Pet Mod [Gen 9] Crossover Chaos

Yeah, I know. Another Elite Four post theme.
It was either this or version-exclusive Galar gym leaders.

(Old Gen Resub)

"Colt AR15, entering formation! Let us bring back victory!"
Pokémon: ST AR-15
Franchise/Origin: Girls' Frontline
Intended Tier: UU
Type:
steel.png

Stats:
53 / 111 / 94 / 72 / 61 / 85 (BST: 476)
Abilities: Steadfast (HA: Reckless)
4-move-physical.png
: Quick Attack, Strength, Metal Burst, Counter, U-Turn, Pound, Endeavor, Return, Last Resort, Reversal, Detect, Acrobatics, Self-Destruct, Explosion, Double-Edge, Bullet Burst
4-move-special.png
: Sonic Boom
4-move-status.png
: Lock-On, Mist, Focus Energy, Ally Switch, Laser Focus, Snatch, Foresight, Swords Dance

Evolves into AR-15-MOD3 when levelled up while knowing Explosion.


"I won't be holding back, when everyone needs me."
Pokémon: ST AR-15-MOD3
Franchise/Origin: Girls' Frontline
Intended Tier: OU (might be UUBL)
Type:
steel.png

Stats: 63 / 111 / 94 / 72 / 71 / 105 (BST: 516)
Abilities: Steadfast (HA: Overcoat)
4-move-physical.png
: Quick Attack, Strength, Metal Burst, Counter, U-Turn, Pound, Endeavor, Return, Last Resort, Reversal, Detect, Acrobatics, Self-Destruct, Explosion, Pursuit, Bullet Burst, Double-Edge
4-move-special.png
: Sonic Boom, Burning Jealousy, Air Cutter, Air Slash, Mirror Coat
4-move-status.png
: Baton Pass, Lock-On, Mist, Focus Energy, Ally Switch, Laser Focus, Snatch, Foresight, Taunt, Swords Dance

Z-Move - Requires Bullet Burst and STarnium Z - Crime and Punishment -
steel.png
-
4-move-physical.png
- 200 BP - Lowers the target's Speed by 3 stages.

Reasoning: Steel-type due to being a T-Doll, a humanoid android. Reckless changed to Overcoat due to her unused mask shown in her Neural Upgrade costume along with the extra layer of clothing. There are more Special moves in her movepool now, mainly some niche Flying ones due to her scarf, bringing to mind the Air Force of military forces and their aviators, though it is Mirror Coat that will get the most use due to her low special bulk that makes Mirror Coat usage lucrative. Crime and Punishment became a Z-Move due to its unique properties and being a second skill usually reserved for MOD3s such as her.

Code:
ST AR-15-MOD3 (F) @ Choice Band
Ability: Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Burst
- Pursuit
- Return / Mirror Coat
- U-turn
Code:
ST AR-15-MOD3 (F) @ STarnium Z / Focus Sash
Ability: Overcoat
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Burst
- Taunt
- Reversal / Explosion
- U-turn

Reasoning: Steel-type due to being a T-Doll, a humanoid android. Steadfast and Reckless served as two facets of her personality and tactics. A good chunk of her stats was calculated using her own stats as seen in-game. Compared to M4A1, more status moves were chosen that highlights her fake defection to Sangvis Ferri, providing an instinct to her unscrupulous tactics. Explosion and Self-Destruct were chosen because of spoilery reasons. Ally Switch was also chosen due to the in-game mechanics of battles within GFL.

Code:
ST AR-15 (F) @ Eviolite
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Burst
- Reversal
- U-turn
- Swords Dance

Theme Slate Reasoning: Aight, time to explain why she can learn Explosion (and Self-Destruct). ST AR-15 takes herself out in a suicide attack attempt in Chapter 6 of Girls' Frontline via explosives. Later on in the story, AR-15 was later found and returned to health by Angelia and inducted into DEFY, with ST AR-15 now in her Neural Upgrade/MOD3 form, her evolved form here. Angelia is the founder of the DEFY squad.

(New)

"I became a Rhodes Island Operator so they could be treated properly, live on properly, and only then would those warriors... have died with meaning. But... since coming to Rhodes Island, I've seen clearly what I, myself, am truly fighting for. That was a first for me."
Pokémon: Mudrock
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dark.png
rock.png

Stats: 125 / 128 / 108 / 64 / 100 / 69 (BST: 594)
Abilities: Fertile Ward (HA: Justified)
Signature ability - Fertile Ward - During sandstorm, the user recovers 1/16 of their max HP at the end of every turn. The user takes no damage from sandstorms.
4-move-physical.png
: Pursuit, Knock Off, Assurance, Payback, Sucker Punch, Foul Play, Brutal Swing, Rock Slide, Rock Tomb, Stone Edge, Smack Down, Outrage, Dragon Hammer, Counter, Reversal, Rock Smash, Revenge, Superpower, Hammer Arm, Body Press, Wood Hammer, Earthquake, Bulldoze, High Horsepower, Ice Hammer, Body Slam, Rage, Stomp, Strength, Giga Impact, Rock Climb, Chip Away, Retaliate, Metal Burst, Heavy Slam
4-move-special.png
: Dark Pulse, Snarl, Ancient Power, Power Gem, Focus Blast, Shadow Ball, Earth Power, Scorching Sands, Sonic Boom, Wring Out, Terrain Pulse, Psyshock
4-move-status.png
: Snatch, Taunt, Torment, Quash, Obstruct, Sunny Day, Spite, Rototiller, Focus Energy, Swords Dance, Endure, Block, Nature Power, Recycle, Work Up, Barrier, Light Screen, Reflect, Calm Mind, Imprison, Guard Swap, Guard Split, Sandstorm, Stealth Rock, Wide Guard, Autotomize, Rain Dance

Crag Splitter -
rock.png
-
4-move-physical.png
- 85 BP - 15 PP - 100% - Deals super effective damage on Ground types. 30% chance to paralyze the target.

Reasoning: Primary Dark-type due to being a Sarkaz, a race of demons (the Abrahamic kind). Secondary Rock-type due to her affinity to stones/rocks/etc. due to her Originium Arts and cherishment of the soil and earth. Her Primary Ability is a Rain Dish/Ice Body clone meant for sand teams (due to the presence of an auto-sand setter in the metagame in Inaros) which is named after her first talent, Ward of the Fertile Soil, which recovers her HP to make up for her lack of reliable recovery from Medic operators. Her Hidden Ability is Justified, owing to her second talent, Unshakable Solidarity, giving her an advantage over Sarkaz enemies in Arknights proper, the same Teekaz race that Mudrock is part of, which translates into giving her a similar advantage against Dark-type moves with Justified’s Attack-raising effect, which goes well with her Dark resistance from her own Dark typing. Crag Splitter as a signature move is based on one of her skills within Arknights, and in the source material, has a secondary effect of a 30% activation chance that stuns enemies hit by her, which becomes a 30% chance to paralyze the target to differentiate it from Rock Slide, which has a 30% chance to flinch the target, which the secondary effect would have been if Rock Slide did not get its 30% flinch chance; Crag Splitter also serves as a hammer move that she gets STAB on. Since she wields a hammer in battle, it's no wonder why she can get various hammer-based moves such as Ice Hammer and Wood Hammer as coverage moves. She also contains status moves such as the two Screens and Wide Guard to support her teammates as nature of a tower defense game character. Wide Guard especially due to sharing one of her types with it. Her base stats are calculated directly from her Elite 2 promotion within Arknights. Her base stats and base stat total are close to Tyranitar, who she competes with due to sharing the same typing. Unlike Tyranitar, she sacrifices special move prowess and a smidge amount of Attack for more HP and slightly more Speed compared to the Rock/Dark pseudo-legendary.

