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 .
Sorry for the delay, the top three most voted for submissions were Narwa, Hina, and Luigi! As all three of these walls are generally specially defensive, we'll be looking for Pokemon that can take physical hits, so keep your physically bulky Pokemon in mind for the future. Stay tuned for Slate 2, the pivots slate!
 
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The Pivots

Now we have some respectably bulky characters, but what about some with speed behind them? Pivots are typically defined by being easy to switch in and out, so as to maintain momentum. The typically keep up the pressure they apply via pivoting moves (such as U-Turn, Volt Switch, or sometimes even Teleport), to prevent tempo from swinging in the opposite direction. Regenerator is also a notable pivot ability on both offensive and defensive pivoters, as it provides longevity when switching frequently, but many other abilities are worth considering. However, while offensive pivots are great at gaining momentum, they typically aren't aiming to win games by themselves; they're usually there to enable stronger breakers to come in on their targets safely. Thus, your submissions will be measured against the existing winners, and it will be assumed that physical breakers will have to contend with a similar power level.

In this slate, we'll be looking for a physically offensive pivot, a specially offensive pivot, and a defensive pivot. Please specify which role you are trying to fulfill with each submission just under the name of your characters. In this slate, the characters with the same roles will be pitted against one another in the voting slate, instead of against all other submissions. Also, please consider the previous winners before making a submission. Both in terms of balance and in terms of redundancy. If your character is much too similar to a previous winner, it will have to be altered or it will not be eligible for voting. Some overlap will be inevitable as time goes on, but ideally we can make a metagame where every character can have at least some niche of their very own without stepping on each others' toes.

You have one week to make your submissions, before vetoes begin.
 
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Character Name: attack battalion convoys
Type: steel
Abilities: heavy metal, intimidate, slow start
Stats: 142/70/50/40/50/145 (497 bst)
Full Moveset: heavy slam, wild charge, spin out, iron defense, automotize, protect, u-turn, taunt, heat crash, body slam, hard press, high horsepower, selfdestruct, facade, substitute, protect, take down, lash out, blazing torque, giga impact, pave way
Signature Move: pave way
- Type: steel
- Classification: physical
- Power: 70
- Accuracy: 100
- PP: 16
- Effects: on hit, removes hazards from both sides
- Flavor: the truck rams its opponent while brushing away the debris on the battle field
Weight: 5000 kg
Overview/Justification: in game its a giant reactionary wall unit you chuck at the opponent and it will absorb hits until it dies. pretty vanilla. intimidate because it has 50% chance to weaken its target traits (red metal zombie but translating that to mons is a pain so i wont). its damage its garbage but its fast as hell and its pretty much guarenteed to get at least one attack thans to its quick attack animation.

translated to pokemon its much more vanilla compared to the volcano. kinda like the sameish thing as the bc version except its more of a pivot (im justifying uturn with the fact that its a truck and its also one of those units that instantly rebounds when knocked back). damage wise it has 5000kg heavy slam which probably slams a great majority of things for 120 bp but realistically it wont hit very hard and steel is garbage offensively anyway.

taunt:

"Next-gen tactical vehicles transporting scouts and
conducting raids on enemy camps..."

good enough

the signature move is defog with damage. and it is actually justified from the flavor perspective since this unit has soul strike. basically in battle cats when you kill a zombie (without a zombie killer unit) it can leave behind a corpse that is untargetable but in a set amount of time the corpse revives, which is basically a hazard. soulstrike allows the unit to attack and destroy corpses. however the move is weak as hell on a weak as hell mon so dont expect to get actual damage with it.

basically its an annoying defensive pivot that intimidates someone and uturn out or taunt to prevent setup andit can also remove hazards. but its got no status or really any way of making progress itself besides blazing torque andattack -> taunt and no recovery so it once again will just run out of hp at some point. steels probably the best typing for its schtick since i imagine a lot of things can hit it se or at least neutral (as is the case in pokemon) but it can also effectively absorb a random hit, get that intimidate and uturn out.

(defensive pivot)
 
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“I’m the defect and well, it’s defecting time” -the defect probably
Franchise/Origin: Slay The Spire
Character Name: The Defect
Type: Steel / Electric
Abilities: Tough Claws | Electric Surge
Stats: 75/100/110/90/60/100
Full Moveset: Discharge, Thunder Punch Thunder, Ice Beam, Volt Switch, Metal Claw, Thunder Wave, Knock Off, Iron Defense, Hone Claws, Icicle Crash, Dark Pulse, Shadow Ball, Double Edge, Iron Head, Smart Strike, Slash, Fury Swipes, Focus Punch, Supercell Slam, Wild Charge, Earthquake (Sunder), Tachyon Cutter (FTL), Recover (Self Repair), Explosion, Overheat, Light Screen, Reflect, Amnesia, Electric Terrain, Blizzard

Rest, Sleep Talk, Protect, Confide, Facade, Snore, Tera Blast, Hyper Beam, Giga Impact, Take Down, Thunder Shock, Shock Wave, Mirror Shot, Crush Claw, Steel Beam, Tackle

Weight: 244 Kg
Flavor Reasoning: Defect notably has very few boosting options in game, limited to three cards. Notably also is shown to control electric, ice, dark, and energy orbs. Is also able to do many different physical feats, namely with its claws (tough claws). Additionally, it has quite a few powers that benifit its electric potential, leading to electric surge being its hidden ability
Overview/Justification: bolt beam offensive pivot, But has an inherent focus on physical stats. Low amounts of setup to balance. (Hone Claws Only), while carrying additional coverage to support its main offensive potential of relatively lackluster physical stabs
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Legendary Door Breaker, Even more legendary mushroom slayer
Franchise/Origin: Dead Cells
Character Name: The Beheaded
Type: Ghost / Fighting
Abilities: Regenerator / Sharpness
Stats: 60/105/90/95/55/120
Full Moveset: Close Combat, Shadow Claw, U-Turn, Knock Off, Will-O-Wisp, Fire Blast, Icicle Spear, Thunderbolt, Sacred Sword, Drain Punch, Poison Jab, Recover, Blizzard, Toxic, Spikes, Shadow Ball, Cross Poison, Focus Punch, Mega Kick, Low Kick, Fake Out, Taunt, Night Slash, Switcheroo, Dark Pulse, X-Scissor, Smart Strike, Iron Defense, Body Press, Amnesia, Power Trip, Agility, Hex, Extreme Speed, Sucker Punch, Fire Lash

Rest, Sleep Talk, Protect, Snore, Facade, Take Down, Double Edge, Confide, Low Sweep, Stomp, Quash, Follow Me, Arm Thrust, Pin Missile, Ominous Wind, Lick, Seismic Toss, Night Shade, Curse

Weight: 69 Kg
Flavor Reasoning: Notably a quite physical character, because the beheaded pretty much just hacks and slashes. However this isn’t to say that the beheaded has no magical ability, as he is capable of slinging lightning, fire, and ice shards (my beloved). However for balance sake, this beheaded selected only brutality buffs. Ghost fighting alludes to how the beheaded is a half dead guy, but he also fights the many monsters inflicted with malaise. The high speed comes from how fast paced the game is, and regenerator is from the ability to heal with potions / be able to revive given a body to possess. The utterly pathetic defenses come from the fact that you are two shot by basically anything in this game
Overview/Justification: fast ghost fighting regen pivot. Lacks conventional Ghost stab outside of shadow claw, but possesses coverage to make it up. Notably a ok spin blocker given correct predictions
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“A thousand faces in a thousand places, can you find the answer?”
Franchise/Origin: Honkai Star Rail
Character Name: Sparkle
Type: Water/Fairy
Abilities: Prankster / Own Tempo
Stats: 150/71/66/71/56/101
Full Moveset: Dreamdiver, Moonlight, Play Rough, Moonblast, Knock Off, Dazzling Gleam, Teleport, Encore, Taunt, Surf, Teleport, Aqua Step, Spikes, Flip Turn, Hydro Pump, Snipe Shot, Ice Beam, Trick, Fire Blast, Flamethrower, Nasty Plot, Foul Play, Fairy Lock

Rest, Sleep Talk, Snore, Facade, Take Down, Double Edge, Confide, Protect, Pound, Tackle, Baby Doll Eyes, Charm, Amnesia, Icy Wind, Water Gun, Water Pulse, Bubble Beam, Fling, Brine, Incinerate, Ember, Explosion

Type: Fairy
Category: Status
BP: —
PP: 5/8
ACU: —
Effect: Switches out and gives the incoming pokemon the laser focus effect
Tags: N/A

Weight: 40 Kg (idk but she’s like 4,4)
Flavor Reasoning: water flavoring is not exactly the greatest but it exists in her having several fish themed abilities. I know in hi3 she is a fire dps but this is hsr sparkle. Sparkle is still the best crit support in my heart. Powercreeprail moment. Stats are mostly pulled from her base level one, but obviously 190 hp was not ok so I toned it down to 150.
Overview/Justification: quite the powerful support but has some flaws. Notably both of her pivoting options are fast and unless you sacrifice your item slot, without smart play you could end up getting your switchin killed, as sparkle doesn’t have that great of an offense. However her other traits, such as having prankster recovery and encore help make up for it to not be completely vulnerable to setup
 
