Pet Mod [Gen 9] Crossover Chaos

crossover chaos slate 24.png

Congratulations to ULTRAV01D, ImaginaryNeon and Pika Xreme for winning with Ruined Dragon, Ender Dragon and Saber (Pendragon).

Even though a big dragon is blocking this slate, it's an anything goes slate. There is no theme this week.

Have fun!​
 
1000086404.png

"If God had wanted you to live, he would not have created me!"
Pokémon: Soldier
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Type: Fire/Flying
Ability: Defiant, Steelworker (HA)
Notable moves: Swords Dance, Curse, Bullet Punch, Bullet Seed, Smart Strike, Flame Charge, Extreme Speed, Double-Edge, Acrobatics, Aerial Ace, Magnet Rise, Parting Shot, Trailblaze, U-Turn, Amnesia, Sleep Talk, Brave Bird, Roost, Rocket Jump, Market Garden, Throat Chop, Headbutt, Self-Destruct, Rock Climb, Low Kick, Cross Chop, Smack Down,
Signature move 1: Rocket Jump (60 BP, Fire, Special, 100% Accuracy, adds Flying to user's types, 25% recoil)
Signature move 2: Market Garden (80 BP, Flying, Physical, 95% Accuracy, Flying-type Burn Up clone, guaranteed crit, contact)
Code:
    rocketjump: {
        num: 999,
        accuracy: 100,
        basePower: 60,
        category: "Special",
        name: "Rocket Jump",
        desc: "Causes the Flying type to be added to the user, effectively making it have two or three types, unless the user is already a Flying type. If Forest's Curse or Trick-or-Treat adds a type to the user, it replaces the type added by this move and vice versa.",
        shortDesc: "Adds Flying to user's type(s).",
        pp: 20,
        priority: 0,
        flags: {protect: 1, mirror: 1, allyanim: 1, metronome: 1},
        onHit(pokemon) {
            if (pokemon.hasType('Flying')) return false;
            if (!pokemon.addType('Flying')) return false;
            this.add('-start', pokemon, 'typeadd', 'Flying', '[from] move: Rocket Jump');
        },
        secondary: null,
        target: "normal",
        type: "Fire",
        contestType: "Tough",
    },
    marketgarden: {
        num: 999,
        accuracy: 95,
        basePower: 80,
        category: "Physical",
        name: "Market Garden",
        desc: "Fails unless the user is a Flying type. If this move is successful and the user is not Terastallized, the user's Flying type becomes typeless as long as it remains active. This move is always a critical hit unless the target is under the effect of Lucky Chant or has the Battle Armor or Shell Armor Abilities.",
        shortDesc: "User's Flying type becomes typeless; must be Flying. Always results in a critical hit.",
        pp: 10,
        priority: 0,
        flags: {contact: 1, protect: 1, mirror: 1, metronome: 1},
        onTryMove(pokemon, target, move) {
            if (pokemon.hasType('Flying')) return;
            this.add('-fail', pokemon, 'move: Market Garden');
            this.attrLastMove('[still]');
            return null;
        },
        self: {
            onHit(pokemon) {
                pokemon.setType(pokemon.getTypes(true).map(type => type === "Flying" ? "???" : type));
                this.add('-start', pokemon, 'typechange', pokemon.getTypes().join('/'), '[from] move: Market Garden');
            },
        },
        willCrit: true,
        secondary: null,
        target: "normal",
        type: "Flying",
        contestType: "Cool",
    },
    necksnap: {
        num: 999,
        accuracy: true,
        basePower: 170,
        category: "Physical",
        name: "NECK SNAP!",
        pp: 1,
        priority: 0,
        flags: {contact: 1},
        isZ: "soldieriumz",
        secondary: {
            chance: 100,
            volatileStatus: 'confusion',
        },
        target: "normal",
        type: "Fighting",
        contestType: "Tough",
    },
Z-Move: NECK SNAP! (Cross Chop) (170 BP, Physical, Fighting, confuses target, contact)
Stats: 100/115/100/95/50/80 (540 BST)

Explanation: In TF2, the Soldier is a dumbass due to chemicals in the water that he had been drinking (the mercs were given bottled water, but Soldier was unaware), hence his obscenely low Special Defense. His signature moves are blatantly meant to be used in tandem, given their primary effects, and Market Gardener is a guaranteed crit because that's how it works when rocket jumping in TF2.
 
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Resub:
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"I'm not pathetic"
Pokémon: Mr. Oshiro
Origin: Celeste
Intended Tier: UU
Type: Ghost
Ability: Clear Body, Levitate, Wandering Spirit <-- Hidden Ability
Notable moves: After You, Charm, Crunch, Curse, Destiny Bond, Double Edge, Extreme Speed, First Impression, Follow Me, Helping Hand, Hyper Voice, Jaw Lock, Nasty Plot, Night Shade, Phantom Force, Poltergeist, Roar, Shadow Ball, Shadow Sneak, Snarl, Will-O-Wisp
Stats: 65/75/80/40/95/30 (385 BST)
Signature Item: Oshirite

Mega Evolution:
View attachment 601995
New Stats: 65/105/80/40/85/110 (485 BST)
New Ability: Anger Point

Reasoning: Mr. Oshiro is one of the only 2 "Boss Battles" in Celeste so I think he would make a great fit. His normal form is really weak, having a lower BST than charjabug. However once he mega evolves, he becomes actually viable. I think it fits for him to gain a ton of speed and attack on mega evolution because of how he becomes much more aggressive. His ghost typing, Levitate, Clear Body, and Wandering Spirit represent how he is a ghost. All the moves he learns are either references from him being a concierge, him being a ghost, or the "Boss Fight" against him.

Mr. Oshiro (M) @ Oshirite
Ability: Levitate
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Sneak
- Poltergeist
- First Impression
 
Welp, the Pokémon community is returning to Kalos next year! Here's a Kalos Elite Four post theme.

(New)
BlazBlue_Central_Fiction_Tsubaki_Yayoi_Main.png

"Wh-what? Where is this? ...Did you call me here? ...I see. I am Tsubaki Yayoi. I swing my sword to judge the world of the evils hiding in it. I will be the one to judge all sin!!"
Pokémon: Tsubaki Yayoi
Franchise/Origin: BlazBlue
Intended Tier: UU
Type:
steel.png
fighting.png

Stats: 110 / 100 / 85 / 100 / 80 / 80 (BST: 555)
Abilities: Justified

Changes into Izayoi after exposure to the Seithr Ribbon item, forcing her to forget Lux Aeterna and learn Crusade Seraphim. Lux Aeterna cannot be learned as Izayoi (normally supposed to be a level-up move for Tsubaki Yayoi normally, is not available via Move Relearner or levelling up as Izayoi).
BlazBlue_Central_Fiction_Izayoi_Main.png

"Please, show me... your justice!"
Pokémon: Tsubaki Yayoi-Izayoi
Franchise/Origin: BlazBlue
Intended Tier: OU
Type:
steel.png
psychic.png

Stats (Normal Mode): 110 / 75 / 120 / 75 / 120 / 80 (BST: 580)
Stats (Gain Art Mode): 110 / 120 / 75 / 120 / 75 / 80 (BST: 580)
Abilities: Mode Change
Signature ability - Mode Change – Clone of Aegislash’s Stance Change. Starts in Normal Mode when entering battle as in Aegislash’s Shield Mode. Using a damaging move changes the user’s form to Gain Art Mode if they are currently in Normal Mode. Changes user into Normal Mode if the user uses King’s Shield while in Gain Art Mode.

