Pet Mod [Gen 9] Crossover Chaos

This Pet Mod was previously approved by Ludicrousity
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Crossover Chaos

The basic premise of Crossover Chaos is to turn characters from other video game franchises into Pokemon. Many other franchises such as Soul Calibur, Mario Kart, Sonic the Hedgehog, and of course Super Smash Brothers have had cameos from other franchises to either promote a series or create a crossover title. If you've ever wondered how your favourite video game character would fare in a Pokemon battle, submit them here.

Based on Gen 9 National Dex OU, Crossover Chaos will be a micrometa that uses only Pokemon created in this Pet Mod. All mechanics from the previous generations that were omitted from S/V, including Mega Evolution, Z-Moves and items, are able to be used

Submissions
For each slate, you have the opportunity to turn up to five of your favourite video game characters into Pokemon (check the Winning Crossovers tab below to make sure your character has not won before). Feel free to resubmit your character in the following slate if they did not win.

You will need to create a suitable Type, Ability, and Moves for these characters. To keep things interesting, each character can have a new signature move, a new signature ability, and/or a new G-Max move. Be sure to explain what your new signature move or ability does. Keep in mind the abilities and affinities that the characters have in their original games and series.
Any custom abilities must be based on existing mechanics or you must provide working code to implement on PS!.
Custom Ability: Triforce of Courage
When Link's HP drops below 50%, his Atk and Def are boosted by one stage.
This custom ability is good because it is based on Berserk.

Custom Ability: Super Sonic
If Sonic's speed is higher than the foe's, gains x1.2 attack.
This custom ability would need code provided as it is not based on any current ability.

Moves such as Rest, Protect and Substitute that are considered 'universal' are automatically included in all submissions unless otherwise stated, so there is no need to mention them except for flavour reasoning. The same goes for 'minor' moves such as Water Gun, Ember or Confusion. Those moves are implied along with notable moves such as Surf, Fire Blast or Psychic.

As a guide, keep your submissions as powerful relative to their universe. A regular enemy should have average stats, protagonists should have stats similar to OU Pokemon and god-like characters should be limited to cover legendary BST. Also, please indicate if your submission is intended for OU, UU or Ubers.

Pokémon: [Name of character]
Franchise/Origin:
Intended Tier:
(OU, UU,or Ubers)
Type:
Regional Variation:
(Optional)
Ability:
Notable moves:
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: HP/Atk/Def/SpA/SpD/Spe

Reasoning: Explain the reasoning for the character's type, ability and moves. Include a description of the signature move or ability such as origin and lore. Feel free to be as creative and include as much detail as you want.
Pokémon: Pikachu
Franchise/Origin: Pokemon
Intended Tier: UU
Typing:
Electric
Ability: Lightning Rod (Raises Special attack by one stage when attacked by an Electric-type move)
Moves: Volt Tackle, Volt Switch, Thunderbolt, Thunder, Fake Out, Extremespeed, Surf, Knock Off, Grass Knot
Signature Move: Volt Tackle (120 BP | Electric | 100% Accuracy | deals 30% recoil damage and has a 10% chance to paralyse the target)
Z Move: 10,000,000 Volt Thunderbolt (210 BP | Electric | Physical | Increased crit ratio of +2 | must know Thunderbolt)
Stats: 35/55/40/50/50/90

Reasoning: Being an electric mouse, it makes sense that Pikachu is an Electric type. Its ability to conduct lightning allows it to have the ability Lightning Rod. Its new signature move, Volt Tackle, comes from the immense electrical charge Pikachu covers itself in when it charges at its opponents. Volt Tackle has 120 BP, has a 10% chance to paralyse, and deals 1/3 of recoil damage. Having a strong affinity to electricity, Pikachu learns a range of Electric-type moves such as Volt Switch and Thunderbolt. Pikachu also enjoys a range of activities such as surfing allowing it to learn Surf.

Voting
Vote for your three favourite submissions by others in a 3-2-1 format (positional voting).
You can only include one of your submissions and it cannot be your top vote.
Late votes do not count.

Bonus Theme
Every even slate there will be a bonus theme.
Any submission that fits the theme will get a bonus vote at the end of the slate.
Please show that your submission matches the bonus theme like so:
**Pikachu**
For the other slates (called Anything Goes), no bonus points will be awarded.

Discussion Phases
A new addition to Crossover Chaos is the Discussion Phase. To ensure the meta remains balanced, a phase dedicated to discussing balance, changes, matchups, etc., will be held. This phase will lead to any adjustments needed to keep the meta healthy, such as adjusting BST, base power of moves or effects of custom elements.

Have fun!
 
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Nicktoons MLB (6-10 wins)
anaconja (6 wins), Mygavolt (9 wins), leafsaber47 (8 wins), KeeganSkymin4444 (7 wins)
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Ergheiz (3-5 wins)
Cookie Butter (5 wins), ToadBrigade (4 wins), Rasdanation (3 wins), APaidActor (3 wins), SpyderMarz (4 wins), ImaginaryNeon (5 wins), Pika Xreme (4 wins), Falchion (4 wins), ShadowLantern (3 wins)

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Mesal Gear Solid (1-2 wins)
Deviation395 (1 win), flareth13 (2 wins), xinos (1 wins), Totally_Odette (1 win), Sigilyph Bro (2 wins), Neosonic97 (2 wins), KirbyRider1337 (2 wins), Orangesodapop (1 win), Swagodile (2 wins), ULTRAV01D (2 win), Slyfry101 (1 win), Ubertrainer2000 (1 win)
normal.gif
: 8
fire.gif
: 9
fighting.gif
: 9
water.gif
: 8
flying.gif
: 9
grass.gif
: 7
poison.gif
: 9
electric.gif
: 11
ground.gif
: 6
psychic.gif
: 8
rock.gif
: 6
ice.gif
: 6
bug.gif
: 9
dragon.gif
: 12
ghost.gif
: 9
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: 9
steel.gif
: 12
fairy.gif
: 11
Among Us: 1
Arknights: 3
Bloons: 1
Bug Tales: 1
Cuphead: 1
Danganronpa: 1
Deltarune: 2
Dewy: 1
Donkey Kong: 3
Elden Ring: 1
FGO: 2
Fire Emblem: 1
Five Nights at Freddy's: 1
Genshin Impact: 1
Gigabash: 1
Golden Sun: 1
Hollow Knight: 1
Honkai: Star Rail:
1
Kirby: 3
Legend of Zelda: 4
Limbus Company: 1
Madou Monogatari: 1
Mario Bros: 5
Mega Man: 1
Mii: 1
Minecraft: 1
Mother: 1
NeverAwake: 1
Octopath Traveller: 1
One Step from Eden: 3
Ori and the...: 1
Pikmin: 1
Plants vs Zombies: 1
Puyo Puyo:
2
Rivals of Aether: 1
Slay the Spire: 1
SMT: 1
Suguri: 2
World Ends With You: 1
Team Fortress 2: 1
Titanfall: 1
Touhou: 6
ULTRAKILL: 1
Umineko no Naku Koro ni: 1
Undertale: 4
V Rising: 1
Warframe: 1
Xenoblade Chronicles: 1
 
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Changes from Gen VIII
To bring a metagame-driven focus back to Crossover Chaos, crossovers from previous generations will not carry over to Gen 9 Crossover Chaos. This means popular characters who have been untouched for almost half a decade will be able to be resubmitted in a more balanced metagame
Any custom element must be based on pre-existing mechanics from Pokemon or have code provided. Coders of the mod have the final say on what is considered eligible.
Every five slates will be a Discussion Phase. This will allow this Pet Mod to remain balanced and competitively driven. To assist with discussions, please indicate if your submission is intended for OU, UU or Ubers
 
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Noticeboard
Archive - A spreadsheet with all of the new Pokemon, moves and abilities.
Discord - Discuss all things Crossover Chaos related including balance and bonus theme suggestions.
Play - Crossover Chaos is playable over at Dragon Heaven (TBA)
 
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Welcome to the first slate of Crossover Chaos for Generation 9. Before submitting a character for this Pet Mod, please read the above posts to familiarise yourself with the guidelines for this mod.

As mentioned in the above post, this generation will be a soft reboot for Crossover Chaos. This means that all previously submitted Crossovers are now eligible to be submitted again.

Submissions will be open for two weeks.

As always: Have fun!​
 
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Pokémon: Sora
Franchise/Origin: Kingdom Hearts
Intended Tier: OU
Type: Fairy/Fighting
Ability: Soul-Heart / Sharpness (Sturdy)
Notable moves: Sacred Sword, Play Rough, Close Combat, Synthesis, Ember, Icy Wind, Thunder Shock, Magnet Rise, Water Pulse, Dazzling Gleam, Wild Charge, Gravity, Gust, Dual Wingbeat, Fly, Telekinesis, Universal Gen VII-IX TMs, Gigaton Hammer, Swords Dance, Scary Face, Tri Attack, Fire Spin, Teleport, Copycat, Hold Hands, Refresh, Heart Swap, Zap Cannon, Fake Out, Counter, Mirror Coat
Stats: 90 / 95 / 80 / 110 / 70 / 115 (560 BST)

Reasoning: The Fairy/Fighting typing references Sora's affiliation to light, and his main usage of a sword as a weapon. Soul-Heart references how hearts in Sora's series are basically souls, Sharpness is self explanatory, and Sturdy references his ability Second Chance, which has a similar effect.

Sora gets a wide array of moves out of simply having that much, he can transform the thing in over 10 different weapons, and that's not even bringing up how he can also use magic for a variety of purposes, and so here we are.

Competitively this should work as an alternative to Iron Valiant, having an ability that doesn't require running a one-time item or a certain terrain while also being stronger overall, but is held back by struggling a bit with Poison types.
 
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Pokémon: Mario
Franchise/Origin: Super Mario (duh)
Intended Tier: OU
Type: Normal/Fire
Abilities: Flash Fire / Guts / Technician (HA)
Notable moves: Universal TMs since Gen 1, Mega Punch, Mega Kick, Double-Edge, Fake Out, Whirlwind, Rapid Spin, Strength, Fire Punch, Pyro Ball, Flamethrower, Fire Blast, Overheat, Searing Shot, Flame Charge, Close Combat, Force Palm, Circle Throw, Hammer Arm, Wood Hammer, Gigaton Hammer, Earthquake, Sacred Sword (trust me on this), Scald, Hydro Pump, Bounce, Fly, Ice Ball, Rollout, Lunge, Pounce, Poltergeist, Etc. etc.
Signature move: Super Jump

BP: 90 | Type: Normal | Accuracy: 95% | PP: 16 | Category: Physical | Primary Effect: Grounds airborne opponents until they switch out. | Secondary Effect: None | Move Flags: Contact
Stats: 85/100/75/115/80/110 (565)

Reasoning: Yeah, I'm going vanilla on this one, but I wanna get my take on the character for a spin. Normal since, even with all his feats, is still a human, but Fire-type is obvious for his association with Fire. His stats reflect his balanced nature in various games with a lean towards special attacking (and going to cop out that his HP stat is a reference to the release year of Super Mario Bros, 1985). His abilities are just kinda stuff that would make sense, like how he could use Flash Fire like its a Fire Flower, or how his specialty in various jobs makes sense for Technician, and Guts since he's still strong under pressure. The movelist are just his standard moveset of punches and kicks, powerful fire moves, some hammer attacks, and moves involving his various power-ups over the years. Sacred Sword is also there as a joke towards the Sora Smash Ultimate trailer, where he briefly wields it....and since there's already a Sora, that makes it even more ironic.
 
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We are all alone. No matter what you do, no one will ever truly know you— and you will not know them.
The only choice is to close everyone and everything out.