Code:
Mudrock (F) @ Leftovers
Ability: Fertile Ward
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Barrier
- Body Press
- Crag Splitter
- Knock Off
Code:
Mudrock (F) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crag Splitter / Stone Edge
- Knock Off
- Earthquake
- Pursuit / Sucker Punch
Code:
Mudrock (F) @ Heavy-Duty Boots
Ability: Fertile Ward / Justified
EVs: 248 HP / 4 Atk / 4 Def / 252 SpD
Careful Nature
- Crag Splitter
- Stealth Rock
- Taunt
- Earthquake / Knock Off

(Resub)

"I sometimes think, since the food we eat and the nutrients we absorb become a part of us, if we were to eat the same things and do the same things, would we gradually become the same? Doctor... can we?"
Pokémon: Mizuki
Franchise/Origin: Arknights
Intended Tier: OU
Type:
water.png
ghost.png

Stats: 83 / 102 / 85 / 89 / 160 / 31 (BST: 550)
Abilities: Clear Body / Antitransference (HA: Magic Guard)
Signature ability - Antitransference - Damaging moves deal 50% more damage to targets at or below 50% health.
4-move-physical.png
: Dive, Liquidation, Flip Turn, Astonish, Shadow Sneak, Phantom Force, Poltergeist, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Payback, Play Rough, Spirit Break, Reversal, Revenge, Acrobatics, Ice Spinner, Bind, Wrap, Covet, Double Hit, Poison Jab, Psycho Cut
4-move-special.png
: Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Chilling Water, Night Shade, Shadow Ball, Ominous Wind, Hex, Signal Beam, Dark Pulse, Night Daze, Dazzling Gleam, Disarming Voice, Moonblast, Focus Blast, Absorb, Giga Drain, Energy Ball, Blizzard, Ice Beam, Icy Wind, Swift, Tri Attack, Weather Ball, Wring Out, Sludge Bomb, Acid Spray, Venoshock, Psychic, Mirror Coat, Extrasensory, Psyshock, Eerie Spell, Power Gem, Flash Cannon, Mirror Shot
4-move-status.png
: Rain Dance, Aqua Ring, Soak, Confuse Ray, Curse, Destiny Bond, Spite, Grudge, Fake Tears, Flatter, Memento, Snatch, Torment, Charm, Moonlight, Misty Terrain, Will-O-Wisp, Strength Sap, Haze, Snowscape, Disable, Supersonic, Pain Split, Psych Up, Safeguard, Follow Me, Me First, Stockpile, Swallow, Work Up, Acid Armor, Toxic Spikes, Venom Drench, Light Screen, Reflect, Calm Mind, Cosmic Power, Imprison, Magic Coat, Skill Swap, Trick Room

Eldritch Vision -
ghost.png
-
4-move-physical.png
- 150 BP - 5 PP - 80% - Non-contact unlike most Physical moves. Hits all adjacent Pokémon in Double Battles. User takes recoil damage equal to 50% of the damage dealt to all hit targets.


"A perfect organism, approaching an evolutionary singularity. The pioneer and guide of we many. The last first-born. Seaborn."
Form: Mizuki-Progenitor (Izumik, Source of Ecology)
G-Max Move:
G-Max Interpret -
water.png
- Binds the target for four to five turns in a similar fashion to Whirlpool like with G-Max Sandblast doing the same for Sand Tomb. If the target switches out or faints, the binding effect does not prematurely end.

Reasoning: Primary Water-type due to being an Aegir based on a jellyfish, which has been portrayed in the Water-type mons Tentacruel & Jellicent. Ghost-type is secondary due to his codename etymology having moon-based ties; Lunala is part-Ghost type and Alola protagonist character Selene, also named after the moon, is named Mizuki in Japanese. Clear Body due to being also shared with Tentacruel and suits his origin as a moon jellyfish Aegir, which is well known for its translucent, glass-like body. Antitransference is his signature ability, which is based on one of his Talents in Arknights, there worded as “Countertransference". Both here and back in his home game, it activates a damage boost when he targets foes with 50% HP or less, which is already shown in Pokémon via Brine. The damage bonus with Antitransference is lower than that of Brine due to balancing reasons and effect overlap with Brine. Magic Guard is his hidden ability to incentivize the usage of his signature move, Eldritch Vision, which is based on one of his skills in Arknights, as “Moon in the Water", which also has some sort of recoil damage in Arknights. Like mons with the Rock Head + Head Smash combination, like Aggron and Tyrantrum, this gives Mizuki a unique edge in wallbreaking and tanking. Magic Guard is also shared with seemingly alien, otherworldly, occult realmons like Alakazam & Sigilyph, these connections to such mons via this ability might support his origins to the Church of the Deep as a Lovecraftian Jesus parallel who was fostered by the head priest of the church, Cicero. With the Gigantamax factor, he becomes a fully-fledged Seaborn (in a visual sense) as the Source of Ecology in similar fashion to fellow cnidarian Aegir Highmore, except by fusing with an existing Seaborn deity ala Queen Sectonia and the Dreamstalk from Kirby: Triple Deluxe. This enemy form bears striking resemblance to Nihilego, also debuting in the same generation as trainer Selene and legendary Lunala. His G-Max Move is G-Max Interpret, based on the shockwave attack seen in his boss fight, which similarly can have a similar effect that causes Stunned Operators to gradually lose HP. G-Max Interpret is Water-type to match its Whirlpool behaviour.

Code:
Mizuki (M) @ Choice Specs / Life Orb
Ability: Antitransference / Magic Guard
EVs: 248 HP / 8 Def / 252 SpA
Brave / Lonely / Quiet Nature
- Shadow Ball
- Focus Blast / Moonblast
- Brine / Surf
- Flip Turn / Shadow Sneak
Code:
Mizuki (M) @ Life Orb
Ability: Magic Guard
EVs: 8 HP / 252 Atk / 248 Def
Adamant Nature
- Eldritch Vision
- Play Rough
- Liquidation
- Shadow Sneak / Flip Turn
Code:
Mizuki (M) @ Leftovers
Ability: Magic Guard / Clear Body
EVs: 248 HP / 252 Def / 8 SpD
Sassy / Relaxed Nature
- Eldritch Vision / Hex
- Will-O-Wisp / Toxic Spikes
- Haze / Destiny Bond
- Memento / Flip Turn / Moonlight

(Resub)

"Some of the people here. Don't you think they're a little too tall? ...No, I don't care. Not actually. How tall you are and how strong you are don't relate. I just need to bring every last one of them down."

Pokémon: Flint
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fighting.png
flying.png

Stats: 99 / 103 / 83 / 51 / 70 / 141 (BST: 547)
Abilities: Iron Fist (HA: Featherweight)
Signature ability - Featherweight - +1 priority to punching moves (the same ones boosted by Iron Fist) as long as user has not been attacked by direct damage. This effect will reactivate if the user is switched out. This will make Mach Punch and Bullet Punch have the same priority as Extreme Speed.
4-move-physical.png
: Counter, Mach Punch, Reversal, Rock Smash, Arm Thrust, Brick Break, Focus Punch, Revenge, Sky Uppercut, Close Combat, Drain Punch, Power-Up Punch, Sky Attack, Brave Bird, Acrobatics, U-turn, Lunge, Feint Attack, Pursuit, Thunder Punch, Fire Punch, Shadow Punch, Needle Arm, Petal Blizzard, Grassy Glide, Trailblaze, Comet Punch, Mega Punch, Strength, Quick Attack, Endeavor, Feint, Chip Away, Retaliate, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Bullet Punch, Aqua Jet, Thief
4-move-special.png
: Focus Blast, Final Gambit, Gust, Hurricane, Heat Wave
4-move-status.png
: Detect, Bulk Up, Quick Guard, Roost, Tailwind, Taunt, Torment, Snatch, Switcheroo, Quash, Sunny Day, Grassy Terrain, Sand Attack, Leer, Swords Dance, Work Up, Laser Focus, Agility, Rain Dance

Reasoning: Fighting-type due to the use of boxing gloves and teaching herself marital arts that include swift and precise punches. Due to her punching skills, she gained Iron Fist as her primary ability which used to be Hitmonchan's signature ability in Generation IV. Featherweight has the same name as her Trait in Arknights but behaves more like Gale Wings due to her being a Liberi and thus the Flying-type as her secondary type. Both abilities synergise perfectly with Scarlet/Violet’s new Punching Glove item, which further boosts her punching moves as well as giving her the added benefit of Protective Pads; after all, she does wear her own set of punching/boxing gloves. She still keeps her Flying-type unlike Sirfetch'd due to still being nimble enough to keep her blinding speed in combat due to not using such heavy armaments like the realmon evolution of Galarian Farfetch'd does. Fighting types often carry high amounts of coverage and such represents her massive movepool which also complements her abilities very well. She carries two of the elemental punches and Bullet Punch for a weapon to use against Fairy-types. She obviously lacks most Special moves, but still has a respectable amount of Status moves that help her and her teammates get an edge in battle, with Tailwind and Quick Guard to reference her supporting nature that is wont in a tower defense game like Arknights. Her stats, calculated straight from Arknights in her Elite 2 promotion, gives her a very high Speed stat of 141, which came from her ASPD of 0.78, one of the fastest ASPD stats in Arknights by far, in direct contrast to the fat penguin Dedede and his subpar base 70 Speed.

Code:
Flint (F) @ Punching Glove
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch / Bullet Punch
- Thunder Punch
- Drain Punch / Brave Bird
Code:
Flint (F) @ Focus Sash
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- Power-Up Punch
Code:
Flint (F) @ Punching Glove / Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- U-turn
 
Last edited:
Neptunia: The main CPU quartet was presumed dead in the Normal Ending of Re;Birth 2 (and the 5 endings that branch off of it).


