Pet Mod [Gen 9] Crossover Chaos

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"Hello, Doctor. I'm Rafaela, the one Miss Ch'en introduced, and I'll be formally joining Rhodes Island today. Huh, a code name? Hmm... let's go with La Pluma then."
Franchise/Origin: Arknights
Intended Tier: OU
Type:
Steel.png
Flying.png

Ability: In the Groove (When this Pokemon attacks and KOes another Pokemon, its Speed is raised by 1.) / Reaper (This Pokemon’s slicing moves heal it for 1/10 max HP.)
Stats: 100 / 100 / 80 / 60 / 80 / 110 | 530 BST
Swords Dance, Solar Blade, Leaf Blade, Sacred Sword, Night Slash, Psycho Cut, Slash, Acrobatics, Aerial Ace, Agility, Air Cutter, Air Slash, Attract, Body Slam, Brave Bird, Brick Break, Bulldoze, Captivate, Confide, Curse, Defog, Double Team, Double-Edge, Dual Wingbeat, Endure, Facade, Flash Cannon, Fly, Frustration, Giga Impact, Gust, Gyro Ball, Headbutt, Hidden Power, Hurricane, Hyper Beam, Iron Defense, Iron Head, Magnet Rise, Metal Claw, Metal Sound, Mimic, Mud-Slap, Natural Gift, Ominous Wind, Pluck, Protect, Rain Dance, Rest, Return, Rock Slide, Rock Smash, Rock Tomb, Round, Sandstorm, Screech, Secret Power, Sky Attack, Sleep Talk, Snore, Stealth Rock, Steel Beam, Steel Roller, Steel Wing, Substitute, Sunny Day, Swagger, Swift, Tackle, Tailwind, Taunt, Thief, Toxic, Twister, U-Turn, Uproar, Wing Attack, Work Up
Rapid Slashing |
Steel.png
|
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| PP: 10 | BP: 50 | Accuracy: 100 | Slicing, Contact | Hits twice.
Reasoning:
  • steel for the blade, flying for the liberi race
  • into the groove boosts attack spe on each kill
  • reaper is a trait that heals 50 hp each hit
  • rapid slashing is her s1 that has higher attack and hits twice
Competitive Reasoning: another steel not weak to fighting, similarly more offensive and takes advantage of reaper to stallbreak

La Pluma @ Life Orb
Ability: Reaper
Tera Type: Steel / Water / Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rapid Slashing
- Sacred Sword
- Leaf Blade / Brave Bird

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"Ch'en, reporting back in from my holiday in Dossoles. I have a lot of reports to write about my trip, so I'm just passing by to say hello, Doctor. Let me know if you've got something. Now that the holiday's over, everything's back to normal. "
Franchise/Origin: Arknights
Intended Tier: OU
Type:
Water.png
Dragon.png

Ability: Steadfast / Frugality (This Pokemon's ballistic attacks have a 20% chance to not consume PP.)
Stats: 120 / 120 / 80 / 70 / 70 / 70 | 530 BST
Ice Ball, Octazooka, Energy Ball, Focus Blast, Weather Ball, Sludge Bomb, Aura Sphere, Aerial Ace, Aqua Tail, Attract, Bite, Blizzard, Body Slam, Breaking Swipe, Brick Break, Brine, Brutal Swing, Bubble Beam, Bulldoze, Captivate, Confide, Crunch, Curse, Cut, Dig, Dive, Double Team, Double-Edge, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Dual Wingbeat, Earth Power, Earthquake, Endure, Facade, Fling, Flip Turn, Fly, Focus Blast, Frustration, Giga Impact, Hail, Headbutt, Hidden Power, Hone Claws, Hydro Pump, Hyper Beam, Hyper Voice, Ice Beam, Icy Wind, Incinerate, Iron Head, Iron Tail, Laser Focus, Liquidation, Mimic, Mud Shot, Mud-Slap, Muddy Water, Natural Gift, Outrage, Payback, Protect, Rain Dance, Rest, Return, Roar, Rock Slide, Rock Smash, Rock Tomb, Round, Safeguard, Scald, Scale Shot, Scary Face, Secret Power, Shadow Claw, Shock Wave, Sleep Talk, Snore, Splash, Stone Edge, Strength, Substitute, Sunny Day, Surf, Swagger, Swift, Tackle, Take Down, Taunt, Thunderbolt, Toxic, Twister, Water Gun, Water Pulse, Waterfall, Whirlpool
Holiday Storm |
Water.png
|
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| PP: 10 | BP: 50 | Accuracy: 100 | Bullet | Ignores the target's stat changes. Hits twice. Each hit lowers the target's Defense by 1.
Reasoning:
  • water for the super soaker, dragon for the lung race
  • frugality is a talent that has the same effect
  • vestiges of vacation raises speed but itd be weird to have a no-restrictions speed ability so it gets steadfast
  • holiday storm creates a liquid that reduces def and spe
Competitive Reasoning: water stallbreaker. abilities dont help that much unless a rain mon is subbed but otherwise it can break walls very easily using its water lash.

Ch'en the Holungday @ Leftovers / Assault Vest
Ability: Frugality
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Holiday Storm
- Dragon Claw
- Earthquake
- Taunt / Flip Turn

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""
Franchise/Origin: Slay the Spire
Intended Tier: OU
Type:
Water.png
Psychic.png

Ability: Dynamic Stance (This Pokemon's Fire moves cause it to gain the Wrath condition, which doubles the damage taken and given. When this Pokemon uses a move that boosts its defenses, it gains the Calm condition, which doubles its speed. When this Pokemon uses three Psychic-type moves, it gains the Divinity condition, which triples the power of its next attack. Only one stance can be granted at a time.)
Stats: 80 / 70 / 130 / 70 / 130 / 70 | 550 BST
Agility, Ally Switch, Amnesia, Aqua Cutter, Aqua Tail, Assist, Attract, Barrier, Baton Pass, Blizzard, Body Press, Body Slam, Brine, Brutal Swing, Bubble Beam, Calm Mind, Captivate, Charge Beam, Charm, Comet Punch, Confide, Confusion, Crush Claw, Curse, Dazzling Gleam, Detect, Dig, Dive, Double Team, Double-Edge, Drain Punch, Dream Eater, Dual Chop, Earthquake, Eerie Impulse, Endure, Energy Ball, Eruption, Expanding Force, Facade, Fell Stinger, Fire Blast, Fire Lash, Fire Punch, Flame Charge, Flamethrower, Flare Blitz, Flash, Fling, Frustration, Fury Cutter, Future Sight, Giga Impact, Grass Knot, Gravity, Guard Swap, Hail, Headbutt, Helping Hand, Hidden Power, Hydro Pump, Hyper Beam, Ice Beam, Ice Punch, Icy Wind, Imprison, Instruct, Iron Defense, Judgment, Last Resort, Lava Plume, Life Dew, Light Screen, Liquidation, Magic Coat, Magic Room, Meditate, Mega Kick, Metronome, Mimic, Mud Shot, Mud-Slap, Muddy Water, Natural Gift, Power Swap, Protect, Psybeam, Psych Up, Psychic, Psychic Terrain, Psycho Cut, Psyshield Bash, Psyshock, Psywave, Rain Dance, Recycle, Reflect, Rest, Return, Role Play, Round, Safeguard, Scald, Scorching Sands, Screech, Secret Power, Shadow Ball, Skill Swap, Sleep Talk, Snore, Stomping Tantrum, Stored Power, Strength, Substitute, Sunny Day, Surf, Swagger, Swift, Tackle, Take Down, Taunt, Telekinesis, Thief, Thunder Wave, Thunderbolt, Torment, Toxic, Trick, Trick Room, Water Gun, Water Pulse, Water Sport, Waterfall, Whirlpool, Will-o-Wisp, Wish, Wonder Room, Zen Headbutt
Reasoning:
  • water for having pure water and holy water, psychic for various mystical cards
  • dynamic stance reflects the many stances it can use
  • movepool based on various cards it can use
Competitive Reasoning: water wall and wallbreaker.

Watcher @ Leftovers
Ability: Dynamic Stance
Tera Type: Water / Fairy
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Psychic / Psyshock
- Wish
- Protect

Watcher @ Flame Plate
Ability: Dynamic Stance
Tera Type: Fire
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Judgment
- Calm Mind
- Wish / Psychic

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""
Franchise/Origin: Octopath Traveler
Intended Tier: OU
Type:
Steel.png
Psychic.png

Ability: Sharpness / Runelord (This Pokemon's special moves become physical, slicing, and contact.)
Stats: 100 / 130 / 100 / 86 / 81 / 73 | 570 BST
Night Slash, Smart Strike, Sacred Sword, Leaf Blade, Agility, Swords Dance, Aerial Ace, Air Slash, Ally Switch, Attract, Baton Pass, Blizzard, Body Slam, Brick Break, Bulldoze, Calm Mind, Captivate, Charge Beam, Charm, Confide, Confusion, Dark Pulse, Dazzling Gleam, Discharge, Double Team, Double-Edge, Dream Eater, Earthquake, Endure, Energy Ball, Expanding Force, Facade, Flamethrower, Flash, Flash Cannon, Fling, Frustration, Future Sight, Giga Impact, Grass Knot, Gravity, Guard Swap, Gyro Ball, Headbutt, Heat Wave, Helping Hand, Hidden Power, Hurricane, Hyper Beam, Ice Beam, Ice Punch, Icy Wind, Imprison, Iron Defense, Iron Head, Light Screen, Magic Coat, Magic Room, Magnet Rise, Metal Claw, Metal Sound, Mimic, Mud-Slap, Natural Gift, Power Swap, Protect, Psybeam, Psych Up, Psychic, Psychic Terrain, Psycho Cut, Psyshock, Psywave, Rain Dance, Recycle, Reflect, Rest, Return, Rock Slide, Rock Smash, Rock Tomb, Role Play, Round, Safeguard, Sandstorm, Screech, Secret Power, Shadow Ball, Shock Wave, Signal Beam, Skill Swap, Sleep Talk, Snatch, Snore, Solar Beam, Stealth Rock, Steel Beam, Steel Roller, Stored Power, Substitute, Sunny Day, Swagger, Swift, Tackle, Taunt, Telekinesis, Thief, Thunder Wave, Thunderbolt, Torment, Toxic, Trick, Trick Room, Wonder Room, Zen Headbutt
Reasoning:
  • clad in armor with a sword (steel), access to various runes (psychic)
  • balogar's elemental runes deal elemental physical damage
  • has fire, ice, electric, wind (flying), light (psychic), and dark elements
Competitive Reasoning: physical tank and physical wallbreaker with a lot of good coverage.

Balogar @ Leftovers
Ability: Runelord
Tera Type: Fire / Ground / Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Iron Head
- Flamethrower
- Earthquake / Agility

Balogar @ Choice Band
Ability: Runelord
Tera Type: Fire / Electric / Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Iron Head
- Flamethrower
- Earthquake
- Thunderbolt

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" Kyahahahaha! Something real interesting is going on~! Hey, fairies! Let's crank up the speed! It's lunatic tiiiime! Welcome to a world of madness! "
Franchise/Origin: Touhou
Intended Tier: OU
Type:
Dark.png
Fairy.png

Ability: Firebreather (This Pokemon's Fire-type attacks have 1.5x power; immunity to Fire and burn.)
Stats: 120 / 90 / 80 / 100 / 80 / 60 | 530 BST
Aerial Ace, After You, Ally Switch, Assurance, Attract, Bite, Body Slam, Brick Break, Captivate, Charm, Confide, Covet, Crunch, Cut, Dark Pulse, Dazzling Gleam, Dig, Double Team, Double-Edge, Draining Kiss, Dream Eater, Echoed Voice, Embargo, Encore, Endeavor, Endure, Energy Ball, Facade, Fake Tears, Feint Attack, Fiery Wrath, Fire Blast, Fire Lash, Flamethrower, Flare Blitz, Flash, Fling, Foul Play, Frustration, Giga Impact, Grass Knot, Headbutt, Heal Bell, Helping Hand, Hidden Power, Hone Claws, Hyper Beam, Hyper Voice, Incinerate, Iron Tail, Knock Off, Lash Out, Last Resort, Leer, Light Screen, Low Kick, Magic Coat, Mega Kick, Mega Punch, Mimic, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Morning Sun, Mud-Slap, Mystical Fire, Natural Gift, Night Slash, Payback, Play Rough, Protect, Psych Up, Psychic, Rain Dance, Reflect, Rest, Retaliate, Return, Revenge, Roar, Rock Slide, Rock Smash, Rock Tomb, Round, Safeguard, Scary Face, Screech, Secret Power, Shadow Ball, Shadow Claw, Sleep Talk, Snarl, Snatch, Snore, Solar Beam, Spite, Stored Power, Strength, Strength Sap, Substitute, Sucker Punch, Sunny Day, Swagger, Swift, Taunt, Telekinesis, Thief, Throat Chop, Thunder Wave, Thunderbolt, Torment, Toxic, Trick, Uproar, Will-o-Wisp, Wonder Room, Work Up
Reasoning:
  • clownpiece is a fairy based in hell (dark)
  • carries a torch and has some fire-based spell cards (fire-boosting ability)
Competitive Reasoning: mixed tank with great coverage and bulk.