Pokémon: Embla
Franchise/Origin: Fire Emblem (Heroes)
Intended Tier: OU
Type:
Dark.png
Flying.png

Stats: 90 / 120 / 85 / 115 / 65 / 125 [600 BST]
Abilities: Severance
Custom Ability: Severance - Moves and their effects ignore certain Abilities of other Pokémon. (Mold Breaker) While active, removes the Pivoting effect of the opponent's moves. (see M4A Alluring)
Moves: Beat Up, Dark Pulse, Embargo, Enclosing Claw, Foul Play, Lash Out, Memento, Night Daze, Night Slash, Payback, Punishment, Acrobatics, Aerial Ace, Air Slash, Dual Wingbeat, Fly, Wing Attack, Roost, Dragon Breath, Dragon Claw, Dragon Pulse, Dragon Rage, Outrage, Poltergeist, Shadow Ball, Shadow Claw, Spite, Block, Cut, Echoed Voice, Hyper Voice
*B = Generally Notable Moves
Custom Move: Enclosing Claw -
Physical.png
-
Dark.png
- 95 BP - 95% Acc - 10 [16 Max] PP - Prevents the target from switching out. (Non-contact)
Justification: Embla, the primary antagonist of FEH Book 6, is known as the Goddess of Closure. Her typing, Dark/Flying, draws from her generally underhanded tactics and manipulative abilities, and flying comes from her being a flying unit, which when transformed, also resembles that of a bat. While Embla is classified as a Legendary Dragon, her unit type actually utilizes Beast Stone mechanics instead of Dragon Stone Mechanics, making her not weak to weapons normally effective against dragons. As a result, I did omit using the Dragon type for Embla.
For Embla's stats, these are drawn to mirror her stat spread in-game. Speed is her highest stat, only slightly beating out her attacking stat. Her health is fairly average, hence 90, and her defenses are rather lacking, with Defense being better than her Resistance.
For Embla's Signature Ability, I drew from her unique C-Skill, Severance. While in FEH, this ability nullifies Save skills, the closest there is to that would be redirecting abilities. However, in a singles format, this isn't really too helpful, so to capture the spirit of opponents being unable to get support from other allies, I instead decided to draw from Megas 4 All's Alluring ability, which nullifies the pivoting effects in the opponent's moves. This still implementation still fits the themes of how the ability was implemented in FEH.
Embla's Signature Move, Enclosing Claw, as implemented in FEH, really lacks any proper translation into Pokemon mechanics, but as Embla needed a stronger Dark Physical STAB to fit her flavor, I still made it a signature. So, drawing from the name & Embla's abilities within the story to trap her enemies within an enclosed space, I felt it was fitting to make it an "upgraded" Anchor shot, with higher power, but less accuracy.
As for Embla's other moves, a lot of her Dark & Flying STABs make sense to her character & abilities within the story. As for non-STABs, Embla gets Dragon moves, as she's still called a Legendary Dragon, Ghost type moves relating to shadows, referencing how her powers are visualized by shadow-y auras. Poltegeist comes from Embla’s ability to forcefully control others, just as Poltergeist’s flavor is the user controlling the target’s item to attack the target. And finally, a few voice-related moves associating to how her Divine Dragon takes the form of a bat, an animal generally depicted for the noise they create (ie. Noivern getting Hyper Voice).
Competitive Analysis:
+ High Speed & Strong Offenses give Embla decent potency offensively
+ Severance punishes pivoting moves, leaving pivots to have to lose momentum by manually switching out instead
+ Enclosing Claw, when paired with Embla's ability, makes it impossible for enemies to switch out
+ Access to Roost helps Embla sustain HP against offensive pivots

- Embla's bulk is rather lacking. While she has the potential to tank pivoting attacks such as U-Turn & Flip Turn, her weakness to Electric & poor special bulk make her an unreliable counter to Volt-Switch pivots
- While she may have strong power, Embla's offensive potential gets hindered from her fairly poor coverage, with Dark/Flying having quite a few resists, and Dragon/Ghost additional coverage isn't the strongest.

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I still want to believe in them.
If that means I am to be betrayed, then so be it.
I would rather hold on to my belief in the goodness of mortals than close my heart off in fear.

Pokémon: Askr
Franchise/Origin: Fire Emblem (Heroes)
Intended Tier: OU
Type:
Psychic.png
Ground.png

Stats: 90 / 120 / 125 / 115 / 85 / 65 [600 BST]
Abilities: Opened Domain
Custom Ability: Opened Domain - Moves and their effects ignore certain Abilities of other Pokémon. (Mold Breaker) When switching out, the incoming ally receives the volatile status Resonance-Shields. (Resonance-Shields boosts a Pokémon's Def and SpD by 30%. This boost can be nullified by Pokémon with Mold Breaker-like abilities. Upon getting attacked this effect goes away. Extreme Reboot Sunburn status should provide enough of a reference for this.)
Moves: Ally Switch, Barrier, Expanding Force, Healing Wish, Illuminating Horn, Luster Purge, Miracle Eye, Zen Headbutt, Earth Power, Headlong Rush, High Horsepower, Rototiller, Dragon Breath, Dragon Pulse, Dragon Hammer, Dragon Rush, Ember, Fire Blast, Flame Wheel, Flamethrower, Heat Crash, Mystical Fire, Wide Guard, Body Slam, Bestow, Double-Edge, Giga Impact, Headbutt, Horn Attack, Protect, Strength
*B = Generally Notable Moves
Custom Move: Illuminating Horn -
Physical.png
-
Psychic.png
- 95 BP - 95% Acc - 10 [16 Max] PP - This Move's damage is calculated utilizing the user's defense stat.
Justification: Askr, who made his debut Book 6, is known as the God Opening. His typing, Psychic/Ground, is derived from his primary abilities of summoning others via teleportation (psychic), and ground is a more thematic connection to several of the types STABs (Dragon Form Bull -> High Horsepower, Attack Animation -> Headlong Rush, Cultivating the land -> Rototiller). While Askr is classified as a Legendary Dragon, his unit type actually utilizes Beast Stone mechanics instead of Dragon Stone Mechanics, making him not weak to weapons normally effective against dragons. As a result, I did omit using the Dragon type for Askr.
For Askr's stats, these are drawn to mirror his stat spread in-game. While Attack and Defense are technically the same, Askr's Defense does outclass more heroes than his Attack, leading Defense to be slightly higher than Attack. HP is on-par with most standard heroes, hence 90, and then comes special defense, slightly below average, and a generally lower speed stat. These all combine to 600 BST, fitting Askr as being a legendary.
For Askr's Signature Ability, I drew from his unique C-Skill, Opened Domain. What this skill does in-game is grant Resonance Blades and Resonance Shields to nearby allies, one-turn effects that boost Offensive and Defense prowess respectively. As this is a singles format, it made more sense to tie the boosts to switching out. Also, in order to keep the ability more simplistic & and not as overwhelming, I decided to just have the ability keep the Resonance Shields effect instead of granting both Shields and Blades. This ability also gives mold breaker effects, referencing how Askr was the only one capable of bypassing Embla's enclosures.
Askr's Signature Move, Illuminating Horn, as designed by FEH, is standard attack whose power is boosted by 20% of Askr's defense stat. However, this doesn't really have a mechanical precedent in Pokemon, and boosting BP by 10% of the user's defense stat seemed a bit uninteresting. So, I decided to instead make it an upgraded Body Press, gaining 10 extra BP in exchange for 5% less accuracy.
As for Askr's other moves, a lot of his STABs are fairly self-explanatory, such as being able to raise barriers, having Headbutting-based attack animations, in-lore helping cultivate the land, and summon heroes via teleportation runes. As for non-STABs, Askr gets Dragon moves, as he's still called a Legendary Dragon, a few fire moves derived from his innate specials, Glowing Ember & Bonfire, and some normal moves, most of which are built around collisions.
Competitive Analysis:
+ Excellent Bulk
+ Opened Domain is a strong supporting ability to help enable switched-in allies
+ Illuminating horn is an upgraded Body Press, making it the second strongest physical Psychic STAB (behind Physical Photon Geyser), pairs well with Askr's defensive playstyle, and is unaffected by attack reduction via intimidate
+ Gets some more viable coverage compared to his counterpart, Embla, in the form of Fire-type attacks

- Bulk may be strong, however lacks reliable recovery & Ground/Psychic holds a fair share of weakness, most notable of which including Ghost, Water, and Dark
- While he has high power, STABs can be played around by fairly easily by immunities from Dark and Flying types


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Come to read my memories, have you?
Don't be shy. I knew this day would come.

Pokémon: Enoch
Franchise/Origin: Rogue Legacy 2
Intended Tier: OU
Type:
Dark.png
Psychic.png

Stats: 100 / 60 / 80 / 120 / 120 / 70 [550 BST]
Abilities: Analytic / Mimic Vessel [HA]
Custom Ability: Mimic Vessel - When at 50% or less HP, heals 25% and switches to Mimic form (See Power Construct)
Moves: Stygian Power, Lunge, Fire Blast, Flamethrower, Miracle Eye, Mind Blown, Dark Pulse, Shadow Ball, Curse, Sucker Punch, Bite, Crunch, Bounce, Heavy Slam, Body Slam, Pay Day, Tackle, Double-Edge, Sludge Bomb, Petal Blizzard, Petal Dance, Block, Substitute, Calm Mind, Light Screen, Magic Coat, Magic Room, Telekinesis, Bestow
*B = Generally Notable Moves
Custom Move: Stygian Power -
Status.png
-
Dark.png
- -- BP - -- Acc - 10 [16 Max] PP - Can only be used by Enoch. If in base form, uses Photon Geyser. If in True Form, uses Gunk Shot. (See Nature Power & Hunger Wheel for implementation)


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But he could feel the strength draining from his body and his limbs harden like wood.
He needed to find some surrogate to transfer his consciousness into before the roots overtook him...

Pokémon: Enoch-Mimic
Type:
Dark.png
Poison.png

Stats: 100 / 120 / 80 / 60 / 70 / 120 [550 BST]

Justification: Estuary Enoch, the boss located within Rogue Legacy 2's Stygian Study, has a rather unique mechanic to his boss fight. All estuaries perish upon being defeated, leaving a chest of loot behind. However, Enoch's chest is actually a Mimic, which is revealed to be Enoch's true form at this point in the story. In his base form, Enoch is very much a scholarly character wielding magic, hence my justification for giving him the Psychic type. In his true form, Enoch no longer holds such magical capabilities, instead resorting to base mimic attacks, including running around, lunging, spouting explosives, and dropping poisonous coins across the stage. This justified his mimic form replacing Psychic with Poison. Both forms share the Dark type, however, as both forms at this point in the game have been corrupted by the Dark Roots plaguing the realm. Stats also are oriented to represent such different fighting styles, with Enoch's base form being more slow and methodical, hence lower speed and higher special stats, meanwhile his mimic form is more wild and an up-close fighter, hence having greater speed and and better physical stats.
Enoch's Signature Move, Stygian Power, reflects this drastic difference in fighting styles. It contains Enoch's only Special Psychic Attack, Photon Geyser, and Enoch-Mimic's only Poisonous Physical Attack, Gunk Shot, within the same move slot. These moves were chosen specifically as Photon Geyser closely matches an attack Enoch has where he summons a giant, stationary laser that limits where you can travel on the battlegrounds, and Gunk Shot represents the attack pattern in which his Mimic form runs around, tossing poisonous coins wherever he goes.
Several other attack patterns justify some other move choices, such as Enoch getting several fire-based attacks, one including a massive explosion followed by a wave of fire, hence Mind Blown, or how his NG+ battle has him summon Petal Projectiles from the Naamah boss fight, hence Petal Dance and Petal Blizzard.
Competitive Analysis:
+ Can trigger a form change via Mind Blown or Substitute Spam
+ Mimic form is fast and hits hard with high-power stabs such as Sucker Punch and Gunk Shot
+ Base form can juggle Substitute and Calm Mind to try and beat out Special Breakers

- Dark/Psychic holds a glaring 4x weakness to bugs, leaving him quite vulnerable to U-Turn Spam
- Mimic form's other coverage options aren't all too impressive and lacks any form stat boosting

You know, it's kinda hard to make an intended tier when there is nothing in the tier to build them around, so I'll just start with listing my subs as initially OU material. When we actually get winners I'll actually be able to determine what tier is more appropriate for stuff.
 
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Pokémon: Piglin
Franchise/Origin: Minecraft
Type:
Normal.png

Ability: Bartering (Prankster but activates if the opponent is a Steel-type) / Skill Link
Movepool: Swords Dance, Gold Trade, Celebrate, Triple Arrows, Secret Sword, Taunt, Close Combat, Tackle, Barrage, Fake Out, Facade, Return, No Retreat, Poison Jab, Slash, Fury Cutter, Sludge Bomb, Giga Impact, Round, Swift, Population Bomb, Fury Attack, Parting Shot
Signature move: Gold Trade (Trick but Steel-type)
Stats: 90/90/90/95/90/80 (BST: 535)

Piglin can turn into Piglin-Zombified via the Lightning Strike item:
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Pokémon: Piglin-Zombified (Activates like Primal Groudon and Kyogre)
Type:
Normal.png
Poison.png

Ability: Berserk
Stats: 90/95 (+5)/95 (+5)/95/95 (+5)/90 (+10) (BST: 560)
Reasoning:
- Stats are all less than 100 to mention they are mainly threatening in numbers (also hence No Retreat, Population Bomb, etc.)
- The Lightning Strike Signature Item references Piglins being able to be struck by lightning to turn into the Zombified Piglin
- Gold Trade and Bartering references the player being able to give the Piglins gold to trade items, and wearing Gold Armor will get them your attention (also hence Taunt)
- Swords Dance, Secret Sword, Slash, and Fury Cutter because... it is literally holding a sword?
- Normal-type because it's a pig
- Zombified Piglin gains the Poison-type due to it being... well, Zombified
- Triple Arrows because they can also hold a crossbow

Competitive Reasoning: Piglin' main form baits in Steel-type Pokemon and gives them a potentially dangerous item, and thanks to SD, it's able to pull off its role as a setup sweeper that can lure in threats that would otherwise be threatening to the Piglin. Zombified form is mainly for if you don't want to run this strategy and instead prefer more power focused stuff, but it can still bait in Steel-types and hit them with a SE Close Combat.