"I guess it's good to be relied on."
Pokémon: Blanc
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Fairy/Ice
Ability: Filter
Custom moves:
  • Tanzerin Trombe - Fairy, Physical, 20 BP, 100% Acc, 20 PP | Hits 2-5 times
  • Getter Ravine - Ice, Physical, 110 BP, 85% Acc, 5 PP | Has a 10% chance to freeze the target
  • Metzelei Schlag - Fairy, Physical, 120 BP, 85% Acc, 5 PP
Notable moves: Ice Hammer, Triple Axel, Icicle Crash, Icicle Spear, Ice Shard, Body Press, Circle Throw, Gigaton Hammer, Wild Charge, Drill Peck, Poison Jab, Feint, Stomping Tantrum, Bulk Up, Iron Defense, Teleport
Other moves: Brick Break, Strength, Dazzling Gleam, Blizzard, Ice Beam, Focus Blast, Thunderbolt, Air Slash, Amnesia
Stats: 110/90/100/70/90/60 | 520 BST
Blanc.png



"Don't get your hopes up, scum!"
Ultra Burst: Blanc-White-Heart
Item: White CPU Memory
Ability: Levitate
Z-Move: Hard Break - Fairy, Physical, 190 BP | Next turn, the target moves last in its priority bracket* | Requires Tanzerin Trombe
Stats: 110/110/130/80/115/75 (+20 Atk, +30 Def, +10 SpA, +25 SpD, +15 Spe) | 620 BST
White Heart.png


Reasoning: Blanc is the CPU (Console Patron Unit) of Lowee, a guardian deity like the Tapus. She specializes in Ice attacks, with her only elemental SP skill being Getter Ravine. Filter is based on the contrast between her unparalleled defensive potential in the Re;Birth games and the awfulness of Ice as a defensive type. In her HDD (Hyper Drive Divinity) form, she floats with wings and gains a stat boost. It's an Ultra Burst because she can use her EXE Drive, the closest thing to a Z-Move in the Neptunia series, regardless of her form.

*I can't be bothered to piece together a full implementation right now, but I imagine that it would have a condition with a duration of 2 that gives the target an onFractionalPriority of -0.1



"A wild Neptune appeared!"
Pokémon: Neptune
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Fairy/Fighting
Ability: Victory Star / Truant
Custom moves:
  • Cross Combo - Fighting, Physical, 25 BP, 100% Acc, 15 PP | Hits 2-5 times.
  • Victory Slash - Fairy, Physical, 50 BP, 90% Acc, 10 PP | Hits 2 times.
  • Stat Multiplier - Fairy, Status, 10 PP | Grants +1 Def, SpD, and Spe to the user or an adjacent ally.
Notable moves: Sacred Sword, Leaf Blade, Night Slash, Psycho Cut, Swords Dance, Teleport
Other moves: Slash, Double Hit, Cut, Dazzling Gleam, Aura Sphere, Thunderbolt, Flamethrower, Ice Beam, Air Slash, Discharge, Incinerate
Stats: 80/120/75/65/80/100 | 520 BST


"Hahahaha! Neptune missiles fire!"
G-Max Move: G-Max HDD Neptune (Fairy) - 160 BP; ignores Abilities


"I fight for a reason!"
Ultra Burst: Neptune-Purple-Heart
Item: Purple CPU Memory
Intended Tier: OU
Ability: Levitate
Z-Move: Neptune Break - Fighting, Physical, 200 BP | Requires Cross Combo
Stats: 80/135/105/80/100/120 (+15 Atk, +30 Def, +15 SpA, +20 SpD, +20 Spe) | 620 BST


Reasoning: Neptune is the most well-known CPU (Console Patron Unit) of Planeptune, a guardian deity like the Tapus. She does not specialize in any one element, so she is Fighting-type because of her unexplained proficiency in swordplay. Victory Star relates to her status as the series' protagonist, the "Victory" part of the third installment title, and her SP skill Victory Slash. She also gets Truant from her tendency to shirk her duties in favor of recreational activities. In her HDD (Hyper Drive Divinity) form, she floats with wings and gains a stat boost. It's an Ultra Burst because she can use her EXE Drive, the closest thing to a Z-Move in the Neptunia series, regardless of her form.
In-game, she is a simple attacker and stat booster with mostly sword attacks and a few magic attacks, the latter including all four of the game's attack elements: fire, ice, lightning, and wind. Leaf Blade is one particular sword attack that corresponds to how she typically starts off with a wooden sword. Discharge and Incinerate correspond to EX Finish moves: Thunder Break and Thunder Crush with their paralysis chances, and Blaze Break with no added effect, respectively.
Her Gigantamax form is based on the EXE Drive skill HDD Neptune, in which she transforms into a fighter jet (pictured above) and bombards the enemy with missiles.


Neon White: The premise of the game is that the protagonists get a second chance at life.


"Not bad for a dead guy, huh?"
Pokémon: Neon White
Franchise/Origin: Neon White
Intended Tier: OU
Type: Ghost/Fighting
Ability: Mold Breaker / Serene Grace
Custom moves:
  • Divine Bullets - Fighting, Special, 20 BP, 100% Acc, 15 PP | Hits 2-5 times. Neutral against Ghost.
  • Gunshot (Steel-type, physical Snipe Shot)
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
Notable moves: Close Combat, Sacred Sword, Shadow Bone, Rock Blast, Bullet Seed, Scale Shot, Earthquake, Flare Blitz, Liquidation, Extreme Speed, Sucker Punch, U-turn, Astral Barrage, Focus Blast, Earth Power, Fire Blast, Energy Ball, Surf, Snipe Shot, Volt Switch, Teleport, Destiny Bond, Memento
Other moves: Shadow Punch, Phantom Force, Night Slash, Psycho Cut, Flame Charge, Bounce, Retaliate, Stomp, Quick Attack, Comet Punch, False Swipe, Shadow Ball, Shock Wave
Stats: 90/90/90/100/80/120 | 570 BST


Reasoning: Neon White is a 3D platformer about grabbing a limited number of cards and using their effects to reach the goal in record time. A card can be used for its ammunition against the demons that need to be killed, and/or to be discarded for an extraordinary movement option.
Elevate (yellow): 9-round pistol / extra jump
Purify (purple): 35-round machine gun / propulsive bomb
Stomp (green): 30-round submachine gun / ground pound with a shock wave effect
Godspeed (blue): 4-round rifle / forward dash
Fireball (red): 3-round shotgun / flaming dash in any direction
Soul Dominion (turquoise): 4-round rocket launcher / zipline
Mission 11 spoiler - Book of Life (prismatic): no ammo / can be discarded infinitely to teleport to a targeted object, be it a demon or the end of a level (the former is killed instantly)
If Neon White, the protagonist named White and become Neon, is out of cards, then at least he has 30 uses of his katana. If he runs out of those, then he is left with 10 uses of his fists, but exhausting those in turn will lead to his demise. (These weapons are the reason for his Fighting typing, as is the latter quirk for Memento.)
The term "Neon" in this context refers to a dead sinner (fit for Ghost typing) who is brought into "Heaven" and tasked with exterminating demons. That's just the tip of the iceberg, but it should suffice for now.
He gets Mold Breaker because it's obligatory for a Neon striving towards their ideal afterlife, no less one who goes from following orders to defeating his master. Serene Grace comes from the aftermath of Level 10-1, Holy Ground: the Hand of God opens for him only, which fits the Japanese name Heavenly Blessing. Destiny Bond is based on the denouement: White is given the option to write Green, the main antagonist, into the Book of Death. Upon doing so, he loses his life in tandem. His base stats are loosely inspired by those of Marshadow, although his BST is chosen to reflect Silvally.
Note: White moves faster on water than on land.



"Stick with me, and I'll always show you a good time!"
Pokémon: Neon Violet
Franchise/Origin: Neon White
Intended Tier: OU
Type: Ghost/Normal
Ability: Prankster / Infiltrator / Aftermath
Custom moves:
  • Divine Bullets - Fighting, Special, 20 BP, 100% Acc, 15 PP | Hits 2-5 times. Neutral against Ghost.
  • Gunshot (Steel-type, physical Snipe Shot)
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
Notable moves: Spirit Shackle, Extreme Speed, Explosion, Rock Blast, Bullet Seed, Earthquake, Flare Blitz, Liquidation, Sucker Punch, U-turn, Astral Barrage, Tera Blast, Focus Blast, Earth Power, Fire Blast, Energy Ball, Surf, Snipe Shot, Volt Switch, Taunt, Stealth Rock, Spikes, Sticky Web, Charm
Other moves: Phantom Force, Facade, Stomp, Quick Attack, Self-Destruct, Flame Charge, Bounce, Shadow Ball, Shock Wave, Attract, Captivate
Stats: 65/76/84/89/96/120 | 530 BST


Reasoning: Much of the description about Neon White (the character) applies to Neon Violet as well. However, she is not able to experience Mission 11, she lacks a katana, and she is certainly no infighter. Instead, she specializes in lockpicking, traps, and explosives. As evident in her first Memory and the end of Mission 10, her typical response to being in mortal peril is using explosives to quite literally go out with a bang. Her mask, shortstack physique, and playful nature evoke the image of a rabbit not unlike Diggersby or Lopunny, hence her Normal typing and base stats. (Also, her BST matches that of Cinderace.) The traps in question include the tripwire that appears starting in Mission 6. Part of her playful nature is being quite a flirt, not above using her feminine charm to her advantage. Another part is plotting to blow up Neon Red, and at one point she even makes fun of White's "flat ass."



