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 .
After that miserable loss in the previous slate....I had to make a heavy hearted decision.
Rather than make what this Pet Mod wanted in my image...I need to make...what this metagame is MISSING.
First...A V1 counter. Steel/Fighting is weak to Fire, and none of V1's good moves do good damage to a Ground type, which also beats Steel...
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"BAD MARIO FIND PAIN STAR! BUT MORTON FIND IT MORE! MORE MORTON'S! MORE TONS! MORTON CRUSH MARIO!"
Morton
Name: Morton
Gender: Male
Series of Origin: Super Mario Bros
Type: ==
Abilities: Earth Eater/Stamina/Static
Stats: 88/90/140/85/98/39 (540)
Movepool: Headbutt, Leer, Mean Look, Scary Face, Spiky Shield, Lava Plume, Dragon Claw, Outrage, Scale Shot, Low Kick, Brick Break, Bulk Up, Body Press, Reversal, Close Combat, Flamethrower, Fire Blast, Flare Blitz, Flame Charge, Temper Flare, Burning Jealousy, Sunny Day, Heat Crash, Fire Punch, Bulldoze, Earthquake, Earth Power, Stomping Tantrum, High Horsepower, Scorching Sands, Thunder Wave, Body Slam, Double-Edge, Roar, Hyper Voice, Helping Hand, Uproar, Psybeam, Psychic, Zen Headbutt, Trick, Amnesia, Rock Tomb, Sandstorm, Rock Blast, Rock Slide, Stealth Rock, Stone Edge, Iron Head, Heavy Slam, Hard Press, Sludge Bomb, Poison Jab, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 143 lbs.
Custom Elements:
None
Justification:
Morton Koopa Jr. is one of the seven Koopalings, the sons of Bowser, and he is capable of breathing Fire like him. His immense strength gives him great stamina and Fighting-type attacks, and good physical stats overall. He can cause Earthquakes by slamming down on the ground, and can use the Magic Wand to cast Psychic spells, especially petrifying like a Thunder Wave. (This is also why he gets Static: The shockwaves replicate the ability's effects by having him counter a physical blow using them) He uses a sonic roar in Superstar Saga, and a Pokey-Smashing hammer in New Super Mario Bros U, which gives him Hyper Voice and Steel-type attacks respectively. He smashes through bricks like it's nothing, so it is only appropriate that he also smashes Ground-type attacks as if he was an Earth Eater. However, he's known to be quite stupid, with Amnesia representing this.
Role: Balanced offensive beast who is designed to give V1 a hard time trying to kill it. Earth Eater removes Earthquake as a threat, forcing V1 to either chip him down or switch out. (Close Combat kills Morton in, ironically enough, three hits without boosts)
Sprite:
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Next....we need a balanced Ghost, and it seems like Angie can't seem to cut it. Plus...this one gives V1 a hard time too, even with Knock Off.
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"Stop standing there and help! Can't you see that I need to get this mixture ready? If you don't start helping me within ten seconds, prepare to enjoy the rest of your life as a Mortog. Now MOVE, and don't drop anything!"
Sophie

Name: Sophie The Swamp Witch
Gender: Female
Series of Origin: Neopets
Type: ==
Abilities: Filter/Flash Fire/Effect Spore
Stats: 97/45/95/108/98/70 (514)
Movepool: Branch Poke, Transform, Shadow Sneak, Aromatherapy, Destiny Bond, Spore, Synthesis, Strength Sap, Pollen Puff, Bug Buzz, Fling, Foul Play, Knock Off, Dark Pulse, Charm, Sunny Day, Confuse Ray, Hex, Night Shade, Shadow Claw, Shadow Ball, Phantom Force, Spite, Poltergeist, Curse, Trailblaze, Magical Leaf, Energy Ball, Giga Drain, Solar Beam, Seed Bomb, Grass Knot, Leaf Storm, Grassy Terrain, Grassy Glide, Earthquake, Earth Power, Metronome, Venoshock, Poison Jab, Sludge Bomb, Sludge Wave, Toxic, Psychic, Reflect, Light Screen, Skill Swap, Psyshock, Psybeam, Trick Room, Psychic Terrain, Expanding Force, Psychic Noise, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 33 lbs.
Custom Elements:
None
Justification:
Sophie the Ixi fled the town of Neovia as a child, eventually becoming a potent Witch who lives in the Haunted Woods, a land of Ghosts. She uses lots of plants in her recipes, and has been seen wielding nature magic, which would make her a Grass-type and give her Ground-based attacks. As a master alchemist, she would potentially have mastered the other elements, including Flash Fire. She managed to cure Neovia of it's monster curse, giving her healing abilities, but she's also been seen shrinking unlucky victims, turning Neopets into other Neopets, and....
"If she likes you, she may only turn you into a stink beetle. If she does not like you...."
Role: A balanced special attacker who can run both offensive and status-based sets: She also has access to Spore, Strength Sap, Synthesis, and Toxic, on top of being a Grass-type with Flash Fire! Filter makes her very resistant to Knock Off, especially with max Defense IVs.
Sprite:
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And finally...In case Morton falls, we need another way to take on V1. And what better...than to try something that can not only NEVER be reliably hit for super effective damage, but also force them to hurry up? This is the one with the custom elements, folks!
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"Just in time."
Nozdormu

Name: Nozdormu
Gender: Male
Series of Origin: World Of Warcraft
Type: =
Abilities
: Timeless One
Stats: 102/93/99/100/98/88 (580)
Movepool: Sands Of Time, Twister, Sand Tomb, Wing Attack, Teleport, Roar Of Time, Future Sight, Dragon Tail, Dragon Claw, Dragon Pulse, Outrage, Scale Shot, Breaking Swipe, Dragon Cheer, Draco Meteor, Thunder Wave, Dazzling Gleam, Disarming Voice, Sunny Day, Confuse Ray, Shadow Ball, Shadow Claw, Air Slash, Bulldoze, Mud Shot, Dig, Stomping Tantrum, Earthquake, Earth Power, High Horsepower, Scorching Sands, Roar, Scary Face, Psychic, Psychic Fangs, Zen Headbutt, Reflect, Light Screen, Stone Edge, Stealth Rock, Rock Slide, Power Gem, Meteor Beam, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 131 lbs.
Custom Elements:
Timeless One: Starting from when this Pokémon enters the field, if any Pokémon stays active for three turns while it is active (including itself) and is not the last member of its team, that Pokémon will switch out into a teammate of choice. This ability is treated as a unique ability, meaning moves like Gastro Acid and Role Play will fail on it.
Sands Of Time: A Special 80 BP Ground-type move with 8 PP and 100% Accuracy. This move gains +15 power for each turn Nozdormu has been on the battlefield.
Justification:
Nozdormu, the Timeless One, is the lord of the Bronze Dragonflight and essence of Time itself. He is capable of gazing into the future, and can also shapeshift into a human form. The Bronze Dragonflight breathe sand instead of fire, but Nozdormu in particular can breathe the Sands of Time. In Hearthstone, the Sand breath can also give minions Divine Shield, and his ability is heavily based off his Hearthstone incarnation, which gives players only 15 seconds to take their turns!
Role: A pure Dragon-type that punishes long games against him, especially with his custom move which serves as a semi-second STAB. V1's only move that hits him for supereffective damage is Ice Punch, which he doesn't usually run....
Sprite:
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You'll notice I made sprites for all three of my entries: This is kind of a one-off to see what you think about this decision change!
 
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Pokémon: Toriel
Franchise/Origin: Undertale
Type: Fairy/Fire
Abilities: Flame Body/Hospitality
Notable moves: Teatime, Mystical Fire, Flamethrower, Fire Blast, Dazzling Gleam, Moonblast, Draining Kiss, Psychic, Psyshock, Future Sight, Earth Power, Shadow Ball, Hex, Infernal Parade, Slack Off, Chilly Reception, Blizzard, Ice Beam, Will-O-wisp, Rest, Protect, Substitute, Double-Edge, Energy Ball, Giga Drain, Shelter
Stats: 90/80/115/110/75/50
Reasoning: She wields fire magic, and as a boss monster with ties to the Delta Rune Prophecy who is also known to act in nurturing ways resembling fairy types like Clefable and Azumarill I feel fairy type is also apt. Excluding self explanatory moves, her ghost coverage relate to her previous history with both Chara and the other dead human Souls "haunting" her, and Chilly Reception is a reference to her propensity for terrible puns and Shelter references her love for Snail Pie.
Competitive Use: Bulky Pivot which can burn physical attackers with flame body, particularly V-1 as she resists knock off and U-Turn, and scare them off with a hex/infernal parade and then pivot out with chilly reception. Can support attackers like Jack Frost, who can specifically make use of Snow for accurate blizzards, and other wallbreakers like Eox who can struggle to get in otherwise.