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"MANKIND IS DEAD.
BLOOD IS FUEL.
HELL IS FULL."
Pokémon: V1
Weight: 190.0 kg (418.9 lbs.)
Franchise/Origin: ULTRAKILL
Type: Steel / Fighting
Ability: Mold Breaker / Sniper / Blood-Fueled (Restores 1/8 of own max HP, rounded down, upon hitting another Pokemon with a contact move.)
Movepool:
  • Bullet Punch, Meteor Mash, Close Combat, Drain Punch, Mirror Shot, Discharge, Charge Beam, Charge, Supercell Slam, Discharge, Wild Charge, Thunder Wave, Shock Wave, Zap Cannon, U-Turn, Stealth Rock, Spikes, Magnet Bomb, Ice Punch, Thunder Punch, Iron Head, Heavy Slam, Heat Crash, Body Press, Body Slam, Stomp, Screech, Metal Sound, Metal Claw, Autotomize, Agility, Make It Rain, Pay Day, Metal Burst, Smart Strike, Hyper Beam, Signal Beam, Giga Impact, Explosion, Focus Blast, Pin Missile, Lash Out, Power Whip, Knock Off, Mega Punch, Knock Off, Comet Punch, Sucker Punch, Drill Run, Bulldoze, Earthquake, High Horsepower, Power Whip, Dark Pulse, Rock Blast, Bounce, Laser Focus, Pound, Slam, Tackle, Body Slam, Double-Edge, Self-Destruct, Lock-On, Scratch, Strength, Rock Smash, Take Down, Wild Charge, Spark, Rock Slide, Aerial Ace, Cut, Fury Cutter, Night Slash, Psycho Cut, Slash, X-Scissor, Hammer Arm, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast, Eerie Impulse
Stats: 70 / 110 / 70 / 85 / 70 / 125 {BST: 530}
Overview/Justification:

  • V1 is a war robot with a massive arsenal of weaponry and arms
  • It heals by collecting fresh blood by attacking an enemy near it
  • Large variety of movement options, explaining the blisteringly fast speed stat
  • Physical offensive pivot that keeps itself very healthy over the game, but very frail once caught - appropriate to the game

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Tis the mighty liön!
Pokémon: Antlion
Weight: 310.0 kg (683.4 lbs.)
Franchise/Origin: Don't Starve Together
Type: Bug / Ground
Ability: Sand Spit / Sand Force / Compound Eyes
Movepool:
  • Bug Buzz, Lunge, U-Turn, X-Scissor, Bug Bite, Fury Cutter, Pounce, Silver Wind, Skitter Smack, Struggle Bug, Leech Life, Earth Power, Earthquake, Spikes, Sandsear Storm, Scorching Sands, Bulldoze, Dig, Fissure, Mud-Shot, Mud-Slap, Sand Tomb, Sand Attack, Rock Slide, Smack Down, Stone Edge, Rock Throw, Rock Tomb, Ancient Power, Sandstorm, Stealth Rock, Power Gem, Wide Guard, Crunch, Knock Off, Taunt, Brutal Swing, Fling, Payback, Bite, Feint Attack, Lash Out, Night Slash, Hone Claws, Giga Drain, Mega Drain, Absorb, Aerial Ace, Air Slash, Cross Poison, Poison Jab, Sludge Bomb, Psycho Cut, Agility, Slash, Cut, Heat Wave, Thunder Fang, Brick Break, Body Slam, Shadow Claw, Crush Claw, Metal Claw, Scratch, Toxic, Sunny Day, Block, Endeavor, Hyper Voice, Leer, Rock Smash, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast, Screech, Roar
Stats: 70 / 70 / 120 / 120 / 70 / 95 {BST: 545}
Overview/Justification:

  • It's an antlion, burrowing in the ground and creating pitfalls
  • Largely uses ranged-based attacks, spawning sand structures from the ground
  • Physically bulky and threatening special pivot, sets up hazards and can prevent opposing hazards with Taunt
  • Mid speed requires Scarf oftentimes and requires good prediction to make progress against Flying types since its best way to hit them is via Power Gem. Poor special bulk.

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Foul trespasser. Send word far and wide. Of the last Queen of Caria, Rennala of the Full Moon. And the majesty of the night she conjureth.
Pokémon: Rennala
Weight: 66.6 kg. (146.8 lbs.)
Franchise/Origin: Elden Ring
Type: Psychic / Fairy
Ability: Synchronize / Overcoat / Natural Cure
Movepool:
  • Calm Mind, Expanding Force, Future Sight, Healing Wish, Light Screen, Magic Coat, Psychic, Psychic Noise, Psyshock, Reflect, Rest, Stored Power, Teleport, Trick, Trick Room, Psycho Cut, Ally Switch, Confusion, Dream Eater, Gravity, Guard Swap, Gravity, Heal Pulse, Hypnosis, Imprison, Magic Room, Power Swap, Psybeam, Psychic Terrain, Skill Swap, Synchronoise, Wonder Room, Barrier, Mirror Coat, Alluring Voice, Draining Kiss, Moonblast, Moonlight, Charm, Dazzling Gleam, Disarming Voice, Misty Explosion, Misty Terrain, Mystical Fire, Will-O-Wisp, Sunny Day, Rain Dance, Life Dew, Power Gem, Meteor Beam, Rock Slide, Stealth Rock, Rock Blast, Ancient Power, Rock Throw, Smack Down, Shadow Ball, Hex, Dark Pulse, Brutal Swing, Quash, Fling, Aura Sphere, Focus Blast, Vacuum Wave, Aromatherapy, Hyper Beam, Aurora Beam, Signal Beam, Explosion, Body Slam, Disable, Encore, Heal Bell, Wish, Attract, Captivate, Confide, Flash, Laser Focus, Lucky Chant, Metronome, Mimic, Natural Gift, Round, Safeguard, Sing, Swift, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Stats: 85 / 60 / 91 / 115 / 111 / 47 {BST: 510}
Overview/Justification:
  • Master sorceress and astrologist (Psychic-Type), considered the queen of the Full Moon (Fairy-type)
  • Has the ability to respec your character
  • Moveset largely based off of the attacks she uses in her boss fight
  • Teleport pivot, can use wish to heal up allies or self, just a solid cleric or mixed wall and can set up rocks too.
 
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resub for now might change later

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"Nian should have already told you my name—"Shu". With my eldest brother, eldest sister, and my two younger sisters here, I feel as if I've returned home... Intriguing. Has that boy from the Sui Regulator not caused you any trouble yet?"
Franchise/Origin: Arknights
Type:
Grass.png
Dragon.png

Ability: Seed Sower / Harvest / Myriad Grains (On switchin, this Pokemon gains Aqua Ring.)
Stats: 107 / 80 / 100 / 80 / 80 / 83 | 530 BST
Seed Bomb, Grassy Glide, Razor Leaf, Trailblaze, Branch Poke, Leaf Storm, Grass Knot, Solar Beam, Energy Ball, Grass Pledge, Giga Drain, Magical Leaf, Mega Drain, Absorb, Aromatherapy, Leech Seed, Synthesis, Grassy Terrain, Ingrain, Jungle Healing, Earthquake, Bulldoze, Earth Power, Mud Bomb, Mud Shot, Mud-Slap, Mud Sport, Rototiller, Worry Seed, Waterfall, Muddy Water, Chilling Water, Water Gun, Aqua Ring, Life Dew, Rain Dance, Soak, Water Sport, Sunny Day, Giga Impact, Facade, Hyper Beam, Tera Blast, Sleep Talk, Substitute, Attract, Captivate, Growth, Sweet Scent, Endure, Roar, Teleport, Outrage, Dragon Claw, Breaking Swipe, Dragon Tail, Scale Shot, Draco Meteor, Dragon Pulse, Dragon Breath, Dragon Cheer
Reasoning:
  • shu is one of the four dragons who is an agricultural instructor, hence harvest and seed sower and grass/dragon with water/ground coverage
  • myriad grains talent alters tiles to heal over time on deployment hence aqua ring
  • samsara skill teleports so she gets teleport
Competitive Reasoning: standard defensive pivot, decent bulk with lots of healing makes for a formidable wall

Shu @ Leftovers
Ability: Myriad Grains / Seed Sower
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Giga Drain
- Synthesis
- Teleport
- Dragon Tail / Earthquake

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"One of the 72 demons of the Goetia.
He comes in the shape of a star and has vast knowledge of herbs and jewels. He can also control birds at will."
Franchise/Origin: SMT V
Type:
Fire.png
Dark.png

