A FINAL slate?! Back when I first joined Crossover Chaos, they had as many slates as they wanted! Well, a last slate's a last slate, let's see what that Uber Trainer's concocted to save the best for last....except first, the Ultimate Artist...you've been trying to get in and failed in four slates now?"
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"You gotta live every day like it's bright, cheery, and fun! ....So says Atua."

Angie Yonaga
Name: Angie Yonaga
Series of Origin: Danganronpa
Type: Ghost
Abilities: Frisk/Cursed Body/Filter
Stats: 120/80/83/74/80/65 (502)
Movepool: Stealth Rock, Rock Slide, Stone Edge, Power Gem, Ancient Power, Artistic Brush, Pound, Encore, Block, Spikes, Healing Wish, Shadow Sneak, Torment, Doodle, Stomp, Wish, Punishment, Charm, Will-O-Wisp, Reflect Type, Taunt, Dazzling Gleam, Play Rough, Confuse Ray, Shadow Ball, Shadow Claw, Hex, Spite, Curse, Trailblaze, Energy Ball, Grass Knot, Seed Bomb, Grassy Terrain, Grassy Glide, Solar Beam, Body Slam, Double-Edge, Hyper Voice, Encore, Psychic, Psyshock, Zen Headbutt, Reflect, Light Screen, Calm Mind, Amnesia, Gravity, Earthquake, Earth Power, Surf, Chilling Water, Liquidation, Rain Dance, Sunny Day, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 90 lbs.
Custom Elements:
Artistic Brush: 90 BP Physical Ghost-type move with 16 PP, 100% Accuracy, and 0 Priority. Until the end of the user's next turn, friendly entry hazards can't be removed. Can't be used consecutively.
Atua's Punishment: A 180 BP Physical Ghost-type Z-Move. Clears the target's stat changes. Requires holding a Angium Z and knowing the move Artistic Brush.
Justification:
Angie Yonaga, the Ultimate Artist, has clear implications that she is actually possessed. She never seems to frown at all, seemingly Unaware Frisky of the Killing Game, and she states that she is a mere vessel for her god of worship, Atua. Atua are the gods and spirits of the Polynesian people such as the Māori or the Hawaiians, which would explain the Water, Ground, Rock, and Grass-type moves she can learn. She hosted the student council, which Filtered out most of the student's free will. (She also Stomps a Flashback Light into submission!) In addition, the reason why Korekiyo, her murderer, even hosted the seance in Chapter 3 (Or at least gave a good alibi for his murder plan) was to get Angie's soul to return from the afterlife.
Role: Angie Yonaga has a stat spread inspired by Alomomola, and can serve as a suicide lead, setting up Stealth Rock before firing off a Wish to heal her allies. She works well with Sophie The Swamp Witch, being able to bait out attackers who use Dark-type moves: Her Filter ability, which synergizes with her poor defenses, will likely require a STAB or boosted Dark-type attack to deal with, which Sophie can then finish off with a Bug-type move or by using Strength Sap on them. Her custom attack prevents hazard removal from working. This is the 5th time she's appeared in this Pet Mod, or in one third of the total amount of slates!
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"Naughty, naughty. Krampus sees all!"
Krampus
Name: Krampus
Series of Origin: Wizard 101
Type:
Aurora Beam - ICE
=
Abilities: Intimidate/Magic Bounce/Thick Fat
Stats: 121/75/78/98/100/100 (572)
Movepool: Powder Snow, Leer, Torment, Psycho Shift, Heal Block, Leaf Blade, Bitter Malice, Wood Hammer. Oblivion Wing, Fling, Foul Play, Knock Off, Lash Out, Throat Chop, Thunderbolt, Thunder Wave, Wild Charge, Electro Ball, Flamethrower, Fire Blast, Flare Blitz, Fire Spin, Overheat, Confuse Ray, Shadow Ball, Trailblaze, Giga Drain, Ice Fang, Icy Wind, Ice Beam, Blizzard, Snowscape, Haze, Triple Axel, Body Slam, Roar, Skill Swap, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 124 lbs.
Custom Elements:
None
Justification:
This incarnation of the Krampus is a boss that can be fought during the Christmas holidays in Wizard 101, so it is pretty obvious that he is an Ice-type. His spell list includes Infection (Heal Block), Ghoul and Vampire, (Giga Drain and Oblivion Wing) and, quite ironically, a lot of Fire Spells! He's also capable of stealing charms and passing them onto the enemy, represented as Magic Bounce here. He's also capable of summoning helpers that can harness Ice and Electricity. While it may seem odd that he's part Grass-type, especially since he doesn't have access to any Life spells, A: We have too many Dark-types here, and B: He drops Christmas Trees and the Winter Palace Spikeleaf Sword when he's killed, so it wouldn't be too obvious to know that he must be carrying them on his back at all times. Finally, Thick Fat represents his partial resistance to Fire spells.