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Pokémon: Manfred Von Karma
Franchise/Origin: Ace Attorney
Type: Steel
Abilities: Above The Law (This Pokemon is immune to Fighting moves)/Bulletproof
Notable moves: Gyro Ball, Iron Defense, Body Press, Iron Head, Knock Off, Sucker Punch, Foul Play, Spikes, Recover, Substitute, Protect, Rest, Curse, Earthquake, Thunder, Thunderbolt, Supercell Slam, Zen Headbutt, Bullet Seed, Burning Jealousy, Thunder Wave, Frustration, Stone Edge, Rock Blast, Avalanche, Icicle Crash, Icicle Spear, Wave Crash, Liquidation
Signature Move: Penalty! (40 BP Steel Physical Move, deals 1/8th residual damage except for against Psychic and Fighting types, who recieve 1/4th, 24pp)
Signature Z-Move: Broken Elevator (40 BP Steel Physical Move, traps user and enemy Pokémon, grants next move +1 priority, requires Von Karmium Z and Penalty!)
Stats: 96/106/106/86/86/36
Reasoning: Steel, to reference terms like "rule with an iron fist" and to reference the bullet in his shoulder which became his undoing. His ability references his ability to win several cases by strong arming the courts in his favor with abilities like justified linking justice to the fighting type, and bulletproof is more irony towards the bullet. He has 6s in his stats to reference the DL-6 incident, which he caused. His electric coverage reference the taser he uses when Maya and Phoenix stumble upon evidence, while his water moves reference the boatside murder he directs in case 4. His signature move is specifically effective towards the more humanoid types, given animals cannot be tried this is relevant, and also gives him extra damage against our only AA character so far, Maya.
Competitive Use: Analog for a... certain rock type mon who will go hitherto unnamed. Mono-steel + Levitate is a great defensive type, although it will struggle with Roy as a physical waller, can be used to set or set-up with curse, with curse allowing you to also further boost Gyro Ball. His Z-Move can allow you to trap a V-1 or other mon coming in and either chip them to death with Penalty! or set-up in their face, but can place you in grave danger if you mispredict.
 

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"There's a corporation somewhere... And I've heard they perform Lobotomies.." (Shima Enaga)
Name: Shima Enaga
Franchise: Super Auto Pets
Type: Fairy / Ground
Abilities: Cute Charm / Cheek Pouch (Analytic)
Notable Moves: Earth Power, Earthquake, Scorching Sands, Moonblast, Alluring Voice, Play Rough, Air Slash, Hurricane, Heat Wave, U-Turn, Misty Explosion, Hyper Voice, Power Gem, Dual Wingbeat, Weather Ball, Brave Bird. (punishment)
Protect, Substitute, Hidden Power, Toxic, Rest, Sleep Talk, Endure, Facade, Helping Hand, Tera Blast, Haze, Whirlwind, Roost, Defog, Calm Mind, Yawn, Encore, Tailwind, Heal Bell, Recycle.
Stats: 105/65/90/100/80/70 (510 BST)
Reasoning: Shima Enaga carries an unique typing and a useful Utility movepool, with hazards in Stealth Rock, being able to stop sweeps with Haze, and a few other cool moves. Shima Enaga also comes with the valuable trait of being a Fairy type that can stand up to V1's Meteor Mash with a Life Orb and even threaten to KO back with an Earth Power without Special Attack investment.

252 Atk Life Orb V1 Meteor Mash vs. 252 HP / 252+ Def Shima Enaga: 257-304 (62 - 73.4%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Shima Enaga Earth Power vs. 0 HP / 4 SpD V1: 258-306 (91.8 - 108.8%) -- 50% chance to OHKO


Cheek Pouch is due to Shima Enaga, and most of the birds in Super Auto Pets having abilities related to the Strawberry. which isn't a berry but who cares. Now, this is a bit of a departure from my own reasoning, but Analytic is a really fun ability for Shima Enaga, even if it isn't as faithful. as it's a special attacker with a capability for bulk, which it'll probably utilize more, But with this ability, it's able to use its rather low 100 Special Attack for more offensive reasons

Weight: 8 kg

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The best image I could actually find for this guy. (Angler Mangler)
Name: Angler Mangler
Franchise: Wario World
Type: Ice / Water
Abilities: Water Absorb / Rough Skin (Strong Jaw)
Notable Moves: Icicle Crash, Ice Shard, Avalanche, Blizzard, Freeze-Dry, Ice Fang, Icicle Spear, Flip Turn, Surf, Waterfall, Aqua Jet, Aqua Tail, Hydro Pump, Liquidation, Wave Crash, Crunch, Super Fang, Psychic Fangs, Thunder Fang, Earthquake, Jaw Lock, Body Slam, Body Press.
Protect, Substitute, Hidden Power, Toxic, Rest, Sleep Talk, Endure, Facade, Helping Hand, Curse, Wide Guard, Aurora Veil, Snowscape, Roar, Life Dew?
Stats: 95/115/115/65/90/70 (550 BST)
Reasoning: Angler Mangler does balance in its own way: carrying 3 incredibly useful abilities, with Rough Skin, it helps Angler Mangler with chipping down strong threats like V1 even through its Blood-Fueled ability, Strong Jaw gives it a significantly wider option for Coverage moves, including Psychic Fangs, Thunder Fang, and boosting its STAB Ice Fang, while Water Absorb, the weakest of the three, lets Angler Mangler switch in upon more things to be able to setup, and most importantly, recover its health. Making it an actually good partner for some of the Water-Weak Pokemon out there.

there's no ability reasoning because it appears in one game, twice, so the abilities were chosen from a design and slight competitive standpoint.
Weight: 337.5 kg (lanturn's weight multiplied by 15)

Post-Veto stuff: Angler Mangler +15 BST, distributed in Physical and Special Bulk, with +5 in attack.
Post-Veto stuff 2: Shima Enaga: +Analytic (replacing Regenerator). -5 Defense for +10 Speed.
 
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Character Name: Rag Man
Series: The Binding of Isaac
Type: Ghost
Abilities: Mummy / Rattled / Regenerator (H)
Stats: 100/70/95/105/85/70 (525)

Full Moveset: Shadow Ball, Hex, Night Shade, Psychic, Expanding Force, Psychic Noise, Dark Pulse, Mind Blown, Earth Power, Scorching Sands, Uproar, Poltergeist, Phantom Force, Shadow Claw, Psychic Fangs, Attack Order, Night Slash, Sucker Punch, Frustration, Crush Claw, Curse, Spite, Destiny Bond, Psychic Terrain, Calm Mind, Kinesis, Rest, Sandstorm, Stealth Rock, Wide Guard, Torment, Snatch, Haze, Recover, Mean Look, Roar, Endure, Mind Reader, Revival Blessing, Sleep Talk, Protect, Substitute

Weight: 15 kg

Rag Man serves as a reliable defensive mon that I modeled off of Slowbro. It has Regenerator and Recover, but lacks pivoting and can't reliably inflict status, relying on fishing for burns with the relatively weak Scorching Sands. It doesn't output immediate offensive pressure due to Shadow Ball's low base power, but can use Calm Mind to boost up. Mind Blown is mostly flavor but with Regenerator could possibly be used seriously, and Ghost-Type Curse could also be used to force progress. Stealth Rock is here to allow hazard setting, Spikes would probably be more fitting but also possibly too strong. Rag Man is annoying in TBoI because he constantly spawns enemies and occasionally revives them and heals himself, so that's why he has Revival Blessing.
If you want to specifically harass V1, a set with Mummy and Rocky Helmet can switch in on U-turns to force chip, especially if combined with spikes. This role overlaps with Maw Jaw though, so I wanted Regenerator to be the focus for Rag Man, or more generally his access to reliable recovery. Rag Man also has a better typing and bulk to run a SpDef set, if checking V1 is less of a concern.
 
