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 .
Welcome to Page 12...
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"Can't we decide this after a nap?"
Character Name: Rabbid Rosalina
Franchise/Origin: Mario + Rabbids
Type: Psychic
Abilities: Rattled / Natural Cure / Truant
Stats: 86 / 70 / 81 / 114 / 67 / 104 (Total: 522)
Weight: 25 kg
Universal Moves: Generation 8
Physical: Double Hit, Stomp, Quick Attack, Aqua Jet, Spark, Ice Shard, Icicle Crash, Counter, Drain Punch, Low Sweep, Wake-Up Slap, Bounce, Phantom Force, Comeuppance
Special: Kaboomer, Dream Eater, Expanding Force, Mirror Coat, Stored Power, Snore, Swift, Flamethrower, Surf, Discharge, Thunder, Thunderbolt, Volt Switch, Giga Drain, Blizzard, Ice Beam, Sludge Bomb, Sludge Wave, Air Slash, Gust, Hurricane, Meteor Beam
Status: Ennui, Ally Switch, Amnesia, Barrier, Cosmic Power, Hypnosis, Psychic Terrain, Rest, Skill Swap, Endure, Focus Energy, Recover, Screech, Sleep Talk, Whirlwind, Work Up, Yawn
Signature Move: Kaboomer
- Type: Psychic
- Classification: Special (does not make contact)
- Power: 15
- Accuracy: 90%
- PP: 10/16
- Effects: Population Bomb clone, but hits up to 8 times. Hits/breaks through Protection and Substitute.
- Flavor: The user fires a flurry of energy bolts capable of breaking through any cover its target may have.
Signature Move: Ennui
- Type: Psychic
- Classification: Status
- Accuracy: 100%
- PP: 5/8
- Effects: -1 Priority. Paralyzes the target and lowers their Defense and Sp.Def by one stage.
- Flavor: The user demotivates the target, paralyzing them and leaving them wide open for attacks.
Flavor Reasoning: In Mario + Rabbids: Sparks of Hope, Rabbid Rosalina is a character that is unlocked around a third of the way into the game. She was created from a normal Rabbid during the basement incident in Kingdom Battle. Psychic type is justifiable due to her connection with Rosalina and space in general. She's quite lazy (Truant) and gets nervous sometimes (Rattled). Natural Cure represents how Rabbid Rosalina can be affected by a teammate's Cleansing Jump, curing her of any Super Effects. Her weapon is the Kaboomer, a machine gun disguised as a stuffed Spark that fires a barrage of projectiles that are great for breaking enemies' cover, and her Technique, Ennui, prevents targets in range from doing anything and (upon upgrade) increasing damage dealt to those targets. These were both turned into signature moves. Lastly she gets moves inspired by the various Sparks the game features(won't list them all here cause there's a lot).
Competitive Reasoning: Within CC, Rabbid Rosalina could have a wide range of use cases. Generally though you're gonna want to utilize her great SpA and good Speed. She's a bit frail however, so it won't take long for your opponent to get rid of her. For this slate I won't go into detail on the roles and combinations my subs could use, and instead just briefly mention some that I came up with.
Potential Roles/Combinations:
Wallbreaker (reminder that kaboomer hits through protect)
Fast Pivot (Natural Cure helps here)
Utility (Ennui and Hypnosis/Yawn are great to have)
Stored Power Sweeper (Endure + Weakness Policy + Rattled?)
Skill Swap Truant (God forbid this thing gets her hands on Pandemonic Feast)
Positive Matchups: Amingo, Ana, Susie
Negative Matchups: Wriggle, Maw Jaw, Meta Knight, Jack Frost
Edits: Reduced the amount of times Kaboomer can hit. Decreased Ennui's priority, but increased its accuracy. Slightly decreased SpA.

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*hehehehe*
Character Name: Witch
Franchise/Origin: Minecraft
Type: Poison
Ability: Potion Counter
Stats: 91 / 70 / 88 / 95 / 113 / 88 (Total: 545)
Weight: 60 kg
Universal Moves: Generation 5
Physical: Gunk Shot, Facade, Fake Out, Liquidation, Branch Poke, Bounce, Foul Play
Special: Splash Potion, Acid, Acid Spray, Clear Smog, Sludge Bomb, Sludge Wave, Venoshock, Weather Ball, Brine, Chilling Water, Hydro Pump, Muddy Water, Scald, Water Gun, Mud Shot, Psychic, Night Shade, Dark Pulse, Snarl
Status: Acid Armor, Toxic, Venom Drench, Lock-On, Odor Sleuth, Recover, Scary Face, Swords Dance, Work Up, Will-O-Wisp, Aqua Ring, Agility, Gravity, Heal Pulse, Nasty Plot
Signature Ability: Potion Counter
- Effects: Halves damage from Fire and Water type attacks. Additionally, cures the burn status condition at the end of the turn if the Pokémon has that condition.
Signature Move: Splash Potion
- Type: Poison
- Classification: Special (does not make contact)
- Power: 70
- Accuracy: 100%
- PP: 15/24
- Effects: 33% chance to lower their Attack and Sp.Atk by one stage each, and 33% chance to lower their Speed by one stage.
- Flavor: The user tosses a harmful potion at the target that can have a variety of negative effects.
Flavor Reasoning: Witches are overworld mobs in Minecraft, commonly spawning in swamps and dark areas. They fight using a multitude of hazardous potions, hence the Poison typing and signature move. They also wield potions that can support themselves as well as allies. If a witch is hit with fire or lava, it will drink a Potion of Fire Resistance, and if it is underwater it will drink a Potion of Water Breathing. This inspires the signature ability. They have 13 hearts of health, so I multiplied that by 7 to get 91. Some of the Witch's moves draw from potions in Minecraft, such as the Potion of Leaping (Bounce), Potion of Swiftness (Agility), and Potion of Slow Falling (Gravity). Harmful potions are also represented by the Splash Potion attack, as well as Chilling Water, Toxic, Mud Shot, and more.
Competitive Reasoning: Witch has pretty balanced stats, a typing that's good both offensively and defensively, and a versatile movepool, allowing her to fill just about any role. With the Potion Counter ability, Witch can confidently eat Fire and Water attacks, and with Splash Potion, she has good STAB and useful hinderances for your opponent.
Potential Roles/Combinations:
Nasty Plot Sweeper
Stall (Toxic + Leftovers + Recover + Aqua Ring = pain)
Physically Defensive (Acid Armor + Will-O-Wisp)
Positive Matchups: Roy, Mermaid, Eox
Negative Matchups: V1, The Defect, Suwako Moriya, Wizard Lord Phoenix
Edits: Buffed HP, Attack, Defense, and SpD. Changed the effect of Potion Counter. Removed the poison chance from Splash Potion, but increased the likelihood of the other effects occurring. Added Branch Poke and Night Shade.
 