Clownpiece @ Leftovers
Ability: Firebreather
Tera Type: Fairy / Steel
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Flamethrower / Dark Pulse
- Nasty Plot / Will-o-Wisp
- Strength Sap
 
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Name: Sophia
Franchise: Fire Emblem
Intended Tier: UU
Type:
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Ability: Forewarn | Anticipation
Stats: 80 HP/53 Atk/53 Def/114 SpA/114 SpD/62 Spe (476 BST)

Moves: Nosferatu, Apocalypse, Extrasensory, Future Sight, Draco Meteor, Dragon Pulse, Dark Pulse, Snarl, Shadow Ball, Hex, Thunderbolt, Thunder, Miracle Eye, Sticky Web, Spider Web
Nosferatu |
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|
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| 75 BP | 16 PP | 100% | Heals the user of health equal to half of the damage dealt.
Apocalypse |
Dark.png
|
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| 100 BP | 8 PP | 100% | 50% chance to raise the user's Special Attack by 1 stage.
Reasoning: Sophia is a priestess who sees the future and also happens to be half-dragon. Her starting class is a Shaman, which can promote into a Druid. Both classes use dark tomes (Dark Pulse, Snarl, Shadow Ball, Hex). Two specific tomes she can use are Nosferatu, which drains the target's HP, and Apocalypse, a powerful tome which raises the user's Magic when equipped. She has a variation in Heroes called the Cobweb Prophet (Sticky Web, Spider Web), which can use Thunder and Elthunder (Thunderbolt, Thunder).
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Name: Alice
Franchise: Girls X-Battle 2
Type:
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Ability: Plasma Armor (The user's Defense is increased by 40%, and their Attack is increased by 25%. Their Steel-type attacks are super effective on Fighting.) | Battle Armor | [HA] Sharpness
Stats: 60 HP/75 Atk/80 Def/45 SpA/45 SpD/40 Spe (345 BST)

Moves: Dragon Fight, Bullet Punch, Heavy Slam, Smart Strike, Metal Claw, Close Combat, Sacred Sword, Body Press, Power-Up Punch, Psycho Cut, Night Slash, Dragon Claw, X-Scissor, Cut, Slash, Iron Defense, Swords Dance, Recover
Dragon Fight |
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|
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| 75 BP | 16 PP | 100% | Hits all opponents. Super effective on Fighting-types. Is a slicing move.
Reasoning: Alice resembles a cyborg, being coated in metal armor (Battle Armor). She wields dual blades (Sharpness) and is classified as a Warrior. One of her passive abilities is Plasma Shield, which increases her Armor, Attack, and HP stats, by an amount that increases as she ranks up. Plasma Shield also makes her deal more damage to Warriors. Another one of her passive abilities is Heal (Recover), while another is Veteran, which increases her Attack as she attacks (Power-Up Punch). Her active ability is Dragon Fight, which hits all enemies, also dealing extra damage to warriors.

Alice evolves into 6-Star Alice.
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Name: 6-Star Alice
Franchise: Girls X-Battle 2
Type:
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1680338413359.png

Ability: Plasma Armor | Battle Armor | [HA] Sharpness
Stats: 80 HP/95 Atk/100 Def/55 SpA/55 SpD/50 Spe (435 BST)

Moves: Dragon Fight, Bullet Punch, Heavy Slam, Smart Strike, Metal Claw, Close Combat, Sacred Sword, Body Press, Power-Up Punch, Psycho Cut, Night Slash, Dragon Claw, X-Scissor, Cut, Slash, Iron Defense, Swords Dance, Recover
Reasoning: This is Alice after reaching six stars.

6-Star Alice evolves into 10-Star Alice.
Alice-10.png

Name: 10-Star Alice
Franchise: Girls X-Battle 2
Intended Tier: OU
Type:
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Ability: Plasma Armor | Battle Armor | [HA] Sharpness
Stats: 100 HP/115 Atk/120 Def/65 SpA/65 SpD/60 Spe (525 BST)

Moves: Dragon Fight, Bullet Punch, Heavy Slam, Smart Strike, Metal Claw, Close Combat, Sacred Sword, Body Press, Psycho Cut, Power-Up Punch, Night Slash, Dragon Claw, X-Scissor, Cut, Slash, Iron Defense, Swords Dance, Recover
Reasoning: This is Alice after reaching ten stars.
resubs
Gargantuar5.png

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

Moves: Metal Sign, Zombie Club, Brick Break, Close Combat, Superpower, Seismic Toss, Hammer Arm, Vital Throw, Storm Throw, Shadow Punch, Wood Hammer, Fling, Knock Off, Lash Out, Bulk Up
Metal Sign |
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|
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| 95 BP | 16 PP | 90%
Zombie Club |
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|
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| 95 BP | 16 PP | 90%
Reasoning: Gargantuar is one of the most powerful zombies, being the toughest in the original game. It takes an insane amount of damage, while also crushing most plants in one hit. It is buff and relies on brute strength, compared to other zombies who bite. It can either have a utility pole (Wood Hammer), a sign, or another zombie as its weapon. After losing 50% of its health, it throws the imp on its back, which progresses on to attack the plants.
Heroine-athena.png

Name: Athena Asamiya
Franchise: Psycho Soldier
Intended Tier: OU
Type:
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Ability: Punk Rock | [HA] Forewarn
Stats: 78 HP/93 Atk/68 Def/116 SpA/101 SpD/79 Spe (535 BST)

Moves: Expanding Force, Extrasensory, Future Sight, Psychic, Psycho Cut, Psyshock, Zen Headbutt, Power Gem, Energy Ball, Focus Blast, Brick Break, Circle Throw, Storm Throw, Dazzling Gleam, Signal Beam, Air Slash, Flamethrower, Brave Bird, Fly, Dual Wingbeat, Hyper Voice, Double-Edge, Reflect, Light Screen, Magic Coat, Mirror Coat, Telekinesis, Teleport, Calm Mind, Barrier, Ally Switch, Agility, Heal Pulse, Roost, Recover, Swords Dance
Reasoning: Athena is the reincarnation of the goddess of the same name. This gives her access to multiple psychic powers: telekinesis, teleportation, barriers, healing and divination. She uses these powers to fight, alongside martial arts (Brick Break). One of her signature moves is the Psycho Ball, a ball of psychic energy (Energy Ball, Focus Blast). She can also fire shining energy with Shining Crystal Bit (Power Gem). Her standard attack in her debut game is a beam (Signal Beam), but one of the items she can pick up is a sword (Swords Dance). Athena's occupation is an idol (Punk Rock, Hyper Voice).

Athena becomes Phoenix Athena by holding a Green Egg, which works like a Mega Stone.
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Name: Phoenix Athena
Intended Tier: OU
Type:
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Ability:
Aerilate
Stats: 78 HP/121 Atk/85 Def/121 SpA/106 SpD/114 Spe (635 BST)

Reasoning: Another one of the items Athena can pick up is a Green Egg, which turns her into a phoenix. She can fly and breathe fire (Flamethrower), as well as use a charge attack (Double-Edge).
 
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yes, i do love me some beijing tiananmen, why do you ask

(Old Slate Winner Resub)
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"Where did you find the courage to challenge me?"

Pokémon: Ch'en
Franchise/Origin: Arknights
Intended Tier: UU
Type:
dragon.png

Abilities: Inner Focus / Unnerve (HA: Sharpness)
Other Moves:
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: Quick Attack, Extreme Speed, Feint, Slam, Slash, Cut, Dragon Rush, Outrage, Dual Chop, Dragon Tail, Sacred Sword, Close Combat, Brick Break, Flame Charge, Rock Slide, Night Slash, Leaf Blade, Aqua Cutter, Low Kick, Fire Punch, Thunder Punch, Fire Lash, Rage, Aerial Ace, Iron Tail
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: Dragon Pulse, Draco Meteor, Focus Blast, Energy Ball, Psyshock, Focus Blast, Flamethrower, Fire Blast ,Overheat, Fiery Dance
4-move-status.png
: Dragon Dance, Laser Focus, Swords Dance, Me First, Leer, Taunt, Torment, Parting Shot, Curse, Detect, Focus Energy, Calm Mind, Barrier, Quick Guard, Meditate, Imprison
Signature moves:
Chi Xiao Cut -
dragon.png
-
4-move-physical.png
- 100 BP - 5 PP - 95% - High critical hit ratio. Slicing move (boosted by Sharpness).
Stats: 107/111/84/78/40/85 (BST: 505)

Reasoning: Dragon-type for being of the Lung race of Ancients. Inner Focus was chosen due to her stalwart and tenacious personality when it comes to fights. Unnerve was chosen as a Secondary Ability due to her how she inspires fear into her foes. The numerous amounts of slicing moves can be mainly attribute to her Guard class in Arknights, including her use of a sword. Sharpness, her hidden ability, allows these moves to gain a power boost, and fits her status as leader of the Lungmen Guard Department and pays homage to her sharp powers of judgement backed by her deep knowledge of law studies from years of study at the Victoria Royal Guard School. The immense physical coverage of slash moves she was given is due to most Dragon-types in canon Pokémon often having such coverage to contend with non-Dragon type foes. Most special moves were chosen for STAB and for coverage reasons. Barrier and Quick Guard among her status moves cements her origin from a tower defense game. Her stats were calculated from her own stats within Arknights itself, the basis of which was her maximum stats in her Elite 2 promotion minus the trust stat bonuses.