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Character Name: Rhino
Franchise/Origin: Warframe
Type: Steel/Ground
Abilities: Reckless/Filter
Stats: 87/115/135/53/70/80 (BST 540)
Full Moveset: Ancient Power, Attract, Body Press, Body Slam, Brick Break, Bulk Up, Bulldoze, Close Combat, Confide, Double Edge, Double Team, Drill Run, Earth Power, Earthquake, Echoed Voice, Endure, Facade, Flash Cannon, Frustration, Fury Attack, Giga Impact, Hard Press, Head Smash, Headlong Rush, Heavy Slam, Helping Hand, Hidden Power, Horn Attack, Howl, Hyper Voice, Iron Defense, Iron Head, Light Screen, Lunge, Megahorn, Mud Shot, Mud Slap, Noble Roar, Play Rough, Protect, Reflect, Rest, Return, Roar, Rock Slide, Round, Sand Tomb, Sandstorm, Screech, Slam, Sleep Talk, Smack Down, Snarl, Snore, Stealth Rock, Stomp, Stomping Tantrum, Stone Edge, Strength, Substitute, Swagger, Tackle , Take Down, Tera Blast
Weight: 181.3 kg
Overview/Justification: Slightly adjusted stat spread and movepool. Added Stealth Rock, which could be funny to use in tandem with Roar ala Ting-Lu and their hazards + whirlwind. Also Ironpress is your friend.

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Character Name: Chroma
Franchise/Origin: Warframe
Type: Dragon/Fire
Abilities: Elemental Cycle
If Chroma uses a Fire/Electric/Poison/Ice type attack, its secondary typing will change to that type.
Stats: 70/95/120/110/70/75 (BST 540)
Full Moveset: Acid Armor, Acid Spray,Attract, Blaze Kick, Body Press, Body Slam, Boomburst, Bounce, Breaking Swipe, Bulk Up, Burning Jealousy, Charge Beam, Confide, Cross Poison, Defense Curl, Double Team, Draco Meteor, Dragon Cheer, Dragon Claw, Dragon Dance, Dragon Pulse, Dragon Rush, Dragon Tail, Ember, Endure, Facade, Fire Blast, Fire Punch, Flame Charge, Flame Wheel, Flamethrower, Flare Blitz, Frustration, Giga Impact, Heat Crash, Heat Wave, Heavy Slam, Helping Hand, Hidden Power, Howl, Hyper Beam, Hyper Voice, Ice Beam, Ice Punch, Icicle Crash, Icy Wind, Incinerate, Inferno, Iron Defense, Iron Head, Light Screen, Outrage, Outrage, Poison Jab, Protect, Quick Guard, Reflect, Rest, Return, Roar, Round, Sacred Sword, Secret Power, Sleep Talk, Sludge Bomb, Sludge Wave, Smart Strike, Snore, Spark, Substitute, Sunny Day, Swagger, Take Down, Temper Flare, Tera Blast, Thunder Punch, Thunderbolt, U-Turn, Will-O-Wisp, Zing Zap
Weight: 180 kg
Overview/Justification: Chroma in his original game has the ability to cycle through the four "main" elemental types (the rest of the elemental types in the game are made by combining two of the four elemental types together), so I figured I'd do a pseudo-Protean with him. Thankfully the basic elements correspond 1 to 1 with Pokemon types.


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Character Name: Master Mummy
Franchise/Origin: ARMS
Type: Ghost/Fighting
Abilities: Iron Fist/Mummy/Multiscale
Stats: 94/124/124/40/74/54 (BST 510)
Full Moveset: Arm Thrust, Assurance, Astonish, Attract, Body Press, Brick Break, Bulk Up, Circle Throw, Close Combat, Comet Punch, Confide, Counter, Cross Chop, Curse, Detect, Dizzy Punch, Double Hit, Double Team, Drain Punch, Dynamic Punch, Earthquake, Endure, Facade, Final Gambit, Fire Punch, Focus Blast, Focus Punch, Foul Play, Frustration, Giga Impact, Hammer Arm, Hard Press, Heat Crash, Heavy Slam, Helping Hand, Hidden Power, Hyper Beam, Ice Punch, Iron Defense, Lash Out, Low Sweep, Memento, Meteor Mash, Parting Shot, Phantom Force, Play Rough, Poltergeist, Pounce, Power Up Punch, Protect, Rest, Retaliate, Return, Reversal, Rock Smash, Round, Scary Face, Seismic Toss, Shadow Claw, Shadow Punch, Shadow Sneak, Sleep Talk, Snore, Spite, Stomping Tantrum, Storm Throw, Substitute, Swagger, Take Down, Tera Blast, Thief, Thrash, Thunder Punch, Upper Hand, Vacuum Wave, Vital Throw
Weight: 167 kg
Overview/Justification: Physically bulky V1 counter, has mid sp. def and speed though.
 
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Male:
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Female:
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Character Name: Hisstocrat
Series: Super Mario Bros.
Type: Ground/Dragon
Abilities: Sand Force / Earth Eater / Sand Rush
Stats: 85/100/115/65/70/75
Full Moveset: Body Slam, Breaking Swipe, Coil, Draco Meteor, Dragon Pulse, Dragon Dance, Dragon Tail, Earthquake, Earth Power, Flamethrower, Glare, Heavy Slam, Protect, Pyro Ball, Rest, Rock Slide, Scorching Sands, Stealth Rock, Sleep Talk, Substitute, Stone Edge, Sucker Punch, Slack Off
Weight: 2000 lbs
Overview/Justification: A bulky Ground/Dragon with Coil. Can either be a wall breaker with Sand Force, a wall/tank that shuts down other Ground types with Earth Eater, or a sweeper with Sand Rush.

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Character Name: Ice Dragon
Series: Kirby
Type: Ice/Dragon
Abilities: Thick Fat / Slush Rush / Ice Eater (Earth Eater, but for Ice type moves)
Stats: 100/120/90/85/90/75
Full Moveset: Body Slam, Blizzard, Ice Beam, Freeze-Dry, Icicle Crash, Ice Shard, Earthquake, Rock Slide, Stone Edge, Iron Head, Iron Tail, Body Press, Outrage, Dragon Pulse, Draco Meteor, Ice Spinner, Ice Fang, Crunch, Aurora Veil, Snowscape, Aqua Tail
Weight: 694 lbs
Overview/Justification: A bulky Ice/Dragon type that can be either a tank or a sweeper.

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Character Name: Bonetail
Series: Paper Mario
Type: Ghost/Dragon
Abilities: Multiscale / Regenerator
Stats: 115/115/85/100/90/75
Full Moveset: Aqua Tail, Shadow Ball, Poltergeist, Shadow Bone, Crunch, Draco Meteor, Flamethrower, Knock Off, Dragon Dance, Dragon Pulse, Draco Meteor, Scale Shot, Dragon Claw, Outrage, Dual Wingbeat, Earthquake, Fire Fang, Ice Fang, Thunder Fang, Ice Beam, Blizzard, Will-o-Wisp, Shadow Claw, Hex, Poison Fang, Stomp, Stomping Tantrum, Bonemerang, Bone Club, Roar, Iron Tail, Iron Head, Play Rough, Breaking Swipe, Psychic Fangs, Facade, Return, Frustration, Protect
Weight: 1300.7 lbs.
Overview/Justification: Bulky Ghost/Dragon type. Can choose between either Multiscale for setting up, or Regenerator for longevity. Multiscale references her high HP, and defense, while Regenerator references her ability to heal herself twice in her boss battle.
 