Role: Susie, the only Intimidate user so far, is very allergic to Fairies and is quite slow. Krampus is the literal opposite of that: It is fast, threatens a switch on Fairies, and has three extremely good abilities...but even with Thick Fat, it dies very easily to fire. Coincidently, this also means that Krampus can synergize with Susie very well, as he is resistant to Fire.
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"Mimelet is a strange adventure game, you will set out to raise the flags in each level you reach. To raise the flags you will go through many different areas in which you will need to obtain your powers from the baddies."
2pFreeGame's YouTube Description of their playthrough of the game "Mimelet"
Name: Mimelet
Series of Origin: Mimelet/Miniclip Games
Type: =...Initially
Abilities: Miming
Stats: 98/90/100/43/112/80 (523)
Movepool: Tackle, Stuff Cheeks, Stomp, Copycat, Mimic, Thunder Shock, Ember, Water Gun, Leafage, Rock Throw, Gust, Endeavor, Leaf Blade, Volt Switch, Electro Ball, Thunder Wave, Thunderbolt, Thunder, Rising Voltage, Electric Terrain, Wild Charge, Supercell Slam, Fire Blast, Flamethrower, Flare Blitz, Temper Flare, Burning Jealousy, Sunny Day, Overheat, Heat Crash, Fly, Air Slash, Acrobatics, Air Cutter, Aerial Ace, Tailwind, Hurricane, Trailblaze, Magical Leaf, Energy Ball, Leaf Storm, Seed Bomb, Bullet Seed, Grassy Glide, Grassy Terrain, Body Slam, Metronome, Double-Edge, Imprison, Rock Tomb, Rock Slide, Stone Edge, Power Gem, Sandstorm, Smack Down, Surf, Liquidation, Waterfall, Hydro Pump, Rain Dance, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 90 lbs.
Custom Elements:
Miming: At the start of the turn, if Mimelet has selected a move of a certain type that turn, even if he cannot execute it, it switches forms to that type. Then, if Mimelet actually uses the move and it manages to hit the target, an effect is activated depending on which form he changed to. If Mimelet is already in the form he was going to transform into, nothing happens, not even the effect that was supposed to activate. His forms, and the type of move needed to transform, are as follows:
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Absorb - GRASS
: Leaf Form: Heals Mimelet for 25% of his health.
1759660534452.png
=: Fire Form: Lowers the target's Defence by 1.
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=: Water Form: Mimelet uses Gastro Acid on the target.
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=: Stone Form: Increases Mimelet's Defence and Special Defence by 1, but lowers his speed by 2.
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=: Air Form: Lowers the target's speed by 1 and raises Mimelet's speed by 1.
1759660887292.png
10,000,000 Volt Thunderbolt - ELECTRIC
: Thunder Form: Confuses the target.
Each Mimelet form shares it's type with the type of move needed to transform. This is a permanent ability, meaning moves like Skill Swap will fail on it.
Let's say Mimelet uses Flamethrower. If he's in his Fire Form, the move continues as normal. If he's in his Water Form, Mimelet will first switch to his Fire form before Flamethrower hits the target, resulting in STAB damage. Then, after Flamethrower hits the target, the target's defence gets lowered by 1 after all of the other effects of the move have been resolved: The special effect always activates last.
Justification:
Considering he's from a Flash Game platformer, Mimelet's abilities lie in the powers he gets from killing enemies by Stomping on their heads. He is capable of obtaining the powers of Grass, Fire, Water, Stone, Air, and Electricity this way. ...Oh, and apparently the mobile port of his game states that he is a very voracious eater, so he gets Stuff Cheeks! True to his original game, Mimelet cannot change back into his normal form once he gets a power.
Role: Mimelet is a physically defensive Pokémon who has a stronger version of Protean...except it only works with certain types of move. With this, he can not only get STAB from them, but also change his resistances on a whim.
 