Code:
Ch'en (F) @ Life Orb
Ability: Sharpness
Tera Type: Water / Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Chi Xiao Cut
- Sacred Sword
- Fire Lash / Aqua Cutter / Extreme Speed
Code:
Ch'en (F) @ Choice Band
Ability: Sharpness
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Chi Xiao Cut
- Sacred Sword
- Extreme Speed
- Parting Shot

(New)
char_136_hsguma_1.png

"This shield has a name: Hannya. I brought it from my hometown. Its 'father' and mine were old friends. Back in the Guard Department, my superiors would always mock my choice of weapon, but together we've proven them that a shield can be a good weapon, and so can I."
Pokémon: Hoshiguma
Franchise/Origin: Arknights
Intended Tier: OU
Type:
steel.png
fighting.png

Abilities: Tactical Armor (HA: Sturdy)
Signature ability - Tactical Armor - When hit by a physical move, the user has a 25% chance to halve the damage dealt by the move. This does not affect direct damage moves like Dragon Rage and Seismic Toss.
Other Moves:
4-move-physical.png
: Iron Head, Smart Strike, Metal Burst, Heavy Slam, Counter, Revenge, Superpower, Body Press, Knock Off, Assurance, Payback, Punishment, Sucker Punch, Brutal Swing, Bulldoze, Earthquake, Body Slam, Horn Attack, Rock Climb, Rock Tomb, Stone Edge
4-move-special.png
: Mirror Shot, Steel Beam, Focus Blast, Snarl, Air Cutter, Night Shade, Earth Power, Razor Wind
4-move-status.png
: Iron Defense, Metal Sound, Bulk Up, Quick Guard, Torment, Taunt, Parting Shot, Obstruct, Defog, Curse, Spite, Leer, Mean Look, Scary Face, Block, Me First, Work Up, Laser Focus, Reflect, Sandstorm, Wide Guard, Rain Dance, Spiky Shield
Signature moves:
Saw of Strength -
steel.png
-
4-move-physical.png
- 130 BP - 10 PP - 100% - Two-turn attack, on the turn it is selected the user's Defense raises by one stage and then fully executes on the next turn unless Power Herb is used. (activation message: “{Pokémon} raised its shield in preparation!”)
Stats: 124/93/121/65/40/92 (BST: 535)

Reasoning: Steel-type as primary type due to her armour and shield, mainly the latter. Despite being Oni, she carries the Fighting type due to very different behaviour than what other members of the Oni race in Arknights' world of Terra implies, sporting composure, preferring fair fights, being loyal and helpful, and purveying a strong sense of justice. Tactical Armor as her signature and primary ability references her Trait which also has a chance to activate, but completely prevents any attack that deals physical damage to her, which has been toned down for a semblance of balance. Sturdy is her hidden ability to ensure she does not get OHKO'd by anything and as a mirror to Tactical Armor for preventing high amounts of potentially fatal damage to her. Saw of Strength as her signature move references one of her skills in which her shield, Hannya, spins around like a rotating saw blade. This rapid spinning of her shield may produce something like Air Cutter and Razor Wind due to the rapid rotating giving the assumption that it may stir up wind like a plane's turbine. Her stats are also calculated like her other Operators, in which her Elite 2 promotion stats are mainly used for such calculations. Being in a tower defence game grants her various support moves for her teammates during battle, with Wide Guard, Reflect, Spiky Shield (due to her Thorns skill in Arknights), and Obstruct being notable examples of such.

Code:
Hoshiguma (F) @ Power Herb
Ability: Tactical Armor / Sturdy
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Saw of Strength
- Body Press
- Iron Head
- Earthquake
Code:
Hoshiguma (F) @ Leftovers / Protective Pads
Ability: Tactical Armor / Sturdy
Tera Type: Fighting / Water
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bulk Up
- Body Press / Superpower
- Iron Head
- Knock Off / Sucker Punch
Code:
Hoshiguma (F) @ Leftovers / Rocky Helmet / Mental Herb
Ability: Tactical Armor / Sturdy
Tera Type: Water / Ghost
EVs: 4 HP / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Spiky Shield / Defog
- Taunt
- Parting Shot

(Old Gen Resub)
Venti_Portrait.png

"Ready for takeoff!"
Pokémon: Venti
Franchise/Origin: Genshin Impact
Intended Tier: Ubers
Type:
flying.png

Abilities: Aerilate (HA: Tangled Feet)
Other Moves:
4-move-physical.png
: Fly, Sky Attack, Wing Attack, Aerial Ace, Brave Bird, Acrobatics, Dual Wingbeat, U-turn, Feint Attack, Fling, Play Rough, Quick Attack, Return, Endeavor, Fake Out, Last Resort, Steel Wing
4-move-special.png
: Gust, Air Cutter, Air Slash, Hurricane, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Heat Wave, Razor Wind, Swift, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Round, Psychic, Mirror Coat, Stored Power
4-move-status.png
: Defog, Tailwind, Flatter, Switcheroo, Charm, Sweet Kiss, Detect, Sunny Day, Metronome, Sing, Supersonic, Whirlwind, Encore, Morning Sun, Perish Song, Safeguard, Follow Me, Helping Hand, Teeter Dance, Lucky Chant, Bestow, Work Up, Confide, Play Nice, Agility, Calm Mind, Magic Coat, Life Dew
Signature moves:
Splitting Gales -
flying.png
-
4-move-special.png
- 50 BP - 10 PP - 100% - Hits 2 times. Replicates Dragon Darts' targeting behaviour for its second strike.
Z-Move - Requires Splitting Gales and Barbatosium Z - Wind's Grand Ode -
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-
4-move-special.png
- 190 BP - User automatically whips up a Tailwind on their side of the field after dealing damage.
Stats: 84/100/69/117/80/150 (BST: 600)

Reasoning: Pure-Flying type as the Wind Archon, due to lore of Genshin claiming the true forms of the Archons are beings made of pure energy. Aerilate is his primary ability to support his element of Anemo and does so with flying colors. His Hidden Ability is Tangled Feet due to his alcohol addiction; often he can be seen in the taverns of Mondstadt in a drunken stupor. Spinda, which carries that same ability, often is derided in the Pokémon community for having a gait that can be seen as drunken. (Even then, there's a canon drunken character in the old man in Viridian City, and the (first, FRLG) remakes of the game he debuted in is in the same gen that Spinda made its debut) His signature move is a stylized interpretation of a combination of the Divine Marksmanship Talent (its Charged Attack more specifically) and Splitting Gales, the first skill his Constellation grants him. The Z-Move carries his Archon name, Barbatos; and carries the same name as the Elemental Burst he has. Like with Mew, the Z-Move also performs an additional effect after dealing damage, thus Tailwind which complements his Flying-type and their massive Speed stats (only Electric type comes close). The high speed of Flying-types comes into Venti being granted a high base stat of 150 to illustrate how much he stereotypically adheres to the type most associated with wind. As a bard, he carries a massive amount of sound moves (especially the reliable Hyper Voice as a signature move/Hurricane alternative) apart from Boomburst, which would make him even more broken than he is in Genshin Impact itself. Venti himself has an Archon outfit as seen in the official web manga, which sports wings, thus he can use Steel Wing, Wing Attack, Brave Bird, Sky Attack, Dual Wingbeat, etc. Even if he isn't in his Archon outfit with wings, he can still be equipped with gliders with almost wing-like features and appearances. He gains Heat Wave, his portrayed type's obligatory coverage move, which is odd considering Heat Wave is a move of the Pyro element/Fire type.

Code:
Venti (M) @ Heavy-Duty Boots
Ability: Aerilate
Tera Type: Steel
EVs: 252 Atk / 252 Def / 4 Spe
Jolly Nature
- Fake Out
- Brave Bird / Dual Wingbeat
- U-turn / Whirlwind
- Defog
Code:
Venti (M) @ Life Orb / Barbatosium Z
Ability: Aerilate
Tera Type: Fire / Flying
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice / Hurricane / Splitting Gales
- Heat Wave / Hyper Voice
- Morning Sun / Psychic / Stored Power
- Calm Mind
 
Last edited:
laphicet-png.375009

"Humanity will never lose its hope... or its prayers for a better future."
Pokémon: Laphicet
Franchise/Origin: Tales of Berseria
Intended Tier: OU
Type: Normal/Electric
Ability: Variability (The user's non-STAB moves have 1.3* power)
Notable moves: Rock Tomb, Knock Off, Dazzling Gleam, Extrasensory, Earth Power, Power Gem, Hurricane, Giga Drain, Scald, Judgment, Astral Barrage, Thunderbolt, Spacial Rend, Recover, Wish, Refresh, Purify, Light Screen, Reflect, Leaf Storm, Protect, Teleport
Flavor moves: Leafage, Dual Wingbeat, Horn Leech, Aqua Jet, Flame Wheel, Earthquake, Pursuit, Icicle Crash, Liquidation, Petal Blizzard, Chip Away, Solar Blade, Zing Zap, Dark Pulse, Prismatic Laser, Solar Beam, Night Daze, Sparkling Aria, Heal Pulse, Aurora Veil, Detect
Z-Move: Indignation - Electric, Special, 210 BP | Requires Thunderbolt and Talesium Z
G-Max Move: G-Max Silver Flame (Normal) - Does guaranteed neutral damage, regardless of the target's typing and Ability. Resets the target's stat stages.
Stats: 78/64/80/115/132/98 | 567 BST
Laphicet.png


Reasoning: Laphicet is a malak with equal mastery over all five elements: non-elemental, fire, water, earth, and wind; this translates best to Normal-type with Variability. His Electric typing is based on his 5 BG Mystic Arte, Indignation (which is now un-future-proofed because other Tales characters like Jade Curtiss can also use it), in which he drops an enormous lightning bolt on his foes. Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of his movepool is based on his artes. (His main forms of offense are hidden artes and malak artes: the latter magically oriented, and the former going off his lower attack, which is usually physical.)
Hidden
Paper Rock: Leafage (weak non-elemental attack involving the use of paper)
Triple Gale: Dual Wingbeat, Horn Leech (multi-hit wind attack; involves paper and absorbs HP)
Mana Eruption: Rock Tomb (weak earth attack)
Rainbow Mist: Aqua Jet (weak water attack)
Triflare: Flame Wheel (weak-ish fire attack)
Dark Quarter: Knock Off ("Spreads a carpet of dark paper that absorbs light.")
Beckoning Lure: Earthquake, Pursuit (earth-imbued; "Tosses mana-infused paper forward, pulling foes toward it.")
Frigid Pillar: Icicle Crash ("a column of ice to the front"; inflicts stun)
Frozen Flame: Liquidation (water-imbued and "[generates] a blast")
Arctic Peals: Petal Blizzard, Chip Away ("Pierces foes with a blizzard of hardened paper.")
Lunar Fountain: Solar Blade, Zing Zap ("Sends out a wave of paper that spreads forward and emits blinding light."; inflicts stun)

Malak
Bright Shade: Dazzling Gleam, Dark Pulse, Extrasensory ("Fires orbs of light and darkness forward."; inflicts stun)
Geostigma: Earth Power, Power Gem, Hurricane, Giga Drain ("Rends the earth and draws foes into a gravitational field." (earth+wind); absorbs HP)
Pyrogenic Ring: Scald ("Blasts steam")
Kaleidos Ray: Judgment, Prismatic Laser, Solar Beam ("Sends out a spray of mirror shards that reflect heat rays back and forth.")
Void Mire: Night Daze ("Creates a dark mire that pulls in foes.")
Blessed Drops: Sparkling Aria ("Fires four bubbles forward")
Dark Fangs: Astral Barrage ("Fires a series of colorless fangs.")
Divine Saber: Thunderbolt ("Surrounds an area around a foe with holy lightning.")
Insubstantiality: Spacial Rend ("Shoots out twelve orbs that tear holes in space.")