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"The plague, the infection, the madness that haunts the corpses of Hallownest... the light that screams out from the eyes of this dead Kingdom." - Hunter's Journal
Character Name: Radiance
Franchise: Hollow Knight
Type: Bug / Psychic
Gender: Female
Abilities: Blinding Light (Immune to Bug-type attacks and raises its Speed by 1 Stage if hit by Bug-type attacks)
Stats: 100 / 86 / 100 / 90 / 105 / 85 ( 566 BST)
Full Moveset: Agility, Calm Mind, Morning Sun, Infected Dreams, Infestation, Cosmic Power, Dream Eater, Psychic, Taunt, Light Screen, Reflect, Psycho Cut, Psyshock, Energy Ball, Protect, Sunny Day, Leech Life, Signal Beam, Bug Buzz, Electro Ball, X-Scissor, First Impression, Rest, Sleep Talk, Protect, Substitute, Return, Frustration, Teleport, Focus Blast, Fiery Wrath, Stun Spore, Whirlwind, Earthquake, Growl, Spikes, Toxic

Signature Move: Infected Dreams
- Type: Psychic
- Classification: Special
- Power: 50
- Accuracy: 100
- PP: 15 (Max 24)
- Effects: Deals damage and then paralyzes foe. If foe is already paralyzed, deals double damage.
- Flavor: (Optional) The Radiance shines blinding light into the foe, paralyzing them in the light.

Overview/Justification: The Radiance is here to severely punish U-turn, which is kinda needed. The Radiance can be a special setup sweeper. She can also serve as a decent wall thanks to Morning Sun and some utility moves like Spikes, Whirlwind, Teleport, Infected Dreams, and Toxic. The Radiance is an extremely flexible mon, and this flexibility will definitely allow her to make an impact for balance teams.

EDIT: Removed Swords Dance and added 8 SpA

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"*Growl*" Spots you "AHHAHAHAAHAHHAHAH" blown up by ghast fireball
Character Name: Ghast
Franchise: Minecraft
Type: Ghost / Fire
Abilities: Levitate / Cursed Body / (HA) Flash Fire
Stats: 70 / 40 / 100 / 125 / 90 / 70 (495 BST)
Moveset: Fireball, Shadow Ball, Hex, Will-O-Wisp, Flamethrower, Fire Blast, Inferno, Overheat, Mean Look, Scary Face, Heat Wave, Screech, Spite, Fling, Fly, Sky Attack, Gust, Air Slash, Destiny Bond, Pain Split, Protect, Rest, Tera Blast, Substitute, Frustration, Return, Sleep Talk, Slam, Weather Ball, Torment, Tearful Look, Wrap, Night Daze, Memento, Fire Spin, Lava Plume, Sunny Day

Signature Move: Fireball
- Type: Fire
- Classification: Special
- Power: 45
- Accuracy: 100
- Priority: +1
- PP: 30 (Max 48)
- Effects: Deals damage at +1 Priority
- Flavor: (Optional) The Ghast fires an unexpected fireball at the foe.

Overview/Justification: And this was the day V1 died.
Levitate and Flash Fire are excellent immunities that can easily be chosen based on team needs. Levitate allows the Ghast to check Donkey Kong while Flash Fire is for Roy, although it still loses to Knock Off sets. Fireball is what I’m most excited about though, as this provides a means to actually force V1 out while providing some revenge-killing for otherwise unstoppable threats like Eox and Roy post-setup.

Edit: Removed Calm Mind.

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"Try some snake oil extract!"
Character Name: Byron
Franchise: Brawl Stars
Type: Poison / Water
Gender: Male
Abilities: Injection ( Poison Heal + This person can be poisoned) / Opportunist
Stats: 90 / 50 / 110 / 75 / 100 / 102 ( 527 BST)
Moveset: Toxic, Spicy Extract, Aromatherapy, Branch Poke, Clear Smog, Sludge Bomb, Poison Gas, Mud Shot, Mud Slap, Poison Jab, Smog, Scald, Brine, Muddy Water, Mud Bomb, Nasty Plot, Full Treatment, Water Gun, Water Pulse, Bubble, Rain Dance, Magical Leaf, Grassy Terrain, Horn Leech, Thunder Wave, Spark, Protect, Recover, Rest, Sleep Talk, Tera Blast, Substitute, Taunt, Switcheroo, Foul Play

Signature Move: Full Treatment
- Type: Poison
- Classification: Special
- Power: -
- Accuracy: 100
- PP: 15 (Max 24)
- Effects: Deals damage to the target equal to the user's level. If the opponent has a status condition, removes condition, but deals double damage. If target is ally, does the same thing but heals instead.
- Flavor: (Optional) Byron tosses a vial of his latest treatment onto the target. There may be some side effects.

Overview/Justification: Byron serves as a Gliscor for the tier with utility as a cleric and status spreader. Poison / Water is an excellent typing into the physical threats of the tier, and status spreading allows Byron to quickly shut down these threats. A decent Speed tier with decent mixed wall capabilities based on EV spreads is valuable too. This sub definitely adds a lot for balance thanks to its ability to shut down offense and be self sufficient.
 
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Bulky attackers, huh? Thanks for the tip.

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"Nanomachines, son. They harden in response to physical trauma."
Pokémon: Senator Armstrong
Franchise/Origin: Metal Gear
Weight: 226 kg
Type: Fighting
Ability: Stamina, Iron Fist
Notable moves: Body Press, Seismic Toss, Close Combat, Bullet Punch, Meteor Mash, Bulk Up, Body Slam, Submission, Seismic Toss, Knock Off, Mega Punch, Double-Edge, Giga Impact, Low Sweep, Iron Defense, Stomp, Heavy Slam, Hard Press, Brick Break, Sky Uppercut, Fire Punch, Drain Punch, Wild Charge, Headbutt, Circle Throw, Mega Kick, Spark, Iron Head, Strength, Focus Punch, Low Kick,

Universals (Gen V): Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Stats: 110/100/110/55/85/75 (535 BST)

Explanation: Mudsdale but Fighting type.

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"Goodbye."
Pokémon: Knight Knight
Franchise/Origin: Undertale
Weight: 180 kg
Type: Psychic
Ability: Good Night
"Good Night" effect: While asleep, the user's offensive and defensive stats swap. Sleep Talk cannot call Rest.
Notable moves: Sing, Solar Beam, Solar Blade, Iron Defense, Body Press, Heavy Slam, Glare, Tera Starstorm, Moonblast, Meteor Beam, Meteor Mash, Swift, Hypnosis, Barrier, Miracle Eye, Low Kick, Stored Power, Sunny Day, Zen Headbutt, Body Slam, Psybeam, Psyshock, Psychic, Confuse Ray, Iron Head, Hyper Beam, Dark Pulse, Metal Sound, Low Sweep, Giga Impact, Night Shade, Peck, Bulk Up, Metronome,

Universals (Gen VI): Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Stats: 180/36/105/36/105/63 (475 BST)

Explanation: Bulky mon that is balanced out by an inherent reliance on Rest Talk for any meaningful sort of damage or recovery, but has to either sacrifice its defenses or rely on Body Press in order to deal decent damage.
Iron Defense and Body Press is also a potential option, if you'd rather keep your bulk and invest into a more supportive set with moves such as Glare and Will-O-Wisp, however you then sacrifice your access to reliable recovery.
 
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"You are not prepared, PEASANTS! Long live RAWA THE DRAGON KING!"
Pokémon: Rawa
Franchise/Origin: GigaBash
Type: Dragon/Ghost
Ability: Perish Body, Ethereal Flame*, Sturdy (Hidden)
Notable moves: Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Outrage, Scale Shot, Twister, Astonish, Confuse Ray, Curse, Hex, Night Shade, Phantom Force, Poltergeist, Shadow Ball, Shadow Claw, Shadow Punch, Spite, Gyro Ball, Hard Press, Heavy Slam, Iron Defense, Iron Head, Iron Tail, Metal Burst, Metal Claw, Metal Sound, Mirror Shot, Smart Strike, Burn Up, Burning Jealousy, Ember, Eruption, Fire Blast, Fire Fang, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Heat Crash, Heat Wave, Incinerate, Inferno, Overheat, Raging Fury, Sunny Day, Temper Flare, Will-O-Wisp, Bulldoze, Earthquake, Fissure, Stomping Tantrum, Earth Power, Surf, Hydro Pump, Muddy Water, Leer, Bite, Crunch, Scary Face, Double-Edge, Take Down, Stomp, Ancient Power, Smack Down, Stealth Rock, Stone Edge, Glare, Endure, Brick Break, Hyper Voice, Roar, Thrash