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Pokémon: Baby Piglin
Type:
Normal.png

Ability: Run Away / Skill Link
Movepool: Piglin's minus Gold Trade, Triple Arrows, Secret Sword, Facade, Celebrate
Stats: 60/60/60/65/60/60 (BST: 365)

Like the Piglin, the Baby Piglin can transform into the Zombified Baby Piglin via the Lightning Strike item:

1670117304752.png


Pokémon: Baby Piglin-Zombified
Type:
Normal.png
Poison.png

Ability:
Prankster
Stats: 60/65/65/65/65/70 (Gains the same stat changes as its evolution's Zombified form)
Reasoning:
- Run Away references how Baby Piglins will steal gold and run away instead of trading it
- Prankster also references this

No competitive reasoning because it's a LC mon.
 
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Hello!

Hate to do this because people are clearly excited for this to come back, but this reboot hasn't been approved for this generation yet, so I'll have to lock this and the mod will have to be submitted to the Pet Mods Submissions thread (a difference from last gen, as full reboots have to be resubmitted unlike last generation.

ToadBrigade if you have any questions, then please let us know in DMs and sorry about not getting to your original DM about a CC Reboot, we'll get back to you on that soon.
 
Mauswheel_battle_idle.gif

* Mauswheel spins into you!
* Smells like a three-cheese pizza.
* It's a cacophony of clicks.
* Mauswheel might make a good wreath, as a prank.


Pokémon: Mauswheel
Franchise/Origin: Deltarune (Chapter 2)
Intended Tier: UU, with a potential OU niche
Type:
Normal.png
/
Electric.png

Abilities: Lighting Rod / Motor Drive / Electric Surge
Notable Moves: Agility, Astonish, Beat Up, Charge, Charge Beam, Crunch, Discharge, Electro Ball, Energy Ball, Extreme Speed, Facade, Focus Blast, Ice Spinner, Infestation, Population Bomb, Rapid Spin, Shadow Ball, Spin Out, Swift, Thunder, Thunder Cage, Thunderbolt, Tri Attack, Triple Axel, Volt Switch, Zap Cannon
Signature Move: Uncontrolled Roll - 110 BP / 10 PP / 95% Acc / Special / Electric - User takes 1/3 of damage dealt as recoil, +1 Speed, 20% of inflicting paralysis
Stats: 77/60/50/103/67/123 | 480 BST

Reasoning: Mauswheel's typing comes from resembling two types of mice: the rodent (which are commonly associated with the Normal type) and the computer appliance (hence the Electric type). Mauswheel constantly spins, and its flavor text and dialogue both highlight its speed, justifying its high speed stat. Its second highest stat, Sp. Atk, is due to its primary method of attack involving shooting balls of energy generated from spinning even faster. This is also where it gets some unique coverage moves from (Energy Ball, Focus Blast, Shadow Ball). Relating to its spinning, it gets a couple unique moves like Ice Spinner, Rapid Spin, Spin Out, and its signature move, Uncontrolled Roll. This move is a loose interpretation of the end of its fight, where it starts to spin faster and faster before being spared. Thunder Cage's presence in its kit is also a loose reference to its fight, as sparing it involves timing dropping cages on groups of mice to increase its Mercy meter.

Example Set:
Mauswheel @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Uncontrolled Roll
- Energy Ball
- Focus Blast / Shadow Ball
- Volt Switch

You have to keep it close.
It becomes something else when it gets too far away.

Something I can't outrun.


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S10_Worm_HD.png

Vessel form (left), Parasite form (right)
Pokémon: Specimen 10
Franchise/Origin: Spooky's Jump Scare Mansion
Intended Tier: OU
Type:
Dark.png
/
Poison.png
(Vessel) |
Dark.png
/
Bug.png
(Parasite)
Abilities: Parasitic Pursuit
Notable Moves: Acid Spray, Bug Bite, Confuse Ray, Crunch, Curse, Fillet Away, First Impression, Gunk Shot, Infestation, Leech Life, Megahorn, Nasty Plot, Poison Jab, Shadow Claw, Shadow Sneak, Sludge Wave, Sucker Punch, Toxic, U-Turn
Signature Ability: Parasitic Pursuit - At the end of every turn, if the opposing Pokemon is faster than it or a priority move was used on it, it will transform into its Parasite form. If the opposing Pokemon is slower than it or it switches out, it will revert to its Vessel form.
Stats: 80/70/115/60/95/80 (Vessel) | 80/130/65/50/55/115 (Parasite) | 500 BST

Reasoning: Specimen 10 is a parasitic, shapeshifting entity. Its base Vessel form moves slowly and resembles a human, it being implied that it infects its human victims to create these forms. It shifts into the smaller parasite form if the player moves too far away from it, which moves so fast it can't be outrun. This is represented through its differing stat spreads, types, and signature ability, Parasitic Pursuit.

Its ability provides it a unique form of speed control, threatening to turn it from a wall to a physical glass cannon against faster foes. Running different sets affecting its speed stat and using set-up moves provides lots of ways to manipulate when Specimen 10 changes form. However, it's held back by largely by its linear coverage options outside of its STABs.

Example Sets:
Bulky Wallbreaker
Specimen 10 @ Leftovers
Ability: Parasitic Pursuit
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Curse
- Toxic
- Leech Life
- Sucker Punch

Offensive Pivot
Specimen 10 @ Choice Band
Ability: Parasitic Pursuit
EVs: 252 Atk / 4 SpD / 252 Spe
Brave Nature
- First Impression
- Crunch
- Gunk Shot
- U-turn

Maybe more coming soon before the slate ends, we'll see.
 
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"I must become as strong as I can to ensure that I can keep this and all other good worlds safe. I want everyone to find their happy endings in life. But to do that, there's still much I need to learn."
Pokémon: Roy
Franchise/Origin: Fire Emblem
Intended Tier: OU
Type:
Fire.png

Ability:
Blaze - At 1/3 or less of its max HP, this Pokemon's offensive stat is 1.5x with Fire attacks.
Analytic - This Pokemon's attacks have 1.3x power if it is the last to move in a turn.
Young Lion* - This Pokemon's damaging moves become multi-hit moves that hit twice. The second hit has its damage quartered.
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Blaze Kick, Facade, Flame Charge, Flare Blitz, Knock Off, Leaf Blade, Low Kick, Return, Sacred Sword, U-turn, Wild Charge
Special.png
Aura Sphere, Dazzling Gleam, Fire Blast, Flamethrower, Hyper Voice, Light of Ruin, Overheat
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Bulk Up, Calm Mind, Defog, Morning Sun, Healing Wish, Protect, Substitute, Swords Dance, Will-o-Wisp, Wish
Physical.png
Aerial Ace, Bide, Bulldoze, Covet, Cut, Double Kick, Flame Wheel, Giga Impact, Headbutt, Reversal, Rock Smash, Slash, Smart Strike, Solar Blade
Special.png
Fire Spin, Disarming Voice, Draining Kiss, Echoed Voice
Status.png
Ally Switch, Attract, Captivate, Charm, Confide, Endure, Heal Pulse, Helping Hand, Life Dew, Quick Guard, Mimic, Psych Up, Safeguard, Sunny Day, Wide Guard, Work Up
Signature move:
Type:
Fairy.png

Category: Physical (does not make contact)
BP: 100
Accuracy: 100%
PP: max 10
Secondary Effect: User recovers 50% of the damage dealt.
Flavor: The user wields a divine blade of light that focuses the wielder's ideals and emotions into its swing. The user's HP is restored by up to half the damage taken by the target.
Mega Evolution: Roy can turn into Legendary Roy in battle if he holds a Fire Emblem. Grants Roy STAB on his Fairy-type moves.
Stats: 100 / 90 / 85 / 70 / 85 / 110 [BST: 540]

Base Roy Stats (1).jpg


Reasoning: The Fire-type is pretty self-explanatory, as in all of Roy's appearances both in his main game, Fire Emblem 6, and in Smash Brothers, he has always been associated with Fire. He has a Fire affinity in his base game, his personal weapon the Binding Blade is imbued with Fire magic and Fire energy, and Smash Bros has basically given him the ability to manipulate Fire using his sword. His base stats also follow his average stats after getting to level 20, with lower offenses and bulk but with much higher HP and Speed at the end, due to him starting off with better base Speed at the beginning of the game. The higher HP is also a reference to the fact that Roy is a popular choice to give the first Angelic Robe in the game to (The Angelic Robe being an item in the Binding Blade that increases a units maximum HP by 7 when used).

Blaze is general flavor ability, but the other two exemplify aspects of Roy's character in different ways. Analytic because Roy is generally a pretty smart kid who is more of a tactician than a fighter. He's got a very precise fighting style using his Rapier and he commands an entire army as just a teenager, so he's got a massive feat like that to make use of. Young Lion on the other hand exemplifies a very key Fire Emblem mechanic in doubling. To "double" an enemy means that at a certain speed difference, you would have enough to speed to hit an enemy twice instead of just once. Young Lion (Parental Bond) was one of the only abilities in the game that could reference such an essential Fire Emblem mechanic that at the same time made sense in the context of Pokemon.

The moves he has are a mix of both flavor and viability. Sword-esque moves like Leaf Blade, Sacred Sword, and Swords Dance because Roy is a sword fighter, moves like Calm Mind and Wish that exemplify Roy's calm demeanor on the battlefield and his ideals for a world of peace between Humans and Dragons, and then you have some funny flavor moves like Hyper Voice, Disarming Voice, and Echoed Voice which calls to the fact that especially with the latest Smash Bros entry Super Smash Bros Ultimate, Roy is pretty loud and likes shouting a lot when he's fighting. Then you've got moves like Attract, Captivate, Charm, and Draining Kiss which refers to the fact that Roy basically has a harem in his main game because he has the potential for six marriage candidates (one of them being his former teacher), so he's definitely got the schmooves. He also has moves like Healing Wish, Ally Switch, Heal Pulse, Helping Hand, Quick Guard, Safeguard, and Wide Guard, which calls to Roy's self-sacrificing nature and how much he cares for his allies as he supports them. His support conversation with Lance mentions specifically that Roy considers a battle where even a single soldier dies is a failure on his part, and it becomes clear that he cares deeply for all of his troops and wouldn't hesitate to sacrifice himself for their safety.

Light of Ruin is a Fairy-type recoil damage move that is based off of the fact that in the main game, the Binding Blade canonically can sense the will of the user and change its power accordingly. It's suggested that the blade seemingly can't kill anyone unless the wielder desires it so, which fits the move. It's also an excellent addition for Roy's Legendary form which has Magic Guard, making Light of Ruin recoilless.

Lastly, his signature move, Binding Blade. It's a Fairy-type because in the games it is one of the Divine Weapons of Elibe that makes it do effective damage against Manaketes, which is basically the game's Dragons. Not only that but it is the only weapon in the game that deals effective damage to the final boss, Idunn; Idunn who just so happens to be known as both the Demon Dragon and the Dark Priestess, so obviously there was only really one thing I could do. It also fits very nicely with Roy's Legendary Form, as base Roy who still is not experienced enough yet cannot wield the Binding Blade to the fullest as he lacks experience since he has not promoted. However, when he finally Mega Evolves (the equivalent of promoting in the Fire Emblem games), since he's holding the Fire Emblem, he can use the Binding Blade to its maximum potential. Finally, the Binding Blade's healing refers to the fact that in the game, you can use the Binding Blade as the healing item, Elixir, to heal yourself up to full if you're at low health, and the fact it doesn't make contact refers to the fact that you can use the Binding Blade to be able to attack from 2-range.