Healing
First Aid: Recover, Wish, Heal Pulse ("Restores one ally's HP.")
Elixir Vitae: Refresh, Purify ("Removes all status ailments from an ally")

Break
Divide Pain: Light Screen, Reflect, Aurora Veil ("halves damage received by allies")

Other
Seer's Storm (Change): Leaf Storm ("Binds an enemy in paper and knocks them away.")
Indignation (5 BG Mystic Arte)
His base stats are calculated by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
Velvet: 95/90/105/90/59/105 | 544 BST
Rokurou: 101/103/118/72/72/72 | 538 BST
Eizen: 92/91/59/91/91/123 | 547 BST
Magilou: 84/78/95/128/111/60 | 556 BST
Eleanor: 89/124/92/60/92/92 | 549 BST
His Gigantamax form is a spoiler of the denouement.
Once the self-righteous Empyrean (essentially god) Innominat is locked with Velvet in an endless cycle of devouring, Laphicet steps up to become the new Empyrean, taking the name Maotelus.
maotelus-png.375010

In turn, he temporarily restores the humanity of most daemons—including Dyle, Kamoana, and Medissa—and lives as a minor character / unintentional antagonist in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)
abilities.ts
JavaScript:
variability: {
  onBasePowerPriority: 21,
  onBasePower(basePower, attacker, defender, move) {
    if (!attacker.hasType(move.type)) {
      return this.chainModify([0x14CD, 0x1000]);
    }
  },
  name: "Variability",
  desc: "This Pokemon's moves that do not match either of its types have their power multiplied by 1.3.",
  shortDesc: "This Pokemon's non-STAB moves have their power multiplied by 1.3.",
  rating: 3.5,
},
moves.ts
JavaScript:
gmaxsilverflame: {
  accuracy: true,
  basePower: 10,
  category: "Physical",
  isNonstandard: "Gigantamax",
  name: "G-Max Silver Flame",
  desc: "Power is equal to the base move's Max Move power. This move's type effectiveness is changed to be neutral no matter what this move's type is. If this move is successful, each Pokemon on the opposing side has its stat stages reset to 0.",
  shortDesc: "Base move affects power. Always neutral. Foes: stats reset.",
  pp: 5,
  priority: 0,
  flags: {},
  isMax: "Laphicet",
  onEffectiveness(typeMod, target, type) {
    return 1;
  },
  self: {
    onHit(source) {
      for (const pokemon of source.side.foe.active) {
        pokemon.clearBoosts();
        this.add('-clearboost', pokemon);
      }
    }
  },
  secondary: null,
  target: "adjacentFoe",
  type: "Normal",
},

Demi-GodOfRock-GHWOR.jpg

"You want the best? You've got the best. Let's rock."
Pokémon: Demigod of Rock
Franchise/Origin: Guitar Hero: Warriors of Rock
Intended Tier: OU
Type: Rock/Electric
Ability: Punk Rock / Solid Rock
Notable moves: Accelerock, Rock Blast, Rock Slide, Rock Tomb, Stealth Rock, Iron Head, Overdrive, Boomburst, Hyper Voice, Roar, Pyro Ball, Fire Blast, Mystical Fire, Parting Shot, Extreme Speed, Dragon Dance, Destiny Bond, Sand Tomb, Gunk Shot, Taunt, Toxic, Sticky Web, Judgment, Close Combat, Wild Charge, Perish Song
Flavor moves: Rock Climb, Rock Polish, Rock Smash, Rock Throw, Rock Wrecker, Metal Sound, Metal Burst, Uproar, Screech, Flamethrower, Sandstorm
Custom moves:
  • Rock Out - Rock, Special, 90 BP, 95% Acc, 15 PP | Sound-based.
  • Axe Strike - Steel, Physical, 110 BP, 70% Acc, 5 PP | Has a 30% chance to cause flinching.
  • Rhythm Strike - Normal, Physical, 65 BP, 80% Acc, 15 PP | If this move successfully landed or was blocked by Protect (or some variant thereof) last turn, then this move has double BP.
Z-Move: Scourge Dropkick - Rock, Physical, 175 BP | Super-effective against Steel. (Freeze-Dry variant) | Requires Rock Blast and Guitarium Z
Stats: 100/100/100/100/100/100 | 600 BST
Mew.png


Reasoning: Considering he is a deity of rock, he has "Rock" in his typing, Abilities, moves, and signature move. The half-god aspect of him inspired the 100-all-around base stats, and his Electric typing relates to Overdrive and how rock music is usually associated with electric guitars. His preferred songs are metal (ironically) and he lives for music, hence the connection with "Metal" moves and sound moves. Iron Head is for the helmet that he wears. He also gets Axe Strike because he uses his guitar like an axe. Z-Move is based on the final sequence of the game's Quest Mode where he finishes off a mechanical monster while Sudden Death is played. The rest of the moves relate to the songs in his post-game tier (and partly the artists thereof).
Setting Fire to Sleeping Giants: Fire coverage | The Dillinger Escape Plan: Parting Shot
Speeding (Vault Version): Extreme Speed
Fury of the Storm: Sandstorm | DragonForce: Dragon Dance
Nemesis | Arch Enemy: Destiny Bond
Deadfall: Sand Tomb | Snot: Gunk Shot
If You Want Peace... Prepare for War: Taunt
Chemical Warfare: Toxic
Black Widow of La Porte: Sticky Web
Holy Wars... The Punishment Due: Judgment
This Day We Fight: Close Combat, Wild Charge
Sudden Death | Megadeth: Perish Song
JavaScript:
rhythmstrike: {
  accuracy: 80,
  basePower: 65,
  basePowerCallback(pokemon, target, move) {
    if (
      !pokemon.volatiles['rhythmstrike'] || move.hit === 1 ||
      target.volatiles['protect'] || target.volatiles['banefulbunker'] ||
      target.volatiles['kingsshield'] || target.volatiles['spikyshield'] ||
      target.side.getSideCondition('matblock')
    ) {
      pokemon.addVolatile('rhythmstrike');
    }
    return move.basePower * pokemon.volatiles['rhythmstrike'].multiplier;
  },
  category: "Physical",
  name: "Rhythm Strike",
  desc: "Power is doubled if the user used this move last turn and either succeeded or was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, or Mat Block.",
  shortDesc: "Power doubles if user hit a foe or protection.",
  pp: 15,
  priority: 0,
  flags: {protect: 1, mirror: 1},
  condition: {
    duration: 2,
    onStart() {
      this.effectData.multiplier = 1;
    },
    onRestart() {
      this.effectData.multiplier = 2;
      this.effectData.duration = 2;
    },
  },
  secondary: null,
  target: "normal",
  type: "Normal",
},

200px-PhantomBwahpera_MarioRabbids.png

"While the spotlight is on, it's just me and the AUDIENCE!"
Pokémon: Phantom
Franchise/Origin: Mario + Rabbids Kingdom Battle
Intended Tier: OU
Type: Normal/Ghost
Ability: Levitate
Notable moves: Boomburst, Shadow Ball, Power Gem, Frustration, Return, Body Slam, Poltergeist, Shadow Sneak, Stone Edge, Rock Tomb, Attack Order, Recover, Parting Shot, Stealth Rock, Taunt, Roar, Substitute
Flavor moves: Hyper Voice, Uproar, Round, Echoed Voice, Disarming Voice, Phantom Force, Rock Slide, Beat Up, Defend Order, Sing
Stats: 148/100/64/100/64/92 | 568 BST
Phantom.png


Reasoning: A Rabbid, a Boo Balloon, and a phonograph combine to form this bloated opera star, best represented as Normal/Ghost with Levitate. From his introduction, he gets straight to dissing Mario (in proper English, unlike other Rabbids), thus Parting Shot and Taunt. In battle, his voice acts as a rocket launcher (AoE weapon) that pushes targets away, similarly to Roar. He also packs a technique called Stone Deaf, which petrifies the first foe to enter its range, hence the Rock-type portion of his movepool.
Beat Up, Attack Order, and Defend Order are based on the minions that accompany him in battle, with Heal Order excluded because the minions don't heal him. Instead, he heals himself once per phase transition, so he gets Recover. As for Substitute, the whole gimmick behind the fight is to destroy the spotlights that protect him from harm, and what better way to represent that?
(His base stats are derived and improved from those of Drifblim. Also worth noting that his HP maxes out at 500, which is exactly his max HP in-game.)

ploot-png.282517

"Oh, good morning! How are you today?"
Pokémon: Plutia
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Electric/Dark
Ability: Truant / Oblivious
Notable moves: Thunderbolt, Discharge, Nuzzle, Foul Play, Sucker Punch, Air Slash, Flamethrower, Ice Beam, Focus Blast, Energy Ball, Dazzling Gleam, Psyshock, Tera Blast, Acid Spray, Recover, Wish, Teleport, Taunt, Torment, Nasty Plot, Calm Mind, Protect
Flavor moves: Thunder, Spark, Dark Pulse, Punishment, Lash Out, Brutal Swing, Payback, Fling, Power Whip, Return, Frustration, Stomp, Wring Out, Heal Pulse, Rest, Sleep Talk, Snore
Signature move: Stress Release! (Dark-type, special, non-contact Frustration)
Z-Move: EXE Drive: With Dolls! - Dark, Special, 180 BP | Inflicts -1 SpD and Spe. | Requires Stress Release! and Plutium Z
Stats: 70/70/80/120/100/80 | 520 BST
Ploot.png


hdd-ploot-png.282518

"Now, let's enjoy ourselves to the fullest!"
Ultra Burst: Plutia-Iris-Heart
Item: Iris CPU Memory
Intended Tier: OU
Ability: Levitate
Z-Move: EXE Drive: Thunder Blade Kick - Dark, Special, 200 BP | Has combined efficacy with Electric, except against Ground-types. Inflicts SpD and Spe -1. | Requires Stress Release!
Stats: 70/85/95/145/125/100 (+15 Atk, +15 Def, +25 SpA, +25 SpD, +20 Spe) | 620 BST
Iris.png


Reasoning: Perpetually sleepy and absent-minded, Plutia is the CPU (Console Patron Unit) of one of multiple Planeptunes. She is Electric-type because she specializes in lightning attacks, and Dark-type due to her latent sadism. Truant and Oblivious represent her main personality traits in human form. When she transforms, her sadistic side takes the helm, and she gains wings that let her levitate.
In-game, she plays the role of a specially tanky cleric with an oddly copious amount of physical attacks. Her movepool is a balance between in-game skills and flavorful additions.
(Thunder Blade Kick is not just Electric-type because it's non-elemental instead of lightning-affiliated, despite its name.)
JavaScript:
exedrivethunderbladekick: {
  accuracy: true,
  basePower: 200,
  category: "Special",
  name: "EXE Drive: Thunder Blade Kick",
  desc: "This move combines Electric in its type effectiveness against the target, unless the target is Ground-type. Has a 100% chance to lower the target's Special Defense and Speed by 1 stage.",
  shortDesc: "Combines Electric in its type effectiveness against non-Ground-types. Target SpD and Spe -1.",
  pp: 1,
  priority: 0,
  flags: {},
  isZ: "iriscpumemory",
  onEffectiveness(typeMod, target, type, move) {
    if (target.hasType('Ground')) {
      return typeMod;
    }
    return typeMod + this.dex.getEffectiveness('Electric', type);
  },
  secondary: {
    chance: 100,
    boosts: {
      spd: -1,
      spe: -1,
    },
  },
  target: "normal",
  type: "Dark",
},

BS_Revenant_Grace.png

(to Geist) "The boat came but you weren't there... Something else... something terrible was. That's how I died. I was crying for you the whole time. ...The next thing I knew, I was in this suit of armor. And you were there beside me."
Pokémon: Revenant Grace
Franchise/Origin: Bravely Second: End Layer
Intended Tier: OU
Type: Ghost/Steel
Ability: Guardian Spirit - When the user takes direct damage, its Soul Smash, Soul Blaster, or Soul Cannon (randomly chosen per occasion) regains 1 PP if it can.
Notable moves: Gyro Ball, Brick Break, Foul Play, Stomping Tantrum, Night Shade, Protect, Taunt, Torment
Custom moves:
  • Soul Smash - Ghost, Physical, 80 BP, 100% Acc, 20 PP
  • Soul Blaster - Ghost, Physical, 80 BP, 100% Acc, 15 PP | Hits all adjacent foes.
  • Soul Cannon - Ghost, Physical, 120 BP, 85% Acc, 5 PP
  • Possession - Ghost, Other, 5 PP | The user switches out. It and its replacement are cured of status conditions, and its replacement is affected by Safeguard and Trick-or-Treat, which both wear off at the same time: in five turns or if the replacement switches out.
  • Possessed - Ghost, Special, 90% Acc, 10 PP | Deals half the target's remaining HP in damage. The user regains HP equal to the damage dealt. Also cures status conditions of the target and user. Hits Normal-types, but fails against opposing Ghost-types.
Other moves: Heavy Slam, Iron Head, Smart Strike, Low Kick, Low Sweep, Rock Smash, Mega Punch, Strength, Night Slash, Feint Attack, Block
Stats: 120/80/120/50/120/50 | 540 BST
Rev.png


Reasoning: Revenant, holder of the Guardian asterisk, is a juvenile spirit (Ghost) who uses a suit of armor (Steel) as a physical form. His signature moves are Guardian skills (while other moves are based on physical capabilities and personality traits), and his Ability is the specialty of the job. Speaking of which, Guardians have S-rank HP, vitality (Def), and mind (SpD) with B-rank strength (Atk) and E-rank everything else—thus the stat spread.