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Name: Crust King Khann
Origin: Hollow Knight: Silksong
Type: Bug / Water
Abilities:
Rocky Payload / Overcoat / Steadfast (H)
Stats: 110 / 124 / 100 / 83 / 73 / 90 (580)
Movepool:
Megahorn, X-Scissor, Steamroller, Pin Missile, Waterfall, Aqua Cutter, Coral Strike, Clamp, Rock Wrecker, Stone Edge, Rock Slide, Rock Tomb, Rock Throw, Accelerock, Close Combat, Body Press, Brick Break, Throat Chop, Beat Up, Seed Bomb, Needle Arm, Iron Head, Smart Strike, Giga Impact, Double Edge, Mega Punch, Facade, Quick Attack, Spike Cannon, Bug Buzz, Struggle Bug, Hydro Pump, Surf, Brine, Bubble, Power Gem, Dark Pulse, Snarl, Energy Ball, Uproar, Aqua Ring, Withdraw, Sandstorm, Rock Polish, Iron Defense, Bulk Up, Spiky Shield, Rest, Roar, Focus Energy, Substitute, Sleep Talk, Protect

Custom: Coral Strike | Physical Water-Type | 60 BP - 95 Acc - 15 (24) PP | Power is doubled if Stealth Rocks are present on the target's side of the field.
Weight: 0.4 kg
Role: Powerful physical tank that can reliably check threats such as Midbus-Mega or V1, but finds itself completely walled by Susie. Can't set its own rocks to power Coral Strike and fears rocks itself, so fits best on a team with heavy investment in the hazard game.
 
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"You really ARE an idiot."
Name: Flowey
Series: UNDERTALE
Type:
Grass.png
Dark.png

Abilities: Bad Dreams / Mega Launcher (HA)
Stats: 70 / 80 / 80 / 120 / 80 / 60 [BST: 490]
Notable Moves: Friendliness Pellets, Dark Pulse, Flamethrower, Snipe Shot, Foul Play, Knock Off, Sucker Punch, Power Whip, Recover, Soft-Boiled, Brick Break, Crunch
Type:
Grass.png

Classification: Special
Power: 10 (40, 70)
Accuracy: 90%
PP: 8 (max 16)
Effects: Hits three times, each hit checks accuracy and increases by 30 BP each hit.
Flavor: The user launches a barrage of "friendliness" pellets. Each hit increases in power with a chance to miss.
Weight: 2.0 lbs (0.9 kg)

By using the Six Souls item, Flowey can Mega Evolve into Omega Flowey:
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New ability: But No One Came (Applies the effect of Torment on the foe as long as Omega Flowey is active. Effect stops when Omega Flowey switches out of battle.)
New stats: 70 / 120 (+40) / 120 (+40) / 120 / 120 (+40) / 40 (-20) [BST: 590]

Type and moves stay the same.

Weight: 1984.2 lbs (900 kg)
Friendliness Pellets, Taunt, Slash, Tackle, Leer, Vine Whip, Leafage, Snap Trap, Dark Pulse, Embargo, Taunt, Torment, Recover, Beat Up, Assurance, Brutal Swing, Crunch, Ember, Flamethrower, Flame Burst, Bullet Seed, Flatter, Foul Play, Knock Off, Sucker Punch, Aura Sphere, Terrain Pulse, Refresh, Hypnosis, Nightmare, Power Whip, Brick Break, Force Palm, Teeter Dance, Soft-Boiled, Snipe Shot, Retaliate, Last Resort, Swift, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Justification: Grass/Dark because he's an evil flower, that is pretty obvious. Flowey's attacks are mainly based off of the ones he uses in his Omega form, though Friendliness Pellets also comes from his base form. Stats are mainly due to his attacking prowess (the Friendliness Pellets in-game knock you down to just 1 hitpoint,) though Omega Flowey is more mixed due to being more up close. Some of the attacks are also based off of the fact that he LITERALLY breaks the fourth wall. Abilities are mainly meant to be more thematic, and the other moves are for flavor purposes.
Competitive Overview: A bit more of a specially-offensive wallbreaker in the Grass category than Sophie, Flowey also sports some really good coverage moves such as Flamethrower and Snipe Shot, and Dark Pulse hitting off of Mega Launcher will hurt quite a bit. This is mainly combatted with Flowey not having the best Speed stat, he's just a flower stuck in the ground after all.

Omega Flowey, however, is more of a bulky mixed attacker thatt gains access to moves like Knock Off, Sucker Punch, Crunch and Power Whip. Recover also bolsters his bulk and makes him a bit harder to kill if you decide to take that option. But No One Came is also a great ability that can pressure opponents, especially Choice item users, which can force a switch if need be. However, he becomes a bit more slower in this form compared to his base form, and Grass/Dark is a pretty weird type in general. It also faces competition with the other Mega Evolutions, as you'll need to make room for it on your team, and it is by far the slowest Mega Evolution available.
 