Sample Set(s):
Roy @ Heavy-Duty Boots / Choice Band
Ability: Analytic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Binding Blade
- Flare Blitz
- Knock Off
- U-turn

Roy @ Life Orb
Ability: Young Lion
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Binding Blade
- Flame Charge / Flare Blitz
- Knock Off

Competitive Analysis:
+ Explosive setup sweeper with Flame Charge Young Lion + Swords Dance
+ Strong signature that gives Roy excellent coverage and vital health regen
+ Two excellent offensive abilities make Roy great at breaking down walls and forcing progress

+ Roy has access to vast utility options like Knock Off and U-turn that are practically useful in every single scenario. You can slot them into most sets with ease
- Lacking bulk means Roy is susceptible to being revengekilled
- Roy's best STAB moves is a recoil attacking move. Combined with Roy's weakness to Stealth Rock and he becomes very easily worn down throughout a match. Binding Blade's healing isn't exactly consistent due to its non-STAB properties
- Roy lacks slightly in the stat department, even if they are distributed decently well. High speed helps but Roy has below average Attack so he'll sometimes suffer a lot from a lower attack stat as an offensive mon


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"Because I won the war against Bern people think of me as a great Hero. I think of it a little differently... A truly great Hero is one who can build a world where people can live completely free of care. A Hero is wise as well. There's so much to understand about the world, the citizens, and even the dragons. It's so much more complex than just being good with a sword. "
Pokémon: Legendary Roy (Mega Evolution)
Franchise/Origin: Fire Emblem
Intended Tier: OU (hopefully)
Type:
Fire.png

Ability:
Magic Guard - This Pokemon can only be damaged by direct attacks.
Moves: See above
Signature move: See above
Stats: 100 / 120 (+30) / 90 (+5) / 105 (+35) / 90 (+5) / 135 (+25) [BST: 640]

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Reasoning: As mentioned previously, Roy holds the Fire Emblem for mega evolution to signify that he is skilled enough to use the Binding Blade to its maximum potential now, as he now gets STAB on it. Overall, Roy gains a good amount of stats on both his offenses and as well as his Speed, but the real kicker here is his new ability Magic Guard, which prevents him from taking any indirect damage and can only be damaged by direct attacks. This is mostly a reference to the fact that the Binding Blade, upon being equipped by Roy, gives him the very impressive +5 to both his Defense and Resistance. I felt that an ability that mentioned a Magical "Guard" would be appropriate for something like this, while also just being an excellent ability to have that allows him to be unimpeded by hazards while also absorbing Toxic. He gains a lot of Sp. Atk to make him still a decent special attacker that can take some physical walls by surprise if you aren't careful, while also referencing his adeptness at hitting from 2-range in his main game while using the Binding Blade.

Sample Set(s):
Roy @ Fire Emblem
Ability: Analytic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Binding Blade
- Flare Blitz
- Defog
- U-turn

Roy @ Fire Emblem
Ability: Young Lion
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Binding Blade
- Flare Blitz / Flame Charge
- Wild Charge


Isaac (1).png

"If you're not here to help my friend, then get out of my way, so I can do it myself!"
Pokémon: Isaac
Franchise/Origin: Golden Sun
Intended Tier: OU
Type:
Ground.png

Ability:
Long Reach - This Pokemon's attacks do not make contact with the target.
Adept Prowess* - Adds secondary type equal to Psy Blast; berry isn't consumed by Psy Blast.
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Aqua Cutter, Avalanche, Earthquake, Explosion, Fake Out, Flare Blitz, Power Whip, Rock Slide, Sacred Sword, Seismic Toss, Stone Edge, Sucker Punch, Thousand Waves, Wood Hammer
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Air Slash, Earth Power, Flamethrower, Hex, Hurricane, Lava Plume, Magma Storm, Moonblast, Psychic, Scorching Sands, Shadow Ball, Thunder, Thunderbolt, Water Shuriken
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Aromatherapy, Heal Bell, Healing Wish, Spikes, Spiky Shield, Stealth Rock, Swords Dance, Teleport, Toxic Spikes, Wish
Physical.png
Bulldoze, Force Palm, Self-Destruct, Stomping Tantrum
Special.png
Air Cutter, Thundershock
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Confuse Ray, Helping Hand, Hypnosis, Mist, Quick Guard, Safeguard, Wide Guard
Signature move:
Type:
Normal.png

Category: Special
BP: 90
Accuracy: 100%
PP: max 24
Secondary Effect: Type depends on the user's Berry (refer to Natural Gift).
Flavor: The user harnesses the Psynergy within them to blast an energy beam whose element is dependant on the user's affinity.
Stats: 98 / 120 / 80 / 105 / 80 / 97 [BST: 580]

Isaac Stats (1).jpg


Reasoning: Isaac is a prominent main character in the Golden Sun series. He is a Venus Adept meaning he is basically a person with the capabilities of casting Psynergy, being able to manipulate the Earth and Plants, though Venus is mostly associated with the Earth more than Plants. That's why it's pretty self-explanatory that Isaac is a pure Ground-type. His base stats also follow very similarly with how he plays in his game: Very high attack (the highest out of the other seven adepts in your party), moderately high agility, decent HP, and average Defense.

In the base game, Isaac can turn into a lot of different character classes depending on the Djinn that each character has equipped. These different classes can wildly change a character's attributes and the Psynergy they can use. This is reflected in Isaac's movepool which pulls from every single possible class that he can turn into which also includes every single potential Psynergy that he has access to. Each of his moves I found are hopefully as close as they possibly can be to the Psynergy he can wield in the game. Not that the only classes I pulled from all the classes that Venus Adepts completely have access to and not just partially have access to. Also you may notice that some Psynergy are missing from this list. This is mostly due to balancing and/or no move fits well enough for it to be part of Isaac's movepool. These include:

Mono-Element
Squire

  • Quake Series - Bulldoze (Quake), Earthquake (Earthquake), Stomping Tantrum (Quake Sphere)
  • Spire Series - Stone Edge (Spire, Clay Spire, and Stone Spire)
  • Gaia Series - Earth Power (Gaia), Thousand Waves (Mother Gaia and Grand Gaia)
  • Ragnarok Series - Sacred Sword (Ragnarok and Odyssey)
Dual-Element
Apprentice

  • Astral Series - Moonblast (Astral Blast).
  • Status Psynergy - Hypnosis (Sleep), Confuse Ray (Haunt), Curse (Curse)
Swordsman (Venus)
  • Thorn Series - Spiky Shield (Thorn), Power Whip (Briar and Nettle)
  • Wish Series - Wish (Wish, Wish Well), Healing Wish (Pure Wish)
  • Cutting Edge - Aqua Cutter (Cutting Edge and Plume Edge)
  • Restore - Aromatherapy and Heal Bell
Tri-Element
Dragoon

  • Blast Series - Self-Destruct (Blast), Explosion (Mad Blast and Fiery Blast)
Ninja
  • Gale Series - Air Cutter (Gale), Air Slash (Typhoon), Hurricane (Hurricane)
  • Punji Series - Wood Hammer (Punji, Punji Trap, and Punji Strike)
  • Mist - Mist
  • Thunderclap Series - Thundershock (Thunderclap), Thunderbolt (Thunderbolt), Thunder (Thunderhead)
  • Death Plunge Series - Seismic Toss (Death Plunge and Death Leap)
  • Shuriken - Water Shuriken
Samurai
  • Demon Spear - Swords Dance
  • Rockfall Series - Rock Tomb (Rockfall), Rock Slide (Rockslide), Avalanche (Avalanche)
  • Lava Shower Series - Lava Plume (Lava Shower), Eruption (Molten Bath), Magma Storm (Magma Storm)
  • Dragoncloud Series - Flamethrower (Dragoncloud), Flare Blitz (Epicenter)
  • Demon Night Series - Hex (Demon Night), Shadow Ball (Thorny Grave)
  • Helm Splitter Series - Fake Out (Helm Splitter), Force Palm (Skull Splitter)
  • Quick Strike - Sucker Punch
As well as some other moves which could be possible for a specific class, like Stealth Rock for Squire or Spikes and Toxic Spikes for Ninja. You've also got some other moves which are specific to the Utility Psynergy you can use in the games, like Teleport in reference to Retreat and Teleport as well as Scorching Sands in reference to the Sand Psynergy, and Psychic in reference to the Move Psynergy. Some other moves refer to specific support Psynergy in the game, but they are really only ever to be considered in Doubles.

Isaac also has a signature ability that plays directly into his attribute of multiple classes, and that is Adept Prowess which, alongside Psy Blast, can allow Isaac to add a secondary type to his current typing. This plays perfectly into his multiple classes aspect that he has in the base game, as another attribute of the character classes that he has is the fact that it changes attributes about Isaac himself. Being able to change types and pick your STAB perfectly encapsulates how easy it is in the games to easily switch classes by simply changing the Djinn Isaac is attached to and change how well he can cast certain Psynergy. Long Reach is self-explanatory as a vanilla ability, considering Isaac's use of utility Psynergy like Catch with his magic hand does not require him to physically touch anything.

Sample Set(s): WIP (I dunno how to make sets for this guy srry)
 
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First subs of the year and I'm off to a great start! Anyway, here's Skylanders.


stealth elf.jpeg

"Silent but Deadly!"
Pokémon: Stealth Elf
Franchise/Origin: Skylanders series
Intended Tier: OU
Type: Grass/Dark
Abilities: Infiltrator / Emergency Exit
Notable moves: Darkest Lariat, Knock Off, Nasty Plot, Night Slash, Sucker Punch, Taunt, Theif, Throat Chop, Substitute, Energy Ball, Giga Drain, Grass Knot, Grass Whistle, Grassy Glide, Power Whip, Leaf Blade, Cross Chop, Dynamic Punch, Poison Powder, Swords Dance
Stats: 50/130/60/80/70/110 = 500 BST

Stealth Elf is a ninja that once woke up at the base of a tree with no memory with where they were before then. Grass because of they are apart of the Life Element, and Dark because they are a ninja. The ninja roots (no pun intended) also explains Infiltrator as an ability. I gave them Emergency Exit because of their ability to turn invisible and place down distractions to get out of a bad situation.

I will preface that I am not very good at balancing Pokemon and giving them niches, so feedback would be appreciated. My hope is that Stealth Elf will be a physical Glass Cannon that can work to break physical walls.
Eruptor.jpeg

"Born to Burn!"
Pokémon: Eruptor
Franchise/Origin: Skylanders
Intended Teir: OU
Type: Fire
Ability: Flame Body / Anger Point
Notable moves: Body Slam, Brick Break, Calm Mind, Earthquake, Fire Blast, Fire Punch, Flamethrower, Rock Slide, Stealth Rock, Heat Crash, Heat Wave, Overheat, Will-o-wisp, Lava Plume, Magme Storm
Signature move: Firey Remains:
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/ Status / 32 PP / Lays pools of lava on the opponent's side of the field, dealing Fire-type damage on switch in.
Stats: 97 / 63 / 109 / 83 / 109 / 50 = 511 BST

Reasoning: Eruptor is a Skylander of the Fire element, a being who used to live in a volcano until that volcano erupted and spewed him out. Now a cranky boi, he fights on the side of the Skylanders. Fire typing is fairly self-explanatory. He's got Flame Body because he is literally made of lava, and Anger Point because he is a cranky boi. Firey Remains is an upgrade that Eruptor can get for his primary attack, Lava Lob, and it leaves lava pools on the ground that damage enemies. Sounds a lot like an entry hazard to me.

This is a slightly reworked submission from a while ago. I switched around the Defense and the Sp. Atk. The idea for Eruptor is that he is sort of a Ferrothorn, with high defenses and entry hazards.
Lightning Rod.jpeg

"One Strike and Your Out!"
Pokémon: Lightning Rod
Franchise/Origin: Skylanders series
Intended Tier: OU
Type: Electric/Flying
Abilities: Cloud Nine / Lightning Rod / Electric Surge
Notable moves: Discharge, Electro Ball, Air Slash, Hurricane, Thunder, Thunder Punch, Thunder Bolt, Brave Bird, Defog, Tailwind
Stats: 95/60/80/110/125/60 = 530 BST

Reasoning: Lightning Rod is a Storm Giant that got bored of all the praise and admiration and wanted something more. When he met Spyro, he was so amazed by the stories that Spyro told him that he sought out Eon to become a Skylander. Electric because he can summon lightning, and Flying because he is a storm giant and quite literally floats on a cloud. Cloud Nine because of his cloud, and correct me if I’m wrong, but I think he has some form of control over the weather, besides lightning control. Lightning Rod (it’s in the name, I’m a dummy), and Electric Surge because he has an upgrade called Zapper Field, which creates an electrical storm around him.

The idea for Lightning Rod is that he acts as a sort of special tank, taking special attacks well and dishing high damage back.
 