Custom Elements:
  • Ethereal Flame - Prevents the Pokémon from being frozen, and also boosts the power of Fire-type moves by 50%.
  • Extinction Beam (Ghost, Special, 100 BP, 24 PP max, 100% accuracy) - Ghost-type Beak Blast clone. In this two-turn move based on his S-Class special, Rawa erupts into blue-green flames on his first turn; any contact move used against him on the first turn will inflict a burn on his attacker. Then, Rawa unleashes a massive stream of fire from his mouth which concentrates into a tremendously powerful beam of destruction that damages and burns a single enemy.
  • Z-Move: Supernova (Dragon, Special, 170 BP) - Requires holding a Rawanium-Z and knowing the move Dragon Pulse. Creates a massive explosion of fire all around him that damages and burns everyone on the field, both ally and enemy, with the obvious exception of Rawa himself. Any Pokémon hit by this move has a 25% chance of suffering a burn.
Stats: 100 HP/120 Atk/110 Def/110 SpA/110 SpD/50 Spe = 600

Reasoning:
My first choice for Rawa's type combination was actually Dragon/Fire with Steelworker, for reasons which should be obvious given his moveset in GigaBash proper. That said, however, what I had in mind for him was considerably more defensive in nature than a type combo with only five resistances and three weaknesses, so my second choice was Dragon/Steel, going by his being referred to as a literal dragon, his design being based on southeast Asian naga sculptures, and a lot of his scales being golden and highly prized. Ultimately, though, I decided on Dragon/Ghost for this slate specifically because of his lore stating how he was killed and resurrected in 1960 along with his extinction theme and his fire breath having a ghostly quality - I chose to emphasize this aspect in his typing this time around specifically as an answer to V1. His custom ability makes up for a lack of fire STAB, being a Water Bubble clone except for the Fire type, while Perish Body refers to his undead and almost mystical status, and Sturdy and the Steel-type moves he can learn is due to the golden armor as well as his being as durable as any other building-smashing bipedal saurian that looks like Gojira, but due to international copyright laws, isn't.

Competitive Info:
Rawa is very slow, but very deadly. Combining legendary-tier stats, six resistances, two immunities, and three different types with a same-type bonus (even if one isn't exactly STAB), the Dragon King is built to take it hard and hit back even harder. Given that his moveset in GigaBash involves a combination of both melee and ranged combat options, I decided to stat him up as a mixed offensive tank with speed as his dump stat to fit his slow, lumbering figure belying immense power and deceptive versatility: if you want to go for a physical set, run him with Dragon Dance, Outrage, and two coverage moves such as Flare Blitz and Heavy Slam to ensure maximum damage output and utterly crush any unsuspecting Fairy-types besides (alternatively, use Smart Strike if you want to make sure he gets a hit in); if you'd rather use special attacks, run him with Ethereal Flame and Flamethrower or Fireblast, Draco Meteor, and Extinction Beam (or Shadow Ball if you'd rather not waste a turn); and for more defensive sets, Perish Body synergizes with his solid bulk and excellent defensive typing while still allowing you to max out offensive EVs and mix and match whatever moves you think would work for him - you can even stack him with Stealth Rock, Glare, Roar, and Dragon Tail so he can seriously screw with enemy strategies while whittling away at his opponents' health at the same time. Care must be taken not to get too greedy with him, though: his low speed and lack of recovery options on his own can leave him struggling when faced with a counter, and while his coverage can deal with most of his type weaknesses, his only response to Dark is Brick Break which, while certainly useful, leaves much to be desired in terms of raw damage output. Even if The Extinction Dragon may not be as invincible as he seems, though, the right team support and workarounds for his faults can make him a force to be reckoned with.

For this slate in particular, Rawa was modified from the first version I submitted to the previous Gen 9 Crossover Chaos pet mod to serve as my chosen counter to V1, being immune to its Fighting STAB as well as a lot of the coverage moves V1 can learn. There are a few notable chinks in the Dragon King's hide that V1 can exploit, however, namely Ice Punch, Night Slash, and especially Knock Off and Sucker Punch - Rawa's offensively oriented playstyle leaves him particularly vulnerable to being disrupted should V1 decide to abuse that last one just to deal with him. On the other hand, Rawa's Perish Body is specifically meant to disincentivize V1's hefty abuse of contact moves, the burn from his Will-O-Wisp can easily nerf its Attack stat and put it on a timer at the same time, while Glare is guaranteed to paralyze it, leaving it unable to avoid his strongest attacks. Neither of his STAB types deal more than neutral damage against V1's own type combination, but with Earthquake, Earth Power, Flare Blitz, and Fire Blast among his coverage moves, and with such enormous offensive stats in his own right - especially compared to V1's fraility - chances are Rawa wouldn't need an inherent offensive type advantage to send the GoPro packing.

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"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Type: Psychic/Grass
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Wish, Calm Mind, Healing Wish, Heal Pulse, Confusion, Teleport, Psybeam, Psychic, Stored Power, Psyshock, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Spiky Shield, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Aromatic Mist, Dazzling Gleam, Helping Hand

Custom Elements:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Psychic, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers both a Protect effect for the rest of the turn and healing by 25% of the target's maximum HP.
  • Z-Move: Tree of Life (Grass, Status) - Requires holding a Niranium-Z and knowing the move Jungle Healing. Creates a tree-shaped energy construct like his ultimate, healing all allies on the field, including himself, for 1/4 of their max HP. For the next five turns, all allies on the field, including himself, are healed by 1/16 of their max HP at the end of each turn (akin to if they were holding Leftovers for that duration).
Stats: 115 HP/65 Atk/115 Def/65 SpA/115 SpD/40 Spe = 515

Reasoning:
An ex-employee of the Vishkar Corporation, Niran was born into a wealthy family in Thailand which sent him to the prestigious Vishkar Academy, where he delved into research on the pharmaceutical applications of biolight technology. When Vishkar tried to claim this innovation for their own use, Niran left for a life on the run, taking his research with him. Now a free-spirited philanthropist called Lifeweaver, he is listed in-game as a Support hero loaded with incredible utility, able to heal allies, sculpt terrain, and reposition himself and his team in unorthodox ways.
As for justifications for typing and abilities, Psychic is because of its effectiveness against Poison, its association with Light Screen and Reflect, and the fact that a number of Pokemon associated with healing were of that type before Fairy came along. Grass is because of the plant motif for most of his abilities, born from his admiration of his family's gardens during his youth - the Tree of Life that is his Z-Move is his ultimate in-game. As for his abilities, Triage relates to his healing abilities, Filter references the protective aspects of his character and some of his abilities, and Friend Guard is there to reference his Support class in general. As a bonus, I also made sure to reference every single one of his abilities in Overwatch 2 (the game where he was introduced) in at least one of the moves I gave him:
  • Healing Blossom = Wish, Healing Wish, Pollen Puff
  • Thorn Volley = Bullet Seed, Magical Leaf, Leaf Storm, Pin Missile
  • Petal Platform = One of his signature moves, plus Spiky Shield
  • Rejuvenating Dash = Agility, Teleport
  • Life Grip = One of his signature moves, plus Ally Switch (especially when paired with Wish and Healing Wish)
  • Tree of Life = Jungle Healing and the aforementioned custom Z-Move
Competitive Info:
Lifeweaver is slow as molasses and has little in the way of direct damage output, but makes up for it by being nigh indestructible. Even the fact that he has a whopping seven type weaknesses, especially that 4x weakness to Bug, is easily remedied by simply running Filter, and Synthesis and Recover are reliable healing options for if he has to run either of his other two abilities instead. Of course, his sheer defensive bulk should hopefully ensure that even a super-effective hit wouldn't be quite enough to insta-kill him, which is important because he's going to have to move second at best the vast majority of the time. Most of his utility comes from the variety of healing and ally-buffing moves and general support shenanigans he brings to the table, compensating for his paltry offensive firepower. In particular, his ability to negate entry hazards temporarily opens up a lot more versatility in terms of move and item usage without any specific need for moves to put a stop to them, and his Tree of Life Z-Move especially remains in effect even when he has to switch out and have someone else take his place, essentially giving anyone on his side of the field a little more freedom to do what they do best without having to worry about being struck down. Being forced to rely on chip damage to actually hurt anyone is further reflective of his Support hero class, but this is ancillary to the more useful effects inflicted by these same attacks such as debuffs, switch-outs, etc. In short, Niran is a dedicated healer who tends to struggle during one-on-one fights, but whose optimization for team battles means his presence alone can potentially turn the tide of even the most hopeless skirmish.