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Name: Jaheira
Franchise: Baldur's Gate
Type:
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Abilities: Grassy Surge | Immunity | [HA] Wild Shape: Panther (When the user uses a Physical move, they transform to a panther. When they use a Special or Status move, they transform back.)
Stats: 87 HP/87 Atk/90 Def/105 SpA/67 SpD/82 Spe (518 BST)

Moves: Dolorous Decay, Grassy Glide, Leaf Blade, Vine Whip, Power Whip, Wood Hammer, Bullet Seed, Giga Drain, Grass Knot, Solar Beam, Moonblast, Dazzling Gleam, Play Rough, Sacred Sword, Close Combat, Drain Punch, Bite, Crunch, Sucker Punch, Fling, X-Scissor, Lunge, Attack Order, Infestation, Bounce, Aerial Ace, Fly, Venoshock, Acid Spray, Ember, Thunderbolt, Thunder, Ice Shard, Icicle Crash, Icy Wind, Confusion, Earth Power, Earthquake, Slash, Bind, Cut, Grassy Terrain, Aromatherapy, Spiky Shield, Moonlight, Spider Web, Sticky Web, Sunny Day, Rain Dance, Defog, Spikes, Snowscape, Confuse Ray, Heal Pulse, Agility, Teleport, Hypnosis, Wide Guard, Venom Drench, Swords Dance, Nature Power, Recover, Wish, Harden, Safeguard, Whirlwind, Block
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, Take Down, Tera Blast, Toxic

Dolorous Decay |
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|
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| 16 PP | 90% | Poisons the target, then lowers their Speed by 2.

Weight: 75 kg

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Name: Panther Jaheira
Type:
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Stats: 87 HP/118 Atk/73 Def/65 SpA/65 SpD/110 Spe (518 BST)

Weight: 100 kg

Flavor Justification: Jaheira is a druid/fighter in the first two Baldur's Gate games, and a druid in the third. Druids use nature, with a focus on plants with spells like Entangle and Plant Growth. Jaheira is a half-elf, giving her Fey Ancestry. Druids can turn into animals, with Jaheira having a preference for the panther, so that's the animal used here. Panthers attack with biting and sneaking, and can move far with a jump. In the first two games, she has proficiency with wooden clubs, slings and various types of swords, and using swords carries over to the third game.
At druid level 1, Jaheira can use Thorn Whip (Vine Whip/Power Whip), Poison Spray (Venoshock), Produce Flame (Ember), Cure Wounds/Healing Word (Wish/Recover/Heal Pulse), Create or Destroy Water (Rain Dance), Entangle (Bind), and Ice Knife (Ice Shard). At druid level 3, she can use Gust of Wind (Defog/Whirlwind), Spike Growth (Spikes), Moonbeam (Moonblast/Moonlight), and Lesser Restoration (Aromatherapy). At druid level 5, she can use Daylight (Sunny Day), Call Lightning (Thunderbolt/Thunder), Plant Growth (Grassy Surge/Grassy Terrain), and Sleet Storm (Snowscape). At druid level 7, she can use Confusion (Confusion/Confuse Ray), Ice Storm (Icicle Crash), and Stoneskin (Harden). At druid level 9, she can use Insect Plague (Attack Order/Infestation), Contagion (Venom Drench), and Wall of Stone (Wide Guard). At druid level 11, she can use Heroes' Feast (Safeguard), and Wall of Thorns (Spiky Shield).
Fighter/druids have access to Dolorous Decay, which poisons and slows, Storm of Vengeance (Earthquake) and Implosion (Earth Power). Druids in the first two games also have poison immunity. Before she's recruited in the third game, Jaheira has the Circle of the Land subclass, so that's the focus here. It gives her different spells based on the chosen land.
  • Misty Step: Teleport
  • Melf's Acid Arrow: Acid Spray
  • Web: Spider Web, Sticky Web
  • Grant Flight: Fly
  • Haste: Agility
  • Hypnotic Pattern: Hypnosis
  • Vampiric Touch: Giga Drain, Drain Punch
  • Cone of Cold: Icy Wind
Competitive Role: Jaheira has a massive number of moves that allow multiple things to be done with her, but none of her stats are too high, preventing her from dominating. Grassy Surge allows her to strengthen the attacks of Amingo and Eox, and also provide healing for everyone. She can use this alongside general healing moves like Recover, Wish, and Giga Drain. Aromatherapy also assists the team. Offensively, Jaheira has great Physical coverage, and okay Special coverage. She can boost her stats with Swords Dance and Agility, and with her signature Ability, she can change into a form good for sweeping. Jaheira has a couple hazards that make her good for leading, and a Grassy Surge strategy can be implemented here.