Ability: Regenerator
Stats: 82 / 77 / 82 / 120 / 82 / 102 | 545 BST
Flare Blitz, Flame Wheel, Overheat, Burn Up, Fire Blast, Flamethrower, Mystical Fire, Flame Burst, Ember, Will-o-Wisp, Sunny Day, Foul Play, Darkest Lariat, Knock Off, Thief, Brutal Swing, Pursuit, Fiery Wrath, Dark Pulse, Taunt, Torment, Poison Jab, Sludge Bomb, Counter, Parting Shot, Giga Impact, Double-Edge, Return, Frustration, Take Down, Facade, Tackle, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest
Reasoning:
  • decarabia uses fire and dark moves
  • stats calcd by multiplying its smt stats by 2.5 (real scientific method)
  • trafuri = pshot
Competitive Reasoning: plays like tornt but more offensive, regen can maybe enable it to run choice

Decarabia @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Fiery Wrath
- Sludge Bomb
- Parting Shot

Temesia.png

"Charge bravely, for the Divine Light!"
Franchise/Origin: AFK Journey
Type:
Steel.png
Fighting.png

Ability: Battle Armor / Filter
Stats: 85 / 110 / 100 / 50 / 70 / 115 | 530 BST
Behemoth Bash, Behemoth Blade, Heavy Slam, Hard Press, Smart Strike, Close Combat, Collision Course, High Jump Kick, Axe Kick, Jump Kick, Sacred Sword, Body Press, Brick Break, Double Kick, Submission, Upper Hand, Low Kick, U-Turn, High Horsepower, Wild Charge, Head Charge, Thrash, Mega Kick, Body Slam, Extreme Speed, Stomp, Quick Attack, Tackle, Tail Whip, Giga Impact, Double-Edge, Return, Frustration, Take Down, Facade, Tackle, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest
Reasoning:
  • armored knight so steel/fighting
  • gets various kick and sword moves
  • theres like 0 info on her stats so i based it off rapidash
  • gets uturn bc she literally turns around after hitting an enemy with a basic attack
Competitive Reasoning: fast offensive pivot thats very resistant to rocks and can do big damage with her high bp stabs

Temesia @ Choice Band
Ability: Filter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Behemoth Bash
- Close Combat / Collision Course
- High Horsepower
- U-Turn
 
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"Grass grows, birds fly, sun shines, and brother, I hurt people."
Pokémon: Scout
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Weight: 63 kg (my irl weight plus like 5-6 pounds for the Scattergun itself)
Type: Normal
Ability: Libero, Scrappy (HA)
Notable moves: Soak, Bullet Punch, Extreme Speed, Guillotine, Fake Out, Agility, Knock Off, Acrobatics, Rock Climb, U-Turn, Rapid Spin, Focus Energy, Pursuit, Smack Down, Rock Tomb, Bone Club, Upper Hand, Jump Kick, Tailwind, Headbutt, Mad Milk, Force-A-Nature, Feint, Attract, Captivate, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Swagger, Take Down, Tera Blast, Toxic, Ivy Cudgel
Signature move 1: Mad Milk (Normal, Status, 95% Accuracy, 24 PP, Target's side of the field gains 'Mad Milk' effect for 5 turns, during which 80% of the damage dealt to Pokémon on the target's side of the field is returned to the attacker (a la Shell Bell))
Signature move 2: Force-A-Nature (65 BP, Flying, Physical, 24 PP, 90% Accuracy, 'bullet', Hits twice)
Stats: 70/100/75/60/87/133 (525 BST)

Explanation: In TF2, Scout is the fastest class in the game, albeit one of the frailest, which is reflected in his base stats.

In the CC metagame, Scout is intended to be a fast (obviously), somewhat support-focused pivot that can also pack a fairly meaty punch. I tried to aim for the role of "annoying mosquito" to reflect the experience of fighting a Scout in the source material.

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"The answer? Use a gun, and if that don't work...use more gun."
Pokémon: Engineer
Franchise/Origin: Team Fortress 2
Weight: 76
Type: Electric/Psychic
Abilities: Technician, Regenerator (HA)
Notable moves: Teleport, Bullet Seed, Psychic, Tri Attack, Follow Me, Tailwind, Stealth Rock, Spikes, Payback, Bone Club, Electric Terrain, Headbutt, Light Screen, Reflect, Wide Guard, Eureka Effect, Charge, Dispenser, Thunderbolt, Magnet Rise, Volt Switch, Rising Voltage, Iron Head, Attract, Captivate, Confide, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic, Zen Headbutt, Ally Switch, Expanding Force,
Signature move 1: Eureka Effect (-- BP, Electric, Status, -- Accuracy, 8 PP, Baton Pass clone that sets up Electric Terrain ala Chilly Reception)
Signature move 2: Dispenser (-- BP, Steel, Status, -- Accuracy, 16 PP, is Aqua Ring but it heals ⅙ max HP per turn)
Code:
    eurekaeffect: {
        num: 999,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Eureka Effect",
        pp: 5,
        priority: -1,
        flags: {metronome: 1},
        terrain: 'electricterrain',
        onHit(target) {
            if (!this.canSwitch(target.side) || target.volatiles['commanded']) {
                this.attrLastMove('[still]');
                this.add('-fail', target);
                return this.NOT_FAIL;
            }
        },
        self: {
            onHit(source) {
                source.skipBeforeSwitchOutEventFlag = true;
            },
        },
        selfSwitch: 'copyvolatile',
        secondary: null,
        target: "self",
        type: "Electric",
        contestType: "Clever",
    },
    dispenser: {
        num: 999,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Dispenser",
        pp: 10,
        priority: 0,
        flags: {snatch: 1, metronome: 1},
        volatileStatus: 'dispenser',
        condition: {
            onStart(pokemon) {
                this.add('-start', pokemon, 'Dispenser');
            },
            onResidualOrder: 6,
            onResidual(pokemon) {
                this.heal(pokemon.baseMaxhp / 6);
            },
        },
        secondary: null,
        target: "self",
        type: "Electric",
        zMove: {boost: {def: 1}},
        contestType: "Clever",
    },
Stats: 85/80/90/80/95/90 (520 BST)

Explanation: The Engineer's primary playstyle in TF2 revolves around setting up a Sentry, Dispenser, and Teleporter in one area to help your team, so I attempted to recreate that by making him into a legally distinct Baton Passer that, for the sake of not becoming the second coming of the real Baton Pass, doesn't get much in the way of stat-boosting moves, but gets just about everything else that you'd want to pass.
The Electric Terrain part of Eureka Effect's effect is there to keep it distinct and also allows him to "upgrade" any future submissions that may have Quark Drive.
 
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...I mean, we take those? Nerfed slightly because the walls are kinda weak mostly

"Free will is a myth! Religion is a joke. We are all pawns, controlled by something greater... memes. The DNA of the soul!"
Character Name: Monsoon
(Bulky Pivot)
Origin: Metal Gear Rising: Revengeance
Type: Steel/Electric
Abilities: Levitate / Segmentation (User takes half damage from Fighting moves)
Stats: 110 HP / 87 Attack / 84 Defense / 73 Special Attack / 73 Special Defense / 101 Speed (528 total)
Signature Move: Dystopia
- Type: Electric
- Classification: Physical
- Power: 60
- Accuracy: 100
- PP: 10
- Effects: If the opponent attempts to switch out on the turn that Dystopia is used, Dystopia will hit them first and inflict Paralysis. (Similar to Pursuit but with paralysis instead of doubled power.)
- Flavor: The user attacks with the Magnetic Sai, Dystopia. If used while an opponent is switching out, it will pursue and paralyze the target.
Full Moveset:
Iron Head, Supercell Slam, X-Scissor, Night Slash, Skitter Smack, U-Turn
Volt Switch
Taunt, Thunder Wave, Smokescreen, Toxic, Powder, Confuse Ray, Eerie Impulse, Shore Up
Weight: 228.1 kg (Weight approximated for a a humanoid made of carbon nanotubes and steel)
Overview/Justification: This nihilistic ninja had his cybernetic body seperated into magnetically-attached segments and fights through trickery. He's equipped with the Magnetic Sai "Dystopia", which can release electric charge at a long distance. He has one of the highest boss healths in the game (though it's offset by Raiden having Ripper Mode constantly active during the fight) and one of his specialties is how hard it is to damage him with physical attacks, so he's perfect as a wall! One of his tricks is using clouds of white phosphorus as a infrared-proof smokescreen, and he tends to taunt his foes mid-battle. He's really annoying. (White phosphorus is also poisonous and flammable, hence Toxic and Powder!) The Winds of Destruction have a bit of an elemental theme going on, and Monsoon is - oddly enough - the one who represents earth.

Basically, Monsoon's game plan is to spread status and generally be an asshole. Dystopia means that switching out just means he can paralyze you. It's really rude of him. However, his special defense isn't quite as good as his physical defense - much like how he's vulnerable to many of the game's subweapons.
 