If V1 is a nigh-unstoppable force, Lifeweaver is meant to be the nigh-immovable object to counter it. His type combination is Fighting-resistant and Steel-neutral, and resists basically most of the coverage moves it has to offer, but this matchup isn't necessarily one-sided in Lifeweaver's favor, and both he and V1 do have some counterplay options against each other. In V1's case, Heat Crash and Ice Punch aren't too good on it, and despite Niran being 4x Bug-weak, X-Scissor's power leaves something to be desired. More concerning, however, are the Dark-type moves V1 can learn, and while Sucker Punch won't be 100% reliable due to Lifeweaver being unlikely to use attacking moves anyway, Knock Off is more universally useful even with slightly less raw power. Most critical of all, however, is his unfortunate weakness to U-Turn even while running Filter, and since he has no moves to prevent him from switching out, his best option is arguably to use Spiky Shield to block it on top of punishing V1's contact move abuse in general. If it has to come to it, Niran can also use Aura Sphere to try and shut V1 down directly with its ability to always hit its target, but as his raw damage in general is again rather lacking and using Aura Sphere can leave him open to getting Sucker Punched, this is more of a standby option than anything else - though it might not be the most useless move of his should you run him with a Calm Mind-reliant special tank moveset.

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

Custom Elements:
  • High-Pressure Spike (Electric, Physical, 25 BP, 32 PP max, 100% accuracy) - Electric-type Icicle Spear clone.
  • Violation Penalty (Electric, Physical, 70 BP, 32 PP max, 100% accuracy) - Electric-type Sucker Punch clone. Allows Grace to attack ahead of her target on the same turn, but only if the target was readying an attack. Automatically fails otherwise.
  • Z-Move: Demolition Blast - Beware (Electric, Physical, 200 BP) - Requires holding a Graceium-Z and knowing the move High-Pressure Spike. Hits all adjacent foes and has a 25% chance to paralyze anyone it hits.
Stats: 95 HP/85 Atk/105 Def/60 SpA/95 SpD/70 Spe = 510

Reasoning:
Grace's typing is mono-Electric because her Attribute, the elemental traits of playable Zenless characters, is Electric - as such, most of her attacks involve electrical animations and deal damage of that Attribute. That being said, I also added a lot of Steel-type moves to tie into her job as a mechanic, which also informed her Technician ability. Her workaholic nature, represented by her Stamina ability and the move Work Up, is demonstrated by her character introduction video, wherein she spent a lot of sleepless nights getting a particular machine to work, even suffering a workplace injury in the process that would've been severe at best to a real-world human (which also justified adding Endure and Recover). Most of the rest of the movepool was a conglomerate of Magnezone's and Klinklang's TM list, and as noted by the hyperlinks above, her custom elements and some other miscellaneous status moves are taken from actual skills and attacks she uses in-game, though her main ranged attack being a nailgun led me to also give her Pin Missile, Fell Stinger, and Spike Cannon; Energy Ball and Seed Bomb were added to give her some anti-Ground tools as well as reference the grenades she tosses in combat, as both, along with Electro Ball and Zap Cannon which she can also learn, are ball/bomb moves. As for her support moves, Ally Switch references the in-game character switching system (though it was also added because Magnezone gets it), Autotomize is a cheeky nod to that one time when she had to ditch one of her shoes to get out of a tight spot, Rest (and Sleep Talk) are owed to the fact that she sleeps on the job and has a bed near her workplace to this end, and I don't think I need to explain Attract and Charm lol. Lastly, her Moxie ability is a reference to Pre-Driven Needle, her in-game passive which causes her basic attacks to accumulate stacks of Zap, essentially a charge-up system - since that doesn't translate well to Pokémon mechanics I tweaked it to something that increased her Attack stat in combat, and this was the closest canon ability I could think of to that without being too overpowered.

Competitive Info:
There aren't that many Electric-type defensive builds, which is a shame because the fact that Electric has only one type weakness offers more than a little potential on that front, so Grace here is my attempt at rectifying that. She functions as a hybrid support-tank who can either accumulate her physical attacking power with Moxie or boost her best attacking move with Technician to wallbreak if such is required. High-Pressure Spike is as such her offensive bread and butter since it serves as a reliable physical attack compared to Wild Charge, which doesn't get the Technician boost and carries the risk of recoil damage besides. Her coverage is rather light, with Grass, Steel, and Bug being the only three other workable types to this end, but her Technician HA works on a lot of the moves she can learn, making it a solid alternative to Moxie if you want more power straight away. Her notable status moves include Work Up, Helping Hand, Agility, Shift Gear, Ally Switch, Ion Deluge, Volt Switch, and the ever-useful Thunder Wave. Her main issue is her Speed which, while not the worst out there, is still quite low, often forcing her to run Violation Penalty or Agility to stay ahead of the competition if you're running her offensively. There wasn't much lore justification I could find to give her a move that could beat the obvious threat of Ground-types aside from Energy Ball and arguably Seed Bomb (representing the spread-shot of her grenade-yeeting ultimate), and the fact that she isn't a special attacker means she won't get much mileage out of Energy Ball anyway, but Seed Bomb despite its mid damage could still be worth a try since it works off her physical Attack stat despite being a non-contact move (and gets boosts from both Work Up and Shift Gear). Stamina meanwhile is mainly useful for tankier supportive sets which can fully capitalize on her defensive neutrality to basically every type except Ground along with her balanced bulk, and aside from the usefulness of Recover, a funny Rest/Sleep Talk set could be fun to try if you'd rather keep her alive for just a bit longer. Additionally, Trick Room support can turn Grace's low Speed into a deadly advantage, and if paired with Moxie this can easily turn her into a surprisingly effective cleaner - though since she doesn't learn Trick Room herself, she'd greatly appreciate if it were set up by someone else. For all her bulk in the right places and impressive versatility, she's less effective in single combat than a sweeper would like to be, and functions at her best when either supported by or offering support for more offensively potent allies.
 
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"I worked hard to make it this far. All I wanted was to enjoy life, but so much for that! I had to go and become diligent."
Character Name: Hilda
Franchise/Origin: Fire Emblem: Three Houses
Type: Fairy/Steel
Abilities: Crest of Goneril
Stats: 116 / 100 / 91 / 69 / 74 / 75 (Total: 525)
Weight: 85 kg (with armor)
Universal Moves: Generation 7
Physical: Apocalyptic Flame, Play Rough, Spirit Break, Gigaton Hammer, Heavy Slam, Iron Head, Skull Bash, Slash, Bitter Blade, Flame Charge, Flare Blitz, Body Press, Mighty Cleave, Stone Axe, Brutal Swing, Sucker Punch
Special: Alluring Voice, Dazzling Gleam, Draining Kiss, Flash Cannon, Round, Fire Blast, Flamethrower, Thunder, Thunderbolt, Zap Cannon
Status: Baby-Doll Eyes, Charm, Decorate, Sweet Kiss, Iron Defense, Metal Sound, Bestow, Captivate, Play Nice, Recover, Teatime, Tidy Up, Yawn, Will-O-Wisp, Sunny Day
Signature Ability: Crest of Goneril
- Effects: Boosts the power of the user's Fire-Type moves by 50%. Adds a 20% flinch chance to all of the user's physical moves, unless said move already has a flinch chance (Iron Head).
Signature Move: Apocalyptic Flame
- Type: Fire
- Classification: Physical (does not make contact)
- Power: 90
- Accuracy: 100%
- PP: 5/8
- Effects: Super effective against Dragon-Types. Lowers the target's Attack by 1 stage. Only usable by Hilda.
- Flavor: Hilda taps into the power of her Crest and swings Freikugel, her axe, to deal massive damage and weaken her target.
Flavor Reasoning: Hilda is a noble in the Golden Deer class within Fire Emblem: Three Houses. Fairy represents her personality and the fact that she, like most other Crest bearers, possesses powers that are effective against dragons. Steel is simply because she's a warrior who wields steel weapons, and her (arguably) best class is the Great Knight, which gives her a suit of metal armor. Her Crest, the Crest of Goneril, and its Hero's Relic, the axe Freikugel, both have a fire affinity, but I didn't believe that to be enough to justify Fire as one of Hilda's types, so I gave her a Steelworker-like ability, with the addition of the effect that her Crest has in FE3H.
Competitive Reasoning: Inside of Crossover Chaos, Hilda is an incredibly simple mon to use, and can function well with both offense and defense. Her high Attack, 3 STABs, and high BP attacks make her a great breaker for more offensive teams, while her great HP, Defense, defensive typing, and access to Iron Defense make her a solid choice as a wall.
Positive Matchups: V1, Narwa, Nifl
Negative Matchups: Roy, Suwako Moriya, Wizard Lord Phoenix, Maw Jaw
 