abilities.ts
JavaScript:
guardianspirit: {
  onDamagingHit(damage, target, source, effect) {
    const affectedMoves = ['soulsmash', 'soulblaster', 'soulcannon'];
    const possibilities = [];
    for (const moveSlot of pokemon.moveSlots) {
      const moveid = moveSlot.id;
      if (!moveid) continue;
      if (affectedMoves.includes(moveid) && moveSlot.pp < moveSlot.maxpp) {
        possibilities.push(moveid);
      }
    }
    let chosenMove = '';
    if (possibilities.length) chosenMove = this.sample(possibilities);
    if (!chosenMove) {
      return;
    }
    const chosenSlot = target.moveSlots.find(move => move.name === chosenMove);
    if (chosenSlot && chosenSlot.pp < chosenSlot.maxpp) {
      chosenSlot.pp += 1;
    }
  },
  name: "Guardian Spirit",
  desc: "If this Pokemon knows one or more of the moves Soul Smash, Soul Blaster, and Soul Cannon, then 1 PP is restored to a randomly chosen one after this Pokemon is damaged by a move.",
  shortDesc: "Restores 1 PP to Soul Smash, Soul Blaster, or Soul Cannon after this Pokemon is damaged by a move.",
  rating: 2.5,
},
moves.ts
JavaScript:
possession: {
  accuracy: 90,
  basePower: 0,
  damageCallback(pokemon, target) {
    return this.clampIntRange(Math.floor(target.getUndynamaxedHP() / 2), 1);
  },
  category: "Special",
  name: "Possession",
  desc: "Deals damage to the target equal to half its current HP, rounded down, but not less than 1 HP. The user recovers exactly the HP lost by the target. If Big Root is held by the user, the HP recovered is 1.3x normal, rounded half down. Both the user and the target are cured of status conditions. This move can hit Normal-types. Fails if the target is Ghost-type.",
  shortDesc: "Damage = 1/2 target's current HP. Full drain. Target and user: Status cured. Hits Normal. Fails against Ghost.",
  pp: 10,
  priority: 0,
  flags: {protect: 1, mirror: 1},
  drain: [1, 1],
  ignoreImmunity: true,
  onTryMove(pokemon, target, move) {
    if (!target.hasType('Ghost')) return;
    this.add('-fail', target, 'move: Possession');
    this.attrLastMove('[still]');
    return null;
  },
  onHit(target, source, move) {
    target.cureStatus();
    source.cureStatus();
  },
  secondary: null,
  target: "normal",
  type: "Ghost",
},
possessed: {
  accuracy: true,
  basePower: 0,
  category: "Status",
  name: "Possessed",
  desc: "The user cures its status conditions and switches out. Its replacement is also cured of status conditions and, for up to 5 turns, is immune to status conditions and has the Ghost type added to it.",
  shortDesc: "User switches out and cures status. Replacement: Status cured; 5-turn status immunity + Ghost.",
  pp: 5,
  priority: 0,
  flags: {},
  volatileStatus: 'possessed',
  selfSwitch: 'possessed', // implemented in scripts.ts (switchIn)
  onHit(target, source, move) {
    target.cureStatus();
  },
  condition: {
    duration: 5,
    onStart(pokemon, source, effect) {
      this.add('-start', pokemon, 'move: Possessed');
    },
    // Status curing and Ghost typing are implemented in scripts.ts (switchIn)
    onSetStatus(status, target, source, effect) {
      if (!effect || !source) return;
      if (effect.id === 'yawn') return;
      if (effect.effectType === 'Move' && effect.infiltrates && target.side !== source.side) return;
      if (target !== source) {
        this.debug('interrupting setStatus');
        if (effect.id === 'synchronize' || (effect.effectType === 'Move' && !effect.secondaries)) {
          this.add('-activate', target, 'move: Possessed');
        }
        return null;
      }
    },
    onTryAddVolatile(status, target, source, effect) {
      if (!effect || !source) return;
      if (effect.effectType === 'Move' && effect.infiltrates && target.side !== source.side) return;
      if ((status.id === 'confusion' || status.id === 'yawn') && target !== source) {
        if (effect.effectType === 'Move' && !effect.secondaries) this.add('-activate', target, 'move: Possessed');
          return null;
      }
    },
    onEnd(pokemon) {
      this.add('-end', pokemon, 'move: Possessed');
      pokemon.setType(pokemon.getTypes(true));
    },
  },
  secondary: null,
  target: "self",
  type: "Ghost",
},
scripts.ts
JavaScript:
// For Possessed
switchIn(pokemon: Pokemon, pos: number, sourceEffect: Effect | null = null, isDrag?: boolean) {
  if (!pokemon || pokemon.isActive) {
    this.hint("A switch failed because the Pokémon trying to switch in is already in.");
    return false;
  }

  const side = pokemon.side;
  if (pos >= side.active.length) {
    console.log(this.getDebugLog());
    throw new Error(`Invalid switch position ${pos} / ${side.active.length}`);
  }
  const oldActive = side.active[pos];
  const unfaintedActive = oldActive?.hp ? oldActive : null;
  if (unfaintedActive) {
    oldActive.beingCalledBack = true;
    let switchCopyFlag: 'copyvolatile' | 'shedtail' | 'possessed' | boolean = false;
    if (sourceEffect && typeof (sourceEffect as Move).selfSwitch === 'string') {
      switchCopyFlag = (sourceEffect as Move).selfSwitch!;
    }
    if (!oldActive.skipBeforeSwitchOutEventFlag && !isDrag) {
      this.runEvent('BeforeSwitchOut', oldActive);
      if (this.gen >= 5) {
        this.eachEvent('Update');
      }
    }
    oldActive.skipBeforeSwitchOutEventFlag = false;
    if (!this.runEvent('SwitchOut', oldActive)) {
      // Warning: DO NOT interrupt a switch-out if you just want to trap a pokemon.
      // To trap a pokemon and prevent it from switching out, (e.g. Mean Look, Magnet Pull)
      // use the 'trapped' flag instead.

      // Note: Nothing in the real games can interrupt a switch-out (except Pursuit KOing,
      // which is handled elsewhere); this is just for custom formats.
      return false;
    }
    if (!oldActive.hp) {
      // a pokemon fainted from Pursuit before it could switch
      return 'pursuitfaint';
    }

    // will definitely switch out at this point

    oldActive.illusion = null;
    this.singleEvent('End', oldActive.getAbility(), oldActive.abilityData, oldActive);

    // if a pokemon is forced out by Whirlwind/etc or Eject Button/Pack, it can't use its chosen move
    this.queue.cancelAction(oldActive);

    let newMove = null;
    if (this.gen === 4 && sourceEffect) {
      newMove = oldActive.lastMove;
    }
    if (switchCopyFlag) {
      switchCopyFlag = false;
      pokemon.copyVolatileFrom(oldActive);
    }
    if (newMove) pokemon.lastMove = newMove;
    oldActive.clearVolatile();
  }
  if (oldActive) {
    oldActive.isActive = false;
    oldActive.isStarted = false;
    oldActive.usedItemThisTurn = false;
    oldActive.position = pokemon.position;
    pokemon.position = pos;
    side.pokemon[pokemon.position] = pokemon;
    side.pokemon[oldActive.position] = oldActive;
  }
  pokemon.isActive = true;
  side.active[pos] = pokemon;
  pokemon.activeTurns = 0;
  pokemon.activeMoveActions = 0;
  for (const moveSlot of pokemon.moveSlots) {
    moveSlot.used = false;
  }
  this.runEvent('BeforeSwitchIn', pokemon);
  this.add(isDrag ? 'drag' : 'switch', pokemon, pokemon.getDetails);
  if (isDrag && this.gen === 2) pokemon.draggedIn = this.turn;
  if ((sourceEffect as Move).selfSwitch === 'possessed' && !pokemon.hasType('Ghost')) {
    pokemon.addType('Ghost');
  }
  if (sourceEffect) this.log[this.log.length - 1] += `|[from]${sourceEffect.fullname}`;
  pokemon.previouslySwitchedIn++;

  this.queue.insertChoice({choice: 'runUnnerve', pokemon});
  if (isDrag && this.gen >= 5) {
    // runSwitch happens immediately so that Mold Breaker can make hazards bypass Clear Body and Levitate
    this.runSwitch(pokemon);
  } else {
    this.queue.insertChoice({choice: 'runSwitch', pokemon});
  }

  return true;
},
Sample sets
 
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1680552045554.png


"Our enemies will scatter before my unbridled power!"
Pokémon: Dragon Lord
Franchise/Origin: Yo-kai Watch
Intended Tier: OU
Type: Dragon/Rock
Ability: Levitate, Analytic, Berserk(HA)
Notable moves: Power Gem, Paleo Wave, Draco Meteor, Earth Power, Dragon Pulse, Bleakwind Storm, Psychic, U-Turn, Stealth Rock, Flamethrower, Agility, Future Sight, Defog, Trick, Taunt, Calm Mind, Meteor Beam
Signature move: Meteor
Special, Rock-Type, Accuracy 100, Base Power 90, Max PP 24, 20% chance to lower the target’s Speed by 1.
The user summons and drops a meteor onto the opponent. This may cause the opponent’s Speed to be lowered.
Z-Move: Dragon Rock
Special, Rock-Type, Accuracy 100, Base Power 175, Max PP 1, Base Move: Meteor 100% chance to paralyze the opponent. Hits adjacent foes.
Using its crystal, the user summons a giant meteor and drops it onto its foes. This causes the foes to be paralyzed.
Stats: 100/60/85/120/70/105 (BST 540)

Reasoning: Dragon Lord is an S-Rank Earth-type Yo-kai with a high spirit stat, above average speed, and poor physical offense. It possesses a crystal ball which can be used to see the hidden strengths of his enemies and read into the future. Its Dragon typing is because, well, it’s a dragon, and the Rock typing is because of its primary type in the games: Earth. It’s ability to see into the future and view an opponent’s secret strengths give it the Analytic ability, as well as Psychic, Calm Mind and Future Sight. Most of it’s other moves are pretty standard STAB + Coverage things. Meteor is Dragon Lord’s primary attack, summoning a large slab of rock and dropping it onto the opponent. Dragon Rock is Dragon Lord’s Soultimate, which is a charged, powerful attack. He summons a massive meteor and drops it onto all enemies. I imagine having massive rocks dropped on you would cause some sort of crippling injury which may cause Speed drops or paralysis. Levitate is there because Dragon Lord levitates in the games, and Berserk is similar to his Dragon Force ability in the games, which raises his offensive stats when in trouble.

Its intended roles are to be a powerful wallbreaker or offensive hazard setter.

1680558862782.png

"You and I should be friends. Best friends. Forever."
Pokémon: Blizzaria
Franchise/Origin: Yo-kai Watch
Intended Tier: OU
Type: Ice/Ghost
Ability: Levitate, Cursed Body, Snow Play(HA)
This Pokemon’s Ice-Type moves have 1.1x power, or 1.2x in Snow.
Notable moves: Ice Beam, Blizzard, Freeze Dry, Shadow Ball, Trick, Spikes, Will-O-Wisp, Hex, Moonblast, Frost Breath, Energy Ball, Calm Mind, Taunt, Focus Blast
Signature move: Frost
Special, Ice-Type, Accuracy 100, Base Power 80, Max PP 16, 100% chance to lower the opponent’s Attack by 1.
The user blasts a snowstorm at the opponent. This lowers the target’s Attack stat.
Z-Move: Shiny Snowdrifts
Special, Ice-Type, Accuracy 100, Base Power 180, Max PP 1, Base Move: Blizzard. Summons Snow. Hits adjacent foes.
The user blasts the foes with many sparkling ice crystals. This summons snow.
Stats: 75/57/70/118/85/115 (BST 520)
Other notes: This Pokemon is Female only.
Reasoning: Blizzaria is an S-Rank Ice-type Yo-kai with a high Spirit and Speed Stat, however she possesses poor Defense, Strength, and mediocre HP, making her a glass cannon. The state spread is intended to be similar to that role as an offensive, fast glass cannon I saw similarities to Froslass, so I made her movepool similar. Her Ice typing is self-explanatory, and her Ghost typing is there because she is a yo-kai, an undead spirit. Many Ice-Type Yo-kai have the move Frost, so I gave it to Blizzaria. It lowers Attack due to her Inspirit lowering Strength, the equivalent of Attack, in the games. Her Z-Move, Shiny Snowdrifts, is her Soultimate in the YKW series. This summons snow because it is said that Blizzaria can make snow fall even in summer. Her signature ability, Snow Play, is also her ability in the YKW series. This boosts the power of the users Ice-Element attacks by 20%. I thought that was slightly too strong, so I toned it down to 1.1x, and kept the 20% by having it be boosted by 1.2x in Snow. This combo pairs well with her Z-Move. She has levitate because she floats. Everything else is pretty standard.