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"If you see him again, do not hesitate... dead or alive, whatever it takes!"
Franchise/Origin: Wargroove
Character Name: Tenri
Type:
Flying.png
Steel.png

Abilities: Purifying Salt
Stats: 110 / 80 / 70 / 120 / 60 / 95 [BST: 535]

Tenri Base Stats (Crop).png


Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Iron Head
Special.png
Air Slash, Flash Cannon, Heat Wave, Hurricane, Scorching Sands, Volt Switch
Status.png
Defog, Moonlight, Protect, Rest, Stealth Rock, Substitute, Tailwind, Taunt, Weather Ball, Whirlwind
Physical.png
Dual Wingbeat, Fly, Natural Gift, Sky Attack, Take Down
Special.png
Air Cutter, Gust, Twister
Status.png
Sand Attack, Sandstorm, Sand Tomb, Swagger
Signature move:
Type:
Flying.png

Category: Status
BP: --
Accuracy: 100%
PP: max 32
Secondary Effect: -3 priority. User charges up a strong gust of wind. If the user was hit with a physical attack during charge up, activate Whirlwind. Otherwise, activate Teleport instead.
Flavor: The user harnesses strong winds to move herself and an opponent with massive force.
Weight: 61kg
Reasoning:
  • Tenri essentially fills the role of a pivot, both contextually within her home series and competitively. Her ability in Wargroove, Rising Wind, essentially allows her to become the "pivot" in the game, since she can move enemy units, allies, and herself around the field, extending her own range or leaving enemy units ineffective or exposed to attacks.
  • As she is from Heavensong, a desert nation, a list of sand-based attributes seemed appropriate for her. Purifying Salt, Scorching Sands, Sand Attack, Sandstorm, and Sand Tomb all harken back to the desert she calls home.
  • Her Steel/Flying-type is partially flavor and partially competitive. Gold is an essential aspect of Heavensong; soldiers and commanders alike wear masks of Gold that represent different attributes. Tenri too, wears a golden headgear and uses golden fans as her main weapon. Steel seems like the closest fit to this, and fits with her role competitively, too.
Competitive Reasoning:
  • Tenri's whole gameplan is maneuvering either herself or her enemies. In the context of Pokemon, that's either with the use of Whirlwind or Teleport. But only one of these moves fit best for her thematically, so Rising Wind fills the gap by essentially being both moves in one, allowing Tenri to either force switches when she takes a hit, or Teleport if not. This allows flexibility between switching in and switching out and promotes an intriguing mindgame. Although her bulk is not especially great, her excellent Steel/Flying type does a lot of heavy lifting, with useful resistances to Dragon, Fairy, and an immunity to Ground. Her ability, Purifying Salt, also means she essentially has a Ghost resist, too.
  • Tenri is sort of a mix between a Defensive pivot and a Specially Offensive Pivot, since she can utilize both Rising Wind and Volt Switch to differing effects; Volt Switch for a more offensively leaning set, or Rising Wind for a more defensive set. In both scenarios, her Sp. Atk means she isn't passive and guarantees she can force progress for whatever set she has. Defog and Stealth Rock helps her really lean into the role of a defensive pivot and gives her some vital utility.
Sample Set(s):
Tenri @ Leftovers
Ability: Purifying Salt
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Rising Wind
- Defog
- Moonlight

Tenri @ Leftovers
Ability: Purifying Salt
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hurricane
- Volt Switch
- Stealth Rock
- Scorching Sands
 
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Bentheoldwanderer.png


The game is afoot: the fox, the hound!

Character Name: Ben
Type:
Dragon.png

Abilities: Old Wanderer
New Ability: Old Wanderer - Regenerator + Ghost Resistance
Stats: 70 / 60 / 125 / 40 / 95 / 125 [515 BST]
Full Moveset: After You, Agility, Amnesia, Aromatherapy, Astonish, Bestow, Bind, Branch Poke, Clear Smog, Cotton Spore, Crafty Shield, Fake Out, Forest's Curse, Grassy Terrain, Infestation, Ivy Cudgel, Jungle Healing, Knock Off, Night Shade, Phantom Force, Play Rough, Rage Powder, Shadow Ball, Shadow Sneak, Spite, Taunt, Trick, Trick Room, U-Turn, Will-O-Wisp, Wonder Room, Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Weight: 59.87 kg
The Old Wanderer is, to put it lightly, one of V Rising's less conventional V Blood fights. In this boss fight, Ben isn't the real threat, rather the very environment he's wandering through: the Cursed Forest. The entire fight consists of the Old Wanderer running away, doing anything he can to hinder you and get away, crossing by the many creatures of the Cursed Forest who will move in to hunt you down. I've built the entire representation of him under this idea.

His pure grass typing comes from his cloak, the Shroud of the Forest, which is made from elements of the Cursed Forest itself.

His ability, named after his own title, the Old Wanderer, provides a resistance to ghost type attacks, as his cloak is specifically designed to grant himself a resistance to Cursed Forest's Curse. It also provides the effects of regenerator, which is justified by the main mechanics of his boss fight. Within V Rising, if the players get too far away from a boss fight, they'll no longer be in said fight. When the boss is not in battle, they will start to regenerate their health. While every boss can do this, the Old Wanderer fight specifically abuses this, as if he runs far enough away, he'll the end fight and begin regeneration. As this mechanic is a bit more central to the gimmick of his boss fight, it felt fitting to include those effects here as well.

As for stats, naturally his speed would be one of his highest stats, and given the nature of the cloak specifically protecting Ben from the Curse, it has more specially defensive flavor than defensive, hence his high special defense stat. I misread the other post and thought it said we need more specially defensive mons. Given with V Rising not too much indicates bulk, I just went ahead and swapped these around. Ben's weakest stats are his offenses, as within his boss fight, he hardly attacks, aside from pushing you back with his staff and summoning wisps to hurt and slow you down.

As for his movepool, Branch Poke & Ivy Cudgel are the primary representation of him using his staff for self defense, however Knock Off, Play Rough, Fake Out, and U-Turn all also loosely fit the flavor, while also making sense with his personality & combat tendencies (such as running away after knocking you back). His knockback attack also temporarily slows the player's movement, which justified cotton spore. Will-O-Wisp reflects his ability to summon wisps of the forest to hinder you, which while they don't have fire property in V Rising, still feels flavorfully fitting for his character here. These wisps also inflict the entangled status, which makes the player unable to move around for a few seconds, which is reflected in bind and infestation (infestation also makes sense as entangling the player leaves them vulnerable to other enemies roaming the forest). As for his remaining moves, a majority of them are explained by his tricky nature, typically trying to run and hide, and the environment around himself.
Overview: This guy gets a lot of utility (main thing he's missing is just the hazards). Most notable utility involves Wisp & Knock, and if cornered, he can defend himself with stall capabilities, such with burn, toxic, and/or infestation alongside jungle healing. Has high special bulk and can bolster physical bulk w/ burn. Can also commit to pivoting chip damage w/ u-turn. Has some potential to also utilitize Taunt to negate other's utility capabilities.

Reginn_Bearing_Hope_BtlFace_C.png

When we first met, we didn't have a choice in working together to stop my brothers, but now's different... We've chosen to be friends and I cherish everyone here. They're all from different worlds, with different pasts. But everyone is determined to create a better future. It's time I grow strong and learn all I can from them, so that I can protect Niðavellir.
Character Name: Reginn
Type:
Dragon.png
Dragon.png

Abilities: Shell Armor / Mechanical Aide [HA]
Custom Ability: Mechanical Aide - Reflavored Victory Star clone
Stats: 85 / 100 / 80 / 75 / 70 / 120 [530 BST]
Full Moveset: Seithr Shell, Arm Thrust, Autotomize, Barrage, Block, Body Press, Body Slam, Brick Break, Cut, Double-Edge, Final Gambit, Flash Cannon, Focus Blast, Gear Grind, Gear Up, Gunk Shot, Hammer Arm, Heavy Slam, High Horsepower, Hold Back, Iron Defense, Lock-On, Magnet Bomb, Metal Claw, Metal Sound, Quick Attack, Quick Guard, Revenge, Rock Smash, Sacred Sword, Smart Strike, Steel Beam, Steel Roller, U-Turn, Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Type:
Dragon.png