Crusade Seraphim -
steel.png
-
4-move-physical.png
- 120 BP - 5 PP - 100% - Non-contact unlike most Physical moves. Lowers user’s Accuracy by 2 stages.
Z-Move - Requires Crusade Seraphim and Izayoium Z - Judge of Destiny -
steel.png
-
4-move-physical.png
- 200 BP - Non-contact unlike most Physical moves.
4-move-physical.png
: Steel Wing, Magnet Bomb, Metal Burst, Counter, High Jump Kick, Jump Kick, Low Kick, Rolling Kick, Reversal, Close Combat, Low Sweep, Sacred Sword, Psycho Cut, U-turn, Lunge, Assurance, Night Slash, Punishment, Spirit Break, Wing Attack, Aerial Ace, Acrobatics, Leaf Blade, Icicle Spear, Triple Axel, Cut, Quick Attack, Slash, Endeavor, Feint, Retaliate, Rock Slide, Rock Tomb, Stone Edge
4-move-special.png
: Flash Cannon, Mirror Shot, Steel Beam, Focus Blast, Final Gambit, Psychic, Mirror Coat, Psyshock, Signal Beam, Dark Pulse, Charge Beam, Dazzling Gleam, Burning Jealousy, Air Cutter, Air Slash, Shadow Ball, Solar Beam, Energy Ball, Tri Attack, Power Gem, Meteor Beam
4-move-status.png
: Iron Defense, King’s Shield, Detect, Quick Guard, Light Screen, Reflect, Teleport, Calm Mind, Imprison, Taunt, Torment, Embargo, Quash, Sunny Day, Tailwind, Disable, Flash, Focus Energy, Swords Dance, Safeguard, Follow Me, Wish, Work Up, Laser Focus, Wide Guard, Rain Dance, Life Dew

Lux Aeterna -
steel.png
-
4-move-physical.png
- 120 BP - 5 PP - 100% - Lowers user’s Accuracy and Evasion by 1 stage each after use.
Z-Move - Requires Lux Aeterna and Izayoium Z - Requiem Aeternam -
steel.png
-
4-move-physical.png
- 180 BP - Deals dual-type damage, with Steel as primary type and Flying as secondary type.

Reasoning: Steel/Fighting-type due to similar honour-based Fighting-type valour as with the Generation V realmons Swords of Justice. The Steel-typing also supports the use of the Magical Formula Armament/Ars Armegis Izayoi, found in two different forms — as its normal, unawoken form, Izayoi serves as a sword-and-shield combination for her to utilize, recalling Aegislash. Justified is her only ability to accentuate her stern “honour before reason" mindset during fights and her tenure as a soldier in Novus Orbis Librarium; Tsubaki a warrior who is often conflated with justice symbolism working for a corporation maintaining balance. Her HP base stat is her max health in BlazBlue:Central Fiction divided by 100. The rest of her base stats are somewhat balanced due to her playstyle as an all-rounder in her source franchise. Lux Aeterna is one of her Special Moves in BlazBlue and is a great signature move with a debilitating side effect that is justified due to story reasons: usage of the Ars Armegis Izayoi causes its wielder to gradually lose their eyesight, eventually becoming blind, which is referenced through all her unique non-Z move attacks causing self-inflicted Accuracy drops. Various slicing and kicking-moves dot her movepool due to often employing similar tactics in her moveset in BlazBlue proper. Angel and wing-like symbolism in her various attacks (Izayoi also has similar wing-like armaments) results in various Flying-type moves along with the weak yet STAB-boosted Steel Wing. Teleport would fit Tsubaki Yayoi more as Izayoi but serves as a devastating pivot move without relying on U-turn. The Dark and Ghost-type moves she gets serves as the dark reminder of her in BlazBlue: Chronophantasma employing a black/red color scheme and villainous streaks (this is trivial but her Shiny would be that same black/red outfit from that game) As Izayoi, her secondary Fighting-type becomes Psychic-type. This mirrors the Psychic-type Solgaleo, Lunala, and Necrozma share, especially with Necrozma being corrupted in manners like what Tsubaki dealt with over BlazBlue's story. Her playstyle in her source material as Izayoi incentivizes her to constantly switch between Normal Mode and Gain Art Mode, which results in an ability behaving similar to Aegislash's Stance Change with the base stats for both stances conceptually similar to boot. Izayoi's new signature move Crusade Seraphim is one of her special moves in her fighting game appearances. Her HP stat as Izayoi is conveniently the same as regular Tsubaki, as in Central Fiction, both Tsubaki and her Izayoi form share the same max health value. Her Z-Moves in both of Tsubaki Yayoi's forms are her Astral Heats, name for name, which are perfect choices for such cinematic limit breaks.

Code:
Tsubaki Yayoi (F) @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Lux Aeterna
- Stone Edge / Triple Axel
- U-turn / Teleport
Code:
Tsubaki Yayoi (F) @ Izayoium Z / White Herb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Lux Aeterna
- Stone Edge / Triple Axel
- Sacred Sword / Close Combat
Code:
Tsubaki Yayoi-Izayoi (F) @ Izayoium Z / Eject Pack
Ability: Mode Change
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Crusade Seraphim
- Wish
- King's Shield
- Teleport

(Resub)
Blaze_Elite_2.png

"My blood's only going to make this place hotter!"
Pokémon: Blaze
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fire.png
steel.png

Stats:
106 / 120 / 86 / 60 / 70 / 92 (BST: 534)
Abilities: Blaze (HA: Flash Fire)
4-move-physical.png
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge, Waterfall, Aqua Jet, Liquidation
4-move-special.png
: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon, Surf, Water Pulse, Brine, Scald, Echoed Voice, Hyper Voice
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day, Taunt, Block, Rain Dance

Flare Chainsaw -
steel.png
-
4-move-physical.png
- 100 BP - 5 PP - 80% - High critical hit rate. 10% chance to burn target.
Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
fire.png
-
4-move-physical.png
- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.

Reasoning: Fire-type is obvious. Steel-type so her signature move can actually get STAB. Being in the Feline race allows her to use cat-related moves. Blaze as an Ability was also exactly what it says on the tin. Flash Fire became her hidden ability to give her an alternative to the loss of her Fire resistance due to the Fire/Steel typing. The chainsaw made possible for her to use cutting and slashing moves. Leaf Blade and Cut became available due to chainsaw being usually used for tree cutting, not laying waste to foes. Notable is that due to the calculations on her base stats, from her maximum stats in her Elite 2 promotion rank (minus trust stat bonuses) she has the same BST as Charizard and Typhlosion, the latter having the same set of Abilities as her, and the former of which was part of the inspiration of fellow fire user Ifrit.