Her intended role is to be a fast wallbreaker and offensive cleaner, with the option of being a suicide lead.

1680575048141.png

A horror born of pollution and insatiable hunger...
Pokémon: Aquatic Scourge
Franchise/Origin: Terraria: Calamity Mod
Intended Tier: OU
Type: Water/Poison
Ability: Rough Skin, Poison Point, Desert Connection(HA)
This Pokemon’s offensive stat is multiplied by 1.5 while using a Ground-type attack
Notable moves: Flip Turn, Liquidation, Gunk Shot, Earthquake, Spikes, Poison Jab, Stone Edge, Stealth Rock, Crunch, Ice Spinner, Jaw Lock, Psychic Fangs, Aqua Jet, Scald, Toxic, Toxic Spikes
Signature moves: Poison Cloud and Sand Blast
Physical, Poison-Type, Accuracy 100, Base Power 90, Max PP 16, 20% chance to badly poison the target.
The user spews a highly toxic cloud at the target. This may badly poison the target.
Physical, Ground-Type, Accuracy 100, Base Power 25, Max PP 40, +1 Priority, hits twice.
The user quickly blasts the target with sand. This move hits two times and usually goes first.

Stats: 105/110/115/80/75/70(BST 565)

Reasoning: Aquatic Scourge is a Terraria Calamity boss which is found and fought in the Sulphurous Sea. It attacks by ramming into the player, the reasoning behind its high physical attack, blasting sand at the player, and spewing poisonous gas at the player. Those two attacks are the basis of its signature moves. Its signature ability, Desert Connection, relates to the similarity between the Desert Scourge and the Aquatic Scourge. It possesses sharp teeth around its body and near its face, giving it biting moves, a high Defense stat and the abilities Rough Skin and Poison Point, as coming into contact with the boss would poison the player. The boss suffers from a weakness to piercing weaponry, giving it a lower SpDef stat. Everything else is relatively standard. Has the standard Water, Ground, and Poison types moves plus coverage.

Its intended roles are a defensive pivot, defensive hazard setter, and physical tank.

1680581141843.png
1680581160858.png

"I HAVE FURY!"
Pokémon: Fawful
Franchise/Origin: Mario and Luigi series
Intended Tier: OU
Type: Electric/Dark
Ability: Levitate, Aftermath, Steelworker(HA)

Notable moves: Nasty Plot, Volt Switch, Thunderbolt, Dark Pulse, Rapid Spin, Iron Defense, Psychic, Overheat, Trick, Taunt, Flash Cannon, Body Press, Shift Gear, Aura Sphere, Vacuum Wave, Moonlight

Signature move: Dark Star Beam
Special, Dark-Type, Accuracy 100, Base Power 90, Max PP 16, If user is Fawful, change forme. If Fawful-Base, becomes Fawful-Core. If Fawful-Core, becomes Fawful-Base.
The user fires a concentrated beam of dark energy and dark stars at the target.

Stats: Base: 70/60/85/120/85/110 (BST 530)
Core: 70/60/110/120/110/60 (BST 530)
Other Notes: This Pokemon is male only.
Reasoning: Fawful is one of the most major characters in the Mario and Luigi series. He first appeared in Superstar Saga, being Cackletta’s evil sidekick. In Bowser’s Inside Story, he is the main villain. This villainy, as well as associating himself with the Dark Star gives him the Dark typing. He plotted to take over the Mushroom kingdom, and to do this, he made various robots to do his bidding. This, alongside his various electrical contraptions such as his vacuum helmet, give him the Electric typing. Fawful’s moves are somewhat standard from the most part bar Overheat; he has this move because one of his inventions overheats in one of his fights. Fawful has a normal form, but when fused with the Dark Star, he becomes the Dark Star Core. This transformation is the reasoning behind his Dark Star Beam attack and his two formes. He has Psychic due to the Dark Fawful fight using psychic blasts to hurt Bowser.

His intended roles are Offensive Wallbreaker and Offensive Pivot.
 

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CrayonEater.png

"Ugh... guess i've got no choice. Time to get serious."
Franchise / Origin: Touhou 14: Double Dealing Character
Intended Tier: UUBL / OU
Type: Dark
Ability: Contrary / Reverse Ideology
Ability Description: Enemy pokemon's attacks apply to the opposite defense stat. (For example, a physical attack would hit Seija as a special attack.)

Stats: 40 / 100 / 40 / 100 / 40 / 100
Disappearing Fabric: The user is protected from all attacks made by other pokemon during this turn.
Move Stats: Dark, Non-Damaging, +5 priority, 8 PP

Quick-Shoot Camera: Snaps a photo of the enemy's move, which has a 50% chance to nullify it for this turn, then attacks.
Move Stats: Dark, Special, 100 BP, 100% Accuracy, +1 Priority, 8 PP

Portal-Shooting Umbrella: Deals the exact amount of damage the enemy would've dealt to the target. Nullifies enemy attack.
Move Stats: Dark, Special, 100% Accuracy, -1 Priority, 8 PP

Bloodthirsty Yin-Yang Orb: 2-Turn move. Turn 1: Raises Evasion by 2. Turn 2: Attacks, reduces Evasion by 2.
Move Stats: Dark, Physical, 80 BP, 100% Accuracy, 8 PP

Four-Foot Magic Bomb: Sets down a magical explosive device that deals double damage to enemies at full HP.
Move Stats: Dark, Special, 150 BP, 70% Accuracy, -5 Priority, 8 PP

Ghostly Send-Off Lantern: Raises Evasion by +3 for 3 turns. After these 3 turns are up, -3 Evasion.
Move Stats: Dark, Non-Damaging, -5 Priority, 8 PP

Substitute.

Cursed Doll: The user is protected from most attacks made by other pokemon during this turn. Any pokemon that uses a contact move has a 20% chance to get statused (Any)
Move Stats: Dark, Non-Damaging, +5 Priority, 8 PP

Mallet of Miracles: The user slams down a powerful golden hammer against the enemy.
Move Stats: Dark, Physical, 120 BP, 100% accuracy, -1 Priority, 8 PP
Role: Annoying Bastard

Reasoning: She's a villain in Touhou 14, hence the Dark Typing. Her ability Contrary is based off of her ability to flip anything. Similarly with Reverse Idealogy, the name of her theme song in those games. Her limited movepool is a reference to Touhou 14.3, Impossible Spell Card, where she has to fight impossible Danmaku Barrages with cheaty items. Hence the limited movepool, and the fact that she only has base 40 Bulk overall.

Potential Counters: Fairy Types, Urshifu, Literally any good mixed attacker, Prio moves, etc.
 
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Code:
[img](link to character image)[/img]
[i]"quote"[/i][hide=character name][b]Franchise/Origin[/b]:
[b]Intended Tier[/b]:
[b]Type[/b]: [img]https://play.pokemonshowdown.com/sprites/types/type.png[/img][IMG]https://play.pokemonshowdown.com/sprites/types/type.png[/img]
[b]Ability[/b]:
[b]Stats[/b]: A/B/C/D/E/F[hide=Movepool][/hide](custom move}: [img]https://play.pokemonshowdown.com/sprites/types/type.png[/img] | [img]https://play.pokemonshowdown.com/sprites/categories/category.png[/img] | PP:  | BP: | Accuracy: | flags | Effect[hide=Code][/hide][B]Role[/B]:[hide=alternative forme](character image)
[I]"quote"[/I]
[B]Intended Tier[/B]:
[B]Type[/B]: [img]https://play.pokemonshowdown.com/sprites/types/type.png[/img][img]https://play.pokemonshowdown.com/sprites/types/type.png[/img]
[B]Ability[/B]:
[B]Stats[/B]: A/B/C/D/E/F[hide=Movepool][/hide](custom move}: [img]https://play.pokemonshowdown.com/sprites/types/type.png[/img] | [img]https://play.pokemonshowdown.com/sprites/categories/category.png[/img] | BP | Accuracy | Effect[hide=Code][/hide][B]Role[/B]:[/hide][B]Justification[/B]:[/hide]

The_Collector.png

"The twisted faces of the damned, piled high and cloaked with malice."
Franchise/Origin: Darkest Dungeon
Intended Tier: OU
Type:
Ghost.png

Ability: Levitate / Rock Head
Stats: 100/50/90/95/80/45
Astonish, Attack Order, Beat Up, Body Press, Calm Mind, Collect Call, Dark Pulse, Defend Order, Destiny Bond, Giga Drain, Grudge, Headbutt, Head Smash, Heal Order, Hex, Nasty Plot, Night Shade, Psychic, Shadow Ball, Spite, Stored Power, Substitute, Thief, Torment, Trick Room, Will-O-Wisp, Zen Headbutt
Collect Call:
Ghost.png
|
Special.png
| PP: 16 | BP: 85 | Accuracy: 100% | Damages target based on Defense, not Special Defense.
Code:
collectcall: {
    accuracy: 100,
    basePower: 85,
    category: "Special",
    overrideDefensiveStat: 'def',
    name: "Collect Call",
    pp: 10,
    priority: 0,
    flags: {protect: 1, mirror: 1},
    secondary: null,
    target: "normal",
    type: "Ghost"
Role: Bulky Ghost with recovery, Trick Room sweeper
Justification: The Collector is a miniboss that will randomly appear at any point, with its main gimmick being that it will summon the reanimated heads of fallen adventurers to fight you.
  • Attack Order, Defend Order, Heal Order: The heads summoned are those of a highwayman (attacker), man-at-arms (damage sponge), and vestal (healer).
  • Beat Up: It gangs up on your party with its collection of heads.
  • Collect Call: Collect Call is the move it uses to summon its heads. Here, it's been translated into a Ghost-type Secret Sword, as it uses its supernatural power to animate a head, which then physically rams into the foe.
  • Destiny Bond, Grudge, Spite: The heads are animated with the vengeful spirits of fallen adventurers (likely past party members that died because of the player's sloppiness).
  • Headbutt, Head Smash, Rock Head, Zen Headbutt: The summoned heads attack your party members by headbutting them.
  • Substitute: It hides behind the heads.