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Name: Dizzy
Franchise: Guilty Gear
Intended Tier: UU
Type:
1677608541557.png

Ability: Necro & Undine (The user's Fire- and Ice-type attacks have 1.25x power.)
Stats: 83 HP/97 Atk/60 Def/97 SpA/60 SpD/103 Spe (500 BST)

Moves: Fly, Air Slash, Aerial Ace, Dual Wingbeat, Flamethrower, Fire Blast, Overheat, Fire Fang, Ice Beam, Ice Shard, Icicle Crash, Ice Fang, Icicle Spear, Shadow Claw, Night Slash, Dragon Tail, Tri Attack, Roost, Will-O-Wisp
Reasoning: Dizzy was born with a living tail, and two living wings: Necro and Undine. The wings and tail do most of her fighting for her. Necro attacks with slashes and fire, while Undine attacks with ice.
Gargantuar5.png

Name: Gargantuar
Franchise: Plants vs. Zombies
Intended Tier: OU
Type:
1677608523613.png
1677608511591.png

Ability: Imp (At 50% health, creates a substitute. The user doesn't lose any health from this, but the substitute still has 20% of their health. If the user attacks when this substitute is out, the attack will hit again, but with only 20% of the damage.)
Stats: 136 HP/136 Atk/80 Def/57 SpA/80 SpD/47 Spe (536 BST)

Moves: Metal Sign, Zombie Club, Brick Break, Close Combat, Superpower, Seismic Toss, Hammer Arm, Shadow Punch, Wood Hammer, Fling, Knock Off, Bulk Up
Metal Sign |
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|
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| 95 BP | 90%
Zombie Club |
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|
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| 95 BP | 90%
Reasoning: Gargantuar is one of the most powerful zombies, being the toughest in the original game. It takes an insane amount of damage, while also crushing most plants in one hit. It attacks by swinging a weapon, compared to other zombies who bite. It can either have a utility pole, a sign, or a zombie as its weapon. After losing 50% of its health, it throws the imp on its back, which progresses on to attack the plants.
171px-Rosalina_-_Mario_Party_10.png

Name: Rosalina
Franchise: Mario
Intended Tier: OU
Type:
1677609889311.png
1677609895428.png

Ability: Levitate | [HA] Telepathy
Stats: 95 HP/75 Atk/75 Def/145 SpA/140 SpD/70 Spe (600 BST)

Moves: Psychic, Psyshock, Dazzling Gleam, Moonblast, Sparkly Swirl, Focus Blast, Meteor Beam, Aurora Beam, Rapid Spin, Barrier, Light Screen, Reflect, Teleport, Telekinesis, Calm Mind, Cosmic Power, Miracle Eye, Gravity, Aurora Veil, Haze, Snowscape, Quick Guard, Wide Guard, Flash
Reasoning: Rosalina is the mother of the Lumas, living in space. She has several associations with the cosmos. She uses magic for various purposes, like telekinesis, teleportation, and telepathy. She can create forcefields, and she is usually levitating. In Super Mario 3D World, she uses a spin attack. In Mario Kart 7, her track is icy.
 
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Pokemon: Mario
Type: Normal/Fire
Abilities: Limber/Adaptability
Stats: 83/110/85/105/81/101 (Total: 565)
Moves: Body Slam, Double Edge, Stomp, Mega Punch, Mega Kick, Facade, Rapid Spin, Tera Blast, Snore, Fire Punch, Fire Blast, Heat Crash, Fire Spin, Ember, Flame Burst, High Jump Kick, Jump Kick, Brick Break, Body Press, Circle Throw, Superpower, Hammer Arm, Sky Uppercut, Rock Smash, Acrobatics, Bounce, Wood Hammer, Heavy Slam, Hydro Pump, Chilling Water, Water Pulse, Water Gun, Work Up, Rest, Sleep Talk, Yawn, Helping Hand, Defense Curl, Celebrate, Soak, Gen 1 and onward Universal Moves (not Toxic)
Overview: I wanted to provide my take on Mushroom Kingdom's famous plumber. Mario by design is an everyman, certainly an extraordinary one, but Normal fits him well due to his rather ordinary traits. Fire, on the other hand, is the element most associated with him, with his Fire Flower powerup being one of the most ubiquitous of the bunch, and many other games (such as Smash Bros and various sports titles) depict him with natural pyrotechnics. Mario is well known for his acrobatic techniques, which justifies Limber, while Adaptability is due to his powerups and many spinoff titles giving him great variety in his abilities. His stats are in general decently balanced, since he's known for being an all-rounder, though his mixed offensive bias fits his appearance in his 2D platforming games and his RPGs. His defensive stats here line up with the release dates of his first three game appearances, Donkey Kong (81), Mario Bros (83), and Super Mario Bros (85). Stomping on enemy heads, ground pounds, hammers, punching, kicking, breaking bricks, and general strength justify most of Mario's movepool. Rapid Spin is from Mario Galaxy as well as various platformers where Mario can Spin Jump. Circle Throw is the iconic Bowser toss from Mario 64, Water moves are from Mario Sunshine, Yawn references Mario's tendency to fall asleep if left idle for long enough, and Defense Curl references Mario crouching to become a smaller target.
 
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Pokémon: King Dedede
Franchise/Origin: Kirby series
Intended Tier: OU (Alternate Form: Ubers)
Type: Flying/Fighting
Ability: Thick Fat / Gluttony
Notable moves: Wood Hammer, Ice Hammer, Dragon Hammer, Hammer Arm, Slack Off, Earthquake, Return, Body Slam, Rapid Spin, Flying Press, Bounce, Magnet Bomb, Egg Bomb, Seed Bomb, Double Team, Stockpile, Spit Up, Swallow, Stone Edge, Rock Slide, Attack Order, Defend Order, Heal Order
Signature move: Dedede Hammer Throw (100 BP | Flying | Physical | 90% Accuracy | Lowers the user's Attack by 1. Inflicts burns on contact with the user before it moves.)
Stats: 150/130/100/70/60/70 (580)
Alternate Form: Masked Dedede - Must be holding Dedede's Mask [works like Zacian w/ Rusted Sword]
Type (Masked): Flying/Electric
Stats (Masked): 150/160/120/90/70/90 (680)
Notable moves: Gains Gigaton Hammer and Thunder Cage.
Reasoning:
  • King Dedede wields a large hammer and performs wrestling moves, thus Fighting-type. He can also fly and is a bird, thus Flying-type.
  • Thick Fat represents King Dedede's... large size. Gluttony reflects his appetite, which is only surpassed by Kirby's.
  • Many of King Dedede's moves reflect his hammer and wrestling moves (moves that use his whole body weight). Additionally, his use of Stockpile and Spit Up reflect his ability to inhale, like Kirby. Bomb moves reference Kirby Mass Attack.
  • King Dedede is a physically imposing character in the Kirby series, so his stats reflect this. He's not particularly resistant to (and even fairly weak to) magic, such as mind control and tranformation magic, so his Special Defense is low.
  • Masked Dedede is a powered-up form of King Dedede that appears in various Kirby games. The Flying/Electric type combination reflects the lightning-based attacks that Masked Dedede can use. The addition of Gigaton Hammer as a new move reflects the steel hammer that Masked Dedede wields, while Thunder Cage reflects his debut arena.

SSBU_Octoling_Girl_%26_Octoling_Boy_Spirit.png

Pokémon: Agent 8
Franchise/Origin: Splatoon 2: Octo Expansion
Type: Poison/Psychic
Intended Tier: OU
Ability: Inky Surge / Inner Focus / Analytic
Notable moves: Amnesia, Calm Mind, Teleport, Stored Power, Clangorous Soul, Psybeam, Expanding Force, Miracle Eye, Octazooka, Self-Destruct, Explosion, Rollout, Rest, Role Play, Synchronoise, Magic Room, Trick Room, Trick Room, Psychic Terrain, Zen Headbutt, Memento, Tidy Up, Snipe Shot, Gunk Shot, Heal Pulse, Mirror Shot, Terrain Pulse, Sludge Bomb, Poison Gas, Clear Smog, Smog, Smokescreen, Poison Jab, Acid Armor, Acid Spray, Baneful Bunker, Venom Drench, Venoshock, Steel Roller, Steamroller, Lock-On, Laser Focus, Defense Curl
Signature Ability: Inky Surge - Sets Inky Terrain. [Clone of Surge abilities.]
Signature Move: Inky Terrain (- BP | Poison | -% Accuracy | For 5 turns, the power of Poison-type attacks used by grounded Pokemon is increased by x1.3, and grounded Pokemon have their Speed multiplied by x0.67, unless they are a Poison type, or have the Liquid Ooze Ability, or have the Heavy-Duty Boots Item.) [clone of other Terrains]
Stats: 80/80/80/108/80/108 (536)
Reasoning:
  • Agent 8's Poison-type comes from their ink-based body. Psychic-type is more out of left field, but it comes from them being amnesiac, their ability to physically collect memories, their characteristic of imagining things a lot, and the game's focus on their inner self.
  • Inky Surge reflects Agent 8's ability to create ink-based environments in their original game, that boost the power of Poison-type moves while slowing down opponents on the terrain.
  • Agent 8's movepool includes a mix of Psychic-type moves that reflect their psychic abilities, Poison-type moves that reflect their ink-based attacks, and coverage moves that reflect their weapons and sub-weapons.
    • Clangorous Soul references the fact that Agent 8 was influenced by the Calamari Inkantation. This song freed them from DJ Octavio's control, and was the only thing they remembered while unconscious and amnesiac. This song is extremely important in Splatoon lore and is said to have powers, so I believe Agent 8 should get this powerful move.
Azura_Art.png

Pokémon: Azura
Franchise/Origin: Fire Emblem Fates
Intended Tier: UU
Type: Water
Ability: Liquid Voice / Torrent
Moves: Physical: Aqua Step, Aqua Cutter, Aqua Jet, Liquidation, Dive, Close Combat, Acrobatics, Aerial Ace, Slash
Special: Sparkling Aria, Water Pulse, Surf, Hyper Voice, Echoed Voice, Relic Song, Disarming Voice
Status: Calm Mind, Heal Bell, Wish, Perish Song, Sing, Agility, Swords Dance
Stats: 50/120/30/50/70/120 (440)
Signature Item: Azura's Pendant - When Azura uses any sound-based move, she starts the Perish Song effect for her and the opponent. [Throat Spray + Perish Song]
Reasoning:
  • Her typing and Liquid Voice come from her unique ability to manipulate water with her voice. She wields a weapon, so she could maybe be part-Fighting, but she's mostly a singer and not a fighter.
  • Her stats are based on her FE Fates growth stats.
  • Torrent because she has a Skill in FE Heroes called Torrent Dance, and she's basically a starter unit in her game.
  • The moves come from the fact she sings, dances and fights with a naginata (lance). Close Combat is because her song is named "End of All" and it's the most fitting Fighting move for her.
Competitive Reasoning: Azura is basically a weaker but faster Quaquaval. She also has the option of being a stallbreaker and anti-setup option with her signature item.
 
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Here comes the Arknights shill

Starter types theme this time

(Old State Winner Resub)
char_180_amgoat_1.png

"I have to work hard to finish the research my parents began! I want to prove that their work was meaningful, and that it could maybe even change the world!"
Pokémon: Eyjafjalla
Franchise/Origin: Arknights
Projected Tier: UU
Type:
normal.png
fire.png

Abilities:
Magma Armor (HA: Soundproof)
Other Moves:
4-move-physical.png
: Pound, Flame Charge, Retaliate, Last Resort, Flame Wheel, Solar Blade, Payback
4-move-special.png
: Swift, Weather Ball, Ember, Fire Spin, Fire Blast, Eruption, Earth Power, Psyshock, Psychic, Shadow Ball, Solar Beam, Flamethrower, Incinerate, Lava Plume, Overheat, Stored Power, Mystical Fire, Psybeam, Tri Attack
4-move-status.png
: Will-O-Wisp, Sunny Day, Calm Mind, Cotton Guard, Confuse Ray, Safeguard, Light Screen, Memento, Spite, Imprison, Stealth Rock, Morning Sun, Nature Power
Signature moves:
Magma Duetto -
fire.png
-
4-move-status.png
- N/A - 20 PP - N/A - Increases user's Sp. Atk and Speed by 1 stage each.
Stats: 83/80/50/114/100/69 (BST: 496)

Reasoning: Normal-type due to being a Caprinae, a race of sheep. This enables her ability to use Cotton Guard, which is shared with the Mareep and Wooloo lines. Fire-type due to being a volcanologist and her possession of pyrokinetic abilities, the volcano subset of which allows her to use lesser used Fire-type moves such as Lava Plume, and Eruption; with the bonus of carrying Earth Power for minute coverage; along with Magma Armor as her primary ability for being shared with Camerupt (who's back in Scarlet/Violet), which has volcano traits itself. Being the Operator with the highest amount of Originum concentration, this is attributed to her hearing loss and is granted Soundproof as a Hidden Ability despite being able to use hearing aids to mitigate such issues in lore itself. Her status moves are mostly conspired of support moves due to her nature of being in a tower defense gacha game. She also shares similar stat calculations as her fellow Operators, based on her stats in her Elite 2 promotion minus trust stat bonuses. Unfortunately, she may not last long in Arknights's story as assumed of her severe case of Oripathy, which is why Memento serves as a dreadful reminder that Originium Arts come at a deadly cost.