Jaheira @ Leftovers
Ability: Grassy Surge / Immunity
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Dolorous Decay
- Moonblast
- Sticky Web
- Spikes

Jaheira @ Leftovers
Ability: Grassy Surge
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Grassy Glide
- Spiky Shield
- Wish
- Aromatherapy

Jaheira @ Protective Pads
Ability: Wild Shape: Panther
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Sacred Sword / Close Combat / Drain Punch
- Play Rough
- Swords Dance

Jaheira @ Life Orb
Ability: Grassy Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Giga Drain
- Moonblast
- Thunderbolt
- Earth Power
ShanoaCOoE.png

Name: Shanoa
Franchise: Castlevania
Type:
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Abilities: Sharpness | Mega Launcher | [HA] Justified
Stats: 75 HP/100 Atk/100 Def/100 SpA/100 SpD/60 Spe (535 BST)

Moves: Uranus, Evanescere, Slash, Cut, Sacred Sword, Hammer Arm, Aura Sphere, Gigaton Hammer, Flash Cannon, Night Slash, Dark Pulse, Crunch, Shadow Ball, Ice Shard, Icicle Crash, Icicle Spear, Icy Wind, Blizzard, Air Slash, Hurricane, Fly, Dual Wingbeat, Flamethrower, Fire Blast, Mystical Fire, Electro Ball, Thunderbolt, Thunder, Energy Ball, Dazzling Gleam, Attack Order, Lunge, Cross Poison, Stone Axe, Stealth Rock, Barrier, Agility, Calm Mind, Iron Defense, King's Shield, Will-O-Wisp, Whirlwind, Swords Dance, Recover
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, Take Down, Tera Blast, Toxic

Uranus |
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|
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| 80 BP | 16 PP | 90% | Slashing.
Evanescere |
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|
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| 80 BP | 16 PP | 90% | Pulse. Combines Fire in its type effectiveness.

Flavor Justification: Shanoa uses glyphs, which have effects including creating weapons, blasting elements, summoning allies, and more.
  • Melio Macir: Gigaton Hammer
  • Cubus: Stealth Rock
  • Torpor: Icicle Crash
  • Pneuma: Air Slash, Whirlwind
  • Union Pneuma: Hurricane
  • Scutum: King's Shield, Barrier
  • Ignis: Mystical Fire, Will-O-Wisp
  • Vol Ignis: Flamethrower
  • Union Ignis: Fire Blast
  • Grando: Icicle Spear, Ice Shard
  • Union Grando: Blizzard, Icy Wind
  • Fulgur: Electro Ball, Energy Ball, Aura Sphere
  • Vol Fulgur: Thunderbolt, Thunder
  • Luminatio: Dazzling Gleam
  • Vol Luminatio: Flash Cannon
  • Vol Umbra: Dark Pulse, Shadow Ball
  • Morbus: Curse
  • Custos: Crunch
  • Volaticus: Fly, Dual Wingbeat
  • Rapidus Fio: Agility
  • Fides Fio: Calm Mind
  • Falcis Vipera: Cross Poison
  • Cures Ferrum: Iron Defense
  • Refectio: Recover
  • Ascia: Stone Axe
Uranus creates a holy sword, and Evanescere fires an ice crystal with fire in and around it. Shanoa is usually depicted with a rapier, but uses several other sharp weapons too.
Competitive Role: Balanced stats means Shanoa doesn't specialize in anything, but a great movepool means there's a lot you could do with her. She leans more offensive, with great Physical and Special coverage. She even has Hurricane, Gigaton Hammer and Blizzard for powerful attacks.

Shanoa @ Assault Vest
Ability: Sharpness
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Uranus
- Sacred Sword
- Stone Axe
- Night Slash

Shanoa @ Protective Pads
Ability: Sharpness
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Swords Dance
- Sacred Sword
- Gigaton Hammer
- Night Slash / Stone Axe

Shanoa @ Leftovers
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Dark Pulse
- Aura Sphere
- Evanescere
- Calm Mind

Shanoa @ Leftovers
Ability: Sharpness
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- King's Shield
- Stone Axe
- Will-O-Wisp
- Recover

resub
GaryTheGadgetGuyPenguinAvatar112.png

Name: G
Franchise: Club Penguin
Type:
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Abilities: Technician | Magnet Pull | [HA] Slush Rush
Stats: 59 HP/78 Atk/62 Def/110 SpA/125 SpD/78 Spe (512 BST)

Moves: Flare Flinger 3000, Charge Beam, Thunderbolt, Shock Wave, Volt Switch, Avalanche, Icy Wind, Ice Beam, Ice Punch, Blizzard, Ice Shard, Icicle Spear, Dive, Chilling Water, Waterfall, Surf, Clamp, Anchor Shot, Metal Claw, Magnet Bomb, Drill Run, Dig, Bulldoze, Flamethrower, Flame Charge, Signal Beam, Fly, Gust, Dragon Pulse, Hyper Voice, Self-Destruct, Explosion, Rock Climb, Tri Attack, Thunder Wave, Charge, Ion Deluge, Electrify, Magnetic Flux, Electric Terrain, Snowscape, Aurora Veil, Haze, Mist, Shift Gear, Tailwind, Defog, Soak, Light Screen, Teleport, Whirlwind, Lock-On, Tidy Up, Recycle
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, Take Down, Tera Blast, Toxic

Flare Flinger 3000 |
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|
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| 25 BP | 48 PP | 90% | Hits 2-5 times.