Shambler.png

"The darkness holds much worse than mere trickery and bogeymen."
Franchise/Origin: Darkest Dungeon
Intended Tier: OU
Type:
Dark.png

Ability: Unnerve / Dark Aura / Of the Stars
Of the Stars: This Pokemon's offensive stat is multiplied by 1.5 while using a Psychic-type attack.
Code:
ofthestars: {
    onModifyAtkPriority: 5,
    onModifyAtk(atk, attacker, defender, move) {
        if (move.type === 'Psychic') {
            this.debug('Of the Stars boost');
            return this.chainModify(1.5);
        }
    },
    onModifySpAPriority: 5,
    onModifySpA(atk, attacker, defender, move) {
        if (move.type === 'Psychic') {
            this.debug('Of the Stars boost');
            return this.chainModify(1.5);
        }
    },
    name: "Of the Stars"
Stats: 105/95/85/105/95/75
Brutal Swing, Confusion, Cosmic Power, Crunch, Dark Pulse, Dragon Tail, Dream Eater, Earthquake, Extrasensory, Growth, Hyper Voice, Lash Out, Night Daze, Power Whip, Psychic, Psyshock, Pursuit, Roar, Screech, Snarl, Stored Power, Sucker Punch, Trailblaze, Teleport, Trick Room, U-turn
Role: Pursuit trapper with Sucker Punch, wallbreaker, bulky sweeper
Justification: The Shambler is a miniboss that appears either when a torch is placed within a Shambler Altar or randomly when the light level is at 0. While the Shambler is alive, the backdrop changes to that of a swirling galaxy and the light level is fixed at 0. The Shambler's tactics include shuffling the party, summoning Shambler Tentacles, and abusing the lack of light.
  • Cosmic Power, Of the Stars, Psychic, Psyshock, etc.: The Shambler, both in Darkest Dungeon and in H.P. Lovecraft's original writings, is seen to be of greater conscious than humans, to originate from beyond the earth, and to be able to drag people into a separate dimension (or at least create the illusion of doing so). The Psychic-type shares with the Shambler an association with both high mental capacity and the cosmos, though this association isn't front-and-centre as much as its affinity for darkness, hence it merely having an ability that gives it Psychic STAB.
  • Dark Aura: The Shambler locking the light level at 0 is, in a way, creating an aura of darkness.
  • Dragon Tail, Roar: The Shambler is adept at shuffling around the party, which it can replicate here with these moves.
  • Growth: The Shambler Tentacle summons could be considered growths.
  • Pursuit: If the Shambler is fled from, it will replace subsequent encounters until the current mission is ended or the Shambler is defeated.
  • Roar, Screech: One of the Shambler's attacks involves it letting out a terrible cry, causing severe stress damage to the party.
  • U-turn: The Shambler is capable of retreating behind its tentacles.

The_Shrieker.png

"Despite being corrupted, this feathered fiend is still a raven at heart and has an eye for everything that glitters and shines."
Franchise/Origin: Darkest Dungeon
Intended Tier: OU
Type:
Flying.png
Dark.png

Ability: Frisk / Pickup / Immunity
Stats: 95/110/75/85/65/120
Aerial Ace, Belch, Brave Bird, Body Slam, Bug Bite, Covet, Defog, Detect, Drill Peck, Dual Wingbeat, Feather Dance, Fling, Fly, Foul Play, Gunk Shot, Hyper Voice, Knock Off, Nasty Plot, Parting Shot, Peck, Roost, Screech, Spit Up, Stockpile, Substitute, Taunt, Thief, U-turn
Role: Offensive pivot
Justification: The Shrieker is a corrupted corvid of massive proportion that makes its nest at the center of a rotting forest. The Shrieker will pilfer trinkets from the corpses of felled party members and the player's reserves. The Shrieker's collected trinkets can be retrieved through periodic combat encounters with it, where after a few turns, it will abandon its stolen trinkets and retreat.
  • Belch, Gunk Shot, Spit Up: One of the its attacks involves it vomiting at its target, inflicting blight (poison).
  • Frisk, Pickup, Stockpile, Thief: The Shrieker's whole shtick is scrounging about for shiny objects.
  • Immunity: The Shrieker possesses an extremely high resistance to blight.
  • Parting Shot, Screech, U-turn: When it retreats from battle, it shrieks at the party, causing all members severe stress damage.
  • Substitute: It hides behind its nest.

Sproink-0.jpg

"You in'erupting Sproink's soak and den demand Sproink's new undies?! *snort* Sproink's gonna hafta make an example outta you!"
Franchise/Origin: Yo-kai Watch
Intended Tier: OU
Type:
Fire.png
Water.png

Ability: Steam Engine / Dry Skin / Misty Surge
Stats: 120/65/85/95/85/40
Belly Drum, Body Press, Body Slam, Earthquake, Flamethrower, Heat Crash, Heat Wave, Incinerate, Lava Plume, Overheat, Refresh, Scald, Slack Off, Superpower, Surf, Waterfall, Work Up
Z-Move: Squealing Boil
Fire.png
|
Special.png
| PP: 1 | BP: 180 | Accuracy: -- | 100% chance to burn the target.
Towel: If held by a Sproink with Flamethrower, it can use Squealing Boil.
Role: Mixed wall, Misty Terrain setter, Belly Drum sweeper
Justification: Sproink is a large hog Yo-kai that enjoys soaking in hot springs at excessive temperatures that would make most bathers dizzy. After Sproink mistakenly steals Mr. Goodsight's underwear, the player is forced to fight him to retrieve it. In his fight, Sproink utilizes bars of soap, water tubs, his massive girth, and the heat of the springs. If Sproink's belly button is attacked repeatedly while he's stunned, he will turn red-hot and instantly charge his Soultimate move, Squealing Boil, which sees Sproink blast jets of fire from his nose.
  • Belly Drum: Not only does Sproink possess a prominent belly, his method of charging his Soultimate involves being hit in the belly.
  • Body Press, Body Slam, Earthquake: In his boss fight, Sproink will leap into the air and slam back down, causing the earth to shake and the player's Yo-kai to be damaged.
  • Dry Skin: He spends most of his time taking baths, he clearly enjoys moisture.
  • Flamethrower, Scald, Steam Engine, etc.: Sproink is capable of producing fire and is a hot spring enthusiast.
  • Misty Surge: Sproink finds residence in hot springs, which make for misty environments.

Angry_Nimbus.png

"When severe storms roll through, it's said that the skies are angry. This cloud in particular is especially livid!"
Franchise/Origin: Terraria
Intended Tier: OU
Type:
Electric.png
Flying.png

Ability: Anger Point / Static / Drizzle
Stats: 80/60/80/80/80/100
Defog, Hurricane, Nasty Plot, Rain Dance, Thunder, Thunder Punch, Thunder Wave, Thunderbolt, Volt Switch, Weather Ball, Wild Charge
Role: Rain setter, offensive pivot, Nasty Plot sweeper
Justification: It's an angry storm cloud that attacks the player by raining on them.
  • Drizzle, Static, Thunder, Weather Ball, Hurricane, etc.: It's a storm cloud.
  • Anger Point, Nasty Plot: It's angry.
 
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View attachment 504949
"Ugh... guess i've got no choice. Time to get serious."
Franchise / Origin: Touhou 14: Double Dealing Character
Intended Tier: UUBL / OU
Type: Dark
Ability: Contrary / Reverse Ideology
Ability Description: Enemy pokemon's attacks apply to the opposite defense stat. (For example, a physical attack would hit Seija as a special attack.)

Stats: 40 / 100 / 40 / 100 / 40 / 100
Disappearing Fabric: The user is protected from all attacks made by other pokemon during this turn.
Move Stats: Dark, Non-Damaging, +5 priority, 8 PP

Quick-Shoot Camera: Snaps a photo of the enemy's move, which has a 50% chance to nullify it for this turn, then attacks.
Move Stats: Dark, Special, 100 BP, 100% Accuracy, +1 Priority, 8 PP

Portal-Shooting Umbrella: Deals the exact amount of damage the enemy would've dealt to the target. Nullifies enemy attack.
Move Stats: Dark, Special, 100% Accuracy, -1 Priority, 8 PP

Bloodthirsty Yin-Yang Orb: 2-Turn move. Turn 1: Raises Evasion by 2. Turn 2: Attacks, reduces Evasion by 2.
Move Stats: Dark, Physical, 80 BP, 100% Accuracy, 8 PP

Four-Foot Magic Bomb: Sets down a magical explosive device that deals double damage to enemies at full HP.
Move Stats: Dark, Special, 150 BP, 70% Accuracy, -5 Priority, 8 PP

Ghostly Send-Off Lantern: Raises Evasion by +3 for 3 turns. After these 3 turns are up, -3 Evasion.
Move Stats: Dark, Non-Damaging, -5 Priority, 8 PP

Ghostly Send-Off Lantern: Raises Evasion by +3 for 3 turns. After these 3 turns are up, -3 Evasion.
Move Stats: Dark, Non-Damaging, -5 Priority, 8 PP

Substitute.

Cursed Doll: The user is protected from most attacks made by other pokemon during this turn. Any pokemon that uses a contact move has a 20% chance to get statused (Any)
Move Stats: Dark, Non-Damaging, +5 Priority, 8 PP

Mallet of Miracles: The user slams down a powerful golden hammer against the enemy.
Move Stats: Dark, Physical, 120 BP, 100% accuracy, -1 Priority, 8 PP
Role: Annoying Bastard

Reasoning: She's a villain in Touhou 14, hence the Dark Typing. Her ability Contrary is based off of her ability to flip anything. Similarly with Reverse Idealogy, the name of her theme song in those games. Her limited movepool is a reference to Touhou 14.3, Impossible Spell Card, where she has to fight impossible Danmaku Barrages with cheaty items. Hence the limited movepool, and the fact that she only has base 40 Bulk overall.

Potential Counters: Fairy Types, Urshifu, Literally any good mixed attacker, Prio moves, etc.
Eh, You listed Ghostly Send-Off Lantern twice.
 
Reposting a Few favorites (unsure if Bashmaster is one of them)
1680574455900.png

"The rage incurred from tasty treats denied
Once you are monkey mush
Yes, once your body crushed
A new dessert of Slush
of fruit and blood so luch
I'll go right back to treatin'
To such a good eatin'" -Bashmaster (Bowl Punch with Lyrics by Juno Songs)

Name: Bashmaster, the Unbreakable
Series: Donkey Kong Country: Tropical Freeze
Type: Ice/Fighting
Ability: Anger Point, Ice Body, and Intimidate
Stats: 110/110/90/50/75/75 (510)
Moves: Icicle Crash, Avalanche, Aqua Jet, Roar, Noble Roar, Frost Breath, Ice Hammer, Hammer Arm, Curse, Slack off, Flail, Thrash, Super Power, Giga Impact, Mega Kick, Rock Slide, Ice Spinner, Icile Spear, Bulldoze, Swords Dance, Low Kick, Bulk up, Stone Edge, Play Rough, Body Press, Liquidation, Rock Smash, Strength, Gigaton Hammer, Rapid Spin, Rage, and Belch

Reasonings: One of the four Generals of the Snowmads, and pretty much the strongest and bulkiest hence the Regigigas like statline. A lot of his moves come from Beartic, but also added some moves based on this warrior's moveset in game and added flavor with Bulk Up, Curse, Belch, Rage, Bulldoze, and Play Rough, and also gets Gigaton Hammer since he weilds a hammer the size that is bigger of that of Donkey Kong, and also this battle only happens because Bashmaster's Popcicle got destroyed, hence SLack off and Belch, and also Anger Point, as well as Intimidate because he IS a Polar Bear. I also gave him Ice Body so he can last longer on the playing field, and he does have a spin attack, hence Spin.

Stats are based on Beartic and improved for added bulk

Regigigas @ Choice Scarf
Ability: Ice Body
Tera Type: Ice
EVs: 252 HP / 252 Atk / 4 SpD
- Gigaton Hammer
- Close Combat
- Ice Spinner
- Liquidation
|/spoiler]


1680574139559.png

“You should’ve had your cake and ate it, too!
Now, instead of green, you’ll be black-and-blue!
Smile and pose for the camera crew
While the Hawk lands a RAWKIN’ flyin’ press on you!”

Name: RAWK HAWK
Series/Franchise: Paper Mario
Type: Grass/Fighting (Paper, and also doesn’t actually fly)
Abilities: Moxie, Inner Focus, and Unburden
Stats: 80/110/75/74/74/118 [BST 531]
Moves: Flying Press, Wing Attack, Roost, Endeaver, Bounce, Sky Drop, Sky Attack, High Jump Kick, Bulk up, Taunt, Brick Break, Steel Wing, Acrobatics, Retaliate, Fient, Super Power, Low kick, Fire punch, Ice Punch, Thunder Punch, Drain Punch, Throat Chop, Leaf Blade, Grassy Glide, Trop Kick, Earthquake, and Rock Slide

Reasoning: Most moves are essentially based on Hawlucha, which Rawk Hawk could basically be seen as a stronger variant with Grass type moves and Stab to go with it.
Leaf Blade; because he is essentially a paper being
Trop Kick; He has a Kick attack and felt like he could use a Grass type Kick anyways.
Flying Press; his Diving Smash attack is basically Flying Press
Rock Slide and Earthquake; Rafter Shake. Could be his own signature move. Rock Slide due to how it is while Earthquake simulates it’s visual effects, even though that isn’t how the actual in game attack works.