Classification:
Dragon.png

Power: 90
Accuracy: 90%
PP: 10 [16 Max]
Effects: If target’s Special Defense is lower than their Defense, targets Special Defense. On the first turn the user is out, this move have 1.3x power. (Non-Contact, Bullet)
Weight: 139 kg
Reginn is the main protagonist of Fire Emblem Heroes Book 5, centered around her homeworld of Niðavellir, the realm of the Dvergr. In the game, Reginn is built around the abusing Canto mechanics, where she attacks an enemy and then repositions herself after the battle. As such, she felt a fitting choice for a offensive pivot.
In battle, Reginn fights utilizing a mechanical cavalry suit known as a Gullinbursti. Given its literally a shell of steel, it'd make sense that she'd be a Steel type. As for her secondary type, her original iteration has a large connection to swords, between both her Lyngheiðr sword that she wields while in the Gullinbursti, and the sword Gramr, that she also wields in the fight against her brothers, so it seemed fitting she'd also be fighting.
As for Reginn's abilities, Shell Armor represents how the Gullinbursti acts as a shell of steel armor for her. As for her hidden ability, Reginn was the first to introduce the concept of Aided units, a unit type that can pass some miniscule stat buffs to allies should you give them access to their aided partner. For Reginn, her Aide took the form of a little drone that'd fly around her. For this, it seemed fitting to make it a clone to Victory Star, providing a small buff to her and allies' accuracy.
Within Fire Emblem Heroes, Reginn gets a PRF special skill known as Seiðr Shell, which charges itself up on Reginn's first and 4th turn of battle. This skill boosts damage by a set amount, and also targets the foe's lower defensive stat. This is reflected in her custom move Seithr Shell (th is the anglicized version of ð, so this was used because showdown isn't a fan of special characters like this iirc), where Reginn’s first turn on the field will boost this move’s power to reflect this special's charging mechanics, and also have the secondary effect of targeting the foe's lower defensive stat.
As for the rest of her moves, Sacred Sword is obvious, U-Turn reflects her canto mechanics, High Horsepower represents her status as a cavalry unit, and Gunk Shot represents how Dvergr tech seemingly created a far more polluted environment compared to that of the other worlds within Fire Emblem Heroes' lore. Everything else is either generic Steel, Fighting, Normal flavor that makes sense for her character, or universal TMs reflecting the pokemon generation she was released within (she debuted EOY 2020).
As for weight, while Reginn herself is smaller & lighter given the Dvergr's short stature, the Gullinbursti is certainly not light. So I estimated her weight around 39 kg (supposedly the average weight of someone 4 feet tall) and added on 100 for her armor.
Overview: Decently speedy pivot whose main strategies involve bypassing defenses such w/ Seithr Shell targeting the lower defensive stat or Sacred Sword which can bypass boosts to defense. Bulk isn't the best but exists, but paired with its typing gives her a little bit of survivability. Can be a bit tough to revenge kill as well. Mechanical Aide can help boost the reliability of Reginn's Seithr Shell & additional coverage moves like Gunk Shot & High Horsepower. Her main weaknesses involve struggling to properly hit Flying types (especially if those Flying types can also resist Steel) and offensive debuffing, as burn and other attack reductions are the most surefire answer to Seithr Shell and the rest of her arsenal.
 
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sans undertale gif.gif

do you wanna have a bad time?

Character Name: Sans (Undertale)
Type: Ground / Ghost
Abilities: Toxic Chain / Uncanny Dodge*

*Dark-type moves targeting the user always miss, unless the move cannot miss.

Role: Specially-biased fast pivot
Stats: 30/85/65/100/45/155 (480)

Full Moveset: Chilly Reception, Gaster Blaster, Bone Rush, Gravity, Spikes, Bonemerang, Shadow Bone, Sucker Punch, Earth Power, Shadow Ball, Extrasensory, Telekinesis, Teleport, Agility, Focus Energy, Substitute, Protect, Sleep Talk, Rest, Bone Club, Quick Attack, Astonish, Confusion, Telekinesis.


Gaster Blaster:
100 BP | 100 Accuracy | 5 (8) PP | Ghost-Type | Special
Power increases by 1.2x in Gravity.
Flags: Protect, Metronome
Note: I wanted to just use Moongeist Beam to avoid unnecessary customs, but KeeganSkymin4444 suggested using a custom instead. Removed the Moldy effect since it didnt really fit and added something minor to encourage Gravity use. Could be nerfed to 90BP if needed.
Weight: 9 kg

Flavor Justification: I decided not to translate Sans' gimmick of dodging every attack but having 1 hp, because a Shedinja-type gimmick mon isnt really what this mod needs, at least not so early. However, I think despite this it's possible to create a faithful representation of Sans that acts as a fun Pokémon.
The Ghost typing reflects Sans' nature as a skeleton, an undead creature. Ground is specifically associated with bones throughout the Pokémon series, notably through Marowak, so it gives Sans STAB on the most common bone moves. In addition, Ground-type attacks used with the move Gravity reflect Sans' ability to turn the soul dark blue, causing it to be affected by gravity, and create attacks on the ground that the player must jump over.
The ability Toxic Chain reflects Sans' in-battle ability to inflict a damage over time effect with Karma, the translation to this in Pokémon is poison damage, with Karma itself being purple-colored and obviously an analog to the standard rpg poison effect. Uncanny dodge is a translation of his ability to dodge the player's attacks in Undertale, with it being limited to dark moves for balancing purposes, but also because the player in the no mercy route's attacks would certainly be classed as dark. Future submissions could implement Feint attack, False Surrender or, more thematically appropriately, Kowtow Cleave to bypass this.
In terms of movepool, Sans' moves all either reflect his telekinetic abilities or his bone-based attacks. Sucker Punch comes from his "get dunked on" attack if you attempt to spare him, while Chilly Reception comes from his frequent use of bad puns throughout Undertale.
Spikes corresponds to how Sans begins to attack you in the menu through bones at the bottom of the screen.

Competitive Role: Sans serves as an extremely fast but frail pivot, with extremely high risk in how to you choose to use him, but high reward through his 3 (or 4) immunities allowing easy entry if you are willing to take risks, and his ability to threaten solid damage or potentially inflict a toxic poison through Toxic Chain.
Sans has exceedingly poor bulk and only mediocre offenses, but is extremely fast and due to the fact he won't be taking hits anyway, and has a resistance to Stealth Rocks, can easily run Life Orb to increase his damage output to acceptable levels. Gaster Blaster provides a ghost stab more powerful than the typical Shadow Ball, but lacks PP. Sans can force switches and pivot on them with Chilly Reception.
Toxic Chain + Bone Rush is an extremely powerful form of toxic infliction, given it naturally beats Steel and Poison types, but requires the use of a loaded dice to be consistent, making Sans's physical options overall very weak and reducing the power of a mixed set.
Uncanny Dodge limits Sans' value as a threat by removing his poison, but notably because of Toxic Chain's random activation, you can attempt to Bluff having one ability or the other, playing in to Sans' high risk playstyle. This also provides the team with a Knock Off immunity, albeit an unreliable one.
This submission was created with the previous winner of Luigi in mind as a hard counter, Sans needs to either find an opportunity to set up Gravity or use the move Extrasensory to be able to fish for a Toxic against Luigi, which means there really isn't much he can do, especially since Luigi can use Aromatherapy and is bulky enough to not be particularly afraid of a Gravity Earth Power.
Gravity acts as a high risk high reward option of Sans, giving him outstanding coverage and a minor boost to Gaster Blaster, but takes a huge risk to set up safely. In addition, fitting this move means dropping Extrasensory, making Luigi an extra-hard counter while Gravity is inactive.
Spikes provide Sans with a nearly always useful option to make progress, but limit his coverage or utility options if added to a moveset. I put this addition as questionable because it seems like far too strong of an addition in a vacuum, but all of the current winners have strong removal options, so I think a powerful hazard setter could be a good addition that wouldnt feel overwhelming given the direction the tier seems to be going. Spikes would tie in to Sans' high risk playstyle since he would often generate opportunities to set them, but if called out on greedy plays can easily be KOed by even a resisted attack.

frog.png

Character Name: Suwako Moriya (Touhou Project)
Type: Ground / Water
Abilities:
Earth Eater / Hydration

Role: Defensive Pivot

Stats: 85/115/120/115/70/65 (575)

Full Moveset: Scald, Earth Power, Earthquake, U-Turn, Curse, Toxic, Stealth Rock, Calm Mind, Surf, Muddy Water, Bubble Beam, Bubble, Mud Shot, Mud Slap, Sludge Bomb, Shadow Ball, Hex, Lava Plume, Ancient Power, Nature Power, Liquidation, Waterfall, Aqua Jet, Dig, Magnitude, Bounce, Gunk Shot, Rock Slide, Gear Grind, Rain Dance, Rest, Substitute, Sleep Talk, Protect, Water Sport, Mud Sport.

Z-Move: Froggy Braves the Wind and Rain
Type - Water
Category - Special
Power - 180
Base Move - Muddy Water
Effect - Causes Rain to fall for 5 turns

Weight: 45

Flavor Justification: The moveset is all pretty typical for Suwako's powers over Earth and use of ground rock and magma attacks, association with frogs and rain for her water moves, and ability to control curse gods for the Poison and Ghost moves. Gear Grind is the notable misfit here, I used it as an analog to Suwako's usage of Iron Rings in some of her attacks, it didn't seem worth creating a signature move since it's not like Suwako really wants a steel move anyway.

Competitive Role: My design philosophy here was that Suwako has a bunch of very powerful tools and can do a lot of things, but is limited by being unable to do everything at once. Her stats are very high all around and there are many possible sets she can run, between setup either with Curse or Calm Mind, a slow-pivot set potentially using Assault Vest, a Toxic-inflicting set or a set making use of her Z-Move, there are tons of options. The idea is that she'd be able to punish you hard if you misread the set, but the individual sets all have exploitable weaknesses and all sets can easily be stopped by Grass-Type moves. (Although between Poison and Fire coverage, Suwako isn't quite helpless against Grasses). Her access to U-Turn is critical here since it allows you to exert the threat of her boosting sets to force a reaction from the opponent and pivot away on the switch.
Her Z-Move grants synergy with her ability Hydration, however it means you are using Muddy Water as your water STAB, passing up the incredibly valuable Scald.
 