Weight: 23.13 kg

Flavor Justification: Gary is a penguin who lives in Club Penguin and is responsible for inventing much of the island's technology, with a lot of it being electrical.
  • Electromagnet 1000: Magnet Pull, Magnet Bomb, Magnetic Flux
  • Manual Climbing Mechanism: Rock Climb
  • Test Chamber: Flamethrower, Chilling Water
  • Binoculars 3000: Lock-On
  • Spy Gadget: Teleport, Tidy Up
  • Snow Trekker: Slush Rush, Bulldoze, Surf, Steel Roller
  • Grappling Hook: Anchor Shot
  • Plasma Laser: Signal Beam
  • Wind Generator 3000: Defog, Whirlwind, Tailwind, Gust
  • Jet Pack: Fly, Flame Charge
  • Aqua Grabber 3000: Dive, Metal Claw, Clamp
  • DJ3K: Hyper Voice
  • Hydra: Dragon Pulse, Tri Attack
  • Relaxtron 3000: Soak
  • Laser Shield 3000: Light Screen
  • Go-Kart: Shift Gear
  • Jackhammer 3000: Dig, Drill Run
  • Recycletron 3000: Recycle
The Flare Flinger 3000 flings fireworks.
Competitive Role: G has many support moves that can be mixed and matched, so he can add multiple different things to your team. Alternatively, he can be a Special Attacker, that focuses on Fire-Ice-Electric coverage. All of his Abilities can be considered, with Technician boosting several of his attacks, Magnet Pull being good in conjunction with Flamethrower or his signature move, and Slush Rush allowing him to be a fast attacker or supporter on a snow team.

G @ Assault Vest
Ability: Technician
EVs: 252 SpA / 252 SpD / 4 Spe
Calm Nature
- Charge Beam
- Icy Wind
- Flare Flinger 3000
- Chilling Water

G @ Leftovers
Ability: Magnet Pull
EVs: 200 HP / 56 SpA / 252 SpD
Calm Nature
- Defog / Tidy Up
- Thunder Wave
- Flamethrower
- Haze / Teleport / Volt Switch

G @ Heavy-Duty Boots
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Shift Gear
- Charge Beam
- Flare Flinger 3000
- Icy Wind

EDIT: Gave Panther Jaheira 8 Attack and 2 Speed, while subtracting 10 Special Attack.
EDIT: Made several changes to Shanoa.
 
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Sorry I'm late, but....
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"Me Mumbo, best shaman in all game."
Mumbo Jumbo
Name: Mumbo Jumbo
Series of Origin: Banjo-Kazooie
Type: ==
Abilities: Drizzle/Drought/Magician
Stats: 78/74/90/110/92/80 (524)
Movepool: Confusion, Branch Poke, Transform, Roar, Whirlwind, Telekinesis, Synthesis, Taunt, Knock Off, Thunderbolt, Thunder, Thunder Wave, Flame Charge, Sunny Day, Flamethrower, Fire Blast, Heat Wave, Burning Jealousy, Flare Blitz, Hurricane, Confuse Ray, Hex, Shadow Ball, Spite, Trailblaze, Magical Leaf, Energy Ball, Leaf Storm, Grass Knot, Seed Bomb, Solar Beam, Solar Blade, Earthquake, Earth Power, Encore, Psybeam, Psychic, Psyshock, Zen Headbutt, Psychic Terrain, Trick, Skill Swap, Imprison, Expanding Force, Flash Cannon, Iron Head, Hard Press, Rain Dance, Surf, Waterfall, Liquidation, Chilling Water, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 43 lbs.
Custom Elements:
None
Justification:
Mumbo Jumbo is a shaman who specializes in ancient cultures, which would provide his Grass/Psychic typing. In Banjo-Kazooie, Mumbo could only turn Banjo into other creatures: Roar and Whirlwind both symbolize this to a close extent. However, in Banjo-Tooie, he has a much wider range of powers that can be used by standing on a Mumbo Pad. These include Summon (The Golden Goliath uses the Ground-type attacks for him) Heal (Synthesis) Levitate (Psychic-type moves + Telekinesis) Power (Electric-type moves) Sunlight (Drought + Fire-type moves) and Rain Dance (Drizzle + Water-type moves) He's also in charge of building vehicles in Banjo-Kazooie: Nuts and Bolts, which gives him Steel-type attacks as they are related to industry, and he sends Banjo back in time in Gruntilda's Revenge, which is represented by Teleport, the closest move to one that can travel back in time.
Role: A rather unique Special Attacker who has both Drought and Drizzle, but yet is a Grass/Psychic type. He is designed to work for both sun and rain teams, being able to choose which third STAB to run.
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"Hiii! I'm Junko Enoshima. Charmed, I'm sure!"
Junko Enoshima....?
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Name: Mukuro Ikusaba
Series of Origin: Danganronpa
Type (Junko): =Ghost
Type (Mukuro): ==
Abilities (Both Forms): Elaborate Disguise
Stats (Junko): 60/80/110/80/110/110 (550)
Stats (Mukuro): 60/110/80/110/80/110 (550)
Movepool: Pound, Torment, Perish Song, Toxic, Double Kick, Punishment, Terrain Pulse, Blaze Kick, Axe Kick, Explosion, High Horsepower, Scorching Sands, Snarl, Foul Play, Knock Off, Taunt, Dark Pulse, Throat Chop, Thunder Wave, Charm, Low Kick, Brick Break, Body Press, Aura Sphere, Focus Blast, Close Combat, Upper Hand, Flamethrower, Fire Blast, Curse, Shadow Ball, Encore, Pain Split, Smart Strike, Flash Cannon, Metal Sound, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 97 lbs.
Custom Elements:
Elaborate Disguise: This Pokémon starts out in Junko Form, switching to Mukuro form if she is holding an Assault Vest. This Pokémon's held items cannot be knocked off or stolen.
Justification:
Despite being Junko's sister, Mukuro, the Ultimate Soldier, does not really do that much in Danganronpa before her death beyond Stomping Monokuma down with her foot and disguising as Junko herself (Dark typing) Even in Danganronpa IF, the best she does is throwing a metal pipe, but she does show great agility in there, as well as durability. However, her experience with Fenrir would have given her access to several gun and pulse-based moves, as well as Flamethrower and a Ground-typing. The Ghost typing in her Junko form references how the other students believed that Mukuro was still alive during Chapter 5, as well as how the real Junko used Mukuro's body to stage a fake murder to try and frame Kyoko, which ended in the body Exploding. Her Junko disguise serves as the default form here, as not only is it the one she intially appears as, but in the Ultimate Talent Development Plan, even if you select Mukuro's undisguised form, she still appears in her disguise.
Role: A rather unique versatile mon who can either become a wall as Junko, or a glass cannon without an item slot as Mukuro, capable of running either a physical or a special set. She has a slightly better stat distribution among her 550 BST than other Pokémon with the same stat total to make up for the fact she basically lacks an ability.
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"Nyahaha! How divine!"
Angie Yonaga
Name: Angie Yonaga
Series of Origin: Danganronpa
Type: Ghost
Abilities: Unaware/Cursed Body/Filter
Stats: 92/92/92/92/92/92 (552)
Movepool: Artistic Brush, Pound, Encore, Block, Defog, Shadow Sneak, Torment, Doodle, Stomp, 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. 50% chance to lower the target's attack by 1.
Atua's Punishment: A 180 BP Physical Ghost-type Z-Move. Lowers the target's Attack and Special Attack by 1. 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 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, 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: Balanced team player with 92 in every stat, allowing her to fulfil a variety of roles, especially with her signature move.
 