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I ain't no stinkin' alien, I'm a Yo-kai! (resub)
Character Name: Usapyon
Series: Yo-kai Watch
Type:
Ice.png
Ghost.png

Abilities: Battle Armor, Technician, Victory Star(HA)
Stats: 80/130/90/60/77/93 [BST=530]
Signature Move: Bunny Beam
- Type:
Ice.png

- Classification: Physical
- Power: 90
- Accuracy: —
- PP: 16
- Effects: This attack will never miss.
- Additional Tags: Bullet
- Flavor: The user shoots a ray burst from their laser gun. This attack will always hit.
Full Moveset: Bunny Beam, Ice Shard, Poltergeist, First Impression, Liquidation, Surf, Block, Tackle, Bulk Up, Take Down, Scary Face, Icy Wind, Hail, Ice Beam, Shadow Ball, Taunt, Encore, Stealth Rock, Iron Head, Confuse Ray, Stone Edge, Rage, Chilly Reception, Ice Punch, Meteor Mash, Rock Slide, Mean Look, Astonish, Magnet Bomb, Smart Strike, Powder Snow, Hex, Curse, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Avalanche, Flash Cannon, Mirror Shot, Shadow Punch, Trick, Thunder Wave, Focus Blast, Revenge, Haze, Icicle Crash, Freeze Shock, Agility, Snowscape, Giga Impact, Hyper Beam
Weight: 45 kg
Overview/Justification: Usapyon is an Ice attribute Yo-kai, justifying both of his types here. Usapyon has Victory Star due to his Usapyon Zhongda forme, technician because he helped create a rocket and also because of his Usapyon B formes ability boosting the damage of weaker combo attacks, and Battle Armor due to his suit. His signature ability is based loosely around his soultimate. Usapyon is a potent wallbreaker and revenge killer with Technician boosted priority, as well as amazing STABs to fire off. However, this forme lacks any real sort of defensive utility, and is outsped by many common pokemon, such as V1, Pit-Mega, and Roy. Still, if he gets in safely, he is extremely dangerous, and threatens to claim something.

Some of his moves are based off his other outfits. These are as follows:
First Impression: Racing Outfit
Liquidation, Surf: Scuba Outfit
Block, Bulk Up, Tackle, Take Down: Football Outfit
Mega Stone: Imperial Chip

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Type:
Ice.png
Steel.png

Ability: Long Reach
Stats: 80/145(+15)/100(+10)/100(+40)/85(+8)/120(+27) [BST=630]
Weight: 60 kg
Overview/Justification: Ice type already explained, I made this type steel because his suit takes more of a role in this design, and the wisp he has for a tail normally becomes a part of the suit in this mode. Has Long Reach because he attacks from afar with his laser much more in this forme as well. This form specifically is based on the Emperor Mode, since it takes an item to trigger this transformation. Usapyon-Mega is a fast and powerful threat, with a speed stat just below V1's. He has bulk up to threaten a sweep if not dealt with properly, and Stealth Rock to lay hazards up, as well as pivoting. His main issue is his lack of coverage in Mega; he can struggle to damage Heavy Lobster and Ranno for relevant damage. Still, with excellent speed and attack and solid STABs, Usapyon-Mega will be a force to be reckoned with.
 
We're in the final stretch now! May the best subs win, and it was a pleasure being a part of this while the chance was there!

MODIFIED RESUBMISSION FROM SLATE 9:

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"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Type: Grass/Fairy
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Alluring Voice, Aromatic Mist, Baby-Doll Eyes, Charm, Crafty Shield, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Lock, Fairy Wind, Floral Healing, Flower Shield, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Play Rough, Spirit Break, Sweet Kiss, Wish, Healing Wish, Heal Pulse, Teleport, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Spiky Shield, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Helping Hand

Custom Elements:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Fairy, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers a Protect effect for the rest of the turn.
  • Z-Move: Tree of Life (Grass, Status) - Requires holding a Niranium-Z and knowing the move Jungle Healing. Creates a tree-shaped energy construct like his ultimate, healing all allies on the field for 1/4 of their max HP and himself for 1/2 of his maximum HP, both with +1 priority. For the next five turns, all allies on the field, including himself, are healed by 1/16 of their max HP at the end of each turn (akin to if they were holding Leftovers for that duration).
Stats: 100 HP/75 Atk/85 Def/75 SpA/100 SpD/55 Spe = 490