Code:
Blaze (F) @ Choice Scarf
Ability: Blaze / Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade / Knock Off
- U-turn / Superpower
Code:
Blaze (F) @ Choice Band
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade
- U-turn / Parting Shot
Code:
Blaze (F) @ Blazinium Z / Air Balloon
Ability: Blaze / Flash Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant / Careful Nature
- Flare Blitz
- Flare Chainsaw / Superpower
- Leaf Blade
- Swords Dance / Fake Out

(Resub)
Highmore_Elite_2.png

"Anything that seems to be given for free will eventually demand some price of you. That's the lesson I learned. And some of what you do appears to practically overturn that... I'll have to wait and see."
Pokémon: Highmore
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ghost.png
water.png

Stats: 92 / 113 / 95 / 56 / 70 / 85 (BST: 511)
Abilities: Regenerator / Reaper (HA: Levitate)
Signature ability - Reaper - Heals the user for a fixed 50 HP after the user has used a damaging move.
4-move-physical.png
: Shadow Claw, Shadow Sneak, Phantom Force, Dive, Razor Shell, Liquidation, Flip Turn, Aqua Cutter, Cut, Slash, False Swipe, Feint, Retaliate, Revenge, Aerial Ace, Stone Edge, Fury Cutter, Psycho Cut, Icicle Spear, Feint Attack, Pursuit, Assurance, Night Slash, Payback, Throat Chop, Spirit Break
4-move-special.png
: Night Shade, Shadow Ball, Hex, Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Scald, Chilling Water, Razor Wind, Weather Ball, Wring Out, Air Slash, Earth Power, Ancient Power, Giga Drain, Psychic, Mirror Coat, Extrasensory, Psyshock, Blizzard, Ice Beam, Icy Wind, Dark Pulse
4-move-status.png
: Confuse Ray, Destiny Bond, Spite, Grudge, Rain Dance, Disable, Swords Dance, Pain Split, Acid Armor, Stealth Rock, Will-o-Wisp, Light Screen, Reflect, Imprison, Haze, Snowscape, Memento, Torment

Foam Scythe -
ghost.png
-
4-move-physical.png
- 90 BP - 10 PP - 100% - Slicing move (boosted by Sharpness). Heals the user for 50% of the damage dealt to the target.

Paranoia_Illusion_sprite.png

"An Ægir girl who went out of control after ingesting Seaborn cells. Her throat makes no voice, for the prayers of we many have blocked it. She is drowned in power, becoming what she once detested the most."
Form: Highmore-Paranoia Illusion (via Gigantamax)
G-Max Move:
G-Max Paranoia -
ghost.png
- Lowers the Defense and Speed stats of all opponents in a Double Battle by 1 stage each.

Reasoning: Primary Ghost-type due to being based on coral and the type that Highmore shares with Cursola, another fellow tormented soul, whose base stat total is just one point lower than Highmore’s. Her secondary Water type references her status as a member of the Aegir race in Arknights, and calls back to Johtonian Corsola, which has the Water type as well. Her Primary Ability, Regenerator, is the Hidden Ability of Johtonian Corsola, and her Secondary Ability, Reaper, heals a fixed 50 HP upon landing a damaging move, and is to provide consistency with other members of the Reaper Guard subclass to give their unique gimmick some substance as others have done with the Guard subclass. Her Hidden Ability, Levitate, not just makes her a Water-type with a coveted Ground resist but an even more coveted non-Flying Ground immunity. This is the only ability of Highmore’s to come full sale from her appearance as the final boss of Integrated Strategies #3, the Paranoia Illusion, her Gigantamax form here, as her enemy form can float over the Doctor’s defences if she isn’t grounded by something like Texas’s Sword Rain. Her self-healing properties that both Regenerator and Reaper carry are already present in both her playable Operator version and her Paranoia Illusion boss form. The reason why it is a Hidden Ability is because Levitate is mainly derived from this boss form of hers, not so much her playable Operator form. Foam Scythe is a Bitter Blade variation to provide her a reliable source of physical Ghost-type STAB, which similarly restores her health upon damaging an enemy with her sickle as in her source material (in addition to Reaper). Her G-Max Move, as an eldritch Seaborne no longer having human sense, gets G-Max Paranoia, which replaces the spot where Max Phantasm would have been if her Gigantamax and G-Max Move weren’t there. G-Max Paranoia replicates the adverse effects her enemy form inflicts onto her targets via decreasing their attack speed directly, and potentially reducing their defensive stats by Arknights’ Corrosion Damage mechanic. As a sickle-wielding user, she gains slicing moves like Slash, Aerial Ace, Psycho Cut, and Night Slash. Icicle Spear is important Physical Ice-type coverage for her, as the same move is learnt by both Corsola forms and Cursola. Her only forms of recovery are unreliable thanks to her nature as a Reaper Guard, which cannot be healed by Medic Operators, stuck with only Rest and Pain Split to help her recover health (outside of HP-draining moves/Reaper, of course).

Code:
Highmore (F) @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Foam Scythe
- Liquidation
- Icicle Spear / Stone Edge
- Flip Turn / Shadow Sneak
Code:
Highmore (F) @ Leftovers / Colbur Berry
Ability: Reaper / Regenerator
EVs: 248 HP / 8 SpA / 252 Def
Bold / Impish Nature
- Foam Scythe / Liquidation / Scald
- Haze / Flip Turn
- Pain Split
- Will-o-Wisp / Toxic / Haze
Code:
Highmore (F) @ Focus Sash / Custap Berry
Ability: Reaper
EVs: 4 Def / 252 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Shadow Sneak / Foam Scythe
- Memento / Destiny Bond
- Haze / Imprison

(Resub)
Saria_Elite_2.png

"You think Calcification Arts only makes organisms weaker? You're wrong. I can condense calcium into a tough enamel. The enemies can try as they want, but no one can break my shield."
Pokémon: Saria
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dragon.png
ground.png

Stats: 112 / 78 / 107 / 68 / 100 / 92 (BST: 557)
Abilities: Sturdy (HA: Rhine Chargesuit)
Signature ability - Rhine Chargesuit - At the end of every odd-numbered turn that the user is out in battle for, the user's Attack stat is boosted by 1 stage. At the end of every even-numbered turn that the user is out in battle for, the user’s Defense stat is boosted by 1 stage.
4-move-physical.png
: Outrage, Dragon Rush, Dragon Tail, Earthquake, Fissure, Bulldoze, High Horsepower, Strength, Rock Climb, Retaliate, Counter, Revenge, Superpower, Poison Sting, Rock Slide, Rock Tomb, Stone Edge, Pin Missile, Iron Tail, Metal Burst, Heavy Slam, Pursuit, Knock Off, Payback
4-move-special.png
: Draco Meteor, Dragon Pulse, Earth Power, Tri Attack, Wring Out, Ancient Power, Power Gem, Flash Cannon, Mirror Shot, Psyshock, Snarl
4-move-status.png
: Dragon Dance, Leer, Roar, Endure, Safeguard, Block, Refresh, Bulk Up, Purify, Sandstorm, Stealth Rock, Wide Guard, Spite, Sunny Day, Rain Dance, Life Dew, Barrier, Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Power Trick, Heal Pulse, Torment, Embargo, Quash, Obstruct

Reasoning: Primary Dragon-type due to being a Vouivre, a race of draconic humanoids. Her secondary Ground-type is due to her earth-based theming due to her codename being named after a calcite mountain, Mount Hermon. The reason she did not get the Rock-type is due the Rock-type resisting Fire-type attacks, while Ground-types do not despite being super-effective on them. The Ground-type being less advantageous against the Fire type than the Rock type represents Saria trying her hardest to suppress the wrath of Ifrit and her power, while she is about to muster the strength to do so in the present, she is very uncertain she cannot do so in the future. Her primary ability, Sturdy, references her personality's relation to diamonds. Diamonds are one of the hardest known minerals in existence. Her hidden ability and her signature ability, Rhine Chargesuit, is a slightly reworded version of the title of one of Saria's talents in her source material, named Rhine Charged Suit, which gradually increases her ATK and DEF stats like how the ability here works albeit the ability boosting one stat at a time in alternation rather than boosting both all at once. As a Healing Defender, she carries a jet syringe (Poison Sting, Pin Missile) that can heal her allies and potentially herself like a Medic Operator (Life Dew). Arknights is a tower defence game, thus she is granted various support moves, some having greater use in Doubles battles (Reflect, Light Screen, Wide Guard, Safeguard). However, Body Press which could have been likely to be given to her otherwise, was not given to her to further empower her signature ability, since it has the same high (or maybe even higher) potential and power as Speed Boost, in which Rhine Chargesuit's effects are derived from, since her base Defense stat is significantly higher than her base Attack stat, and Body Press uses the user's Defense stat in calculation, resulting in Body Press having easier potential to outdamage Superpower. Her base stats, which have been mentioned slightly before, are once again based on her attributes in her source material as when she is promoted to Elite 2 status, minus Trust bonuses.