Code:
Eyjafjalla (F) @ Leftovers / Heavy-Duty Boots
Ability: Soundproof
Tera Type: Psychic / Fire
EVs: 8 HP / 248 SpA / 252 SpD
Modest Nature
- Calm Mind
- Eruption / Fire Blast
- Stored Power / Psyshock
- Morning Sun
Code:
Eyjafjalla (F) @ Heavy-Duty Boots
Ability: Soundproof
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Duetto
- Fire Blast
- Psyshock / Psychic
- Shadow Ball

(Old Slate Winner Resub)
char_474_glady_1.png

"Could you let your operators know to never touch my body or my weapons after combat? It would make me feel bad if anyone complained about any burns."
Pokémon: Gladiia
Franchise/Origin: Arknights
Projected Tier: UU
Type:
water.png
dark.png

Abilities: Dry Skin (HA: Sheer Force)
Other Moves:
4-move-physical.png
: Waterfall, Dive, Aqua Jet, Liquidation, Wave Crash, Assurance, Night Slash, Payback, Foul Play, Throat Chop, Megahorn, Fell Stinger, Lunge, Revenge, Superpower, Sacred Sword, Aerial Ace, Shadow Sneak, Fury Attack, Slash, Retaliate, Poison Jab, Smart Strike
4-move-special.png
: Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Scald, Dark Pulse, Air Cutter, Air Slash, Hurricane, Hex, Blizzard, Ice Beam, Icy Wind, Weather Ball
4-move-status.png
: Rain Dance, Aqua Ring, Soak, Torment, Quash, Obstruct, Quick Guard, Will-O-Wisp, Curse, Destiny Bond, Haze, Mist, Swords Dance, Mean Look, Block, Work Up, Calm Mind, Imprison
Signature moves:
Maelstrom Dance -
water.png
-
4-move-special.png
- 100 BP - 5 PP - 75% - Water-type version of Magma Storm; binds hit target for 4 or 5 turns normally, which takes passive damage usually for 1/8 of their max HP. (message when activated is: "{target} became consumed in the maelstrom!")
Stats: 96/108/82/108/40/61 (BST: 495)

Reasoning: Primary Water-type due to being a part of Aegir's Abyssal Hunters, known for being an underwater civilization with dark theming and being controlled by a church-like cult. Dark-type due to Gladiia being based on a swordfish, known as predatory fish, like the shark-based origins of her fellow Abyssal Hunter Specter and realmon Sharpedo, the latter also carries that same Water/Dark typing as Gladiia. Her non-Hidden Ability is Dry Skin, as Gladiia often complains about how the land's dryness and lack of water keeps her from using all the potential she has during combat. Her Hidden Ability, Sheer Force, has the same boost in damage to certain moves she uses (30%) to the ATK boost one of her talents, Survival of the Fittest. Both Sheer Force and that talent share a conditional 30% boost in damage. Sheer Force, in an etymological context, also supports how she acts during combat, using a lance as an axe/sickle to leave more damage for a bloodier impact instead of mere impalement, as her first archive file alleges throughout the words of Closure, vampire shopkeeper of Rhodes Island. Her signature move is Maelstrom Dance, derived from the title of Gladiia's third skill, Waterless Dance of the Shattered Maelstrom, which similarly leaves targets bound in a similar tornado to Whirlpool, its weaker variant, and Magma Storm, its Fire-type equivalent and the signature move of Heatran. Her body and weapons after a mission heats up to the point of burning others on contact, which results in learning the coveted Scald move which similarly takes the water the Aegir are borne in and its high conductivity of heat - the emission of heat her body and weapon produces to become a liability of burning other in contract justified near-exclusive access to Scald in a generation where Scald is rare. The notorious Scald gets benefits from Sheer Force as well. Gladiia's base stats are derived from that of her maximised attributes in her Elite 2 rank, minus the stat bonus gained via Trust. Her mixed attacking stats make good use of both her signature move and her hidden ability, Sheer Force and gives her an edge on wallbreaking or stalling foes.

Code:
Gladiia (F) @ Life Orb
Ability: Sheer Force
Tera Type: Poison
EVs: 8 HP / 248 SpA / 252 Spe
Naive Nature
- Ice Beam
- Liquidation
- Dark Pulse / Throat Chop
- Poison Jab
Code:
Gladiia (F) @ Leftovers
Ability: Dry Skin
Tera Type: Poison
EVs: 248 HP / 252 SpD / 8 Spe
Bold Nature
- Scald
- Hex / Maelstrom Dance
- Haze / Will-O-Wisp
- Foul Play / Destiny Bond
Code:
Gladiia (F) @ Choice Band
Ability: Sheer Force
Tera Type: Water / Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Throat Chop
- Poison Jab / Superpower
- Flip Turn / Wave Crash

(New)
Floren.png

"Heheh... It's not easy being so cute, you know."
Pokémon: Floren
Franchise/Origin: Xenoblade Chronicles 2
Projected Tier: UU
Type:
grass.png
ground.png

Abilities: Coming of Spring
Signature ability - Coming of Spring - User regains 30% more HP from recovery moves, HP-draining moves, Leech Seed, Aqua Ring, and Ingrain. Heal Pulse (and Pollen Puff on an ally) heals 30% more HP than usual. Does not stack with Big Root.
Other Moves:
4-move-physical.png
: Bullet Seed, Needle Arm, Seed Bomb, Petal Blizzard, Solar Blade, Grassy Glide, Trailblaze, Bulldoze, Stomping Tantrum, Barrage, Covet, Natural Gift, Low Kick, Low Sweep, Acrobatics, Rock Blast, Smack Down, U-turn, Play Rough
4-move-special.png
: Petal Dance, Solar Beam, Giga Drain, Magical Leaf, Energy Ball, Grass Knot, Leaf Storm, Earth Power, Swift, Weather Ball, Terrain Pulse, Aura Sphere, Focus Blast, Pollen Puff, Flash Cannon, Psychic, Mirror Coat, Dazzling Gleam, Draining Kiss
4-move-status.png
: Leech Seed, Sleep Powder, Stun Spore, Synthesis, Aromatherapy, Worry Seed, Grassy Terrain, Spikes, Metronome, Encore, Sweet Scent, Helping Hand, Nature Power, Poison Powder, Sandstorm, Wide Guard, Rage Powder, Sunny Day, Rain Dance, Calm Mind, Magic Coat, Charm, Sweet Kiss
Signature moves:
Lilium Dance -
grass.png
-
4-move-special.png
- 90 BP - 10 PP - 100% - Restores the user’s HP by 50% of the damage dealt. Contact unlike most Special moves. Ballistic move (blocked by Bulletproof).
Z-Move - Requires Lilium Dance and Florenium Z - Lethal Lavender -
grass.png
-
4-move-special.png
- 120 BP - Restores the user’s HP by 50% of the damage dealt. Always deals a critical hit. Contact unlike most Special moves. Ballistic move (blocked by Bulletproof).
Stats: 60/70/65/110/125/100 (BST: 530)

Reasoning: Primary Grass-type due to his connection to flowers and other plantlife, though carries the secondary Ground-type due to technically being an Earth-element blade. His signature ability, Coming of Spring, is based on his Field Skill of almost the same name, which increases his party healing abilities. Lilium Dance is mostly based on his second Special, which is a HP-draining move which similarly heals him for 50% of the damage dealt to Xenoblade 2’s party. It has the same type as Giga Drain, but as a signature move of Floren, has the same BP as Bitter Blade from Ceruledge to avoid having a near similar BP to Giga Drain (75 vs 90; a Lilium Dance with 80 BP would be a nearly exact copy of Giga Drain). Lethal Lavender, his Z-Move, has similar behaviour to Lilium Dance and unlike Lilium Dance can critically hit more than usual. He has various moves that can be blocked by Bulletproof/are ball-based moves due to his usage of Bitballs as his primary weapon (including Barrage, Energy Ball, Seed Bomb); and being an androecious flower Blade, has multiple powder moves such as Sleep Powder, Pollen Puff and Rage Powder since pollen (aka plant powder) and the stamens pollen is produced from are male reproductive organs of plant organisms. He secretly has a manipulative mean streak, and due to lack of elemental coverage that Blades have, can only settle with Charm, Covet, and Rage Powder for exploiting his cute allure on his victims and would kill to have any Dark or Ghost moves like the important Taunt and Shadow Ball. Since plants use light for photosynthesis, other than the move Synthesis to help heal his own HP, he can use various Psychic/Fairy moves meant more for Light-element Blades. Having access to Fairy moves such as Play Rough, Dazzling Gleam, and Draining Kiss also help to reinforce his effeminate nature.

Code:
Floren (M) @ Florenium Z
Ability: Coming of Spring
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Lilium Dance
- Earth Power
- Dazzling Gleam / Draining Kiss
- Calm Mind / Sleep Powder
Code:
Floren (M) @ Choice Scarf
Ability: Coming of Spring
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lilium Dance
- Earth Power
- Focus Blast
- Dazzling Gleam / Draining Kiss
Code:
Floren (M) @ Leftovers / Yache Berry
Ability: Coming of Spring
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Substitute
- Leech Seed
- Lilium Dance / Draining Kiss
- Sleep Powder / Synthesis / Earth Power
 
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5FAB92C3-DF3E-4562-B2B0-8BE2CECFAB8E.jpeg
Pokémon: Tails
Franchise/Origin: Sonic
Intended Tier: OU
Type: Flying/Psychic
Ability: Motor Drive / Propeller Tail
Moves:
Physical: Psycho Cut, Dual Wingbeat, Quick Attack, Tail Slap, Double Hit, Turbo Crash, Acrobatics, Aerial Ace, Slash, Anchor Shot, Iron Tail, Poison Tail, Dragon Tail, Aqua Tail, Meteor Mash
Special: Psychic, Confusion, Extrasensory, Gust, Hurricane, Flash Cannon, Blast Burn, Boomburst, Bug Buzz, Charge Beam, Dark Pulse, Dazzling Gleam, Discharge, Strange Steam
Status: Calm Mind, Heal Bell, Wish, Sing, Agility, Tail Glow, Psycho Shift, Kinesis, Barrier, Heal Block, Role Play, Trick, Guard Swap, Skill Swap, Power Swap, Speed Swap, Charge, Charm, Confide, Defog, Detect, Disable
Stats: 65/105/65/105/65/135 (540)
Signature Item: Smart Wrench - Psychic and Flying moves have 1.2x more power. (Adamant Orb for Psychic and Flying)
Signature Item: Turbo Crash - 3126026F-EE17-4E6A-8B29-43B2A8751895.jpeg - 3236F9CD-4769-4022-A679-75936B2AE1BC.png - Base 120 Power; User takes 33% recoil; +1 speed and 100% burn.
Reasoning:
  • His typing is based off of the fact that he is the smartest character in Sonic, and Psychic types are generally the smartest. He is Flying for the obvious reason that he flies and is fast. Motor Drive because he drives a plane, and Propeller Tail because his tail is a propeller.
  • His stats are based on the fact that he is fast, and I personally think that he is pretty strong.
  • His move pool is so big because he knows lots of things and he is very useful. All of the moves were picked for the exact same reason he has a big move pool.
Competitive Reasoning: Tails is supposed to be a fast mixed attacker or setup sweeper.

Tails @ Life Orb
Ability: Motor Drive
Tera Type: Steel
EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
- Turbo Crash
- Dual Wingbeat
- Psychic
- Strange Steam

Tails @ Choice Specs
Ability: Motor Drive
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Flash Cannon
- Hurricane
- Psychic
- Strange Steam

Tails @ Choice Band
Ability: Motor Drive
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Turbo Crash
- Dual Wingbeat
- Psycho Cut
- Aqua Tail

Tails @ Heavy-Duty Boots
Ability: Motor Drive
Tera Type: Steel
EVs: 128 Atk / 128 SpA / 252 Spe
Hasty Nature
- Tail Glow
- Hurricane
- Psychic
- Strange Steam
 
Th09Youmu.png
Pokémon: Youmu Konpaku
Franchise: Touhou Project
Intended Tier: OU or Uber; could be suspected to determine which
Typing:
Normal.png
Ghost.png

Ability: Unaware / Sharpness / Rattled
Moves: Hakurouken Slash, Sacred Sword, Slash, Night Slash, Shadow Claw, Razor Wind, Superpower, Extreme Speed, Quick Attack, Aerial Ace, Petal Dance, Leaf Blade, Psycho Cut, Shadow Ball, Dazzling Gleam, Mist, Fury Cutter, False Swipe, Cut, Air Slash, Brick Break, X-Scissor, Solar Blade, Close Combat, Shadow Sneak
Signature Move: Hakurouken Slash (50 BP |
Ghost.png
| Clear Smog variant. Contact and boosted by Sharpness.)
Stats: 70/100/90/70/70/135 [535]
Youmu Konpaku @ Life Orb
Ability: Sharpness
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed / Shadow Sneak
- Sacred Sword
- Psycho Cut / Hakurouken Slash / Night Slash

One Swords Dance, and Youmu slices clean through the likes of Garganacl and Ting-Lu with Sacred Sword. Dondozo counters this set regardless of what she's running, Skeledirge can live just about anything except a Night Slash crit and burn her back, and if a teammate has already Terastalized then Kingambit checks her easily. Psycho Cut+ESpeed variants are walled by Gholdengo (and scarfed ghold checks her even with a different set), whereas Hakurouken/Night Slash variants have trouble with Great Tusk, Amoonguss, and Toxapex. Shadow Sneak + Psycho Cut would likely struggle to take down Grimmsnarl before it can set up Reflect and gets smacked by Mega Lopunny. Still, SD Youmu is no laughing matter.