Pokémon: Queen Gibdo
Franchise/Origin: The Legend of Zelda: Tears of the Kingdom
Intended Tier: UU
Type: Ground/Bug
Ability: Gibdo Wings - The user deals 1.5* damage with, and takes neutral damage from, Flying-type moves but is weak to Electric even if Ground-type. This Ability cannot be removed, suppressed, or copied.
Notable moves: Earth Power, Scorching Sands, Bug Buzz, Hurricane, Air Slash, Shadow Ball, Dark Pulse, Giga Drain, Earthquake, Bone Rush, Attack Order, First Impression, Leech Life, Dual Wingbeat, Body Press, Shadow Bone, Sucker Punch, U-turn, Roost, Spikes, Quiver Dance, Defog, Whirlwind
Other moves: Mud Shot, Mud-Slap, Infestation, Air Cutter, Gust, Bulldoze, Sand Tomb, Skitter Smack, Aerial Ace, Wing Attack, Fly, Double-Edge, Body Slam, Tackle, Tailwind, Defend Order, Sandstorm, Sand Attack
Stats: 85/100/105/105/65/100 | 560 BST


Reasoning: Gibdos are bony creatures of the desert sands that spawn from sandy hives, and this species in particular is capable of spewing sand (not to mention responsible for the Sand Shroud in Gerudo Desert), so Ground typing is obligatory. Being an alpha figure to Moth Gibdos, it is Bug-type like Venomoth, Volcarona, and Frosmoth (which also all happen to have Quiver Dance and Giga Drain). Its Ability gives it an exact weakness set of Fire, Ice, Electric, and Water, which are parallel to the in-game elemental weaknesses of Gibdos. Flying pseudo-STAB is based on its ability to whip up tornadoes. It gets Order moves and Infestation due to being surrounded by hives when battled, as well as Ghost and Dark coverage because Gibdos are mummified creatures (undead, hence the slate bonus).

JavaScript:
gibdowings: {
  onModifyAtkPriority: 5,
  onModifyAtk(atk, attacker, defender, move) {
    if (move.type === 'Flying') {
      return this.chainModify(1.5);
    }
  },
  onModifySpAPriority: 5,
  onModifySpA(atk, attacker, defender, move) {
    if (move.type === 'Flying') {
      return this.chainModify(1.5);
    }
  },
  onEffectiveness(typeMod, target, type, move) {
    if (!['Electric','Flying'].includes(move.type)) return typeMod;
    if (type === target.types[0] && move.type === 'Electric') return typeMod+1;
    return 0;
  },
  onNegateImmunity(pokemon, type) {
    if (type === 'Electric') return false;
  },
  isPermanent: true,
  isUnbreakable: true,
  name: "Gibdo Wings",
  desc: "This Pokemon's offensive stat is multiplied by 1.5 while using a Flying-type attack. This Pokemon is neutral to Flying and weak to Electric.",
  shortDesc: "Offensive stat 1.5x with Flying attacks. Neutral to Flying, weak to Electric.",
  rating: 3,
}
 
Last edited:
Skeleton_King_card_render.png

"The King of the undead himself. He sometimes feels lonely (could be due to his non flattering features) and will summon friends to join him in the battle even after death. Tough guys have feelings too!"
Pokémon: Skeleton King
Franchise: Clash Royale
Intended Tier: OU
Type:
GhostIC_SV.png
64px-GroundIC_SV.png

Ability:
Soul Summoning (Reskin of Supreme Overlord)
4-move-physical.png
Shadow Bone, Phantom Force, Shadow Punch, Bone Club, Bonemerang, Bone Rush, Thousand Arrows, Take Down, Mega Punch, Wood Hammer, Fire Punch, Thunder Punch, Ice Punch, Rock Slide, Rock Tomb, Rock Blast, Dynamic Punch, Drain Punch, Attack Order, Heavy Slam, Gigaton Hammer, Beat Up, Brutal Swing
4-move-special.png
Hex, Shadow Ball, Bitter Malice, Night Shade, Earth Power, Terrain Pulse, Inferno, Thunder, Blizzard, Power Gem, Extrasensory
4-move-status.png
Destiny Bond, Spite, Trick-Or-Treat, Swagger, Scary Face, Will-O-Wisp, Toxic, No Retreat, Defend Order, Heal Order, Psychic Terrain, Iron Defense
Stats: 100/120/100/80/100/44 (Total: 544)

REASONING:

References:
The Skeleton King is a card from Clash Royale. He's one of the few Champion cards, which are incredibly rare, which justifies his great stats. He costs 4 Elixir to deploy (hence the 44 speed) and has the ability to summon a swarm of smaller skeletons to aid him in battle. The number of skeletons deployed is dependent on how many troops have died while the Skeleton King is active. This ability is called Soul Summoning, and it has a really similar Pokémon counterpart in Supreme Overlord, so I just gave it the same effect. Additionally, this gets him moves like Attack Order, Beat Up, No Retreat, and the like. The bone-related moves and hammer/weapon attacks are there for obvious reasons, and he has punching moves because that gauntlet he has looks like it hurts quite a bit. For Special moves, I gave him attacks that reference spell cards in Clash Royale. Lightning = Thunder, Fireball = Inferno, Freeze = Blizzard, and things like that. This also applies to some status moves, like Poison = Toxic. I then just kinda added anything else I could convince myself made sense.
Competitive: Skeleton King might see use as a sort of wall, with a great typing and high defense that can be boosted with Iron Defense/Defend Order. He's got all sorts of powerful attacks if he needs to go on the offensive. This mon might seem pretty broken at first, but he has several weaknesses as well. His speed is pretty bad, and his STAB moves are kinda bad, with his best Ghost attack being Phantom Force, which can be easily Protected, and Thousand Arrows, which is good but not great. He also doesn't have much of a gimmick, he just hits as hard as possible. But he's really good at hitting as hard as possible, especially with his Soul Summoning ability.
Slate Bonus: His whole theme is being the king of the undead, and he summons the souls of fallen troops as a bonus.



Muffet_overworld.png

"Don't look so blue, my deary~
... I think purple is a better look on you!"

Pokémon: Muffet
Franchise: Undertale
Intended Tier: UU
Type:
BugIC_SV.png
FairyIC_SV.png

Ability:
Compound Eyes, Swarm, Hospitality
4-move-physical.png
U-Turn, Skitter Smack, Pounce, Bug Bite, Play Rough, Spirit Break, Pay Day, Hyper Fang, Super Fang, Facade, Fire Fang, Thunder Fang, Ice Fang, Poison Fang, Psychic Fangs, Heart Stamp, Crunch, Thief, Fling, Knock Off, Jaw Lock, Pursuit
4-move-special.png
Bug Buzz, Infestation, Alluring Voice, Dazzling Gleam, Draining Kiss, Disarming Voice, Swift, Terrain Pulse, Scald, Matcha Gotcha, Electroweb
4-move-status.png
Sticky Web, String Shot, Spider Web, Silk Trap, Rage Powder, Decorate, Captivate, Play Nice, Tidy Up, Teatime, Lovely Kiss, Scary Face, Mean Look, Block, Laser Focus, Strength Sap, Imprison, Heal Pulse, Nasty Plot, Embargo, Memento, Parting Shot, Switcheroo, Charm, Sweet Kiss, Aromatic Mist, Misty Terrain, Decorate
Stats: 91/73/69/69/58/127 (Total: 487)

REASONING:

References:
Muffet is a miniboss in Undertale. Located in the Hotlands, she opens a bake sale with overpriced items (Pay Day), then traps the player in her webs (Sticky Web, Silk Trap, etc), leaving them no option but to engage in a fight. Her attacks mostly consist of sending her spiders along webs to strike the player, and throwing various foods at them. This allows Muffet to get moves like Infestation, Pounce, Fling, and more. Her most dangerous attack, however, is when she sends her pet muffin-spider creature to attempt to eat its target. This inspires various biting moves, as well as Pursuit.
Competitive: Muffet is an very fast support mon with lots of status moves that work in many scenarios. She specializes in trapping opponents, lowering their speed in many ways. She's especially useful in doubles (if DCC is/becomes a thing) with Hospitality, Heal Pulse, Aromatic Mist, and more. If she needs to go on the offensive, she has good attacks and good setup as well. Muffet is an unpredictable mon that can pick apart the opponent in so many ways. The downside is that her stats aren't exactly amazing, and neither is her Bug type and abilities.
 