Code:
Saria (F) @ Life Orb / Leftovers
Ability: Rhine Chargesuit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Iron Tail / Stone Edge
- Dragon Dance
Code:
Saria (F) @ Leftovers / Yache Berry
Ability: Rhine Chargesuit
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Dragon Tail
- Earthquake
- Knock Off
- Stealth Rock
 
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Resubmissions from Slate 15:

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(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.

Overwatch-2-Lifeweaver-Gear.jpg


"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 16:

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"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria
Franchise/Origin: Cuphead
Intended Tier: UU (default), OU (Mega)
Type: Water/Ghost
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Water Spout, Soak, Water Sport, Aqua Ring, Life Dew, Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Growl, Disarming Voice, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Charm, Attract, Round, Draining Kiss, Dazzling Gleam, Perish Song, Icy Wind, Ice Beam, Blizzard, Fake Tears, Snarl, Foul Play, Taunt, Dark Pulse, Nasty Plot
Signature moves:
  • Petrify (Ghost, Status, 24 PP max, 80% accuracy) - Inflicts paralysis and a trapping effect for 3 turns if successful. Has +1 priority; if the opponent was about to use a move before being affected by this move, the attack will fail.
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"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Cala exchanges her Water type for Electric, gaining 40 points for Special Attack, and 30 points each for Defense and Special Defense. Her ability is now Intimidate.
Stats: 110 HP/60 Atk/90 Def/100 SpA/90 SpD/50 Spe = 500

Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while the ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justifies the Ghost type somewhat, but more importantly, there's also the fact that her scary-looking, monstrous second stage is a freaking gorgon, as well as the fact that she becomes a disembodied head in her third stage... is she some kind of undead creature, perhaps? The electric eels she uses to transform into her second stage justify her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a bunch of Ice-type attacks as the closest thing to the petrification effect of her gorgon gaze (Water-types in canon can learn plenty of Ice attacks anyway), topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before finally being forced to hand over the soul contract she made to the Devil (hence the Dark-type moves she can also learn), the latter of which is common to all the other bosses of the game.

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her Water-type STAB options are largely on the special side with Hydro Pump, and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs; her only Ghost-type option is the obvious Shadow Ball but with quite a bit of power to back it up, it's likely she doesn't mind. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her signature move, Petrify, which can easily turn even the fiercest foe into setup or cannon fodder. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.
Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.

----------

Resubmission from Slate 23:


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"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.
 
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You see a poor passenger, stranded between dimensions. Most will never realize that this person ever disappeared. Well, the transport company would know, but they’ll simply pretend that the passenger never existed.
Pokémon: Wayward Passenger
Origin: Limbus Company
Intended Tier: UU or OU
Type: Electric/Psychic
Abilities: Run Away / Surge Surfer / Infiltrator
Notable moves: Psycho Cut, Gunk Shot, Volt Switch, Protect, Swords Dance, Night Slash, Throat Chop, Close Combat, U-Turn, Phantom Force, Dig, X-Scissor, Electro Ball, Spacial Rend, Fury Swipes, Rock Smash, Earth Power, Trailblaze, Hone Claws, Sludge Bomb, Agility, Recover, Struggle Bug, Wild Charge, Thunderbolt, Terrain Pulse
Signature move:
Rip Space (Electric-type TAxel/Triple Kick variant starting at 25BP; Slicing; After the final hit lands, if the user is Electric-type remove its Electric typing, otherwise inflict Mind Blown recoil; The third hit inflicts -1 Defense if the user is Electric-type.)
Stats:
89/113/47/71/89/131 [540]

Flavor Reasoning: As a HE-Class Abnormality (a peg down from previous winner Ambling Pearl being a WAW), it got a BST in the lower-mid 500s, probably a decent upper bound for BSTs of its risk level. It attacks with rapid slashes via its blades and tends to tear open portals to hop in and out of, and due to being one of the few opponents to use the Charge status and having blades crackling with energy, that’s its Electric typing right there. It’s time in another dimension having clear effects on its physiology and its portal-hopping resulted in a prime statline here, plus a Psychic typing in the latter case. Its signature move can be shared by certain playable Identities from its game, but it expends Charge and if it has too little it suffers an HP penalty and doesn’t hit as hard. The -1 Defense bit is because it frequently inflicts Rupture, where the next hit deals bonus damage equal to the potency of the Rupture status and ticks its count down by 1. Run Away because it tends to hide in rifts in its battle, and Surge Surfer just fits a speedy, dimension-shredding opponent that racks up charge as the fight goes on. Aside from the cutting moves, it gets Poison coverage from spewing waste when its blades are broken and other forms of coverage due to the descriptions of the rifts it hides in, plus the ensuing status buffs if said rifts aren’t destroyed before it gets back. With its classification code implying an animalistic physiology, it got Struggle Bug.
Competitive Niche: Terrain abuser that could either pivot or do setup sweeper things. While ETerrain synergizes with its ability, Psychic Terrain protects it from Sucker Punch, but both terrains boost one of its STABs.
 
Neon Violet.png

"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
Neon Violet.png


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
Neon Violet in particular 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. 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."
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.
Note: Movement on water is faster than movement on land.

150px-Sig_PPT2.png

"Let's do this."
Pokémon: Sig
Franchise/Origin: Madou Monogatari / Puyo Puyo
Intended Tier: UU
Type: Bug/Water
Ability: Own Tempo / Swarm
Custom move: Puyo Pop (from Draco Centauros)
Notable moves: Attack Order, Liquidation, Pollen Puff, Scald, Ice Beam, Hurricane, Sludge Bomb, Acid Spray, Power Gem, Blue Flare, Psychic, Soft-Boiled, Stealth Rock, Spikes, Sticky Web, Toxic
Other moves: Egg Bomb, Acid, Defend Order, Sunny Day, Heal Block, Trick Room, Magic Room, Wonder Room, Leer
Z-Move: Hydrangea - Water, Special, 180 BP | Inflicts poison. | Requires Scald and Sigium Z
Stats: 98/75/80/86/93/105 | 537 BST
Sig.png


Reasoning: Sig is a self-paced boy with a fascination for bugs. In Puyo Puyo Chronicle, he has an Auto Skill named まいぺーす, which is the hiragana counterpart of マイペース, the Japanese name of Own Tempo. His left eye and left arm are those of a demon, although he only uses the latter as a stash for his bug collection. His magic is a form of Blue Magic including Zenith (what the French call Sunny Day), Acid, Robin's Egg, Celestial, and Hydrangea. He is capable of reducing enemy recovery and defense in Tetris 2 and Chronicle respectively.
His stats are determined the same way as those of the other Puyo characters.

phalanx-png.284126

Pokémon: Phalanx
Franchise/Origin: Phoenotopia: Awakening
Intended Tier: Ubers
Type: Steel/Flying
Ability: Pristine Weaponry - (hard-coded) Levitate effects + Changes the user's secondary type to match that of whatever move it uses, once per switch-in. (If this type matches the user's primary type, then the user's secondary type is removed.)
Notable moves: Brave Bird, Iron Head, Hurricane, Flash Cannon, Make It Rain, Dazzling Gleam, Spirit Break, Psyshock, Psychic Fangs, Fire Blast, Flare Blitz, Ice Beam, Icicle Crash, Discharge, Wild Charge, Energy Ball, Power Whip, Heat Wave, Attack Order, Signal Beam, Sticky Web, Defog, Roost
Other moves: Sky Attack, Fly, Wing Attack, Sky Drop, Steel Wing, Metal Claw, Air Slash, Prismatic Laser, Hyper Beam, Giga Impact, Super Fang, Hyper Fang, Swift
Z-Move: Flaming Feather Flurry - Fire, Special, 190 BP | Has combined efficacy with Flying (just like Flying Press). Functions like Defog. Sets up G-Max Wildfire effect. | Requires Heat Wave and Phalanxium Z
Stats: 198/140/50/140/50/102 | 680 BST
Phalanx.png