Reasoning:
An ex-employee of the Vishkar Corporation, Niran was born into a wealthy family in Thailand which sent him to the prestigious Vishkar Academy, where he delved into research on the pharmaceutical applications of biolight technology. When Vishkar tried to claim this innovation for their own use, Niran left for a life on the run, taking his research with him. Now a free-spirited philanthropist called Lifeweaver, he is listed in-game as a Support hero loaded with incredible utility, able to heal allies, sculpt terrain, and reposition himself and his team in unorthodox ways.
As for justifications for typing and abilities, Fairy is closely associated with healing (and offers a better defensive typing for this mod than Psychic), while Grass is because of the plant motif for most of his abilities, born from his admiration of his family's gardens during his youth - the Tree of Life that is his Z-Move is his ultimate in-game. As for his abilities, Triage relates to his healing abilities, Filter references the protective aspects of his character and some of his abilities, and Friend Guard is there to reference his Support class in general. As a bonus, I also made sure to reference every single one of his abilities in Overwatch 2 (the game where he was introduced) in at least one of the moves I gave him:
  • Healing Blossom = Wish, Healing Wish, Pollen Puff
  • Thorn Volley = Bullet Seed, Magical Leaf, Leaf Storm, Pin Missile
  • Petal Platform = One of his signature moves, plus Spiky Shield
  • Rejuvenating Dash = Agility, Teleport
  • Life Grip = One of his signature moves, plus Ally Switch (especially when paired with Wish and Healing Wish)
  • Tree of Life = Jungle Healing and the aforementioned custom Z-Move
Competitive Info:
Lifeweaver is slow as molasses and has little in the way of direct damage output, but makes up for it by being nigh indestructible. Synthesis and Recover are reliable healing options for if he has to run either of his other two abilities instead. Combined with Filter to mitigate his key weaknesses to Fire, Flying, and especially Poison, his sheer defensive bulk should hopefully ensure that even a super-effective hit wouldn't be quite enough to insta-kill him, which is important because he's going to have to move second at best the vast majority of the time. Most of his utility comes from the variety of healing and ally-buffing moves and general support shenanigans he brings to the table, compensating for his paltry offensive firepower. In particular, his ability to negate entry hazards temporarily opens up a lot more versatility in terms of move and item usage without any specific need for moves to put a stop to them, and his Tree of Life Z-Move especially remains in effect even when he has to switch out and have someone else take his place, essentially giving anyone on his side of the field a little more freedom to do what they do best without having to worry about being struck down. Being forced to rely on chip damage to actually hurt anyone is further reflective of his Support hero class, but this is ancillary to the more useful effects inflicted by these same attacks such as debuffs, switch-outs, etc. In short, Niran is a dedicated healer who tends to struggle during one-on-one fights, but whose optimization for team battles means his presence alone can potentially turn the tide of even the most hopeless skirmish.

MODIFIED RESUBMISSIONS FROM SLATE 10:

c7f.jpg


"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria
Franchise/Origin: Cuphead
Type: Dark/Water
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Assurance, Comeuppance, Dark Pulse, Fake Tears, False Surrender, Feint Attack, Flatter, Foul Play, Lash Out, Obstruct, Parting Shot, Punishment, Snarl, Taunt, Torment, Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Soak, Water Sport, Aqua Ring, Life Dew, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Power Gem, Rock Tomb, Stealth Rock, Growl, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Boomburst, Charm, Attract, Round, Perish Song, Glare
Signature moves:
  • Gorgon's Gaze (Dark, Special, 120 BP, 8 PP max, 100% accuracy) - Affects all adjacent opponents. Lowers the Speed of each target by 1 stage, but also lowers the user's Special Attack by 1 stage for each target hit.
  • Petrify (Rock, Status, 32 PP max, 100% accuracy) - Semi-clone of Soak that turns the target's displayed type to Rock for three turns. This does not, however, change their existing type resistances, weaknesses, or immunities. If the target resisted Water-type moves, for instance, it will retain that resistance even when affected by Petrify. The afflicted target will not, however, receive STAB on attacking moves they would have otherwise, with the obvious exception of Rock-type attacks. This move will succeed even if the target is already a pure Rock-type.
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"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Mega Cala is now a Dark/Electric-type. She gains 25 points for Attack, 20 points for Special Attack, 20 points each for Defense and Special Defense, and 10 points for Speed. Her ability is now Intimidate.
Stats: 90 HP/55 Atk/95 Def/100 SpA/110 SpD/50 Spe = 500

Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while her new Dark typing is a nod to the at least mild mean-spiritedness of her personality, particularly her defeat messages (the second-stage one especially), along with the soul contract she made to the Devil (Dark being the "evil" type in Japanese), the latter of which is common to all the other bosses of the game. There's also the fact that her scary-looking, monstrous second stage is a freaking gorgon that actively tries to kill Cuphead and Mugman, or at least sets her pet electric eels on them. She uses these same eels to transform into her second stage, hence her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a few Rock-type moves to reference her petrification ability (which also informed one of her two custom moves). The ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justify her retaining Ghost type coverage, and her movepool is topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before the "A KNOCKOUT!" message shows up.