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LOCAL METTATON VERY RICH FAMOUS AND GORGEOUS
Name: Mettaton / Mettaton EX
Franchise/Origin: Undertale
Movepool:
  • Physical: Meteor Mash, Iron Head, Heavy Slam, Shadow Punch, Zen Headbutt, Body Press, Zen Headbutt, Explosion, Flare Blitz, Knock Off
  • Special: Flash Cannon, Shadow Ball, Fire Blast, Energy Ball
  • Status: Stealth Rock, Spikes, Substitute, Protect, Toxic, Death By Glamour
Weight: 300 KG.

Signature Move: Death By Glamour.
  • When used by Mettaton, Death By Glamour has increased priority and the user transforms into Mettaton EX. The user takes half damage on the turn Death by Glamour was used.
  • When used by Mettaton EX, Death By Glamour is a 115 BP, Special, Psychic-type move. It switches to being a Physical move if that is the user's highest stat. 16 PP
Steel.png
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Abilities: Full Metal Body / Filter
  • HP: 90
  • ATK: 75
  • DEF: 115
  • SpATK: 75
  • SpDEF: 80
  • SPD: 10
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Abilities: Filter
  • HP: 90
  • ATK: 120
  • DEF: 65
  • SpATK: 135
  • SpDEF: 65
  • SPD: 114
Reasoning / Explanations:
  • Mettaton being a robot makes both of them being Steel Types obvious. The ghost typing reflects Mettaton having a SOUL, while the Psychic typing is a bit of stretch, but reflects the fact that he's borderline powered by Hotland's ratings. Or that Mettaton has a bigass ego lol
  • Mettaton's stats are self-explanatory.
  • The lack of electric-type attacks is more due to balancing than anything else. Electric-type attacks would make Luigi fluster against Mettaton EX, which would make me sad because Luigi's underplayed as is. Thunder Wave would make Mettaton-Base absurdly annoying.

Competitive Explanations!:
  • Mettaton can switch between an incredibly sturdy steel-type wall or a fast and explosive mixed attacker, each being valuable and novel additions to the Crossover Chaos metagame
  • With only one ghost type and zero defensive steels, Mettaton-Base easily justifies itself as a unique addition to the metagame. It's defenses combined with its ability makes it a consistently reliable switch-in to terrifying mons like Eox and V1 (and an emergency check to meta knight and Roy with Counter) but promotes the usage of Donkey Kong and Wizard. A lack of pivoting and recovery keeps it balanced, but it makes up for it with hazards, Knock Off and Toxic!
  • Mettaton EX would diversify the metagame by being it's second psychic-type and first steel-type special attacker! It's signature move allows it to stuff the all-too-common Ana and Hina with ease, but promotes the use of Wizard, Narwa and (to a limited extent) Luigi as counterplay! It's formidable stats are kept in check by a relatively low speed stat, promoting the use of Pokemon Like Jack Frost as revenge-killers thanks to it having focus blast!
Edits:
  • Made it so that Death By Glamour halves the damage that Mettaton receives the turn it uses it.
  • Second Round of edits: got rid of Death By Glamour's resistance-ignorance but bumped up its attack and


Spamton_face_shop-ezgif.com-webp-to-png-converter.png
Spamton_NEO_battle_idle-ezgif.com-apng-to-gif-converter.gif

ARE YOU GETTING ALL THIS [Mike]!? I'M FINALLY
I'M FINALLY GONNA BE A BIG SHOT!!!