Voting time! You have one week to vote for your three favourite subs.
ImaginaryNeon's The Medic
Falchion's Cala Maria
KeeganSkymin4444's Siffrin
KeeganSkymin4444's Drake
KeeganSkymin4444's Leif
Pika Xreme's The Knight (more never came...)
leafsaber47's ST AR-15
leafsaber47's Mudrock
leafsaber47's Mizuki
leafsaber47's Flint
Mygavolt's Blanc
Mygavolt's Neptune
Mygavolt's Neon White
Mygavolt's Neon Violet
Mygavolt's Queen Gibdo
SpyderMarz's Skeleton King
SpyderMarz's Muffet

At the end of this slate, there will be a Balance Slate. You can head over to petmodsdh.com to test out the current metagame though many of the more recent slates have not been coded yet. Post any replays you find interesting to the Discord channel. There are prizes for the most active members.
 
crossover chaos BS4.png

Congratulations to Pika Xreme, KeeganSkymin4444 and Falchion for winning with The Knight, Leif and Cala Maria. Falchion has earned the Erghiez title.

We're having a break from the usual routine and having a Balance Slate. Please use the following format to suggest any changes:

Effected Pokemon:
Balance Suggestion:
Reason:


All stats, movepools, abilities and any other information about Crossover Pokemon can be found here.
You can play the current meta here.

Suggestions will be open for one week when all suggestions will be compiled and voted on.

Have fun!
 
Last edited:
Not a whole lot this time.

Effected Pokémon: Luigi
Balance Suggestion: -13 Spe
Reason: Luigi having a higher BST than his brother? That's a bit odd... Never mind the fact that in the Mario & Luigi games (RIP Alphadream) Mario is almost always going to be faster than Luigi. With this change, he'll now have a BST of 560, just 5 points shy of his older sibling.

Effected Pokémon: Bagpipe
Balance Suggestion: -10 SpA
Reason: With the fact her base physical Attack has been increased in the past, I think it's very apparent her base 115 Attack basically made any chance of using Special moves with her obsolete. This stat decrease puts her at a base stat total of 540, the same as fellow dragon Haxorus. No harm in decreasing points in stats that don't really matter for most people, right?

Effected Pokémon: Geno
Balance Suggestion: +Swift
Reason: Yes, I know this is very trivial and mostly something meant as flavour, but Swift's Japanese name is Speed Star. As Geno is the sworn protector of the Star Road, why wouldn't he have a star-shooting move in his movepool? Pretty awkward of a thing to forget if you ask me.
 
Affected Pokemon: Tsih
Balance Suggestion: Retier to OU
Reason:
Crossover Chaos OU is closer to the balance point I was trying to hit with Tsih than Crossover Chaos UU is. Seriously, she'll mangle everything down there.
 
Affected Pokemon: Noelle
Balance Suggestion: Sleep Powder + Snowgrave (special ice type focus punch clone)
Reason: Although this might make her more annoying, sleep powder makes sense because she has a move in deltarune called sleep mist. If you do this, noelle can probably go to Ou. It also combos with her new move snowgrave. Originally, I was gonna make noelle and add this move but I was too late. It is really strong and combos really well with sleep powder, and makes sense based on the snowgrave route. If only snowgrave and not sleep powder is added, I’m ok with that.
 
Slate 26: Anything Goes
H2x1_NSwitchDS_ArtOfBalance_image1600w.jpg

While you're making submissions for the current slate, respond to the Balance Slate poll to have a say on which balance suggestions will be implemented.

There is no bonus theme this week. Both the current submission phase and the Balance Slate poll will be open for one week.

Have fun!​
 
Me submitting two mons at once? Unheard of.


"How do I keep some big mean mother hubbard from tearing me a structurally superfluous new behind? The answer? Use a gun. And if that don't work, use more gun."
Pokémon: Engineer
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Type: Electric/Psychic
Abilities: Technician, Regenerator (HA)
Notable moves: Teleport, Bullet Seed, Psychic, Tri Attack, Follow Me, Tailwind, Drill Run, Stealth Rock, Spikes, Payback, Bone Club, Electric Terrain, Headbutt, Light Screen, Reflect, Wide Guard, Eureka Effect, Dispenser, Thunderbolt, Magnet Rise, Volt Switch, Bullet Burst, Iron Head, Retaliate, Lock-On, Curse, Body Slam, Wrap, Flash Cannon, Aura Sphere,
Signature move 1: Eureka Effect (-- BP, Electric, Status, -- Accuracy, 8 PP, Baton Pass clone that sets up Electric Terrain a la Chilly Reception)
Signature move 2: Dispenser (-- BP, Electric, Status, -- Accuracy, 16 PP, Aqua Ring clone)
Code:
    eurekaeffect: {
        num: 999,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Eureka Effect",
        pp: 5,
        priority: -1,
        flags: {metronome: 1},
        terrain: 'electricterrain',
        onHit(target) {
            if (!this.canSwitch(target.side) || target.volatiles['commanded']) {
                this.attrLastMove('[still]');
                this.add('-fail', target);
                return this.NOT_FAIL;
            }
        },
        self: {
            onHit(source) {
                source.skipBeforeSwitchOutEventFlag = true;
            },
        },
        selfSwitch: 'copyvolatile',
        secondary: null,
        target: "self",
        type: "Electric",
        contestType: "Clever",
    },
    dispenser: {
        num: 999,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Dispenser",
        pp: 10,
        priority: 0,
        flags: {snatch: 1, metronome: 1},
        volatileStatus: 'dispenser',
        condition: {
            onStart(pokemon) {
                this.add('-start', pokemon, 'Dispenser');
            },
            onResidualOrder: 6,
            onResidual(pokemon) {
                this.heal(pokemon.baseMaxhp / 16);
            },
        },
        secondary: null,
        target: "self",
        type: "Electric",
        zMove: {boost: {spd: 1}},
        contestType: "Clever",
    },
Stats: 85/90/90/110/95/70 (540 BST)

Explanation: The Engineer's primary playstyle in TF2 revolves around setting up a Level 3 Sentry, Dispenser, and Teleporter around the map to help your team, so I attempted to recreate that by making him into a baton passer of sorts.


"Pilot control initiated. Focus. Plan. Attack."
Pokémon: Ronin
Franchise/Origin: Titanfall 2
Intended Tier: OU
Type: Dark
Ability: Sharpness, Emergency Exit (HA)
Notable moves: Self-Destruct, Teleport, Extreme Speed, Electroweb, Smokescreen, Parting Shot, Body Slam, Body Press, Thief, Iron Head, Sacred Sword, Bullet Punch, Leaf Blade, Broadsword, Air Slash, Thunder Shock, Endure, Night Slash, X-Scissor, Psycho Cut, Flame Charge, Swords Dance, Iron Defense, Thunder Wave, Smart Strike, Mega Kick,
Signature move: Broadsword (85 BP, Dark, Physical, 100% Accuracy, 16 PP, 10% flinch, slicing, high crit ratio)
Z-Move: Sword Core (Broadsword) (160 BP, Dark, Physical, User: +1 Atk, Spe)
Code:
    broadsword: {
        num: 999,
        accuracy: 100,
        basePower: 85,
        category: "Physical",
        name: "Broadsword",
        pp: 10,
        priority: 0,
        flags: {protect: 1, mirror: 1, metronome: 1, slicing: 1},
        critRatio: 2,
        secondary: {
            chance: 10,
            volatileStatus: 'flinch',
        },
        target: "normal",
        type: "Dark",
        contestType: "Smart",
    },
    swordcore: {
        num: 999,
        accuracy: true,
        basePower: 160,
        category: "Physical",
        name: "Sword Core",
        pp: 1,
        priority: 0,
        flags: {},
        isZ: "roniniumz",
        secondary: {
            chance: 100,
            self: {
                boosts: {
                    atk: 1,
                    spe: 1,
                },
            },
        },
        target: "normal",
        type: "Dark",
        contestType: "Cool",
    },
Stats: 75/125/85/70/80/115 (550 BST)

Explanation: In Titanfall 2, Ronin specializes in short-range and melee combat, hence the high Attack and Speed.
Various moves were based on Ronin's abilities, the kits that it can use, or just the fact that it has a big sword.
Thunder Wave, Thunder Shock, Air Slash: Arc Wave
Electroweb, Smokescreen: Electric Smoke
Self-Destruct: Nuclear Ejection
Parting Shot, Emergency Exit: Stealth Auto-Eject/Phase Reflex
 
Who thought version-exclusive Gym Leaders were a good idea?