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Buck_Bumble.png

Character Name: Buck Bumble
Franchise/Origin: Buck Bumble
Typing:
Bug.png
Steel.png

Ability: Cyber Augment (Effects of Levitate + Tinted Lens)
Stats: 60 | 85 | 80 | 85 | 85 | 120 [BST= 515]
Movepool (notable moves italicized): Acrobatics, Aerial Ace, Agility, Air Cutter, Air Slash, Autotomize, Brave Bird, Bug Bite, Bug Buzz, Bullet Punch, Bullet Seed, Charge Beam, Close Combat, Coaching, Double-Edge, Dual Wingbeat, Eerie Impulse, Electroweb, Electro Ball, Electro Shot, Electric Terrain, Endeavor, Endure, Facade, Fell Stinger, Fire Blast, Flash Cannon, Fling, Fly, Focus Blast, Giga Impact, Helping Hand, Hurricane, Hyper Beam, Iron Head, Leech Life, Light Screen, Lunge, Magnet Bomb, Mirror Shot, Pin Missile, Pounce, Reflect, Rage Powder, Rest, Shadow Ball, Shift Gear, Shock Wave, Skitter Smack, Sleep Talk, Snore, Spikes, Steel Beam, Struggle Bug, Substitute, Sunny Day, Supercell Slam, Swift, Take Down, Taunt, Thunder, Thunderbolt, Thunder Wave, Trailblaze, Twineedle, U-turn, Volt Switch, Weather Ball, Wild Charge, Work Up, Zap Cannon
Weight: 0.8kg
- Buck Bumble is a cybernetically-enchanced bee, hence the Bug/Steel typing
- Buck's native game is an aerial combat shooter, and I wanted to represent that some way despite the typing, thus his sig ability having levitate effects and flying-type coverage
- Many other coverage and flavor moves are based on the weapons available in the game (e.g. ball/bomb moves from plasma gun & grenade launcher, electric coverage from laser)
Competitive Justification: Offensive pivot. Buck's only notable stat is speed, but the other stats are compensated with Bug/Steel typing and Tinted Lens. Has a potent setup option via Shift Gear, but since he's already pretty fast and has only average attack it's difficult for Buck to run away with a game due to it, despite his sig ability having Tinted Lens effect. Banded pivot will most likely be the go-to set, leveraging his typing to get in and punch holes with Tinted Lens STAB U-turn, Leech Life, Iron Head, and/or Bullet Punch. Electro Shot sets could also be viable depending on how the metagame progresses: Bug/Steel is a pretty complementary typing for rain teams and Buck has a variety of STABs and coverage to take advantage of the SpAtk raise. Other notable tools include Close Combat, Reflect/Light Screen, and Spikes.
 
LavosFull.png


Character Name: Lavos
Role: Mainly Special Offensive Pivot. Niche for a Mixed Offensive Pivot.
Type: Poison
Abilities: Power of Alchemy/Protean
Stats: 80/90/110/115/85/75 (BST 550)

Full Moveset: Ophidian Bite
, U-Turn, Acid, Acid Spray, Avalanche, Blizzard, Burning Jealousy, Calm Mind, Charge Beam, Clear Smog, Conversion, Corrosive Gas, Discharge, Eerie Impulse, Explosion, Flame Burst, Fire Blast, Flame Charge, Flash Cannon, Freeze Dry, Giga Impact, Headlong Rush, Heat Wave, Icicle Crash, Incinerate, Inferno, Iron Defense, Iron Head, Magnet Bomb, Magnet Rise, Magnetic Flux, Metal Burst, Overdrive, Poison Fang, Poison Gas, Poison Jab, Self-Destruct, Sludge Bomb, Sludge Wave, Spark, Toxic, Venoshock, Wild Charge, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Signature Move: Ophidian Bite
- Type: Poison
- Classification: Physical
- Power: 80
- Accuracy: 100%
- PP: 16 (max)
- Effects: The user recovers 1/2 the HP lost by the target, rounded half up. 30% chance of Poison.
- Flavor: His first ability, in the game, Ophidian Bite, sucks health from enemies and does poison status. Could work with a mixed set.
Weight: 113 kg
Overview/Justification: Lavos is an alchemist (hence Power of Alchemy) that can imbue his abilities with any of the 10 elemental damage types in the game, so Protean fits well. Meant to be a specially offensive wall, but can probably also do mixed.
 
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So, none of my entries won the first round...is this because they're no match for the more popular users, or something else?
But this time, it's serious! There will be no source key this time because each of the entries only comes from one game.
COElt0b.png

"Heya! I'm Aoi Asahina! But my friends just call me Hina. 'Sup?"

Aoi Asahina
Name: Aoi Asahina
Series of origin: Danganronpa
Gender: Female
Type: Water (Typing makes her weak to Fighting-type attacks, in accordance to her forbidden action in Danganronpa 3)
Stats: 88/94/77/69/92/110 (530)
Abilities: Emergency Exit / Unburden / Swift Swim
Movepool: Pound, Growl, Aqua Jet, Attract, Rapid Spin, Soak, Population Bomb, Life Dew, Acrobatics, Stockpile, Swallow, Spit Up, Pounce, Lunge, U-Turn, Fake Tears, Taunt, Lash Out, Knock Off, Charm, Disarming Voice, Draining Kiss, Dazzling Gleam, Low Kick, Low Sweep, Brick Break, Bulk Up, Drain Punch, Reversal, Upper Hand, Sunny Day, Trailblaze, Ice Punch, Ice Spinner, Triple Axel, Ice Beam, Blizzard, Snowscape, Endeavor, Body Slam, Psych Up, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Calm Mind, Amnesia, Water Pulse, Chilling Water, Rain Dance, Waterfall, Liquidation, Surf, Flip Turn
Role: Physical Pivot
Weight: 49.3 kg.
Custom Elements:

None!!! (RIP Ultimate Swimming Pro)
ZHcPwht.png

*quack*
The Noise
Name: The Noise
Series of origin: Pizza Tower
Gender: Male
Type: Dark
Stats: 54/68/65/80/75/120 (462)
Abilities: Intimidate / Regenerator / Quick Draw
Movepool: Chaingun, Pizza Time, Pound, Leer, Torment, Rapid Spin, Explosion, Lock-On, Mud Bomb, Magnet Bomb, Syrup Bomb, Egg Bomb, Seed Bomb, U-Turn, Dark Pulse, Knock Off, Taunt, Foul Play, Lash Out, Thief, Snarl, Throat Chop, Nasty Plot, Low Kick, Brick Break, Aura Sphere, Focus Blast, Vacuum Wave, Fire Punch, Flamethrower, Fire Blast, Overheat, Burning Jealousy, Shadow Ball, Energy Ball, Scary Face, Roar, Body Slam, Hyper Voice, Uproar, Weather Ball, Psych Up, Endeavor, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Acid Spray, Poison Jab, Gunk Shot, Sludge Bomb, Toxic, Sludge Wave, Rock Slide, Rock Tomb, Stone Edge, Smack Down, Power Gem, Ancient Power
Role: Special Pivot
Weight: 5.4 kg.
Custom Elements:
Chaingun: 130 BP Special Dark-type move with 80% Accuracy and 8 PP. If it misses, Noisette appears and takes The Noise away (He switches out)
Pizza Time: Basically Flip Turn but as a Dark Special move! (60 BP Special Dark-type move with 32 PP and 100% Accuracy, user switches out after use)
jfPsekx.png

"Faerieland's reconstruction is complete, but I find we need your help again. You may know that faeries are the source of Neopia's protection from wraiths. Quests you complete for us provide the mystical bond between Neopets and faeries needed to maintain the barrier spell that holds back wraiths. And that barrier spell is weakening. There's a chance that wraiths will come pouring into Neopia again and swamp the world in darkness. You can help stop this from happening by completing our quests."
Queen Fyora
Name: Queen Fyora
Series of origin: Neopets
Gender: Female
Type: ==
Stats: 88/84/89/100/89/90 (540)
Abilities: Queenly Majesty / Regenerator / Trace
Movepool: Faerie Quest, Confusion, Fairy Wind, Memento, Healing Wish, Parting Shot, Moonblast, Mystical Fire, Magic Powder, U-Turn, Taunt, Charge, Charm, Draining Kiss, Dazzling Gleam, Disarming Voice, Play Rough, Misty Terrain, Misty Explosion, Alluring Voice, Flame Charge, Fire Spin, Flamethrower, Fire Blast, Sunny Day, Flare Blitz, Overheat, Temper Flare, Burning Jealousy, Confuse Ray, Shadow Ball, Giga Drain, Energy Ball, Grassy Glide, Grassy Terrain, Petal Blizzard, Earth Power, Earthquake, Hyper Voice, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Psybeam, Psyshock, Psychic, Calm Mind, Light Screen, Reflect, Imprison, Zen Headbutt, Future Sight, Expanding Force, Water Pulse, Waterfall, Surf, Hydro Pump, Chilling Water, Flip Turn, Scald
Role: Support Pivot
Weight: 60 kg.
Custom Elements:
Faerie Quest: A Fairy-type Status move with 16 PP and -6 Priority. Sets up Misty Terrain, then the user switches out. If Misty Terrain is already active, clears hazards instead.
 