Name: Spamton / Spamton NEO
Franchise/Origin: Undertale / Deltarune
Movepool:
  • Physical: [Hyperlink Blocked], Knock Off, Pay Day
  • Special: Shadow Ball, [[BIG SHOT!!!]], Psyshock, Flamethrower, Fire Blast, Hyper Voice, Make it Rain
  • Status: Trick, Taunt, Memento, Parting Shot, Will-o-Wisp, Substitute, Protect, Rapid Spin, Defog, Toxic, Thunder Wave, Double Team, Encore, Torment, Spikes
Weight: 300 KG.

Signature Moves:
  • [[BIG SHOT!!!]]
    • [[BIG SHOT!!!]] is a 105 BP, Special, Ghost Type move that ignores immunities and resistances. It cannot be used twice in a row.
    • If the user is not Spamton NEO, it does nothing. 5 PP.
  • [Hyperlink Blocked]
    • [Hyperlink Blocked] is a 40 BP, Physical, Fairy Type move. Salt Cure clone, except it doesn't deal double damage to other types. Inflicts Torment for three turns.

Signature Ability: [[HeartShapedObject]]
  • Dauntless Shield clone.
Mega Stone: Loaded Disk.

Ghost.png
Fairy.png

Abilities: Klutz / Pickup
  • HP: 80
  • ATK: 68
  • DEF: 90
  • SpATK: 68
  • SpDEF: 90
  • SPD: 126
BST: 512
Ghost.png

Abilities: [[HeartShapedObject]]
  • HP: 80
  • ATK: 112 (+57)
  • DEF: 109 (+19)
  • SpATK: 130 (+62)
  • SpDEF: 124 (+49)
  • SPD: 67 (-59)
BST: 612

Reasoning / Explanation:
  • Ghost type fits Spamton for the inverse reason it fits Mettaton: he desperately seeks a SOUL, and is thus empty without one, like a Ghost. I gave the normal version Fairy type because I think that matches his mischievous dumbass quite well.
  • Spamton NEO is rather tough in-game, and in the Snowgrave Route he can raise his DEF to the point where he can't be killed, so the defense boost makes sense.
  • Spamton is based off the concept of, well, spam, be it in the form of emails or popups. The best analogy I could come up for this would be making Spamton weak offensively, but terrific in terms of utility.
  • I was going to give him a move based off S. POISON but alas, we're limited to two custom elements.
Competitive Reasonings:
  • Spamton's normal form can function as an incredibly annoying pivot and fast utility Pokemon, while Spamton NEO is a slow, but incredibly threatening breaker that thrives in Sticky Web teams!
  • Default Spamton occupies a currently-unfulfilled role in the Crossover Chaos metagame. His moves give him a bottomless array of ways to punish slower attackers, with Spamton effectively checking all Choice-locked Pokemon weaker than him. On top of that, he can spam parting shot to keep up momentum! Just don't rely on him as an actual wall, as he lacks longevity!
    • Klutz allows for shenanigans with Lagging Tail and Toxic Orb.
  • Spamton NEO helps increase the threat of Sticky Web teams due to being a slow, but bulky and snowbally sweeper, with [[BIG SHOT!!!]] can threaten virtually the entire metagame. Of course, Spamton's speed forces it to run max speed with a timid nature, allowing Scout and Hornet to attempt revenge-kills even under webs. Addtionally, while [[BIG SHOT!!!]] is obnoxiously strong, it can't be used consecutively, which is a considerable weakness due to Spamton's shallow movepool.
Edits:
  • Made it's signature ability Gen 9 Dauntless Shield instead of Gen 8 Dauntless Shield.
  • Significantly lowered [[BIG SHOT!!!]]'s BP due to Spamton being able to hold an item.
  • Gave it a bunch of utility moves + spikes.
  • Made [[Hyperlink Blocked]] less diabolical but still strong since Spamton Base was said to be lacking.
  • Second Round of Edits:
    • Made it a Mega.
    • Adjusted its stats + adjusted Big Shot for the final time.
 
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IMG_4526.jpeg

Character: Tingle
Type: Fairy
Ability: Levitate/Unaware
Stats: 109/90/70/85/80/66
Signature Move: Tingle Slingshot
- Type: Fairy
- Classification: Physical
- Power: 95
- Accuracy: 100
- PP: 15 (24)
- Effect: Has a 30% chance to lower SpA. Does not make contact.
Moves: Moonblast, Dazzling Gleam, Fairy Wind, Play Rough, Drain Punch, Power Gem, Rock Blast, Air Slash, Floaty Fall, Fly, Bullet Seed, Seed Bomb, Heart Stamp, Stored Power, Knock Off, Beat Up, Hyper Voice, Present, Pay Day, Return, Frustration, Facade, Take Down, Snore, Tera Blast, Charm, Roost, Bulk Up, Calm Mind, Rest, Thunder Wave, Recover, Wish, Encore, Teeter Dance, Attract, Substitute, Protect, Endure, Helping Hand, Sleep Talk
Overview: Tingle is designed to work similarly to Clefable. He can run Levitate for the Spikes immunity and to improve the DK matchup, or Unaware to take on threats like Roy/physical Berdly. Tingle can go full utility with Knock Off/TWave or utilize a setup option (Bulk Up/Calm Mind) to function as a bulky sweeper.
 