(Note that the above matchups are if Youmu gets the SD off)
Reasoning: Youmu is a half-human half-phantom, a paradoxical race that bestows unto her the also-rather-paradoxical Normal/Ghost typing. Her specialty in dual blades yields Sharpness, she's a bit flighty so that's Unaware, and Rattled because she happens to be afraid of ghosts. She gets many slashing moves because of this, and ESpeed/Quick Attack because of her capacity for quicksteps if her "Two Hundred Yojana in One Slash" spellcard is any indication. Her focused attack in Ten Desires and WBaWC is a charged ranged slash, hence Psycho Cut and Razor Wind. She has spellcards referring to the Six Realms in Buddhism; The Animal Realm is one such and Superpower's JP name (Great Power) can also be read as Animal Power. Grass coverage is based on several of her spellcards mentioning cherry blossoms, with Shadow Ball, Mist, and Shadow Sneak coming from her phantom half, which can fire projectiles too. She has spellcards and other sorts of attacks mentioning light, so that's Dazzling Gleam, and her swordsmanship brings forth other slash moves and Fighting coverage. Her signature move is one of her two blades, which cuts clean through confusion and can send ghosts to nirvana.
1677623193760.png
Pokémon: Peppino
Origin: Pizza Tower
Intended Tier: UU, possibly OU
Typing:
Normal.png
Fighting.png

Ability: Reckless / Rattled / Anger Point
Moves: Universal moves, Circle Throw, Crunch, Brutal Swing, Double-Edge, Bounce, Sky Uppercut, Quick Attack, Taunt, Counter, Rapid Spin, Drain Punch, Close Combat, Superpower, Thrash, Outrage, Body Slam, Body Press, Bind, Boomburst, Overdrive, Trailblaze, Wild Charge, Phantom Force, Poison Jab, Flare Blitz, Flame Charge, Heavy Slam [120kg], Rollout
Stats: 90/115/90/65/60/80 [500]
Peppino @ Choice Scarf
Ability: Reckless
Tera Type: Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Double-Edge
- Close Combat
- Crunch / Flare Blitz / Wild Charge
- Tera Blast

Peppino doing what he does best: Going fast to the point at which he can't stop. Flare Blitz is powerful coverage, but Crunch does good in hitting those pesky Ghost-types, and with the right timing on Terastalization you keep the resistance to Dark-type moves and the Fighting weakness becomes a resist-You even stop Dragapult from landing a Specs Draco on you, too, with Tera Blast or (if you're playing safe in case of a switch) Crunch being used to turn the tables. He is a very reliable revenge-killer against offensive mons, as mons with base speed < 144 need Tailwind, Scarf, or other boosts to get one over him. But let me propose another set so as to make his team's Terastalization not so predictable.

Peppino @ Leftovers
Ability: Rattled
Tera Type: Dark / Poison
EVs: 252 HP / 252 Atk / 4 Def
Bold Nature
- Bind / Body Slam / Circle Throw / Protect
- Drain Punch
- Crunch
- Rapid Spin

Hopefully whatever spinblocker is plotted to be brought in on Peppino is ready for Crunch or the like, especially when he Terastalizes. If Fighting moves are a more of a concern than hurting Ghost-types / blocking Prankster then go with Poison over Dark.
Reasoning: Peppino is a human pizza chef that just so happens to be a capable grappler given that half the combat in Pizza Tower revolves around grabbing and throwing enemies, with bites and spinning suplexes includes among the animations. It also happens to be that Peppino can dash at gradually higher and higher speeds, which opens up the super jump, hence Trailblaze and Bounce. He can parry attacks, which manifests as taunts if executed without being attacked. Get a high enough combo and Peppino will begin to crackle with electricity, indicating he now has a stronger version of that taunt as a screen nuke. The moves listed starting with Phantom Force are from the transformations he can experience during Pizza Tower, minus the shotgun, rocket, and box because I'm drawing a blank on those.
 
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Dude above beat me to Peppino so might as well do a pseudo version counterpart
Descriptionimages3.png

woag
Pokemon: The Noise
Origin: Pizza Tower
Intended Tier: OU
Type: Normal/Dark
Stats: 70 / 100 / 70 / 80 / 85 / 95 (500)
Abilities: Prankster / Strong Jaw / Anger Point
Moves: Universal moves, Taunt, Swagger, Encore, Parting Shot, Memento, Switcheroo, Foul Play, Crunch, Jaw Lock, Double-Edge, Super Fang, Body Slam, Thunder Wave, Counter, Screech, Boomburst, Stomping Tantrum, Seed Bomb, Sludge Bomb, Explosion, Rapid Spin, Close Combat, Thrash, Slash, Slam, Hyper Fang, Rage, Rollout, Fly, Bounce, Bite, Bulldoze, Scary Face, Trailblaze, Heavy Slam, Play Rough, Teatime
Reasoning: Befitting The Noise's personality as an annoying gremlin, his kit is designed to make him as irritating as possible with a combination of Prankster, Jaw Lock, a variety of status moves, and the dreaded Swagger + Thunder Wave combination. He can also take on an offensive role thanks to Strong Jaw and a decent amount of coverage, though he's ultimately let down by his somewhat mediocre stats across the board as well as a lack of recovery.
His larger number of Biting moves in comparison to Peppino, as well as getting Strong Jaw as an ability, is a reference to his grab animations where he uses his giant maw to grab and attack his foes. A number of his moves are a reference to his boss fight, such as Fly (as he makes frequent use of his air balloon and jetpack), Seed and Sludge Bomb (frequently throws bombs from the aforementioned balloon), Stomping Tantrum/Bulldoze (good ol' Noise Crusher) and Explosion (sometimes sends out a decoy in phase 2 that explodes, if he doesn't explode himself). Thunder Wave's justification is similar to Peppino's justification for his Electric moves above, as when he was playable The Noise could also supertaunt. Their similarities as playable characters explains why they share a number of moves, such as Counter, Taunt, Bounce, and Trailblaze. Finally, the most important move in his kit, Teatime, references his high heat meter animations.
The Noise @ Leftovers
Ability: Prankster
Tera Type: Fairy / Poison
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Swagger
- Substitute / Encore
- Jaw Lock
- Thunder Wave

The Noise @ Heavy-Duty Boots
Ability: Prankster
Tera Type: Fairy / Poison
EVs: 248 HP / 8 SpD / 252 Spe
Timid / Jolly Nature
- Parting Shot
- Rapid Spin
- Encore / Thunder Wave
- Foul Play / Crunch

The Noise @ Choice Scarf / Choice Band
Ability: Strong Jaw
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Close Combat
- Double-Edge / Explosion
- Switcheroo / Parting Shot
 
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Glad to see so many subs from both new and returning users. I love all of the creativity in subs so far. Hopefully, with the changes this gen we will see Crossover Chaos become a much more functional Pet Mod. Thanks to the mods for unlocking the thread.

The submission phase for the first slate will close on the 13th of March.
 
Could someone send me a jpg/pdf of Eda Clawthorne? It’s impossible to find :(
Pokémon: Eda Clawthorne
Franchise/Origin: The Owl House
Intended Tier: OU
Type: Dark/Psychic
Type (Harpy Eda): Dark/Flying
Ability: Magician / Soul Heart {HA}
Ability (Harpy Eda): Beast Boost
Moves:
Physical: Psycho Cut, Knock Off, Aerial Ace, Acrobatics, Brutal Swing, Foul Play, Fling, Lash Out, Night Slash, Payback, Reversal, Slash, Thief, Throat Chop, Brave Bird, Cut, Dual Wingbeat, Fly, Fury Attack, Retaliate, Rock Smash, Sky Attack, U-turn, Fury Swipes
Special: Dark Pulse, Flamethrower, Psychic, Psyshock, Hurricane, Air Slash, Eerie Spell, Moonblast, Shadow Ball, Extrasensory, Thunderbolt, Mythos Spell, Snarl
Status: Heal Block, Calm Mind, Swords Dance, Nasty Plot, Hone Claws, Flatter, Memento, Taunt, Agility, Wish, Healing Wish, Tailwind, Whirlwind, Defog
Stats: 100/95/45/120/45/65 (570)
Stats (Harpy Eda): 155/155/90/90/90/90 (670)
Signature Item: Shattered Elixir - Transforms Eda into Harpy Eda after taking damage.
Signature Move: Mythos Spell - Psychic - Special - Base 95 Power/95 Accuracy; Cures all status conditions in the party or damages the target.
Reasoning:
  • Her typing is based on the fact that she is a mischievous witch. The ability Magician is because she is a magician. I picked Soul Heart because she is kind and caring and the fact that she has that yellow magic gauge.
  • Her stats are based on her magic and then her Harpy side is physical and can‘t perform magic as a harpy. Her stat total is very large because she is one of the most lovable characters in The Owl House.
  • Her move pool is so big because she is the strongest witch and because she is so old. Her signature move is like a version of pollen puff but cures all the status conditions in the party instead of healing.
Competitive Reasoning: Want‘s to be a fast physical sweeper as a harpy, or a mixed wall breaker as normal Eda.

Eda @ Life Orb
Ability: Soul-Heart
Tera Type: Fairy
EVs: 252 SpA / 128 Atk / 128 HP
Hasty Nature
- Eerie Spell
- Dark Pulse
- Dual Wingbeat
- Moonblast

Eda @ Shattered Elixir
Ability: Soul-Heart
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Psycho Cut
- U-turn

Eda @ Choice Specs
Ability: Soul-Heart
Tera Type: Fairy
EVs: 252 Spa / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dark Pulse
- Psyshock
- Moonblast

Eda @ Focus Sash
Ability: Magician
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Defog
- Taunt
- Memento

Pokémon: Eda Clawthorne
Franchise/Origin: The Owl House
Intended Tier: OU
Type: Dark/Psychic
Type (Harpy Eda): Dark/Flying
Ability: Magician / Soul Heart {HA}
Ability (Harpy Eda): Beast Boost
Moves:
Physical: Psycho Cut, Knock Off, Aerial Ace, Acrobatics, Brutal Swing, Foul Play, Fling, Lash Out, Night Slash, Payback, Reversal, Slash, Thief, Throat Chop, Brave Bird, Cut, Dual Wingbeat, Fly, Fury Attack, Retaliate, Rock Smash, Sky Attack, U-turn, Fury Swipes
Special: Dark Pulse, Flamethrower, Psychic, Psyshock, Hurricane, Air Slash, Eerie Spell, Moonblast, Shadow Ball, Extrasensory, Thunderbolt, Mythos Spell, Snarl
Status: Heal Block, Calm Mind, Swords Dance, Nasty Plot, Hone Claws, Flatter, Memento, Taunt, Agility, Wish, Healing Wish, Tailwind, Whirlwind, Defog
Stats: 100/95/45/120/45/65 (570)
Stats (Harpy Eda): 155/155/90/90/90/90 (670)
Signature Item: Shattered Elixir - Transforms Eda into Harpy Eda after taking damage.
Signature Move: Mythos Spell - Psychic - Special - Base 95 Power/95 Accuracy; Cures all status conditions in the party or damages the target.
Reasoning:
  • Her typing is based on the fact that she is a mischievous witch. The ability Magician is because she is a magician. I picked Soul Heart because she is kind and caring and the fact that she has that yellow magic gauge.
  • Her stats are based on her magic and then her Harpy side is physical and can‘t perform magic as a harpy. Her stat total is very large because she is one of the most lovable characters in The Owl House.
  • Her move pool is so big because she is the strongest witch and because she is so old. Her signature move is like a version of pollen puff but cures all the status conditions in the party instead of healing.
Competitive Purpose: Wants to be a fast physical sweeper as a harpy, or a mixed wall breaker as normal Eda.