(New)

"It is the complex hidden rules of human society that made me who I am and destroyed who I really was... But no matter what I have become, the night and the starry sky are always there for me, just like they're there for everyone else."
Pokémon: Kaalaa Baunaa
Franchise/Origin: Reverse: 1999
Intended Tier: UU (with potential OU niche)
Type:
rock.png
psychic.png

Stats: 91 / 87 / 82 / 145 / 73 / 70 (BST: 548)
Abilities: Steadfast / Super Luck (HA: Analytic)
4-move-physical.png
: Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Psyshield Bash, Reversal, Acrobatics, Bulldoze, Lunge
4-move-special.png
: Ancient Power, Power Gem, Meteor Beam, Confusion, Psychic, Future Sight, Mirror Coat, Psyshock, Stored Power, Expanding Force, Swift, Tri Attack, Hidden Power, Terrain Pulse, Focus Blast, Earth Power, Scorching Sands, Shadow Ball, Mystical Fire, Magical Leaf, Energy Ball, Grass Knot, Zap Cannon, Shock Wave
4-move-status.png
: Sandstorm, Stealth Rock, Barrier, Light Screen, Meditate, Reflect, Calm Mind, Cosmic Power, Imprison, Skill Swap, Gravity, Trick Room, Magic Room, Wonder Room, Psychic Terrain, Disable, Focus Energy, Mind Reader, Helping Hand, Wish, Work Up, Confuse Ray, Sunny Day, Rain Dance, Thunder Wave, Flatter, Torment, Quash

Z-Move - Requires Meteor Beam and Kaalaabaunium Z - Ultimate Perfection -
rock.png
-
4-move-special.png
- 200 BP - Raises user’s Sp. Atk stat by 1 stage after dealing damage.

Reasoning: Primary Rock-type due to her Mineral afflatus. Her secondary Psychic-type is due to her work as an astrologist and a master of a separate plane of reality known as the “Meditation Realm”, meditation being seen in realmons Meditite and Medicham with its Hindu themes, as Kaalaa Baunaa herself is from the Indian subcontinent. Fellow Psychic-type Starmie’s pre-evolution Staryu communicates with the stars, and she shares the same hidden ability as Staryu and Starmie Analytic, as Kaalaa Baunaa is very into her astrological work, which is done in a very methodical manner, and shows an astute intelligence on level with an arcanist but exceeded her fellow humans she interacted with when she was a child. Kaalaa Baunaa’s non-Hidden Abilities includes Steadfast, owing to her fixed and unmoving research routine — how she is often compared to a fixed star in the night sky, and Super Luck, as her Insight II Inheritance Effect increases her critical hit rate like Super Luck does. Her Z-Move uses Meteor Beam as its base move, as the move adheres to space in the same way the telescope-using astrologists and astronomers (which the former is often confused with the latter). This Z-Move is her Ultimate within her source material of the same name, and includes the Full Moon Divination boosts to her damage (which is the Mental type ala Special attacks) as an additional effect. Enchanted Strike, her Arcane Skill, is depicted as a shoulder tackle so Psyshield Bash is her only Physical Psychic-type move she can learn (over Psycho Cut or Zen Headbutt). Most of Kaalaa Baunaa’s base stats are derived from her various Attributes from Reverse: 1999 itself (HP to HP ofc, ATK to Attack/Sp. Atk, Reality DEF to Defense, Mental DEF to Sp. Def). Her base Speed stat is 70, the same as Solrock and Lunatone, which both share the same Rock/Psychic typing as her. This works quite well with her Analytic ability as she can retaliate against the plenty of faster foes she gets outspeeded by harder than without Analytic without the overreliance on trying to hit any switch-ins for the ability’s damage bonus to apply.

Code:
Kaalaa Baunaa (F) @ Power Herb / Kaalaabaunium Z
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Meteor Beam
- Earth Power
- Psychic / Psyshock
- Stealth Rock / Focus Blast
Code:
Kaalaa Baunaa (F) @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Power Gem
- Earth Power
- Psychic / Psyshock
- Hidden Power (Ice)
Code:
Kaalaa Baunaa (F) @ Colbur Berry / Leftovers
Ability: Analytic
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Protect
- Wish
- Stealth Rock / Thunder Wave
- Power Gem / Mirror Coat

(New)

"When the aether darkens, 'tis an omen that snowfall draws dear..."

Pokémon: SilverAsh
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ice.png
steel.png

Stats: 101 / 116 / 89 / 58 / 100 / 85 (BST: 549)
Abilities: Overcoat (HA: Contrary)
4-move-physical.png
: Ice Shard, Icicle Crash, Iron Tail, Steel Roller, Cut, Quick Attack, Slash, Facade, Fake Out, Feint, Rock Climb, Retaliate, Counter, Reversal, Revenge, Superpower, Close Combat, Sacred Sword, Aerial Ace, Poison Jab, Bulldoze, Rock Slide, Rock Tomb, Stone Edge, U-turn, Pounce, Liquidation, Aqua Cutter, Psycho Cut, Outrage, Dual Chop, Beat Up, Knock Off, Assurance, Night Slash, Payback, Foul Play, Throat Chop, Lash Out, Spirit Break
4-move-special.png
: Aurora Beam, Blizzard, Icy Wind, Steel Beam, Razor Wind, Air Slash, Ancient Power, Shadow Ball, Whirlpool, Chilling Water, Mirror Coat, Dark Pulse, Snarl
4-move-status.png
: Haze, Snowscape, Metal Sound, Leer, Substitute, Swords Dance, Endure, Mean Look, Mind Reader, Acupressure, Me First, After You, Laser Focus, Detect, Quick Guard, Toxic, Stealth Rock, Wide Guard, Curse, Spite, Rain Dance, Agility, Imprison, Trick, Taunt, Torment, Embargo, Quash

Truesilver Slash -
steel.png
-
4-move-physical.png
- 130 BP - 5 PP - 90% - Lowers user's Defense stat by 2 stages. Slicing move (boosted by Sharpness). Hits all other Pokémon in a Double Battle.

Reasoning: Primary Ice-type due to being a snow leopard Feline from Kjerag, whose sword prowess is mirrored by Chien-Pao, who, like SilverAsh himself, has snow leopard inspiration all the while additionally carrying sword motifs like SilverAsh does. His secondary Steel-type references the Karlan Trading Company he helms a centrepiece of the Kjerag nation in terms of commerce (Gholdengo anyone?) and technological prowess. This is also a slight nod to his sword, which is normally disguised as a cane, already something seen in the Honedge family of realmons. His infamously potent S3 of the same name is his signature move, which similarly demerits his Defense while giving him massively cracked attacking power, even able to hit multiple targets at once. His Primary Ability is Overcoat, owning to his winter clothing, with a fur-like lining on his parka-like coat. Being Ice/Steel means the ability is only for escaping powder moves like Sleep Powder which is very niche as his typing renders him immune to both Sandstorm and the pre-LA weather Hail. Thus, his hidden ability is Contrary, which turns over the Defense debuff of his signature move upside down, and with Superpower as coverage turns him into a destructively potent crit-me-not sweeper with decent base Speed. This also references Rhodes Island’s initial distrust of SilverAsh and the Karlan Trading Company, coming to a head due to the Break the Ice event where SilverAsh initiates a staged coup that could land his nation in a civil war showing how he is very manipulative when it comes to what he wants, where he used his strategic knowledge to discredit any opposition to his aim towards getting the throne of Kjerag overthrown and would have caused more extreme effects on his nation after his plan is completed due to the Doctor throwing a wrench in what could have spelled total disaster for the changed country of Kjerag. His actions on the Great Elder of Kjerag, purposefully terminated by SilverAsh himself by a poisoned drink results in the offbeat moves Poison Jab and Toxic in his movepool. Having that same death SilverAsh perpetrated being used as a scapegoat for removing the isolationist policy the person he killed was trying to keep imposed as a precedent from his ancestors results in Substitute being learned by level-up, Substitute in Japanese (Pokémon’s original language as Chinese is for Arknights) literally translates to Scapegoat, even if Substitute in Chinese does not actually translate to the word scapegoat.