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Vetoes are as follows:
Character Name: Zelda
Triforce is extremely spammable and honestly feels like a targetted attack on Hina, who is currently not a very good mon. Removing it or adjusting it, as well as Hidden Power, is maybe recommended? Hina could honestly just use something to actually do.

Character Name: Ymir
Ymir’s base form is a bit undertuned due to her passivity. She is likely solid as a Screens lead, but perhaps she could have just a little bit more SpA to help with keeping her from being setup fodder. Her Dragon form is solid.

Pokémon: MT. Foxtrot
Pokémon: Frisk
MT. Foxtrot having the Memory gimmick is not an appealing trait. Kirby, in the previous CC meta, was bar none the least codeable of the whole cast, just due to his sheer number of forms. Also, SD ESpeed is a nasty combo on any mon. This submission honestly might just need a heavy rework, as right now its primary method of being versatile is not feasible for this version.

Frisk is undertuned. 99 across the board is a bad stat spread, and Normal/Psychic does not help matters in the slightest. As of right now Frisk doesn’t really work well against anything in the meta simply because these traits hold them back so much. You’d likely want to pump up the stats, by at least a fair bit, even if that means sacrificing the evenness of them.

Character Name: Nightcrawler
Character Name: Parrot
Nightcrawler could use a bit more SpA. It’s a bit passive at the moment and that could do with being alleviated. Daycrawler is fine as is.

Parrot’s signature ability is extremely dependant on what else is in the meta. Right now, it can copy things like Young Lion, but imagine if this meta gets Magic Guard? Or even something like Huge Power? This submission would singlehandedly warp the kinds of abilities the rest of the meta could be provided, making it far too constricting on future slates. Also, that movepool is ludicrously bloated (why does it have Multi-Attack and Oblivion Wing, among other things), it has way too many strong tools, and it competes with Berdly as an NPlot Flying. Overall, this absolutely cannot be accepted in anything remotely close to its current form.

Character Name: Grandpa
Priority on every Grass move with no caveats or conditions is obscene. You can literally just Leaf Storm or Wood Hammer for every revenge kill you could ever need. Rework/remove the signature ability and also remove Hidden Power.

Character Name: The Forgotten and The Soul
I will assume The Forgotten changes into The Soul before using its move, since that’s how Stance Change works. But does this also apply to Bony Bash? And with that being said, please also add more moves.
Character Name: Rabbid Rosalina
Character Name: Witch
While Rabbid Rosalina’s signature moves are game accurate, they’re both also quite nasty. 10 STAB hits at 15 power from a 120 SpA stat could be quite nasty even though the move is technically RNG reliant, and Ennui being straight up better Glare is disgustingly spammable. Removing/reworking Ennui and reworking or removing Kaboomer to be maybe more reliable but less disgustingly potent at full potential is likely the way to go here.

Witch has very bad stats and the signature ability and move are both highly questionable. Tuning up the stats would have to be the starting point, maybe just make the ability halve Fire/Water damage, and Splash Potion should be much less volatile (tone down how many things it can do).

Name: Jaheira
Name: Shanoa
Name: G
Jaheira’s Panther form is maybe just a bit underwhelming. It probably needs a bit more oomph statwise if it wants to function as a pure Normal type. Perhaps it could inherit the Fairy typing for STAB Play Rough? It would still need a bit more into its Attack either way, probably.

Shanoa is very undertuned statwise. Also, we do not need another Fighting at this time, and we likely don’t need another character with Sharpness as their only ability option. This would likely require a major rework to be considered for the meta.

G is a bit one-dimensional for this slate. He does one thing, and that thing is abusing his Special attacks. It’s hard to say if his utility options would see any use, considering how streamlined his offensive kit is. Perhaps he could be reworked, or return in a later slate.

Mumbo Jumbo
Name: Mukuro Ikusaba
Mumbo’s signature move is questionable. Priority phasing on Snatch conditions is honestly not great, so please remove it or rework it.

Mukuro’s AV exclusive form is broken due to her stats and significant coverage, and she is also another Fighting type (which we don’t need). Her base form is also very fat, especially for a Dark/Ghost. Perhaps nerf the stats of both forms, tone down her coverage, and remove the Fighting typing from her Mukuro form.

Name: Mettaton / Mettaton EX
Name: Spamton / Spamton NEO
Death by Glamour feels like a bit of a steep momentum sink. Also it probably shouldn’t be ignoring Dark immunities because, again, Hina really doesn’t deserve that, but anyway maybe it could work to halve the damage Mettaton receives that turn, transforming him into his EX format the end of the turn (and by consequence only working on Mettaton, but this was likely a given). That’d probably make swapping to EX more appealing. I’m also assuming that you remain in EX from that point on even if you switch out. Alternatively you could rework EX into a Mega form but I feel like that in this case it’d be a bad call. Lastly, some extra flavor moves would be nice.

Spamton is technically bad but he’s also extremely annoying, which I get is the point, but “attack that inflicts Encore and Torment if Encore is already inflicted” is thoroughly disgusting. Just stick with adding the regular moves to your movepool, and maybe make him rely on them less. He also would want an actual movepool instead of the extremely shallow pool you’ve given him (consider some extra utility options and flavor moves like, say, Hyper Voice, or Double Team (banned but helps flesh out the number of moves)). Do not add setup, obviously. Also, he is not allowed to have a signature form changing item that is not a Mega Stone. If not a Mega Stone a form change would have to be done via an ability or a move.