Eda @ Life Orb
Ability: Soul-Heart
Tera Type: Fairy
EVs: 252 SpA / 128 Atk / 128 HP
Hasty Nature
- Eerie Spell
- Dark Pulse
- Dual Wingbeat
- Moonblast

Eda @ Shattered Elixir
Ability: Soul-Heart
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Acrobatics
- Psycho Cut
- U-turn

Eda @ Choice Specs
Ability: Soul-Heart
Tera Type: Fairy
EVs: 252 Spa / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dark Pulse
- Psyshock
- Moonblast

Eda @ Focus Sash
Ability: Magician
Tera Type: Steel
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Knock Off
- Defog
- Taunt
- Memento

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Pokémon: King Clawthorne
Franchise/Origin: The Owl House
Intended Tier: UU
Type: Dark/Fairy
Ability: Fluffy / Friend Guard / (Intimidate) {HA}
Moves:
Physical: Fury Swipes, Knock Off, Crunch, Shadow Claw, Play Rough, Fury Cutter, Beat Up, Thief, Superpower
Special: Dark Pulse, Boomburst, Hyper Voice, Snarl, Belch, Disarming Voice, Bug Buzz, Night Shade, Shadow Ball
Status: Destiny Bond, Confuse Ray, Hone Claws, Nasty Plot, Taunt, Charm, Baby-doll Eyes, Fake Tears, Role Play, Trick
Stats: 90/90/90/110/90/90 (560)
Signature Item: Francois - Leftovers x2, but gets knocked off after getting hit by a contact move
Signature Move: Titanic Blessing - Fairy - Status - Recover but fairy type and not affected by taunt
Reasoning:
  • His abilities are based on the fact that he is like a stuffed animal, and that he loves his friends. Intimidate is for the fact that he thinks that he is the Demon King.
  • Dark and Fairy because he is mischievous and cute. His signature item Francois is his favorite stuffed animal in the series.
  • His move pool is not very big because he is a baby. His signature move is recover mixed with half of calm mind, because he is a titan and he is loyal.
Competitive Purpose: Is either going to be a fast attacker, or defensive wall.

King @ Francois
Ability: Intimidate
Tera Type: Normal
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Dark Pulse
- Shadow Ball
- Disarming Voice

King @ Throat Spray
Ability: Intimidate
Tera Type: Normal
EVs: 252 Spa / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Dark Pulse
- Disarming Voice
- Shadow Ball

King @ Choice Scarf
Ability: Intimidate
Tera Type: Normal
EVs: 252 Spa / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Dark Pulse
- Bug Buzz
- Shadow Ball

King @ Francois
Ability: Fluffy
Tera Type: Water
EVs: 248 HP / 4 SpA / 252 SpD
Calm Nature
- Tera Blast
- Disarming Voice
- Belch
- Titanic Blessing

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Pokémon: Luz Noceda
Franchise/Origin: The Owl House
Intended Tier: OU
Type: Normal/Psychic
Ability: Analytic / Unaware / (Magic Guard) {HA}
Moves:
Physical: Branch Poke, Comeuppance, Zen Headbutt, Cut, Dive, Double Kick, Fake Out, False Surrender, False Swipe, Feint
Special: Leaf Storm, Overheat, Hydro Pump, Runoglypics, Psychic, Psyshock, Thunder, Hurricane, Dark Pulse, Dazzling Gleam, Tri Attack, Focus Blast, Ice Beam
Status: Growth, Haze, Aromatherapy, Acupressure, After You, Me First, Attract, Block, Coaching, Eerie Impulse, Encore, Entrainment
Stats: 90/50/80/120/80/120 (540)
Signature Item: Light Paper - Lowers opposing evasiveness by .8x
Signature Move: Runoglyphics - Psychic - Special - 80 BP/100 Accuracy; Special Dire Claw
Reasoning:
  • Analytic because she discovered the demon realm, and Unaware because she was so unaware of Amity’s feelings. Magic Guard Is for ultimate flavor and for more competitive viabilty.
  • Normal because she is a human in a realm of demons, and psychic because she is weird, and psychic is generally where all of the weird pokemon go. Also derpy otter costume at grom ;)
  • The move pool is so varied and full of coverage because of her glyphs which is how she does magic. He
Competitive Purpose: Wants to be an attacker than can almost always hit, or a fast, hard-hitting attacker.

Luz @ Light Paper
Ability: Magic Guard
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Runoglyphics
- Focus Blast
- Tri Attack

Luz @ Choice Specs
Ability: Magic Guard
Tera Type: Water
EVs: 252 Spa / 4 SpD / 252 Spe
Timid Nature
- Runoglyphics
- Tri Attack
- Hydro Pump
- Thunderbolt

Luz @ Choice Scarf
Ability: Magic Guard
Tera Type: Electric
EVs: 252 Spa / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Dark Pulse
- Runoglyphics
- Tri Attack

Luz @ Leftovers
Ability: Analytic
Tera Type: Fairy
EVs: 248 HP / 252 SpA / 4 SpD
Modest Nature
0 IVs: Spe
- Tera Blast
- Acupressure
- Tri Attack
- Runoglyphics

609C45B1-7761-4EE2-AB39-D4DCEBD5764A.png
Pokémon: Amity Blight
Franchise/Origin: The Owl House
Intended Tier: Ubers
Type: Poison/Psychic
Ability: Power of Alchemy / Corrosion / (Poison Touch) {HA}
Moves:
Physical: Bind, Counter, Cross Poison, Dynamic Punch, Facade, First Impression, Gunk Shot, Lash Out, Parting Shot, Mortal Spin, Retaliate
Special: Dark Pulse, Sludge Wave, Venoshock, Psychic, Eerie Spell, Freezing Glare, Dark Pulse, Shadow Ball, Moonblast, Focus Blast, Flamethrower
Status: Abomination Rise, Toxic, Venom Drench, Gastro Acid, Corrosive Gas, Hypnosis, Attract, Instruct, Imprison, Telekinesis, Haze, Mist
Stats: 100/35/110/120/130/45 (540)
Signature Item: N/A
Signature Move: Abomination Rise - Poison - Status - Substitute + Toxic
Reasoning:
  • She is Poison type because she is in the abomination coven, and psychic because: Witch. Power of Alchemy is because she is, again, in the abomination coven. Corrosion is because of her abominations, and same with poison touch.
  • Her stats are incredibly defensive and wallbreaker-y, and she can also function as a wall with her Signature Move.
  • Her moves are so diverse, but she also lacks coverage due to the coven system.
Competitive Reasoning: Will either be a powerful wall breaker or a potent stall mon.

Amity @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 248 HP / 4 Def / 252 SpD
Sassy Nature
- Abomination Rise
- Eerie Spell
- Haze
- Mortal Spin

Amity @ Life Orb
Ability: Power of Alchemy
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Psyshock
- Dark Pulse
- Moonblast
- Shadow Ball

King @ Choice Specs
Ability: Corrosion
Tera Type: Ghost
EVs: 252 Spa / 4 SpD / 252 Spe
Modest Nature
- Sludge Wave
- Psyshock
- Moonblast
- Shadow Ball

Amity @ Black Sludge
Ability: Corrosion
Tera Type: Poison
EVs: 248 HP / 4 Def / 252 SpA
Calm Nature
- Abomination Rise
- Hypnosis
- Eerie Spell
- Mortal Spin

This post rounds out my slate for this round. Hope to have one of mine selected!
 
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“I'm hanging on to the other side
I won't give up 'til the end of me
I'm what you get when the stars collide
Now face it, you're just an enemy” ~Undefeatable
Name: Giganto
Series: Sonic
Type: Fighting/Electric
Abilities: Battle Armor, Strong Jaw and Pressure
Stats: 95/105/90/95/70/105 (BST 560)
Moves: Zap Cannon, Discharge, Hyper Beam, Thunder Fang, Fire Fang, Ice Fang, Psychic Fangs, Dual Chop, Lash out, Breaking Swipe, Shock wave, Focus Punch, Strength, Ancient Power, Head Smash, Rock Wrecker, Rock Slide, Sky Attack, Roar, Arm thrust, Storm Throw, Stomp, and Double Slap.

Role: Bulky Physical Sweeper

Giganto @ Assualt Vest
Ability: Strong Jaw
EVs: 252 Atk / 4 Spd / 252 Spd
Adamant Nature
- Thunder Fang
- Psychic Fangs
- Storm Throw
- Rock Slide

Reasonings: The Large BST for all of them is simply because they are all Giants that can Challenge Super Sonic, and all share the Electric type due to their connections to the ancients as well as show a huge display of Electric beams. Originally, I was going to make Giganto part rock, but due to the professional ways it throws punches and.. well, throws things make it more professionally a Fighting type with Rock coverage, and is easily the Best when physically attacking.


1677705668544.png

“This is do or die
And now you've crossed the line
You'll wake the beast inside
No more compromise
This is do or die
I'll warn you one last time” - Breaking through it all

Name: Wyvern
Series: Sonic
Type: Dragon/Electric
Abilities: Battle Armor, Levitate, and Pressure
Stats: 90/75/90/105/90/105 (BST 560)
Moves: Zap Cannon, Discharge Missiles, Draco Meteor, Dragon Pulse, Dark Pulse, Terrain Pulse, Draco Meteor, Dragon Breath, Dragon Rage, Charge Beam, and Lock on

(from Last gen's Galleom) Deploy Missiles (Steel-type Rock Blast. Mons with Bulletproof are protected from this attack.)

Role: Bulky Special Sweeper/Special Sweeper


Wyvern @ Life Orb
Ability: Levitate
EVs: 4atk/ 252 Spatk/ 252 Spd
Timid Nature
- Draco Meteor
- Charge Beam
- Dark Pulse
- Deploy Missiles

Reasonings: Wyvern is part Dragon because I'm not sure what other type suits it besides Flying, which it is always seen Flying, hence Levitate, and like Giganto, it is on the Special side of things, but it also chases sonic shooting MIssiles, which is a physical attack, so it might not be as good, however it's move pool isn't as deep as the others.

1677705753473.png


“Will the whole world know your name
When we dance with destiny?
I've been there, and I've seen it
I'm never gonna stop believing
You'll find your flame
Oh, we can save the day” - Find your Flame

Name: Knight
Series: Sonic
Type: Steel/Electric
Abilities: Battle Armor, Heatproof and Pressure
Stats: 100/95/105/90/105/70 (BST 560)
Moves: Zap Cannon, Discharge, Smart Strike, King's Shield, Meteor Mash, Sacred Sword, Metal Claw, Air slash, Crush Claw, Dragon Claw, Fury Cutter, Night Slash, Psycho Cut, Protect and Automize

Role: Bulky Physical Sweeper or Bulky Sweeper


Knight @ Leftovers
Ability: Heatproof
EVs: 252 HP/252 ATK/4 SpAtk
Relaxed Nature
- Sacred Sword
- Meteor Mash
- Discharge
- Automize

Reasons: The Knight is part steel because it's overall the bulkiest of the bunch, but with Automize, it has some instances where it is also the fastest, however, it only uses this newfound speed more towards Mobility Evasion, andit uses Protect, forcing you to use it's Shield as a projectile in order to break the guard and progress the fight, well in this case, to be more of a Tank, and it has Heatproof due to it's location being a Crater with 4 Lava Rivers, the Island it resides being a Valcano.


1677705858926.png


“I'm here
Reaching far across these new frontiers
With my life I fight this fear
In my hands I hold the ones I love
Walk forward through the cold dawn
Always to new horizons” - I’m Here
Name: Supreme
Series: Sonic
Type: Dark/Electric
Abilities: Mega Launcher, Keen Eye and Pressure
Stats: 80/100/90/100/85/105 (BST 560)
Moves: Zap Cannon, Discharge, Smart Strike, Aurora Beam, Hyper Beam, Charge Beam, Dark Pulse, Dazzling Gleam, Dragon Pulse, Flash Cannon, Hydro Pump, Hydro Cannon, Ice Beam, Light of Ruin, Meteor Beam, Mirror Shot, Lash Out, Vital Throw, Fient Attack, Lash Out, Night Slash, Punishment, Pursuit, Circle Throw, and Storm Throw

Role: Bulky Mixed Sweeper

Supreme @ Choice Specs
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Discharge
- Flash Cannon
- Dark Pulse
- Light of Ruin

Reasons: Supreme is more of a Special Attacker but is capable of Physical attacks, and is also a Fast Sniper, having if not all the Beam moves, with a few choice physical moves, but like Giganto, it also throws Super Sonic around, and it can fire huge beams of light that could be seen as a very destructive force, hence Light of Ruin to give it a powerful Fairy Coverage move. Also Dark type because, I don't really see it being anything else, and Snipers are usually assassins, a very not good moralwise thing to do, so Dark.
 
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