Code:
SilverAsh (M) @ Leftovers
Ability: Contrary
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Truesilver Slash
- Icicle Crash
- Superpower
- Ice Shard / U-turn
Code:
SilverAsh (M) @ Heavy-Duty Boots
Ability: Contrary
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off / Truesilver Slash / Fake Out
- Stealth Rock / Toxic
- Taunt / Toxic
- U-turn
Code:
SilverAsh (M) @ Assault Vest
Ability: Contrary
EVs: 248 HP / 4 Atk / 4 Def / 252 SpD
Careful Nature
- Truesilver Slash
- Superpower
- Knock Off
- Icicle Crash

(Gen 8 Resub)
yakumoyukari_dairi.jpg

"Soon you will be behind my barriers. There within, it's neither night nor day. The edges of my barriers cannot be found!"
Pokémon: Yukari Yakumo
Franchise/Origin: Touhou Project
Intended Tier: Ubers
Type:
psychic.png
ghost.png

Stats: 98 / 100 / 106 / 156 / 130 / 90 (BST: 680)
Abilities: Forewarn (HA: Magician)
4-move-physical.png
: Psycho Cut, Astonish, Shadow Punch, Shadow Sneak, Phantom Force, Poltergeist, U-turn, Lunge, Beat Up, Feint Attack, Pursuit, Thief, Knock Off, Fling, Punishment, Sucker Punch, Foul Play, Spirit Break, Counter, Low Kick, Reversal, Revenge, Wake-Up Slap, Low Sweep, Acrobatics, Double Slap, Quick Attack, Strength, Endeavor
4-move-special.png
: Psybeam, Psychic, Future Sight, Mirror Coat, Extrasensory, Psyshock, Expanding Force, Night Shade, Shadow Ball, Hex, Dark Pulse, Spacial Rend, Zap Cannon, Shock Wave, Charge Beam, Dazzling Gleam, Focus Blast, Energy Ball, Sonic Boom, Swift, Tri Attack, Wring Out, Terrain Pulse, Ancient Power, Power Gem, Water Pulse
4-move-status.png
: Barrier, Light Screen, Reflect, Rest, Teleport, Calm Mind, Imprison, Magic Coat, Trick, Miracle Eye, Magic Room, Wonder Room, Psychic Terrain, Confuse Ray, Destiny Bond, Flatter, Snatch, Taunt, Torment, Nasty Plot, Misty Terrain, Sunny Day, Will-O-Wisp, Grassy Terrain, Haze, Disable, Leer, Substitute, Swords Dance, Foresight, Mean Look, Nature Power, Slack Off, Me First, After You, Work Up, Confide, Teatime, Wide Guard, Rain Dance, Life Dew

Hyperspace Gap -
ghost.png
-
4-move-special.png
- 80 BP - 5 PP - —% - Perfect accuracy. Bypasses and removes the effects of Protect, Detect, and other protection moves from the hit target.
Z-Move - Requires Hyperspace Gap and Yukarium Z - Abandoned Station Travelers -
ghost.png
-
4-move-special.png
- 160 BP - Ignores Normal-type immunity to Ghost-type moves. Deals damage using the target's Defense instead of Special Defense.

Reasoning: Primary Psychic-type due to her ability to manipulate barriers and boundaries with the added support of Onmyoudou, Taoism-derived arts of creating and manipulating such barriers, which are sourced from Japanese court wizards, the word “wizard" often used to describe many a Psychic-type due as Delphox and partially Alakazam. Secondary Ghost-type due to being a youkai, a word intended for Japanese spiritual creatures. She shares the Ghost typing with Dusknoir, the realmon that is the (de facto) gatekeeper to the spirit world of Pokémon, which mirrors Yukari being such to Gensokyo. This dual Ghost/Psychic-typing is also shared with Hoopa Confined, another trickster who uses portals to their benefit, in Yukari's case, it's her gaps. Hyperspace Gap is a Ghost-type version of that aforementioned realmon's signature move, Hyperspace Hole, which can be upgraded to a Z-Move of one of her most infamous spell cards debuting in Touhou 10.5, Abandoned Line “Aimless Journey to the Abandoned Station", shortened to Abandoned Station Travelers to fit within theoretical character limits. Her Z-Move can hit Normal-types due to being an object that has a physical body despite being summoned via her supernatural gaps. It would be unfitting for something as mundane as a regular cow like Miltank be unaffected by a train that would easily spell death to anyone stuck in its tracks in real life. Forewarn as primary ability due to her high level of intellect and insight on Gensokyo, showing an almost omnipresent view of events around the realm within the Great Hakurei Barrier. Magician is her Hidden Ability, also shared with Hoopa Confined. Along with Magician, she has several assets to help yank away items from her unfortunate victims including Thief, Knock Off, Trick, and Magic Room. Yukari Yakumo, being the lazy youkai she is, gets Rest and the more viable Slack Off to show off this side of her personality. Being one of the sages of Genskoyo and one of the strongest citizens of it, she sports a very high base stat total of 680, often a BST reserved for box legendaries in official Pokémon games. Her base Speed stat is 90, 90 being the number of the Comiket convention where the ninth volume of the ZUN's Music Collection music CDs, Old Testament Tavern ~ Dateless Bar “Old Adam", was publicly released. Dateless Bar “Old Adam" is one of the installments of the music CDs detailing the story of the Hifuu Club members Maribel Hearn and Renko Usami. The former of the two is often theorized to being a younger version of Yukari Yakumo and is allegedly an origin story for the powerful gap youkai.

Code:
Yukari Yakumo (F) @ Yukarium Z
Ability: Forewarn
EVs: 4 Def / 252 SpA / 252 Spd
Timid Nature
- Hyperspace Gap
- Spacial Rend
- Psyshock / Shadow Ball
- Nasty Plot / Destiny Bond
Code:
Yukari Yakumo (F) @ Life Orb
Ability: Magician
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Shadow Ball
- Psyshock
- Dazzling Gleam
- Slack Off / Calm Mind

(Resub)

"I am... a believer chasing after the will of the heroes. My weapon shall remain ever sharp and free of rust, to be employed against the forces of injustice and cruelty. My humility shall not be forgotten, and it will remind me of my mission to save others."

Pokémon: Pallas
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fighting.png

Stats: 88 / 114 / 95 / 57 / 70 / 105 (BST: 529)
Abilities: Guts / Tangled Feet (HA: Victory Star)
4-move-physical.png
: Counter, Reversal, Revenge, Superpower, Slam, Endeavor, Facade, Retaliate, High Horsepower, Stone Edge, Smack Down, U-turn, Power Whip, Trailblaze
4-move-special.png
: Final Gambit, Wring Out, Terrain Pulse, Air Slash, Giga Drain, Grass Knot, Stored Power, Aurora Beam
4-move-status.png
: Quick Guard, Coaching, Swords Dance, Endure, Morning Sun, Safeguard, Helping Hand, Wish, Entrainment, Work Up, Laser Focus, Wide Guard, Metal Sound, Sunny Day, Rain Dance, Life Dew, Grassy Terrain, Agility, Light Screen, Reflect, Calm Mind, Magic Coat, Role Play, Flatter, Quash, Sweet Kiss, Floral Healing

Victory Strikes -
fighting.png
-
4-move-physical.png
- 50 BP - 10 PP - 100% - Hits twice. Does not make contact unlike most Physical moves.

Reasoning: Pure-Fighting type due to her status as a valiant defender of her homeland’s forces against Sragon and took leadership against Sargon invaders for a small Minoan village and the resistance she minted with them. This is like how the Fighting-type Swords of Justice were united to push back humans by protecting various Pokémon. Additionally, Paldean Tauros, a similar bovine character, is Fighting-type, either a pure-typing or in a part of a dual-typing, in all three of its forms/breeds. Her primary ability is Guts, owing to her tenacity against the invaders from Sargon during Minos’s war with the neighbouring Sargon despite her unremarkable fighting prowess. Various Fighting-types often carry Guts as an ability. Guts is also an ability that Taillow has, noted to stand up to foes more powerful than it despite the disadvantages that might have. Pallas’s best friend Erato, like Taillow, is based on various bird species. As an alcoholic, Tangled Feet is her secondary ability. Spinda, which carries that same ability (in the same ability slot, no less), often is assumed to have a gait that can be seen as one made under inebriation. Her Hidden Ability is Victory Star, owing to the epithet the Minoan citizens granted her with, “Goddess of Victory and Wisdom”, as she formerly had many followers that worshipped her as if her epithet/title was the truth. Her codename refers to the Greek goddess Athena, and the realmon owner of Victory Star is Victini, who takes inspiration from similar Greek goddess Nike. As Victini is a Mythical Pokémon, Victory Star has been relegated to a Hidden Ability. Her signature move, Victory Strikes, is based and nearly named after her first skill (and the most useful out of the three she has, funnily enough) from her source material, Strikes of Victory, which changes her attacks to hit twice in a consecutive manner, reflected in the multi-strike nature of the move. As Pallas uses a flail/whip to attack and Victory Strikes makes use of it as a reliable STAB move, it does not make contact and provide her Fighting STAB that helps her avoid Static, Poison Point, Effect Spore, Rough Skin, Iron Barbs, and any other such ability — as the strong Fighting moves Superpower and its stronger sister move Close Combat (Pallas cannot learn Close Combat though) make contact. This flail/whip of hers is the reason why she also learns Power Whip, as shaky of a coverage type Grass can be. She uniquely has various experiences with medicine and drama. Combined with her rose and flower-based thematises, she can learn Floral Healing to provide a supportive role in Double Battles. Two other assets in Helping Hand (from her actions in her Minoan resistance against Sargon invasion attacks) and Wide Guard (because she hails from a tower defence game) makes her a very potent and versatile player in Double Battles. Her base stats are derived from her Elite 2 promotion parameters at Lv. 90 (minus Trust bonuses) – this additionally means that with her Physical Attack bias, her low Sp. Atk is notably odd since she learns the offbeat Aurora Beam, which goes off that weaker Sp. Atk stat. Aurora Beam is learned by her because her A Drip of Orea and Potamous alternate costume has a rainbow in the artwork, taking its concept of a rainbow-coloured beam quite in a literal manner.