Reasoning: In this context, Phalanxes are the precursor to Phoenix Weapons as forms of artifice built for the Great War. One particular Phalanx, perched atop the tallest tower in Pristine City, serves as the ultimate superboss of the game. Presumably, based on the end credits and the gatekeeper golem, it is the "Bi Fang" (supposedly "Guardian of the Phoenix") historically mentioned as the pet of a Phoenix Weapon who advocated for Phalanxes. Gail cannot fight it unless her HP and energy values are maxed out. It naturally has the biggest health pool (3600, exactly 6 times the maximum of base 198) and deals the most damage of any boss, yet its defenses are relatively ordinary. It possesses Steel and Flying typing and moves because it's an automaton shaped like a bird. Its signature Ability relates to its core changing color as it executes different attacks. Speaking of which, its arsenal is vast, so its coverage is also.
  • Purple core attack (Psychic): Fires three spherical, purple, homing projectiles at a time
  • Red core attack (Fire): Fires a chevron of glowing red projectiles
  • Blue core attack (Ice): Fires a homing blue projectile that defragments in eight directions
  • Green core attack (Grass): Fires three glowing green projectiles that pause before homing in
  • Yellow core attack (Electric): Surrounds itself with orbiting electrified orbs
  • Other attacks (gray core): Can cause fragmented stellar projectiles to fall from the ceiling (Make It Rain, Fairy coverage, Swift), fire a rotating X-shaped rainbow laser (Prismatic Laser, Hyper Beam, Flash Cannon), attract and spew out everything around it with a black hole (Sky Drop), generate a heat wave with a swarm of deadly glowing feathers (Heat Wave, Z-Move, Defog), or drop a nest of hornet-like creatures and binding silk (Bug coverage, Sticky Web)
Charging at the screen is grounds for Iron Head.
JavaScript:
pristineweaponry: {
  onPrepareHit(source, target, move) {
    if (this.effectState.pristineweaponry) return;
    if (move.hasBounced || move.flags['futuremove'] || move.sourceEffect === 'snatch') return;
    const type = move.type;
    if (type && type !== '???' && source.getTypes().join() !== type) {
      if (!source.setType(type)) return;
      this.effectState.pristineweaponry = true;
      this.add('-start', source, 'typechange', type, '[from] ability: Pristine Weaponry');
    }
  },
  onSwitchIn(pokemon) {
    delete this.effectState.pristineweaponry;
  },
  // airborneness implemented in sim/pokemon.js:Pokemon#isGrounded
  flags: {},
  name: "Pristine Weaponry",
  rating: 4,
  num: 168,
},
sim/pokemon.ts
JavaScript:
isGrounded(negateImmunity = false) {
  if ('gravity' in this.battle.field.pseudoWeather) return true;
  if ('ingrain' in this.volatiles && this.battle.gen >= 4) return true;
  if ('smackdown' in this.volatiles) return true;
  const item = (this.ignoringItem() ? '' : this.item);
  if (item === 'ironball') return true;
  // If a Fire/Flying type uses Burn Up and Roost, it becomes ???/Flying-type, but it's still grounded.
  if (!negateImmunity && this.hasType('Flying') && !(this.hasType('???') && 'roost' in this.volatiles)) return false;
  if ((this.hasAbility('levitate') && !this.battle.suppressingAbility(this)) || this.hasAbility('pristineweaponry')) return null;
  if ('magnetrise' in this.volatiles) return false;
  if ('telekinesis' in this.volatiles) return false;
  return item !== 'airballoon';
}

320px-TotK_Queen_Gibdo_Model.png

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
queen-gibdo-png.548761


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.

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:
res_chr.png

"Born with the power to fight in the war, allowed to live only to fight in the war, and able to shine only during the war. That is what I am."
Pokémon: Star Breaker
Origin: SUGURI
Intended Tier: OU (Normal Forme) | Uber (Full Gear Forme)
Type: Fire [Normal Forme] | Fire/Steel [Full Gear Forme]
Abilities: Aftermath / Justified (regardless of form)

Stats [Normal Forme] - 80 HP / 140 Attack / 90 Defense / 120 Special Attack / 90 Special Defense / 80 Speed (600 total)
Stats [Full Gear Forme] - 80 HP / 100 Attack / 150 Defense / 150 Special Attack / 130 Special Defense / 70 Speed (680 total)

Moves
Physical - Explosion, Flare Blitz, Raging Fury, Fire Punch, Temper Flare, Magnet Bomb, Steel Roller, Close Combat, Hammer Arm, Thrash, Rapid Spin
Special - Flamethrower, Fire Plume, Blue Flare, Overheat, Flash Cannon, Steel Beam, Power Gem, Charge Beam
Status - Recover, Endure


Once, there was a nameless girl living in a secluded place, far from the war that consumed the world. One day, the military took notice of her unusual body, and asked for her to do her country a favor. She was subjected to an agonizing augmentation process to turn her into an Ultimate Weapon - even dying and coming back to life multiple times - while simultaneously being indoctrinated into believing in the inherent righteousness of war.

This distorted justice serves as her reason for existence, leading her to declare war on the planet itself.

Star Breaker serves as the final boss of *sora,* as well as being an important character in *200% Mixed Juice.* In her first form, she fights in a way that's pretty standard for an altered human in the *SUGURI* series. In her second form, which gets an entire stage to itself (a unique distinction that only Hime gets close to in SUGURI), she's merged with a huge mechanical sphere.

Because she specializes in using pyrokinesis to attack while in her human form, and is equipped with massive flamethrowers with her machinery attached, she gets a Fire-type. In her second form, most of her 'body' is machinery, so she gains a Steel type - which also suits her main mode of attack becoming huge lasers.

In addition to those types of attack, she also uses bombs - in fact, her orb form *is* one. Recover and Endure were also chosen to reflect her repeated deaths in her backstory, which she could only come back from due to her strong body and will.

In 200% Mixed Juice and 100% Orange Juice, first form Star Breaker's highest stat is her Attack (note that neither game has a physical/special distinction.) In 200% she has poor HP with decent Speed and Dexterity, while in 100% she has poor EVD with the standard amount of HP, so I just made them both a little lower than her consistently-average Defense.

She specializes in physical moves because she's one of the most melee-heavy characters in Acceleration of SUGURI II, and her pyrokinesis attacks are classified as 'Close Combat' in 200%.

Her Full Gear form doesn't appear in 100%, so the only game with character stats that it appears in is 200%. In it, it raises Star Breaker's offenses somewhat, slows her down a little, and gives her decent HP (which she already has here), but most notably it gives her the fourth-highest Defense in the game.

Full Gear Star Breaker shifting towards Special moves is a reflection of what moves she uses, but also of the fact that her human body is bound and immobile.
 