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. On top of her Special Defense stat in and of itself, her Dark typing in both of her forms for this mod gives her key resistances to Wizard Lord Phoenix and Maya Fey's STAB in general and Meta Knight's Ceaseless Edge, enables her to easily switch into Maw Jaw and Ragman, and helps counter Void Kong's Dark Pulse and especially Mineralize because her Mega Stone is not removable. On the offensive front, her signature attack, Gorgon's Gaze, carries the added benefit of interrupting the momentum of her target on top of the raw damage it packs on its own, but if you don't want your Special Attack to suffer in the long run, she can certainly make use of a good solid Dark Pulse as well (I imagine this would be spat out from her mouth like the ghosts she spits in her Phase 1 when in her normal form, and from her snake-hair mouths like in her Phase 3 when Mega-Evolved). Her Water-type STAB options are largely on the special side with Hydro Pump and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs. Coverage options include Normal, Electric, and Ghost, and though none of these are super-effective against any of the types she's weak to, they do provide such strong general-purpose attacks as Hyper Voice, Boomburst, Thunder, and Shadow Ball. Her support options include Taunt, Confuse Ray, Perish Song, and especially her other signature move, Petrify, which can turn potentially rob opponents of their most important attack options for a couple of turns - and trying to counter it with an actual Rock-type (such as the aforementioned Void Kong) will just leave you open to a faceful of Surf. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's not quite as easy for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.

Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing one of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, though the tradeoff of an added weakness to Ground is worth taking into account. More importantly, her Special Attack is now through the roof and backed up by an extremely dangerous offensive STAB type combo, on top of retaining the Water attacks she abuses already as anti-Ground coverage. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.

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"Such sharp and strong lines, truly beautiful... Can I open you up and take a look?"
Pokémon: Grace Howard
Franchise/Origin: Zenless Zone Zero
Type: Electric
Ability: Moxie, Unaware, Lightning Piercer* (Hidden)
Notable moves: Charge, Charge Beam, Discharge, Electric Terrain, Electro Ball, Ion Deluge, Magnetic Flux, Parabolic Charge, Rising Voltage, Shock Wave, Spark, Supercell Slam, Thunder, Thunderclap, Thunder Shock, Thunder Wave, Thunderbolt, Wild Charge, Zap Cannon, Autotomize, Bullet Punch, Flash Cannon, Gear Grind, Gyro Ball, Hard Press, Iron Defense, Magnet Bomb, Metal Burst, Metal Sound, Meteor Mash, Spin Out, Steel Roller, Mirror Coat, Light Screen, Lock-On, Heat Crash, Overheat, Take Down, Protect, Facade, Swift, Endure, Sleep Talk, Rest, Substitute, Helping Hand, Double-Edge, Ally Switch, Pin Missile, Fell Stinger, Spike Cannon, Energy Ball, Seed Bomb, Work Up, Agility, Attract, Charm, Endure, Slack Off, Play Rough

Custom Elements:
  • Lightning Piercer: Enables Grace's Electric-type moves to hit Ground-types for resisted damage.
  • High-Pressure Spike (Electric, Physical, 25 BP, 32 PP max, 100% accuracy) - Electric-type Icicle Spear clone.
  • Z-Move: Demolition Blast - Beware (Electric, Physical, 175 BP) - Requires holding a Graceium-Z and knowing the move High-Pressure Spike. Hits all adjacent foes and has a 25% chance to paralyze anyone it hits. Notably doesn't make contact despite being physical.
Stats: 90 HP/95 Atk/110 Def/60 SpA/90 SpD/70 Spe = 515