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im back did you guys miss me (probably not)




Primrose_art.jpg

"Faith shall be my shield."
Specially Offensive Pivot(?)

Character Name: Primrose
Type: Dark/Fairy
Ability: Dancer
Stats: 75/75/70/105/60/115 (Total: 500)
Signature Move: Mole Dance
- Type: Fairy
- Classification: Status
- PP: 8
- Effects: User switches out. Teammate that switches in gets +1 Defense.
Signature Z-Move: Sealticge's Seduction
Z-Crystal Name: Sealticgium Z
Z-Move Classification: Status
Z-Move Effects: Enhanced from Mole Dance. User switches out. Teammate that switches in gains Focus Energy, and their Normal and Fighting type attacks are able to hit opposing Ghost-type Pokémon. Their next attack will be a sure hit.
Physical: Beat Up, Comeuppance, Throat Chop, Spirit Break, Retaliate, Aqua Step, Shadow Sneak, Fury Cutter, U-Turn, Revenge
Special: Dark Pulse, Night Daze, Alluring Voice, Moonblast, Revelation Dance, Petal Dance, Fiery Dance, Scorching Sands, Sand Tomb, Night Shade, Shadow Ball
Status: Parting Shot, Flatter, Baby-Doll Eyes, Charm, Moonlight, Attract, Encore, Entrainment, Captivate, Lunar Dance, Quiver Dance, Victory Dance, Sandstorm, Grudge, Spite
Overview: Primrose's role in Octopath Traveler is that of a typical RPG dancer, providing a variety of buffs to teammates. I thought this idea could translate well into Pokémon mechanics as a unique pivot that has a lot of versatility. It would make sense to call Primrose's competitive role a support pivot, that wasn't a provided role for the slate, so she also gets above decent potential as a special attacker with a couple useful coverage moves. Her defenses are really bad, as they are in OT. To offset this, Primrose gets Dark/Fairy, a decent defensive type. You can take advantage of her high speed to quickly pivot out and set up a teammate before taking damage. Her Dancer ability allows for some interesting interactions. You could use Entrainment to give Dancer to an opponent, then use Mole Dance, forcing the opponent to switch out as well. Her Z-move is a lot worse than its previous iterations, but I'd rather the Z-Move be bad than not be there at all (I'll be using characters' Divine Skills as Z-Moves for future Octopath Traveler submissions, and a lot of them are better suited for Pokémon mechanics than Primrose's).
Justification: All dance moves, as well as Encore, are self explanatory. Comeuppance represents one of her support skills, Eye for an Eye, which has a similar effect in OT. Her standard weapon class is daggers (Fury Cutter). Her dark magic attacks, Moonlight Waltz and Night Ode, inspire the addition of moves such as Moonblast, Moonlight, Night Daze, Night Shade, Shadow Sneak, and the like. Scorching Sands, Sandstorm, and Sand Tomb represent the province she starts in, a vast desert called the Sunlands. Her goal in OT is to avenge her father by killing the 3 men involved in his murder (Revenge, Retaliate). Finally, her path action, Allure, allows her to attract townspeople to aid her in fights. This gives her access to Beat Up, as well as Charm, Flatter, Alluring Voice, etc.
 
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Millia_Guilty_Gear_Strive.png

Name: Millia Rage
Franchise: Guilty Gear
Type:
dark.gif

Abilities: Assassinate (Dark-type -ate.) | [HA] Sharpness
Stats: 55 HP/117 Atk/80 Def/55 SpA/63 SpD/127 Spe (497 Spe)

Moves: U-turn, Slash, Quick Attack, Scratch, Mega Kick, Crush Claw, Night Slash, Sucker Punch, Pursuit, Dark Pulse, Sacred Sword, Shadow Claw, Dragon Claw, Dual Wingbeat, Fly, Sky Attack, Wing Attack, Aerial Ace, Rollout, Power Whip, Petal Blizzard, Petal Dance, Energy Ball, Smart Strike, X-Scissor, Lunge, Pin Missile, Fury Cutter, Drill Run, Agility, Taunt, Spikes
Attract, Bide, Captivate, Confide, Curse, Double-Edge, Endure, Facade, Frustration, Giga Impact, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Mimic, Natural Gift, Protect, Rage, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Weight: 48 kg

Flavor Justification: Millia was trained as an assassin and has used her training multiple times in the past. She had a magic spell applied to her hair that allows her to manipulate it freely, allowing her to lengthen it and shape it into things, such as whips, scythes, scissors, drills, swords, flowers, spikes, claws, and even wings that grant momentary flight. She can also create an energy orb to attack with. Millia is a glass cannon, having high speed but low defense.
Competitive Role: Millia has good coverage with Physical attacks, allowing her to get a good hit in before pivoting away with U-turn. Sharpness boosts several of her attacks, or she can use Assassinate for a good STAB hit.
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Name: Jet Pack Guy
Franchise: Club Penguin
Type:
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Abilities: Technician | Stakeout | [HA] Thermal Exchange
Stats: 70 HP/88 Atk/77 Def/72 SpA/77 SpD/130 Spe (514 Spe)

Moves: Flying High Pitched, U-turn, Brave Bird, Dual Wingbeat, Wing Attack, Sky Attack, Sky Drop, Peck, Pluck, Drill Peck, Acrobatics, Ice Punch, Ice Shard, Ice Spinner, Icicle Spear, Blizzard, Icy Wind, Powder Snow, Flame Charge, Flare Blitz, Flamethrower, Avalanche, Tailwind, Roost, Feather Dance, Haze, Snowscape, Lock-On, Smokescreen
Attract, Captivate, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic

Flying High Pitched |
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| Status | 16 PP | User switches out. The replacement has Flying added to their typing.

Weight: 23.13 kg

Flavor Justification: Jet Pack Guy lives in the snowy Club Penguin, and is known for his jetpack, which he uses to fly. He gets Technician from operating his jetpack, Stakeout to represent being a strategic Tactical Lead of the Elite Penguin Force, and Thermal Exchange because hot sauce can be used to fuel his jetpack. Flying High Pitched is the name of a mission in which he teaches you to fly, using a jetpack. Smokescreen and Fire-type moves because of jetpacks emitting fire and smoke.
Competitive Role: Jet Pack Guy has high Speed and can do a few things with it. He can provide support with Haze and Tailwind, or he can go in with Flare Blitz and Brave Bird. He has a couple ways to pivot out, with Flying High Pitched having a few potential strategies.
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Name: Lae'zel
Franchise: Baldur's Gate
Type:
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Abilities: Battle Armor
Stats: 95 HP/110 Atk/126 Def/54 SpA/78 SpD/72 Spe (535 Spe)

Moves: Disarming Attack (Melee), Pushing Attack (Melee), Parting Shot, Teleport, Counter, Sacred Sword, Close Combat, Hammer Arm, Force Palm, Psycho Cut, Psychic, Instruct, Night Slash, Thief, Brutal Swing, X-Scissor, Fury Cutter, Lunge, Shadow Punch, Bounce, Stone Axe, Leaf Blade, Aqua Cutter, Slash, Cut, Coaching, Mist, Taunt, Iron Defense, King's Shield, Recover, Lock-On
Endure, Facade, Giga Impact, Helping Hand, Hyper Beam, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Disarming Attack (Melee) |
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| Physical | 65 BP | 32 PP | 100% | Works like Knock Off.
Pushing Attack (Melee) |
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| Physical | 60 BP | 16 PP | 90% | Works like Dragon Tail.

Weight: 75 kg

Flavor Justification: Lae'zel has Fighter as a base class, which gives her proficiency with every weapon in the game, as well as all armor. This includes multiple types of swords and axes and hammers and shields. She is also a githyanki, known for their psionic abilities. Lae'zel specifically can use Misty Step (Teleport, Mist), Mage Hand (Psychic, Shadow Punch, Force Palm, Thief) and Enhance Leap (Bounce). Two attacks from the Battle Master subclass are turned into signature moves here. Recover references Second Wind, and Parting Shot and Taunt reference Lae'zel's rude tone. Lae'zel's highest stats are her Strength and Constitution, and as a Fighter, she has higher HP.
Competitive Role: Lae'zel has a couple ways to pivot out, and can easily survive Physical hits before that happens. Until she pivots out, she can deal good damage, or heal with Recover, set up rocks with Stone Axe, or remove the opponent's item with Disarming Attack (Melee).
 