Code:
Pallas (F) @ Leftovers
Ability: Tangled Feet / Guts
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Victory Strikes
- Morning Sun / Wish
- Stone Edge / Protect
- U-turn
Code:
Pallas (F) @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Facade
- Victory Strikes / Superpower
- Stone Edge / High Horsepower
- U-turn
Code:
Pallas (F) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Victory Strikes / Superpower
- Stone Edge
- High Horsepower / Power Whip
- U-turn
 
Last edited:
Resubmissions from Slate 15:


(Image source by KaijuSamurai)

"RAGE."
Pokémon: Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Outrage
Signature moves:
  • Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. 30% chance to inflict a burn. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
G-Max Move: G-Max Infernal Chasm - Fire-typed. Literally his Infernal fatality, albeit instead of sending the opponent down into the depths of the Earth's crust, the fissure Diablo summons shoots up an absolutely massive geyser of lava that engulfs all opponents on the field that can be targeted; any opponent hit by this move has a 50% chance to be burned. Non-grounded opponents take only half damage and will not be burned, but opponents using Dig will receive double damage and a guaranteed burn.
Stats: 65 HP/115 Atk/65 Def/115 SpA/65 SpD/100 Spe = 525

Reasoning:
The premise of Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.

Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with a decent turn of speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one blosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, and the deleterious effects that each of them may have on the opposition will only give him even more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.



"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Intended Tier: UU
Type: Psychic/Grass
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Wish, Calm Mind, Healing Wish, Heal Pulse, Confusion, Teleport, Psybeam, Psychic, Stored Power, Psyshock, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Aromatic Mist, Dazzling Gleam, Crafty Shield
Signature moves:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Psychic, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers both a Protect effect for the rest of the turn and healing by 25% of the target's maximum HP.
Z-Move: Tree of Life - Status, requires Jungle Healing. Creates a tree-shaped energy construct like his ultimate. For the next five turns, not only are any allies including himself healed by 50% of their max HP (i.e. free Recover per turn), but any incoming attack damage is also reduced by 25% until the effect expires.
Stats: 120 HP/65 Atk/120 Def/65 SpA/120 SpD/40 Spe = 530

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

----------

Resubmission from Slate 23:




"You are not prepared, PEASANTS! Long live RAWA THE DRAGON KING!"
Pokémon: Rawa
Franchise/Origin: GigaBash
Intended Tier: Ubers
Type: Dragon/Steel
Ability: Heavy Metal, Ethereal Flame*, Good As Gold (Hidden)
Prevents the Pokémon from being frozen, and also doubles the power of Fire-type moves.
Notable moves: Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Outrage, Scale Shot, Twister, Gyro Ball, Hard Press, Heavy Slam, Iron Defense, Iron Head, Iron Tail, Metal Burst, Metal Claw, Metal Sound, Mirror Shot, Smart Strike, Burn Up, Burning Jealousy, Ember, Eruption, Fire Blast, Fire Fang, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Heat Crash, Heat Wave, Incinerate, Inferno, Overheat, Raging Fury, Sunny Day, Temper Flare, Will-O-Wisp, Bulldoze, Earthquake, Fissure, Stomping Tantrum, Earth Power, Surf, Hydro Pump, Muddy Water, Leer, Bite, Crunch, Scary Face, Double-Edge, Take Down, Stomp, Ancient Power, Smack Down, Stealth Rock, Stone Edge, Endure, Brick Break, Hyper Voice, Roar, Thrash
Signature moves:
  • Extinction Beam (Fire, Special, 100 BP, 24 PP max, 100% accuracy) - Fire-type Beak Blast clone. In this two-turn move based on his S-Class special, Rawa erupts into blue-green flames on his first turn; any contact move used against him on the first turn will inflict a burn on his attacker. Then, Rawa unleashes a massive stream of fire from his mouth which concentrates into a tremendously powerful beam of destruction that damages and burns a single enemy.
G-Max Move: G-Max Supernova - Dragon-typed. Creates a massive explosion of fire all around him that damages and burns everyone on the field, both ally and enemy, with the obvious exception of Rawa himself. Any Pokémon hit by this move has a 25% chance of suffering a burn.
Stats: 90 HP/120 Atk/110 Def/120 SpA/110 SpD/50 Spe = 600

Reasoning:
My first choice for Rawa's type combination was actually Dragon/Fire with Steelworker, for reasons which should be obvious given his moveset in GigaBash proper. That said, however, what I had in mind for him was considerably more defensive in nature than a type combo with only five resistances and three weaknesses, so Dragon/Steel it was, going by his being referred to as a literal dragon, his design being based on southeast Asian naga sculptures, and a lot of his scales being golden and highly prized. His custom ability makes up for a lack of fire STAB, being a Water Bubble clone except for the Fire type, while Heavy Metal references his being a kaiju, and Good as Gold is due to the golden armor as well as his being as durable as any other building-smashing bipedal saurian that looks like Gojira, but due to international copyright laws, isn't.
Given that one of Rawa's main STAB moves would probably be Heavy Slam, especially with Heavy Metal, if he gets accepted into this pet mod, assume he has Primal Groudon's height and weight (16'05", 2204.0 lbs).

Competitive Info:
Rawa is very slow, but very deadly. Combining legendary-tier stats, nine resistances, and three different types with a same-type bonus (even if one isn't exactly STAB), the Dragon King is built to take it hard and hit back even harder. Given that his moveset in GigaBash involves a combination of both melee and ranged combat options, I decided to stat him up as a mixed offensive tank with speed as his dump stat to fit his slow, lumbering figure belying immense power and deceptive versatility: if you want to go for a physical set, run him with Dragon Dance, Outrage (or Dragon Hammer if you don't want to lock him into a move for a few turns), and either Gyro Ball or Heavy Slam with Heavy Metal to ensure maximum damage output and utterly crush any unsuspecting Fairy-types besides (alternatively, use Smart Strike if you want to make sure he gets a hit in); if you'd rather use special attacks, run him with Ethereal Flame, Draco Meteor, and Extinction Beam (or either Flamethrower or Fire Blast if you'd rather not waste a turn); and for more defensive sets, Good As Gold synergizes with his solid bulk and excellent defensive typing while still allowing you to max out offensive EVs and mix and match whatever moves you think would work for him - you can even stack him with Stealth Rock, Roar, and Dragon Tail so he can seriously screw with enemy strategies while whittling away at his opponents' health at the same time. Care must be taken not to get too greedy with him, though: he has virtually no way of covering his tail against either the Fighting or Ground types, which are not only his only two type weaknesses but also pack a variety of powerful moves common to competitive play, and his low speed and lack of recovery options on his own can leave him struggling when faced with a counter. Even if The Extinction Dragon may not be as invincible as he seems, though, the right team support and workarounds for his faults can make him a force to be reckoned with.
 

Pokemon: Cragalanche
Franchise/Origin: Kid Icarus
Intended Tier: OU
Type: Rock/Fighting
Ability: Solid Rock / Iron Fist / Sturdy (HA)
Notable moves: Stone Edge, Iron Head, Earthquake, Stealth Rock, Heavy Slam, Drain Punch, Fire Punch, Ice Punch, Fire Punch, Meteor Mash, Accelerock, Rock Slide, Headlong Rush, Mach Punch, Hammer Arm, Body Press, Bulk Up, Iron Defense, Rock Polish, Close Combat
Stats: 85/130/150/60/80/70 (580)
 

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