Reasoning:
Grace's typing is mono-Electric because her Attribute, the elemental traits of playable Zenless characters, is Electric - as such, most of her attacks involve electrical animations and deal damage of that Attribute, though I also added a lot of Steel-type moves to tie into her job as a mechanic. Her rather eccentric personality as a workaholic with little in the way of social skills and a tendency to view machines as her friends or "children" arguably justifies Unaware - her character introduction video sees her she spend a lot of sleepless nights getting a particular machine to work for example, even suffering a workplace injury in the process that would've been severe at best to a real-world human (which also justified adding Endure and Recover). I originally had Stamina as her second canon ability but I decided that might be a little busted for a tank build, but Unaware would arguably be more useful against all the sweepers we currently have. Most of the rest of the movepool was a conglomerate of Magnezone's and Klinklang's TM list, and as noted by the hyperlinks above, her custom elements and some other miscellaneous status moves are taken from actual skills and attacks she uses in-game, though her main ranged attack being a nailgun led me to also give her Pin Missile, Fell Stinger, and Spike Cannon; Energy Ball and Seed Bomb were added to give her some anti-Ground tools as well as reference the grenades she tosses in combat, as both, along with Electro Ball and Zap Cannon which she can also learn, are ball/bomb moves. Heat Crash and Overheat were included specifically as anti-Grass coverage but reference both her being a workaholic again and the tendency for power tools to heat up a lot when used for long periods. Her Hidden Ability - which was added based on a suggestion from the Discord to serve as a pseudo-coverage option - is named after the second tier of her Mindscape Cinema (read: character upgrade you can only get by getting copies of her from the gacha system); this grants her the ability to inflict any enemy she hits with reduced resistance to her elemental attacks, which is another justification for Unaware due to how it allows attacking moves to ignore the stat buffs of the user's target. As for her support moves, Ally Switch references the in-game character switching system (though it was also added because Magnezone gets it), Autotomize is a cheeky nod to that one time when she had to ditch one of her shoes to get out of a tight spot, Rest (and Sleep Talk) are owed to the fact that she sleeps on the job and has a bed near her workplace to this end, and I don't think I need to explain Attract and Charm lol. Thunderclap is based on her dodge-counter, Violation Penalty, and while canonically exclusive to Raging Bolt I don't see why Grace can't get it either. Lastly, her Moxie ability is a reference to Pre-Driven Needle, her in-game passive which causes her basic attacks to accumulate stacks of Zap, essentially a charge-up system - since that doesn't translate well to Pokémon mechanics I tweaked it to something that increased her Attack stat in combat, and this was the closest canon ability I could think of to that without being too overpowered.

Competitive Info:
There aren't that many Electric-type builds with above-average physical Defense, which is a shame because the fact that Electric has only one type weakness offers more than a little potential on that front, so Grace here is my attempt at rectifying that. She functions as a hybrid support-tank who can either accumulate her physical attacking power with Moxie to wallbreak, shut down setup sweepers with Unaware, or surprise Ground-type switch-ins with Lightning Piercer (a neat little quirk which not only aligns with her canon gameplay but also helps set her playstyle apart from Berdly's). High-Pressure Spike is as such the bread and butter of her offensive playstyle, since it serves as a far more reliable physical attack compared to Wild Charge, which carries the risk of recoil damage despite having greater damage consistency. Her coverage is rather light, with Grass, Steel, Bug, and Fire being the only four other workable types to this end (and in the case of that last one, her only reliable way to damage Grass-types is Heat Crash), but her Lightning Piercer HA helps her get around that by springing a nasty surprise on overconfident Ground-type walls such as Midbus (despite it still being resisted), making it a solid alternative to Moxie if you want a wider spread of potential targets. Her notable status moves include Work Up, Helping Hand, Agility, Ally Switch, Ion Deluge, and the ever-useful Thunder Wave. Her main issue is her Speed which, while not the worst out there, is still quite low, often forcing her to run Thunderclap or Agility to stay ahead of the competition if you're running her offensively. There wasn't much lore justification I could find to give her a move that could beat the obvious threat of Ground-types aside from Energy Ball and arguably Seed Bomb (representing the spread-shot of her grenade-yeeting ultimate), and the fact that she isn't a special attacker means she won't get much mileage out of Energy Ball anyway, but Seed Bomb despite its mid damage could still be worth a try since it works off her physical Attack stat despite being a non-contact move (and also gets a boost from Work Up). While none of her abilities are useful on the defensive front, this is made up for with her high physical Defense stat and her defensive neutrality to basically every type except Ground along with Slack Off as a recovery option, though a funny Rest/Sleep Talk set could be fun to try for those who feel they can't be too careful. Additionally, Trick Room support can turn Grace's low Speed into a deadly advantage, and if paired with either Moxie or Unaware, this can easily turn her into a surprisingly effective cleaner - though since she doesn't learn Trick Room herself, she'd greatly appreciate if it were set up by someone else. For all her physical bulk in the right places and impressive versatility, she's less effective in single combat than a sweeper would like to be, and functions at her best when either supported by or offering support for more offensively potent allies.
 