38C18A37-E967-499E-BD14-954CC1522DDC.jpeg

Type: Grass/Bug
Abilities: Swarm/Analytic/Long Reach
Stats: 100/105/75/65/115/115
Signature Move: Dandori
– Type: Normal
– Classification: Status
– Accuracy: --
– PP: 5 (max 8)
– Effect: Raises the user's SpD and Speed by one stage, and their crit rate by two stages. If the user is already under the effects of this move, it will fail.
– Flavor: The user focuses keenly on maximizing their efficiency.
Moveset: Leaf Blade, Wood Hammer, Razor Leaf, Trailblaze, Leafage, Energy Ball, Leaf Storm, Attack Order, U-Turn, First Impression, Bug Buzz, Knock Off, Fire Lash, Zing Zap, Liquidation, Poison Jab, Heavy Slam, Rock Slide, Dual Wingbeat, Icicle Crash, Skull Bash, Take Down, Tackle, Return, Mega Punch, Forest's Curse, Defend Order, Screech, Instruct, Focus Energy, Howl, Work Up, Helping Hand
Overview: Olimar, as seen in Pikmin 4 under the effects of leafification, a mysterious affliction upon certain castaways to PNF-404. Those who fall under its effects come to idolize Dandori, which is stated to be efficiency in task management and lifestyle. In this state, Olimar commands Pikmin and Moss (the dog) in Dandori Battles. His movepool primarily consists of moves that represent this dynamic, with a move for each type of Pikmin, and more general moves like Attack Order as well.
 
Thanks for everyone's patience. Voting time!
ImaginaryNeon's The Soldier
ULTRAV01D's Mr. Oshiro
leafsaber47's Tsubaki Yayoi
leafsaber47's Blaze
leafsaber47's Highmore
leafsaber47's Saria (Arknights)
Falchion's Diablo
Falchion's Lifeweaver
Falchion's Cala Maria
Falchion's Rawa
KirbyRider1337's Wayward Passenger
Mygavolt's Neon Violet
Mygavolt's Sig
Mygavolt's Phalanx
Mygavolt's Queen Gibdo
Pika Xreme's Star Breaker
KeeganSkymin4444's Olimar-Leafling
 
crossover chaos slate 25.png

Congratulations to Mygavolt, KeeganSkymin4444 and Pika Xreme for winning with Sig, Olimar-Leafling and Star Breaker. KeeganSkymin4444 has earned the title, Nicktoon MLB, and Pika Xreme has earned the title, Ergheiz.

This slate's bonus theme is all about characters who have come back from the dead. These characters can be undead zombies (PvZ), characters who were presumed dead or straight-up allegories for Jesus (Shulk). Happy Easter!

Have fun!​
 
Red_Medic.png

"Anyways...that's how I lost my medical license."
Pokémon: Medic
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Type: Psychic/Dark
Ability: Healer, Regenerator (HA)
Notable moves: Pollen Puff, Bullet Seed, Recover, Healing Wish, Strange Steam, Psychic, Tri Attack, Wish, Giga Drain, Follow Me, Dragon Cheer, Vital Throw, Nasty Plot, Defog, Tailwind, Drill Run, Payback, Bone Club, Psychic Terrain, Heart Swap, Aerial Ace, Headbutt, Crusader's Crossbow, Light Screen, Reflect, Wide Guard, Bonesaw, Heal Bell, Spikes, Stealth Rock, Grassy Terrain,
Signature move 1: Crusader's Crossbow (90 BP, Psychic, Special, 100% Accuracy, 24 PP, is Pollen Puff)
Signature move 2: Bonesaw (70 BP, Dark, Physical, 90% Accuracy, 24 PP, very high crit rate)
Z-Move: Spinal Tap (Bonesaw) (160 BP, Dark, Physical, User: +2 Atk/SpA)
Code:
    crusaderscrossbow: {
        num: 676,
        accuracy: 100,
        basePower: 90,
        category: "Special",
        name: "Crusader's Crossbow",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, allyanim: 1, metronome: 1},
        onTryHit(target, source, move) {
            if (source.isAlly(target)) {
                move.basePower = 0;
                move.infiltrates = true;
            }
        },
        onTryMove(source, target, move) {
            if (source.isAlly(target) && source.volatiles['healblock']) {
                this.attrLastMove('[still]');
                this.add('cant', source, 'move: Heal Block', move);
                return false;
            }
        },
        onHit(target, source, move) {
            if (source.isAlly(target)) {
                if (!this.heal(Math.floor(target.baseMaxhp * 0.5))) {
                    if (target.volatiles['healblock'] && target.hp !== target.maxhp) {
                        this.attrLastMove('[still]');
                        // Wrong error message, correct one not supported yet
                        this.add('cant', source, 'move: Heal Block', move);
                    } else {
                        this.add('-immune', target);
                    }
                    return this.NOT_FAIL;
                }
            }
        },
        secondary: null,
        target: "normal",
        type: "Psychic",
        contestType: "Clever",
    },
    bonesaw: {
        num: 400,
        accuracy: 90,
        basePower: 70,
        category: "Physical",
        name: "Bonesaw",
        pp: 15,
        priority: 0,
        flags: {contact: 1, protect: 1, mirror: 1, metronome: 1, slicing: 1},
        critRatio: 3,
        secondary: null,
        target: "normal",
        type: "Dark",
        contestType: "Cool",
    },
    spinaltap: {
        num: 999,
        accuracy: true,
        basePower: 160,
        category: "Physical",
        name: "Spinal Tap",
        pp: 1,
        priority: 0,
        flags: {},
        selfBoost: {
            boosts: {
                atk: +1,
                spa: +1,
            },
        },
        isZ: "mediciniumz",
        secondary: {},
        target: "normal",
        type: "Dark",
        contestType: "Cool",
    },
Stats: 85/95/80/95/105/90 (540 BST)

Explanation: The Medic is (somewhat obviously) a more support-based class in TF2, so I attempted to carry that over somewhat with a more support-based moveset. Medic's type is Psychic/Dark to reflect his intellect and generally unethical practices, whereas his abilities reflect his nature as a...well...Healer. Making a healing-based supportive role in Singles is a bit difficult, so I tried to make it so that Medic's movepool was primarily supportive with a few viable offensive options. Medic's Spinal Tap taunt kill is technically exclusive to the Übersaw in TF2, but I'd rather not have both of Medic's signature moves just be THE META(tm), so you'll just have to cry some more. (Wait shit, that's Heavy.)

Medic counts for the slate theme because in the comics, he dies and gets sent to hell, but due to attaching the other mercs' souls to his own and outnumbering the devil's "share of his soul," if you will, he manages to return.
 
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Resubmission from Slate 16:

c7f.jpg


"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria
Franchise/Origin: Cuphead
Intended Tier: UU (default), OU (Mega)
Type: Water/Ghost
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Water Spout, Soak, Water Sport, Aqua Ring, Life Dew, Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Growl, Disarming Voice, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Charm, Attract, Round, Draining Kiss, Dazzling Gleam, Perish Song, Icy Wind, Ice Beam, Blizzard, Fake Tears, Snarl, Foul Play, Taunt, Dark Pulse, Nasty Plot
Signature moves:
  • Petrify (Ghost, Status, 24 PP max, 80% accuracy) - Inflicts paralysis and a trapping effect for 3 turns if successful. Has +1 priority; if the opponent was about to use a move before being affected by this move, the attack will fail.
tumblr_inline_pbetkkW9Ju1uqab1z_400.gif


"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Cala exchanges her Water type for Electric, gaining 40 points for Special Attack, and 30 points each for Defense and Special Defense. Her ability is now Intimidate.
Stats: 110 HP/60 Atk/90 Def/100 SpA/90 SpD/50 Spe = 500

Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while the ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justifies the Ghost type somewhat, but more importantly, there's also the fact that her scary-looking, monstrous second stage is a freaking gorgon, as well as the fact that she becomes a disembodied head in her third stage... is she some kind of undead creature, perhaps? The electric eels she uses to transform into her second stage justify her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a bunch of Ice-type attacks as the closest thing to the petrification effect of her gorgon gaze (Water-types in canon can learn plenty of Ice attacks anyway), topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before finally being forced to hand over the soul contract she made to the Devil (hence the Dark-type moves she can also learn), the latter of which is common to all the other bosses of the game.