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Pokémon: Raenvya
Franchise: Girls X-Battle
Type:
dragon.gif
fire.gif


Abilities: Argent Bone (After hitting, the user's Physical attacks disable the target's ability to land critical hits and to use Protect and its variants, for three turns (doesn't stack).)
Stats: 109 HP/92 Atk/105 Def/92 SpA/78 SpD/79 Spe (555 BST)

Moves: True Form, Dragon Claw, Dragon Pulse, Draco Meteor, Outrage, Dragon Tail, Dragon Breath, Fire Fang, Flamethrower, Fire Blast, Heat Wave, Flame Charge, Flare Blitz, Poltergeist, Shadow Claw, Shadow Bone, Infernal Parade, Stone Edge, Crunch, Night Slash, Sacred Sword, Close Combat, X-Scissor, Megahorn, Smart Strike, Scald, Liquidation, Water Pulse, Aqua Cutter, Earth Power, Bone Rush, Drill Run, Dragon Dance, Dragon Cheer, Will-O-Wisp, Curse, Swords Dance, Work Up
Attract, Endure, Facade, Giga Impact, Helping Hand, Hyper Beam, Protect, Rest, Round, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

True Form |
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|
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| 80 BP | 16 PP | 100% | 50% chance to raise the Defense of the user and their allies by 1 stage. The target takes 1/8 of their max HP every turn as damage for three turns (doesn't stack).

Weight: 75 kg

Flavor Justification: Raenvya has high HP, decent Attack, high Armor, and low Speed. She is a dragon girl who wields a blade of bone. She attacks by stabbing the ground to raise stone pillars, and generating fire. She gets Ghost-type moves due to being classified as ghost and Water-type moves because of her Sea Maiden skin. Her skill True Form has her turn into her Drake form and send down fire, bleeding them, which makes them take damage for 3 rounds. It also gives damage reduction to frontline allies. Her skill Argent Bone makes her basic attacks inflict Dragon's Curse, which reduces Crit and Block.
Competitive Role: Raenvya has great bulk that allows her to take attacks while setting up with Swords Dance or Dragon Dance. If she has Speed EVs, she can outspeed V1 after one Dragon Dance. If she has HP and Defense EVs, she can take multiple Earthquakes from V1. She can strike back with Fire STAB, Sacred Sword, Close Combat or Drill Run. Raenvya can also be a bulky Special Attacker as well, using her signature move to increase her bulk even further.

Raenvya @ Leftovers
Ability: Argent Bone
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Swords Dance
- Flame Charge / Flare Blitz
- Sacred Sword / Close Combat
- Drill Run

Raenvya @ Leftovers
Ability: Argent Bone
EVs: 4 Atk / 252 Def / 252 Spe
Impish Nature
- Dragon Dance
- Flame Charge / Flare Blitz
- Sacred Sword / Close Combat
- Drill Run

Raenvya @ Leftovers
Ability: Argent Bone
EVs: 56 HP / 200 Def / 252 SpA
Bold or Modest Nature
- True Form
- Flamethrower / Fire Blast
- Earth Power
- Scald / Infernal Parade
GQyt--EXsAANapo

Name: Mariska
Franchise: Lollipop Chainsaw
Type:
water.gif
ghost.gif


Abilities: Levitate | Technician | [HA] Regenerator
Stats: 82 HP/100 Atk/118 Def/100 SpA/75 SpD/45 Spe (520 BST)

Moves: One Truth Becomes Two, Sparkling Aria, Triple Dive, Water Pulse, Bubble, Bubble Beam, Brine, Whirlpool, Poltergeist, Shadow Ball, Hex, Phantom Force, Shadow Sneak, Psychic, Psychic Noise, Confusion, Dream Eater, Zen Headbutt, Psywave, Flamethrower, Flame Charge, Infestation, Aurora Beam, Beat Up, Peck, Drill Peck, Gyro Ball, Steel Roller, Force Palm, Hyper Voice, Soak, Confuse Ray, Telekinesis, Teleport, Calm Mind, Meditate, Barrier
Attract, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

One Truth Becomes Two |
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|
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| 16 PP | The user's single hit moves gain an additional hit (can't be stacked).

Weight: 75 kg

Flavor Justification: Mariska is a zombie who floats while fighting, and protects herself by surrounding herself in a bubble. She is psychedelic and has telekinesis, illusions and teleportation. In her boss fight, she controls various machines to attack, such as tractors, firey rockets and chicken heads. During different points in the fight, Mariska will split herself and then regenerate all parts into full Mariskas. She can also heal if Juliet fails to land a finishing move.
Competitive Role: Mariska resists one of V1's STABs, and is immune to the other. She also has high Defense in general and is able to take Physical attacks. All of her abilities could see use, with one helping against Earthquake users, one increasing her pool of viable moves, and one giving her more survivability. Generally, she'll have some bulk and use a setup move alongside three attacks.

Mariska @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Calm Mind / One Truth Becomes Two
- Sparkling Aria
- Shadow Ball
- Flamethrower / Psychic Noise

Mariska @ Life Orb
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Triple Dive
- Poltergeist
- Gyro Ball
- One Truth Becomes Two
 
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I got distracted by Meteos for the Nintendo DS.

Pokémon: Manfred Von Karma
This man cannot have Levitate. I understand the “above the law” justification, but this is way too much of a stretch. Plus, the mons which use Ground type moves are Suwako, Maw Jaw, and DK, two of which have other options for hitting him, and one of which doesn’t really deserve it at this time. Honestly, if he had a custom ability which made him immune to Fighting type moves, I feel like that could potentially help him to be relevant into this particular metagame. The above the law idea could likely work well enough for that.

Name: Morton
Name: Sophie The Swamp Witch
V1 is probably going to be nerfed, but even still, Morton here much too shaky as an answer. He can’t switch in on Close Combat, something a V1 counter would ideally like to do. A lot. He seems like Suwako with a different typing and less physical bulk. He could probably work decently against current Roy, considering he still currently has Trailblaze, but he’s outclassed in basically every other regard by one of Suwako, Wizard Lord Phoenix, or Roy. In conclusion, he would likely need a significant rework to be allowed.

Give Sophie Strength Sap and remove Calm Mind. If she were to get both, she’d probably be a genuine nightmare for this meta, but she would probably prefer the former rather than the latter, all things considered.

Name: Shima Enaga
Name: Angler Mangler
This is a fun submission, but it is sadly rather middling. This feels like you’d be running slightly better Lapras, when you could instead be running Mermaid to deal about just as much Ice damage and even more Water damage, the only tradeoff being worse physical bulk. Perhaps improving the overall bulk further could do it some good? It’s hard to say.

Shima Enaga is a fine submission, except that it probably outclasses Suwako Moriya as a defensive Ground by having Regen alone, with the addition of Roost really making that the case. From purely a power creep standpoint, this submission can’t really be allowed in. It’d likely need to be reworked a fair amount to not step on Suwako’s toes.
Character Name: Hisstocrat
Character Name: Ice Dragon
Hisstocrat seems like it’d be extremely nasty with Coil Scale Shot Slack Off. The best answers are like, Mermaid, non-Mega Pit, Toxic Eox, and Amingo, but you can make a disgusting amount of progress into just about anything else. Removing Scale Shot would likely keep you relevant while removing the potential to snowball uncontrollably.

Ice Dragon is, by definition, Ice/Dragon, which is unfortunately also the typing of the just added Nifl. I should probably have updated the sheet sooner but there really isn’t much that can be done about this one without committing a giant flavor crime.

Bonetail is not vetoed, but could use some extra moves, like Poison Fang, Stomp, Stomping Tantrum, Bonemerang, Bone Club, and Roar.