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Let me introduce myself. My name is Mr. Glitch. And I was born the day you disappeared from the source code
Character Name: Mr. Glitch
Type:
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Abilities: Static / Prankster [HA]
Stats: 70 / 78 / 96 / 94 / 110 / 96 [544 BST]
Full Moveset: Ally Switch, Astonish, Attract, Bitter Malice, Bug Buzz, Confide, Confusion, Copycat, Crafty Shield, Curse, Dark Pulse, Disable, Discharge, Eerie Spell, Electric Terrain, Encore, Endure, Facade, Fake Tears, False Surrender, Fling, Follow Me, Foul Play, Helping Hand, Imprison, Lunge, Magic Room, Memento, Night Shade, Nightmare, Pain Split, Perish Song, Poltergeist, Pounce, Protect, Psychic Noise, Rain Dance, Recover, Rest, Round, Shadow Ball, Shadow Sneak, Shock Wave, Signal Beam, Skill Swap, Skitter Smack, Sleep Talk, Snore, Snowscape, Spikes, Spite, Struggle Bug, Substitute, Sunny Day, Supercell Slam, Tackle, Take Down, Taunt, Tera Blast, Thief, Thunder Wave, Torment, Toxic, Toxic Spikes, Trick, Trick Room, Wild Charge, Will-O-Wisp, Wonder Room
Mr. Glitch is the antagonist behind There Is No Game: Wrong Dimension. He is a ghost-like being born from absence of GiGi within Game's code, even with the ability to possess NPCs (albeit accidentally) such as with him being trapped within Mr. Wilhelm during the Sherlock segment. For a secondary type, I felt there were two options: Electric or Bug. Electric reflects his nature of existing within a digital realm, however it also feels like a cop-out given that would mean everything within this non-game would be considered electric type. Bug is a bit of a joke with glitches and bugs being synonymous with one another, although also felt fitting given the entire plot of There Is No Game gets pushed forward when the User starts trying to swat at Mr. Glitch like a fly on the wall.
Mr. Glitch's abilities are derived from both his literal appearance, and his nature within the game. Static is a reference to his body being comprised of digital static, and within the plot, Mr. Glitch often pulls pranks on Game and the User to halt their progress in thwarting his plans.
Stat-wise, I wanted to keep the bst on the less impressive end given his insane utility, paired with the ability to heal and even potentially boost special attack. An amorphous character like Mr. Glitch seems like a fairly clear-cut choice for a low HP stat. Despite being the antagonist, Mr. Glitch hardly ever fights you directly, leaving his offensive stats to be on the weaker end. His defenses lean special, given his nature as an elusive glitch within the code, and he's known for faster, more erratic movements which is why I gave him a higher speed stat.
The moveset is primarily made up of a plethora of status moves that both hinder the opponent, or are a bit trick-ish in nature, with some STABs thrown in there alongside Electric and Dark coverage, to reflect his electronic existence and evil intents. Moves like Bug Buzz, Psychic Noise, and Eerie Spell reflect the static noise of an old TV that he sends you to in one of the earlier acts, and a majority of his physical moves reflect his nature of attacking elements on the screen by ramming straight into them.
Weight: 0.1 kg
Overview: Gets a lot of powerful prankster-boosted utility focused on disruption, that gets held back by a less than ideal defensive typing.
 
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Pokémon: Kiriko
Franchise/Origin: Overwatch
Type: Fairy/Ghost
Abilities: Frisk, Infiltrator
Notable moves: Rest, Substitute, Sleep Talk, Frustration, Return, Protect, Shadow Ball, Hex, Shadow Sneak, Moonblast, Dazzling Gleam, Fairy Wind, Disarming Voice, Spirit Break, Sucker Punch, Mat Block, Acrobatics, Dragon Pulse, Draco Meteor, Wild Charge, Discharge, Supercell Slam, Close Combat, Brick Break, Focus Blast, Taunt, Encore, Agility

Signature Move: Kunai (Ghost type Physical Move, does 1.2x damage on a target below half HP 80BP 100% accuracy, 16pp)
Signature Move: Suzu (Fairy type Status Move, grants 1/4th of the user's HP and cures status in two turns after activation, 16pp)
Signature Z-Move: Kitsune Rush (Fairy type Status Z Move, 1/4th of the user's HP and cures status in two turns after activation, sets tailwind) Requires Suzu and Kirikonium-Z

Stats: 100/100/66/90/64/132

Reasoning: Fairy and Ghost both reference her pension for Yokai and guardian spirits, as well as her wielding light along with her two brothers. Her electric and dragon coverage is also a reference to Genji and Hanzo. Suzu's status curing condition is also directly lifted from OW 2, and her abilities both represent her Kunai theming as well as a general reference to Dive in OW.
Competitive Use: Akin to Dragapult, is a fast utility mon which can spin block as well as provide healing/status curing to both bulky offense and standard offense, but lacks the pivoting which would entirely overtune the mon. Has to choose between less base stats for specially offensive sets or weak STAB in physical sets, but CB Kunai sets could work as a very strong lategame cleaner. Fairy Ghost is generally an amazing STAB combo offensively you can use to check key mons like Meta Knight and Void Kong in order to get off a suzu, but lacking pivoting means you are prediction reliant for these match-ups in terms of using them for a Suzu. Can struggle to switch in on a lot of the metagame, but can abuse more passive walls like Susie and Amingo.
 
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