Slate Bonus: Cala is literally just a severed head by the end of her boss battle, but is seen alive again in the epilogue of the main game. How she was restored to normal isn't explained, but hopefully this still counts, right?

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her Water-type STAB options are largely on the special side with Hydro Pump, and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs; her only Ghost-type option is the obvious Shadow Ball but with quite a bit of power to back it up, it's likely she doesn't mind. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her signature move, Petrify, which can easily turn even the fiercest foe into setup or cannon fodder. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.
Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.
 
90CF4107-1397-4752-B072-175775251865.png

Pokemon: Siffrin (He gets the slate bonus. For reasons.)
Type: Normal/Steel
Abilities: Sharp Wit (Slicing moves have +1 crit rate)/Gluttony/Sweet Veil
Stats: 77/108/68/78/68/111 (Total: 510)
Signature Moves: Just Attack
- Type: Steel
- Classification: Physical
- Power: 100
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Hits all opposing targets. Slicing.
Movepool: Slash, Cut, Scratch, Swift, Tera Blast, Smart Strike, Metal Claw, Leaf Blade, Leaf Storm, Razor Leaf, Rock Wrecker, Rock Slide, Rock Blast, Night Slash, X-Scissor, Fury Cutter, Breaking Swipe, Wish, Recover, Revival Blessing, Sharpen, Destiny Bond, Memento, Detect, Helping Hand, Laser Focus, Sweet Scent, Scary Face, Life Dew, Taunt, Torment, Parting Shot, Cosmic Power, Calm Mind, Agility, Tailwind, Charm, Endure
Overview: The main character of In Stars and Time. He's fine, don't worry about it.
79C3BC00-8E75-41E6-AB36-E5CE0C495701.jpeg

Pokemon: Drake (Wow look she also gets the slate bonus I wonder how that could be)
Series: Cobalt Core
Type: Dragon
Abilities: Blaze/Reckless/Flare Boost
Stats: 87/101/70/95/85/92 (Total: 530)
Signature Move: Sear
- Type: Fire
- Classification: Special
- Power: 50
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Hits twice. Ignores opposing stat changes. Each hit has a 10% chance to flinch the target.
Movepool: Dragon Rush, Outrage, Dragon Pulse, Draco Meteor, Flare Blitz, Flame Charge, Flame Wheel, Flamethrower, Fire Blast, Heat Wave, Flame Burst, Fire Spin, Temper Flare, Inferno, Freeze Dry, Reversal, Aura Sphere, Sucker Punch, Thief, Dazzling Gleam, Fake Out, Double Edge, Dragon Dance, Will-o-Wisp, Sunny Day, Calm Mind, Taunt, Embargo, Flash
Overview: Can go physical or special, but will probably bias towards Special on account of having better options that way. In the game, you have to manage a heat condition when using her cards, which inspires the choice of Flare Boost, but in exchange they have powerful effects, including high damage, innate armor piercing, and in some cases stunning effects.

A1A089B8-AFCF-4BEA-941A-9E7831393860.jpeg

Pokemon: Leif (Oh an actual by the books undead character this time)
Type: Bug/Ice
Abilities: Ice Scales/Oblivious/Aftermath
Stats: 78/60/85/117/95/95
Signature Move: Frigid Coffin
- Type: Ice
- Classification
- Power: 100
- Accuracy: 90
- PP: 10 (max 16)
- Effect: Has a 10% chance to freeze the target.
Movepool: Bug Buzz, Silver Wind, Ice Beam, Blizzard, Icicle Crash, Icicle Spear, Ice Shard, Ice Punch, Freeze Dry, Chilling Water, Shadow Ball, Hidden Power, Quiver Dance, Acupressure, Memento, Work Up, Barrier, Amnesia, Curse, Ice Ball, Haze, Mist, Snowscape, Safeguard, Light Screen, Reflect, Stockpile, Swallow, Spit Up, Confide, Baton Pass, Helping Hand, Ally Switch
Overview: One of the three protagonists of Bug Fables and a member of Team Snakemouth, having joined on their first mission into the area of the same name, having developed ice powers of an unknown origin so as to aid in combat. Leif has been displaced in time, having been alive during the reign of the previous queen of the ants, and the reasons for this become more apparent as the story goes on. As you progress, he also gains the ability to create force shields to protect himself and his allies, and by equipping specific medals, Leif can use different buffing skills as well. As for his role, he serves as an Ice Scales Quiver Dance sweeper not all too unlike Frosmoth.
 
Last edited:
char_hollow_knight_wiki_infobox.png

Higher beings, these words are for you alone.
Your great strength marks you among us. Focus your soul and you shall achieve feats of which others could only dream.

Pokémon: The Knight
Origin: Hollow Knight
Intended Tier: OU, Ubers-usable via Last Respects
Type: Ghost/Bug
Abilities: Sharpness / Dream Wielder | Triage
Dream Wielder: The user's moves work as if the target was asleep.
As Comatose is implemented in every fucking Sleep interaction, Dream Wielder itself has no technical effect other than being referenced by the following:
JavaScript:
    dreameater: {
        num: 138,
        accuracy: 100,
        basePower: 100,
        category: "Special",
        name: "Dream Eater",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, heal: 1, metronome: 1},
        drain: [1, 2],
        onTryImmunity(target, source) {
            return target.status === 'slp' || target.hasAbility('comatose') || pokemon.hasAbility('dreamwielder');
        },
        secondary: null,
        target: "normal",
        type: "Psychic",
        contestType: "Clever",
    },
    hex: {
        num: 506,
        accuracy: 100,
        basePower: 65,
        basePowerCallback(pokemon, target, move) {
            if (target.status || target.hasAbility('comatose') || pokemon.hasAbility('dreamwielder')) {
                this.debug('BP doubled from status condition');
                return move.basePower * 2;
            }
            return move.basePower;
        },
     
    infernalparade: {
        num: 844,
        accuracy: 100,
        basePower: 60,
        basePowerCallback(pokemon, target, move) {
            if (target.status || target.hasAbility('comatose') || pokemon.hasAbility('dreamwielder')) return move.basePower * 2;
            return move.basePower;
        },
        category: "Special",
        name: "Infernal Parade",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, metronome: 1},
        secondary: {
            chance: 30,
            status: 'brn',
        },
        target: "normal",
        type: "Ghost",
    },
    rest: {
        num: 156,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Rest",
        pp: 5,
        priority: 0,
        flags: {snatch: 1, heal: 1, metronome: 1},
        onTry(source) {
            if (source.status === 'slp' || source.hasAbility('comatose') || source.hasAbility('dreamwielder')) return false;