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Pokémon: The Puppet
Franchise/Origin: Five Nights at Freddy's
Type: Ghost
Ability: Intimidate / Bad Dreams
Moves: Present, Secret Power, Pursuit, Foul Play, Hex, Beat Up, Night Shade, Knock Off, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Flamethrower, Fire Blast, Substitute, Endure, Confuse Ray, Fire Blast, Phantom Force, Shadow Claw, Shadow Sneak, Dig, Rest, Inferno, Ember, Infernal Parade, Bite, Astonish, Curse, Grudge, Spite, Wide Guard, Rain Dance, Tackle, Poltergeist, Double-Edge, Trick, Helping Hand, Memento, Disable, Ally Switch, Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat, Teleport, Body Press, Psychic Noise, Will-o-Wisp, Wish, Heal Bell
Stats
: 90/80/90/80/110/60 (510)
Flavor Reasoning: The Puppet is a security puppet and an animatronic that was possessed by a child. It was responsible for turning the main FNAF cast from dead children into haunted animatronics (as shown on the Give Gifts Give Life minigame), that is where the signature move comes from. It appears in the player character's nightmares and hallucinations, and burns down a building at one point.
Competitive Reasoning: The Puppet is a defensive pivot. Its main role is to be a Wishpasser and to switch into physical attackers (Intimidate + couple of ways to burn). The Puppet is ideally paired with Normal-, Ice-, Dark-, Rock- and Steel-types, giving them Fighting immunity.
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Pokémon: Eula
Franchise/Origin: Genshin Impact
Type: Ice/Fighting
Ability: Reconnaissance / Sharpness
Custom Ability: Reconnaissance - Heavy-Duty Boots as an ability
Moves: Glacial Illumination, Assurance, Aurora Veil, Avalanche, Blizzard, Bide, Chilly Reception, Close Combat, Counter, Detect, Dazzling Gleam, Fake Out, Feather Dance, Focus Energy, Frost Breath, Frustration, Fury Cutter, Hail, Ice Beam, Ice Spinner, Icicle Crash, Icy Wind, Leer, Low Kick, Knock Off, Night Slash, Noble Roar, Odor Sleuth, Payback, Punishment, Pursuit, Quick Guard, Rapid Spin, Revenge, Reversal, Retaliate, Sacred Sword, Slash, Smart Strike, Stomping Tantrum, Submission, Swords Dance, Swagger, Taunt, Triple Axel, U-turn, Wide Guard, Whirlwind
(Bolded = notable)
Stats: 100/110/95/45/80/90 (530)
Custom Move: Glacial Illumination - Ice-type, slicing move, physical, Future Sight clone (120 BP, deals damage two turns after this move is used.)
Reasoning: Eula is a physically offensive pivot. Her signature ability lets her hold any item while not having to worry about hazards. Combined with Rapid Spin, it makes her a solid hazard removal option for more offensive teams. Her signature move would provide support to wallbreakers, allowing them to break their checks, especially if combined with Sharpness.
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Pokémon: Scathach-Skadi
Franchise/Origin: Fate/Grand Order
Typing: Ice/Ghost
Ability: Snow Warning / Slush Rush / Snow Cloak
Moves: Ice Beam, Icicle Crash, Icicle Spear, Freeze Dry, Ice Shard, Blizzard, Hail, Sheer Cold, Aurora Veil, Aurora Beam, Powder Snow, Mist, Haze, Icy Wind, Shadow Ball, Shadow Sneak, Mist, Haze, Shadow Force, Ominous Wind, Phantom Force, Agility, Sing, Lucky Chant, Trick Room, Wonder Room, Magic Room, Teleport, Slack Off, Triple Axel, Waterfall, Dive, Dazzling Gleam, Trop Kick, Aqua Ring, Brine, Bubble Beam, Chilling Water, Surf, Water Gun, Water Pulse, Snipe Shot, Hydro Pump, Flip Turn
Z-Move:
Gate of Skye (- BP | Ghost | Status | Requires Shadow Ball | For 1 turn, prevents moves from affecting the user and its party members. For 5 turns, the user and its party members cannot be struck by critical hits. For 5 turns, if this Pokemon or its allies strike with a critical hit, the damage is multiplied by 1.5. For 5 turns, the user and its party members have +2 critical hit ratio.)
Stats: 60/90/80/130/130/90 (580)
Competitive Reasoning: Scathach-Skadi is a specially offensive pivot. She's a reliable Aurora Veil setter. She may be slow, but she packs a punch. Moreover, with her Z-Move, she provides a wide range of buffs to the party, although they don't last that long.
 
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It is known that Fishrons, Follies, and the Abyssal Wyrms survived the purging hunts of the Deific Era.
Notably, they now are all reclusive or exceedingly violent. It is tragic how they evolved to be that way.
Franchise/Origin: Terraria (Calamity Mod)
Type:
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Ability: Swarm / Static
Stats: 69 / 93 / 74 / 119 / 69 / 124 | 550 BST
Weight: 52.6 kg
Acrobatics, Aerial Ace, Agility, Air Slash, Ancient Power, Beat Up, Body Slam, Brave Bird, Bug Bite, Bug Buzz, Curse, Defog, Discharge, Double Edge, Dragon Dance, Dragon Pulse, Dragon Rush, Energy Ball, Explosion, Facade, Feather Dance, First Impression, Fly, Frustration, Giga Impact, Heat Wave, Hyper Beam, Icy Wind, Lunge, Moonblast, Mystical Fire, Outrage, Parabolic Shock, Protect, Rest, Return, Rising Voltage, Roost, Scale Shot, Scary Face, Shadow Ball, Sky Attack, Sleep Talk, Substitute, Sunny Day, Supercell Slam, Take Down, Taunt, Thunder, Thunder Wave, Thunderbolt, Trick Room, Twister, U-turn, Volt Switch, Volt Tackle, Wild Charge
Competitive Overview: Kinda like Koko mixed with offensive Zapdos, possessing a stat distribution akin to the former and packing coverage and a defensive profile reminiscent of the latter.
Electric-typing, Static: Primary elemental motif is electricity.
Dragon Dance, Dragon Pulse, etc.: Though not true dragons, the Dragonfolly are of draconic lineage.
 
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Character Name: Bob (A Fisherman's Tale) [defensive pivot]
Type: Grass/Water
Abilities: Long Reach, Water Absorb, Reckless
Stats: 83/90/115/100/100/65 | 553 BST
Full Moveset: Absorb, Anchor Shot, Attract, Bind, Body Press, Body Slam, Brine, Bullet Seed, Chilling Water, Circle Throw, Confide, Crush Grip, Curse, Discharge, Dive, Double Team, Double-Edge, Endure, Energy Ball, Facade, Flamethrower, Flare Blitz, Flash, Fling, Frustration, Giga Drain, Giga Impact, Growth, Head Smash, Helping Hand, Hidden Power, Hyper Beam, Leech Seed, Liquidation, Mega Drain, Mimic, Minimize, Natural Gift, Nature Power, Protect, Recycle, Rest, Return, Rock Slide, Rock Smash, Rock Tomb, Round, Secret Power, Seed Bomb, Sleep Talk, Sludge Bomb, Snore, Strength, Substitute, Surf, Swagger, Synthesis, Tackle, Take Down, Teleport, Tera Blast, Thief, Thunder Wave, Tidy Up, Toxic, Wave Crash, Whirlpool, Wild Charge, Will-O-Wisp, Wood Hammer, Worry Seed
Weight: 71 kg / 156.5 lbs (using Hisuian Electrode as a reference)
Overview/Justification: Bob is a wooden puppet of a fisherman who got caught in a mighty storm. Part of his tale is being unaffected by a flood, hence his Water typing and Water Absorb. Long Reach is based on his ability to extend his arms, especially in the sequel. His ship is called Le Téméraire IV, and Téméraire is the French name of the Ability Reckless.
To progress through the first game, Bob must familiarize himself with a paradoxical environment where he can interact with a smaller model thereof (which originally he built himself, including a figurine designed to look like him) and find a larger version outside. (It's like Tiny-Huge Island taken to the utmost extreme.) In the process, he interacts with anchors, battery-powered electronics, lit matches, and other seaworthy things. He can be controlled by teleport movement and is something of a neat freak, particularly in dusting his lucky seashell. Everything else is standard for his type combination.
 
might add more viable moves

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Franchise/Origin: Super Auto Pets
Type:
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Ability: Rocky Payload / Suction Cups
Stats: 118/118/68/78/68/98 (BST: 548)
Movepool: Flip Turn, Octolock, Liquidation, Hydro Pump, Knock Off, Power Whip, Surf, Snipe Shot, Recover, Stone Edge, Rock Slide, Aqua Jet, Aqua Ring, Brine, Bubble, Bubble Beam, Chilling Water, Dive, Life Dew, Water Pulse, Whirlpool, Octazooka, Water Gun, Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic, Bind, Constrict, Giga Impact, Hyper Beam, Payback, Rain Dance, Wrap, Rock Throw, Rock Blast, Smack Down, Haze, Smokescreen
Reasoning:
  • Its an octopus, it does octopus things.
  • Attack and HP are the same to match its 8/8 base stats. BST is pretty high but Octopus has some of the best base stats in SAP relative to other pets.
  • Rocky Payload and Rock moves because Octopus in SAP throws a Rock at an opponent after every attack.
Competitive Reasoning: Scarf Pivot, chip the opponent with Flip Turn and also do big damage with Rocky Payload boosted Stone Edges. You can also try Octolock + Recover if you want to, but Octopus might be a bit too frail and vulnerable to Narwa to pull it off.
 
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