Character Name: Radiance
Character Name: Ghast
Remove Swords Dance from Radiance, add a bit to its raw SpA. Having no oomph without setup means you’ll be very heavily relying on spreading paralysis to make progress. As for removing Swords Dance, well, there’s a such thing as too versatile. Narwa and Hina need more things to generally be able to switch into, so being punished by an SD set with EQ would be really gross.

Ghast should probably drop Calm Mind. Having a priority Fire move with that SpA stat is already quite solid.

Pokémon: Senator Armstrong
…Look. This meta already has five Fighting types. Including a bulky physical powerhouse, that being Donkey Kong. Armstrong here would likely power creep DK with his better bulk, being slightly faster, and having Stamina. I cannot in good faith allow this submission. It’s a very solid submission in many regards, don’t get me wrong, but I cannot stress this enough: pay attention to what is in the metagame already.

Pokémon: Rawa
Pokémon: Niran Pruksamanee/Lifeweaver
Pokémon: Grace Howard
Rawa seems mostly fine but could use a but less SpA (like 10 less) and have The Ethereal Flame reduced to 1.5x damage on Fire attacks.

Niran’s Z-Move is insane. 5 turns of 50% healing every turn and damage reduction is completely ludicrous. That’s basically five free turns of setup, three if you’re switching to something else. Ana’s Z-Move is already quite effective for giving an ally a couple turns to be functionally unkillable, so this would be extremely broken. This needs to be altered into something far weaker, or removed.

Pre-Driven Needle is also unacceptable. An attack boost for every physical move that works on multi-hits? No, just no. Loaded Dice exists, meaning every time you use one of your multi-hit options you’re immediately at +4 or +5. And you start snowballing while the move happens, meaning every hit is stronger. There is no world in which this is allowable. Even if it treated multi-hit moves like any other move, only getting one boost, that’d still be nearly much too dangerous. Whatever integrity is there in the rest of the submission is tanked by the fact that you can just turn yourself into a nuclear bomb on a dime. Also, Baton Pass is allowed on movesets as flavor but banned in play, like Double Team. Finally, this has too many custom elements. You gave it a custom ability and two custom moves, when the maximum number is two elements total.


If there are any additional issues that I missed (or maybe some incorrect assumptions about the vetoes I did add here; you might want to save your submissions somewhere before editing them), they may be brought up at a later time. You’ll have until Friday to address these if your submission was mentioned. As usual, if you would like to make an adjustment that wasn’t mentioned, please let the council know beforehand.
 
V1 is probably going to be nerfed, but even still, Morton here much too shaky as an answer. He can’t switch in on Close Combat, something a V1 counter would ideally like to do. A lot. He seems like Suwako with a different typing and less physical bulk. He could probably work decently against current Roy, considering he still currently has Trailblaze, but he’s outclassed in basically every other regard by one of Suwako, Wizard Lord Phoenix, or Roy. In conclusion, he would likely need a significant rework to be allowed.

Give Sophie Strength Sap and remove Calm Mind. If she were to get both, she’d probably be a genuine nightmare for this meta, but she would probably prefer the former rather than the latter, all things considered.
Mine are done! So, Morton is now a Fire/Poison type that resists Close Combat, and his stats have been reworked to be more on the defensive side. Enjoy!
 
Rawa seems mostly fine but could use a but less SpA (like 10 less) and have The Ethereal Flame reduced to 1.5x damage on Fire attacks.

Niran’s Z-Move is insane. 5 turns of 50% healing every turn and damage reduction is completely ludicrous. That’s basically five free turns of setup, three if you’re switching to something else. Ana’s Z-Move is already quite effective for giving an ally a couple turns to be functionally unkillable, so this would be extremely broken. This needs to be altered into something far weaker, or removed.

Pre-Driven Needle is also unacceptable. An attack boost for every physical move that works on multi-hits? No, just no. Loaded Dice exists, meaning every time you use one of your multi-hit options you’re immediately at +4 or +5. And you start snowballing while the move happens, meaning every hit is stronger. There is no world in which this is allowable. Even if it treated multi-hit moves like any other move, only getting one boost, that’d still be nearly much too dangerous. Whatever integrity is there in the rest of the submission is tanked by the fact that you can just turn yourself into a nuclear bomb on a dime. Also, Baton Pass is allowed on movesets as flavor but banned in play, like Double Team. Finally, this has too many custom elements. You gave it a custom ability and two custom moves, when the maximum number is two elements total.

And that's my requested changes fixed as well. In particular, Tree of Life no longer has a damage reduction effect, and I've greatly nerfed the healing as well - to better match its function in-game, it now heals 25% of each ally's max HP on the turn it's used, and for the remainder of its duration it would heal 1/16 of each ally's max HP, essentially giving them the effect of Leftovers (albeit temporarily) without sacrificing their existing items.

As for Grace, since Baton Pass is banned competitively I decided to get rid of it altogether, since Ally Switch exists already as a reference to ZZZ's party-switch mechanic. More importantly, Pre-Driven Needle has been replaced with Moxie, which I felt was the closest equivalent to what I'd come up with originally that a canon ability had to offer while also hopefully not being too absurd.
 
This is a fun submission, but it is sadly rather middling. This feels like you’d be running slightly better Lapras, when you could instead be running Mermaid to deal about just as much Ice damage and even more Water damage, the only tradeoff being worse physical bulk. Perhaps improving the overall bulk further could do it some good? It’s hard to say.

Shima Enaga is a fine submission, except that it probably outclasses Suwako Moriya as a defensive Ground by having Regen alone, with the addition of Roost really making that the case. From purely a power creep standpoint, this submission can’t really be allowed in. It’d likely need to be reworked a fair amount to not step on Suwako’s toes.
Angler Mangler: I increased the bulk. If its still not that good it's really on me.

But for Shima Enaga: I'm pretty sure that this one's the main thing that's troubling me; I do understand that it outclasses Suwako completely, and I do agree that Regenerator IS the main problem. At the time, it has been replaced by Analytic to emphasize more offensive sets.. but

lowering Shima's Special Defense, while a pretty obvious choice, also feels like i'm just making a better Suwako, but losing Roost also seals the bit, as they'd both be defensive ground types without recovery, with just a few traits separating them.

but i'll probably figure it out later. just take this as a sign of me needing more to consider for the bird.
 
But for Shima Enaga: I'm pretty sure that this one's the main thing that's troubling me; I do understand that it outclasses Suwako completely, and I do agree that Regenerator IS the main problem. At the time, it has been replaced by Analytic to emphasize more offensive sets.. but

lowering Shima's Special Defense, while a pretty obvious choice, also feels like i'm just making a better Suwako, but losing Roost also seals the bit, as they'd both be defensive ground types without recovery, with just a few traits separating them.

but i'll probably figure it out later. just take this as a sign of me needing more to consider for the bird.
I've settled it in my head for a while and it came down to this:

I just lowered its defense. I am no longer conflicted. hooray! Vetoes accepted.
 
It’s still Friday somewhere.

Vetoes have been addressed! I will be allowing all submissions besides Ice Dragon and Armstrong. Grace Howard now feels somewhat similar to physical Berdly, while Shima Enaga definitely still encroaches on Suwako’s territory a bit, but these are things that can be accounted for in testing and adjusted if need be. Angler Mangler also seems a bit undertuned still but should that prove to be the case it can be buffed.
Ubertrainer2000’s Morton
Ubertrainer2000’s Sophie the Swamp Witch
Ubertrainer2000’s Nozdormu
ErrorMon’s Toriel
ErrorMon’s Manfred von Karma
Cyaneedle’s Shima Enaga
Cyaneedle’s Angler Mangler
Akira 153’s Ragman
flareth13’s Rhino
flareth13’s Chroma
flareth13’s Master Mummy
Swagodile’s Hisstocrat
Swagodile’s Bonetail
Anchor9’s Radiance
Anchor9’s Ghast
Anchor9’s Byron
ImaginaryNeon’s Knight Knight
Falchion’s Rawa
Falchion’s Lifeweaver
Falchion’s Grace Howard
SpyderMarz’ Hilda
Ninetales Dragons’ Raenvya
Ninetales Dragons’ Mariska
I will tentatively say that you have until Sunday to vote. That’s a bit of a shorter period this time, but it hopefully should still be enough time to consider what to vote for.
 
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