            if (source.hp === source.maxhp) {
                this.add('-fail', source, 'heal');
                return null;
            }
            if (source.hasAbility(['insomnia', 'vitalspirit'])) {
                this.add('-fail', source, '[from] ability: ' + source.getAbility().name, '[of] ' + source);
                return null;
            }
        },
        onHit(target, source, move) {
            const result = target.setStatus('slp', source, move);
            if (!result) return result;
            target.statusState.time = 3;
            target.statusState.startTime = 3;
            this.heal(target.maxhp); // Aesthetic only as the healing happens after you fall asleep in-game
        },
        secondary: null,
        target: "self",
        type: "Psychic",
        zMove: {effect: 'clearnegativeboost'},
        contestType: "Cute",
    },
    sleeptalk: {
        num: 214,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Sleep Talk",
        pp: 10,
        priority: 0,
        flags: {failencore: 1, nosleeptalk: 1, noassist: 1, failcopycat: 1, failmimic: 1, failinstruct: 1},
        sleepUsable: true,
        onTry(source) {
            return source.status === 'slp' || source.hasAbility('comatose') || source.hasAbility('dreamwielder');
        },
        onHit(pokemon) {
            const moves = [];
            for (const moveSlot of pokemon.moveSlots) {
                const moveid = moveSlot.id;
                if (!moveid) continue;
                const move = this.dex.moves.get(moveid);
                if (move.flags['nosleeptalk'] || move.flags['charge'] || (move.isZ && move.basePower !== 1) || move.isMax) {
                    continue;
                }
                moves.push(moveid);
            }
            let randomMove = '';
            if (moves.length) randomMove = this.sample(moves);
            if (!randomMove) {
                return false;
            }
            this.actions.useMove(randomMove, pokemon);
        },
        secondary: null,
        target: "self",
        type: "Normal",
        zMove: {effect: 'crit2'},
        contestType: "Cute",
    },
 
        snore: {
        num: 173,
        accuracy: 100,
        basePower: 50,
        category: "Special",
        name: "Snore",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, sound: 1, bypasssub: 1},
        sleepUsable: true,
        onTry(source) {
            return source.status === 'slp' || source.hasAbility('comatose') || source.hasAbility('dreamwielder');
        },
        secondary: {
            chance: 30,
            volatileStatus: 'flinch',
        },
        target: "normal",
        type: "Normal",
        contestType: "Cute",
    },
 
    wakeupslap: {
        num: 358,
        accuracy: 100,
        basePower: 70,
        basePowerCallback(pokemon, target, move) {
            if (target.status === 'slp' || target.hasAbility('comatose') || source.hasAbility('dreamwielder')) {
                this.debug('BP doubled on sleeping target');
                return move.basePower * 2;
            }
            return move.basePower;
        },
        category: "Physical",
        isNonstandard: "Past",
        name: "Wake-Up Slap",
        pp: 10,
        priority: 0,
        flags: {contact: 1, protect: 1, mirror: 1, metronome: 1},
        onHit(target) {
            if (target.status === 'slp') target.cureStatus();
        },
        secondary: null,
        target: "normal",
        type: "Fighting",
        contestType: "Tough",
    },
Nightmare is currently beyond my ability to implement properly with Dream Wielder, but here's a hacky 'solution' that should probably work - Curse and Nightmare deal the same amount of damage.
JavaScript:
    nightmare: {
        num: 171,
        accuracy: 100,
        basePower: 0,
        category: "Status",
        isNonstandard: "Past",
        name: "Nightmare",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, metronome: 1},
        volatileStatus: 'nightmare',
        onTryHit(target, source, move) {
            if (source.hasAbility('dreamwielder')) {
                delete move.volatileStatus;
            },
        },
        onHit(target, source, move) {
            if (source.hasAbility('dreamwielder')) {
                target.addVolatile('curse');
            },
        },
        condition: {
            noCopy: true,
            onStart(pokemon) {
                if (pokemon.status !== 'slp' && !pokemon.hasAbility('comatose')) {
                    return false;
                }
                this.add('-start', pokemon, 'Nightmare');
            },
            onResidualOrder: 11,
            onResidual(pokemon) {
                this.damage(pokemon.baseMaxhp / 4);
            },
        },
        secondary: null,
        target: "normal",
        type: "Ghost",
        zMove: {boost: {spa: 1}},
        contestType: "Clever",
    },
Stats: 80 HP / 100 Attack / 100 Defense / 100 Special Attack / 110 Special Defense / 80 Speed (570)

Moves:
Physical - X-Scissor, Attack Order, Sacred Sword, Shadow Claw, Shadow Sneak, Last Respects, Bitter Blade, Flare Blitz, Horn Leech, Dragon Rush, Dual Wingbeat, Fly, Accelerock
Special - Hex, Shadow Ball, Signal Beam, Dream Eater, Aura Sphere, Focus Blast, Flamethrower, Fire Blast, Overheat, Giga Drain, Dragon Pulse, Power Gem, Boomburst, Final Gambit
Status - Recover, Nightmare, Stun Spore, Defend Order,

Reasoning: The Knight is the protagonist of Hollow Knight. A mysterious young warrior who finds themself in the land of Hallownest, they gradually uncover the kingdom's secrets. They're an insect who's referred to as a 'little ghost' by Hornet, hence their Ghost/Bug typing. Their abilities reflect the various ways you can play the game using Charms - Sharpness for the powerful strikes of a 'nail art' build, Dream Wielder for magic-using builds, and Triage for the rapid attacks of nail speed-focused builds.

Dream Wielder in particular is based on how the Knight can use the Dream Nail to read thoughts and gather Soul energy even on the waking. This also results in it getting draining moves!

Most of their moves are based off of various attacks they unlock throughout the game. They fight with their nail (the Hollow Knight world's sword analogue) and can cast a variety of spells. While not looking like fire, their spells tend to leave their enemies scorched, hence the Fire coverage they get. The Knight can also heal themself with the Focus mechanic, hence the slight focus on recovery. There are also some Charms that allow them to summon creatures for assistance.

In truth, Hallownest was actually The Knight's birthplace. They were one of the Pale King's many children with the White Lady... all of whom the Pale King killed. See, in his desperation to cure the Infection (literally) plaguing Hallownest, he came across a possible solution. He would use the Void beneath Hallownest to turn one of his children into a Vessel - one with no mind to think, no will to break, and no voice to call out suffering - and use it to contain the Infection, which spread through dreams.

The Knight was a discarded vessel who climbed out of the mountain of corpses the Pale King left behind, left Hallownest and wandered the wastes beyond for a while, and then came back. While it's possible for it to replace the Hollow Knight and seal the Infection once more... it's also possible for it to slay the Infection's maker, if it questions its surroundings properly.

Sharpness because, once fully upgraded, the Knight's nail is so immaculate that the Nailsmith who repaired it actually asks to be killed using it. Triage because the Knight, like all Vessels, was created to cure a plague.

As the child of the Pale King, who is a wyrm, and the White Lady, who is a root, the Knight was given some justifiable Dragon and Grass 'coverage' (it's not very useful) despite not directly displaying any draconic or plantlike traits.

Last Respects due to the fact that the Knight is constantly gaining power from the dead - both by absorbing Essence from the spirits of the dead, and from commanding an army of its siblings to slay the Radiance in the Dream No More ending. Bitter Blade is there for similar reasons.

Usage Tips: Don't give up, exoskeleton! The Knight is equipped with three powerful abilities, each giving them a different set of strengths. Sharpness is fairly well-rounded, giving it access to an extremely powerful STAB X-Scissor, and being able to hit anything but a Normal/Ghost neutrally with STAB Shadow Claw and Sharpness-boosted Sacred Sword. Dream Wielder sets will likely want to just spam Hex most of the time, using Focus Blast to get past resists, but it can also throw out Nightmares at will so that's pretty cool.

Triage is the real star of the show, however, giving The Knight powerful priority in Bitter Blade and Horn Leech. With +3 priority, it outspeeds even other priority users. The Knight not getting Leech Life was very deliberate - but Bitter Blade is still unusually powerful for a priority move even when factoring the fact that it's not STAB. Horn Leech can also hit many things that resist Bitter Blade, and it still has Attack Order for slower things that need to be killed extra hard.

More is coming! haha whoops

Pokémon:
Origin:
Intended Tier:
Type:
Abilities:

Stats:

Moves:
Physical -
Special -
Status -
 
Last edited:
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