Spamton NEO just spams BIG SHOT again and again. BIG SHOT is ludicrously overtuned (ignoring immunities and being a gigantic base power Ghost move are absolutely not balanced by the Blood Moon downside) and pre-nerf Dauntless Shield makes him very gross. These would have to both be heavily nerfed if not gutted entirely; also, since Heart Shaped Object is pre-nerf Dauntless Shield by written effects, it is unambiguously a custom element and thus absolutely breaks the limit. Perhaps go with a less potent ability, add a bit to his raw Defense and Attack stats, and commit to making NEO a Mega form.

Finally, my submission, Tingle, will now have Levitate instead of Balloon Trip. While less one to one with its inspiration, the better consistency of Levitate is valuable enough to where it’s a worthwhile change for balance purposes.

As usual, you have three days to address the vetoes, or your submission will not be eligible for voting. If you have any questions or you would like to make adjustments to submissions not listed here, please contact the council on the Discord.
 
also, since Heart Shaped Object is pre-nerf Dauntless Shield by written effects, it is unambiguously a custom element and thus absolutely breaks the limit.

Submissions are allowed to have two custom elements between signature abilities and signature moves. These abilities and moves should be easy to code, so when in doubt stick to emulating existing effects from Pokemon abilities and moves.
I won't contest this ruling but you gotta admit it's funny that an ability you yourself describe as 'Dauntless Shield' is actually a totally new thing
 
Alright, mine are done! So, Mumbo Jumbo now has no custom elements, and Mukuro is now a 550 BST Dark/Ground type that has only coverage with Dark, Fighting, Steel, Ghost, Fire, and Ground-type moves.
 
Nightcrawler could use a bit more SpA. It’s a bit passive at the moment and that could do with being alleviated. Daycrawler is fine as is.
Nightcrawler: got it. but I also buffed Daycrawler with +5 defense, which probably isn't that important of a change, 95/60/60 isn't some sort of insane bulk range, but I wanted to notify you in the case that I couldn't do that.
Parrot’s signature ability is extremely dependant on what else is in the meta. Right now, it can copy things like Young Lion, but imagine if this meta gets Magic Guard? Or even something like Huge Power? This submission would singlehandedly warp the kinds of abilities the rest of the meta could be provided, making it far too constricting on future slates. Also, that movepool is ludicrously bloated (why does it have Multi-Attack and Oblivion Wing, among other things), it has way too many strong tools, and it competes with Berdly as an NPlot Flying. Overall, this absolutely cannot be accepted in anything remotely close to its current form.
Parrot: rip flavor (but I understand it is rather bastardous). A couple of moves have been removed as stated, most important of them being Multi-Attack and Oblivion Wing. but also the other not fun ones (I would like to keep esper wing though. is that fine with you?)

vetoes addressed and now I get to sleep
 
All vetoes have been addressed (G will not be part of voting), so now it's time for voting to begin.
Anchor9's Zelda
Anchor9's Berry
Rasdanation's Ymir
ErrorMon's MT. Foxtrot
ErrorMon's Frisk
Cyaneedle's Nightcrawler
Cyaneedle's Parrot
flareth13's Barinade
flareth13's Grandpa
flareth13's Godot
ImaginaryNeon's Demoman
master oden's Maya Fey
master oden's Pyro Jack
Falchion's Pit
Deviation395's Nifl
Orangesodapop's Forgotten/Soul
SpyderMarz' Rabbid Rosalina
SpyderMarz' Witch
Ninetales Dragons' Shanoa
Ninetales Dragons' Jaheira
Ubertrainer2000's Mumbo Jumbo
Ubertrainer2000's Junko/Mukuro
Ubertrainer2000's Angie Yonaga
Glitchwood High's Mettaton
Glitchwood High's Spamton
You have 3 days to vote. Voting will be as usual, in a 3-2-2-1-1 format, with your one self-vote can only be in one of the bottom two slots (preferably the bottom slot), and is only valid if you have made all five total votes.
 
Anchor9's Zelda
ErrorMon's Frisk
master oden's Maya Fey
Ubertrainer2000's Angie Yonaga
Falchion's Pit (SV)
 
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Slate 9
Balance

I apologize for the late slate opening, as multiple complications arose today. Nevertheless, it’s time for the new slate, balance!

Balance is a playstyle that can hybridize into playing either offensively or defensively, depending on the matchup they’re facing. Bulky attackers may not be suited for a hyper offense team, but they might work well as switchins to key threats while being less passive than full stall options. This is somewhat similar to the previous slate, but the key difference is that the submissions here should be made ideal for this style of play, rather than having multiple modes of play. Characters that pair well into covering a solid defensive backbone, and for punching holes when needed. Of course, how far you want to lean into offense or bulk is up to you. A mostly bulky character would still be fitting for a good balance team. Bottom line, characters submitted here ideally shouldn’t be massive contributors to hyper offense or full stall, but the submissions can still lean towards offense or defense (preferably defense at this stage).

Side note, as of right now, V1 is definitely the dominant offensive threat in the metagame. There are options for counterplay, but V1 is extremely tough to switch into due to U-Turn, Knock Off, and a quite strong Close Combat, even with generally better defensive options now present. Another nerf could be on the horizon for V1, but even after a nerf a generally better answer to V1 would likely be a welcome addition.

The slate will be open for slightly less than seven days, closing (hopefully) sometime around the middle of next Monday. Again, thank you for your patience, and enjoy submitting!

(Sheet and such will be updated tomorrow)
 
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