Stats are also based on Hawlucha's and have been improved to better fit the character.

Rawk Hawk
Ability: Moxie
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Trop Kick
- Fire Punch
- Bulk Up
- Drain Punch

1667411762769.jpeg

1680574086836.png


"You really like looking at my face, don't you? I have no idea what you find so interesting."
Name: Claude Von Reigan
Series: Fire Emblem Three Houses
Type: Dragon/Flying (Barbaross Class has him being on a Wyvern.)
Ability: Aerolate, Sol (Shel Bell as ability), and Anticipation
Stats: 90/100/70/80/85/110 (535)

Moves: Air Cutter, Air Slash, Defog, Fire Blast, Flamethrower, Dual Wingbeat, Hurricane, Body Slam, Roost, Fly, Slash, U turn, Razor Wind, Gust, Whirlwind, Fly, Sky Attack, Pin Missile, Dragon Rage, Steel Wing, Dragon Breath, Dragon Claw, Dragon Tail, Draco Meteor, Twister, Torment, Flatter, Taunt, Trick, Role play, Assist, Yawn, Slck off, Roost, Fake Tears, Beat Up, Dragon Dance, Tailwind, Payback, Assurance, Embargo, Fling, Embargo, Trump Card, Me First, Sucker Punch, Nasty Plot, Chatter, Foul Play, Quick guard, Ally Switch, Sky Drop, Incinerate, Dragon Tail, Snarl, Noble Roar, Smart Strike, Instruct, False Surrender, High HorsePower, and Hyper Beam New Move: Failnaught (Flying type. Physical. pow. 85. Acc. 100. PP. 10.) Super effective against flying types. Non contact.

New Z move: Fallen Star (Flying type. Physical. pow. 160. Acc.- PP.1. requires any flying type move) Super effective against Dragon and Flying types. places Aurora Veil regardless of Hail's presence.
Held Item Reuirement: Star Dragon Sign (pow: 15. Type: Psychic. no eff)

Reasons: to put it simply, Claude is a tricky wyvern riding archer so he is simply a Dragon/Flying type with a variety of moves he could feasily learn based on his strategic mindset, with his wyvern doing wyvern things hence the more out of character claude stuff like Snarl, noble Roar, and the fire dragon moves.

Added High Horsepower due to the Wyvern being a mount, giving the user faster movement.

The Star Dragon Sign allows any unit to have access to the Crest of Reigan as well as Fallen Star if they have Failnaught as the weapon they are using.

Name: Star Dragon Sign
Franchise/Origin: Fire Emblem: Three Houses
Fling BP: 15
Effects: The Mark of Riegan. Allows the user to use the move 'Fallen Star' if they know a flying type move.
Reasoning: An item you get as a Reown reward after beating the Golden Wind/Wild Fire Route in Three Houses/Hopes. It allows the user to use Failnaught and Fallen Star as if they had the Crest of Regian.

Claude Von Reigan @ Star Dragon Sign
Ability: Sol
Tera Type: Flying
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Failnaught
- Roost
- U-turn
- Steel Wing
 
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"I pity you, for as long as I wield Gradivus, you have no hope of defeating me. Retreat and avoid this fate."
Pokémon: Sirius
Franchise/Origin: Fire Emblem
Intended Tier: OU
Type:
Steel.png
Dark.png

Ability:
Moxie - This Pokemon's attack is raised by 1 stage if it attacks and KOes another Pokemon.
Mold Breaker - This Pokemon's moves and their effects ignore the Abilities of other Pokemon.
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
False Surrender, Iron Head, Knock Off, Night Slash, Psycho Cut, Sacred Sword, Smart Strike, X-Scissor...
Special.png
...
Status.png
Bulk Up, Iron Defense, Protect, Rest, Sleep Talk, Stealth Rock, Substitute, Taunt, Toxic, Trick...
Physical.png
Cut, False Swipe, Feint Attack, Fury Cutter, Revenge, Slash...
Special.png
...
Status.png
Endure, Quick Guard, Snatch, Spite...
Signature move:
Type:
Steel.png

Category:
Physical.png

BP: 100
Accuracy: 100%
PP: max 12
Secondary Effect: User recovers 50% of the damage dealt. Does not make contact.
Flavor: A legendary lance of the regalia weapons of Archanea.
Stats: 100 / 110 / 90 / 70 / 70 / 110 [BST: 540]

Sirius BST.jpg


Reasoning: Sirius is an antagonist and playable unit in the OG Archanea Fire Emblem games; Fire Emblem Shadow Dragon and the Blade of Light and Fire Emblem Mystery of the Emblem, as well as their respective remakes. Sirius (also known as Camus, or Zeke in Shadows of Valentia) is a mysterious figure with a mask that fought against Marth and his army. He has a big sense of integrity and honor yet also has a sense of loyalty about him even when his king decided to ally for Dolhr, an empire created by Medeus, the final antagonist of the games. This mon is based off Sirius as a Paladin ignoring reclassing.

Sirius is the leader of the Sabel Knights of Grust and a Paladin class in the games. The Steel-type is thus an obvious fit here. The Dark-type is a nod to Sirius' betrayal of Marth and how Sirius' country still fought with Dolhr even if the alliance was uncomfortable. It is also a nod as to how Sirius was an enemy unit that Marth had fought before becoming a player unit.

Sirius' moves are generally moves that you would associate with Knights and Paladins, like sharp weapon-like attacks and moves like False Surrender. The status moves are a bit miscellaneous with your "standard" mon status moves like Protect and Rest in there alongside some useful stuff like a boosting move outside of Swords Dance and Stealth Rock for hazard setting; Sirius does not have Swords Dance because in the games he has always been depicted as a primarily lance wielding Paladin.

This is most exemplified by his signature move, his personal weapon Gradivus. In the games its a 1-2 range lance with 19-20 might (depending on its game appearance). Sirius is depicted wielding it both as an enemy unit in Shadow Dragon and as a playable unit in the Archanea Saga of New Mystery. Its incredibly strong and his signature mimics this with a very strong BP alongside not making contact with the foe as a nod to the lance's 1-2 range capability. It can also heal since in the game you can use it like an elixir and heal to max HP.

His abilities are standard, Moxie because even as a playable unit Sirius has a sense of pride for his skills (as he is considered the most able warrior alive) and as an enemy unit he openly mocks the player with his skills and his power with Gradivus. Mold Breaker is because Sirius is just generally pretty strong and just generally very skilled.

Lastly his stats mimic his base stats and growth rates. Sirius, in all his depictions, always has him have very balanced base stats and great growths for a prepromote. He has above average bases on all areas except for Res, and when Strength and Magic became two stats in New Mystery of the Emblem to accomodate reclassing, his magic was also revealed to be quite low too, hence the lower SpA and SpD. All his other stats are great, with his decent base defense and base HP alongside his very good growths (aside from Mag and Res).

Sample Set(s): WIP
 
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Hi y'all, this is my first post on this entire forum, let alone this board, so let me know if there's any feedback for me :eeveehide:

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big feeshy time

april 6th edit: moved 5 attack to special attack, 5 attack to speed, and removed Heavy Slam from movepool; redid sample sets

Pokémon: Ultra Fishbunjin 3000
Franchise/Origin: Ludosity Universe (debuted in Ittle Dew, by far more infamous for Slap City)
Intended Tier: OU
Type: Fighting / Water
Ability: Iron Fist / Steelworker / Big Pecks (HA)
Notable moves:
Physical STAB (w/ Steel type included): Wave Crash, Liquidation, Superpower, Close Combat, Drain Punch, Flying Press, Body Press, Spin Out, Dumbbell Throw, Bullet Punch
Physical coverage: Counter, Fire Punch, Thunder Punch, Ice Punch, Facade, Body Slam, Headlong Rush, Earthquake

Special moves: Surf, Hydro Pump, Focus Blast, Vacuum Wave, Tera Blast (80bp normal coverage woo)

Status moves: Rain Dance, Bulk Up, Block, Roar, Taunt, Rest, Sleep Talk, Protect, Detect, Substitute

Signature move:
Dumbbell Throw
Steel-type Physical move
60 BP, 100% accuracy
Max PP 16

Secondary effect: This move hits once when used, then a second time at the end of the following turn.

This was inspired from his Air Strong attack in Slap City--while a fully charged Dumbbell is one of the most powerful projectiles in the game, an uncharged dumbbell can be used to trap opponents and control space. I love that option of a normally up-in-your-face brawler flexing into a control archetype thanks to one move and I thought a move in the same vein of Future Sight would be a really cool way to recreate one of his playstyles here.


Stats: 105/130/100/65/55/95 (BST 550)

Reasoning:
I like Slap City and when I was trying to brainstorm a character for this project, when I came up with Fish, I knew I had to roll with this idea. Fighting type is obvious--just look at him--and though I considered both mono-Fighting and Fighting/Steel, I ended up going with the Water typing since he's a fish, just an incredibly muscular one. Going to abilities, his playstyle in-game in Slap City is mostly all up in your face using a lot of dumbbell strikes, punches, and kicks. Iron Fist seemed to make the most sense for him, though he intentionally doesn't have certain punching moves that could break him (no Jet Punch lol). I also intentionally withheld Flip Turn because I was a bit worried for choiced sets with that. It should be committal to send this guy in.

Steelworker was a natural companion, giving him access to STAB on Steel-type moves using his dumbbells, including his signature move. For the third ability, I went through a couple options. I originally had Guts but I feel like that may be too much, and this thing already has Conkeldurr syndrome so I took that off. Swift Swim was briefly considered but... no. I almost posted Defiant but then I had the brainwave for Big Pecks because, well, get it? Big Pecs? It's never going to use that ability but I didn't love Defiant and this was hilarious from a flavor standpoint.

His moves kinda fell together easily--physical STAB, elemental punches for coverage, with a couple fun moves thrown in. He gets Spin Out because his Side Special has him imitating car noises in a dash before either jump-cancelling it or striking the opponent, and I thought that was funny. He'll realistically never use this since he's a bulky boy so Heavy Slam is almost always better. One interesting option: Headlong Rush is a punching move, so it's boosted by Iron Fist. Ground-type doesn't do a whole ton for him coverage-wise, but it can secure any pesky Electric-types wanting to switch in.

Stat spread wasn't based on any one Pokemon in particular, but inspiration overall was drawn from playstyles of bulky physical wallbreakers of past such as Palafin, Conkeldurr, and Hariyama: physical bulky, very strong Attack stat, middling special stats. This thing is a lot faster than most of that archetype, but 90 speed isn't blistering.

Scarf Fish Vs. fast attacker Malenia on switch-in:
252+ Atk Quaquaval Wave Crash vs. 0 HP / 0 Def Venusaur: 150-177 (53.3 - 62.9%) -- guaranteed 2HKO
252+ Atk Iron Fist Quaquaval Headlong Rush vs. 0 HP / 0 Def Venusaur: 241-284 (85.7 - 101%) -- 87.5% chance to OHKO after Stealth Rock
Gets the 2HKO if Scarfed, forcing Malenia to switch out. Though she can regerate health then, that means something has to take the next Wave Crash! Fish can even get close to an OHKO with the more committal Headlong Rush.

Scarf Fish Vs. bulky King Dedede on switch-in:
252+ Atk Quaquaval Wave Crash vs. 252 HP / 4 Def Hawlucha: 226-267 (44.8 - 52.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Quaquaval Wave Crash vs. 252 HP / 4 Def Hawlucha: 226-267 (44.8 - 52.9%) -- 27.3% chance to 2HKO
These are both Scarfed, but Fish doesn't need scarf to outspeed Dedede if they're both invested, allow it to use Band, Leftovers, or another item. Unfortunately, Dedede can OHKO back with Flying Press, even with bulk, so it can't force out the king:
252+ Atk Hawlucha Flying Press vs. 252 HP / 4 Def Quaquaval: 356-422 (85.9 - 101.9%) -- 18.8% chance to OHKO

Unfortunately I can't really show off the Steel-type moves since we don't really have anything to hit with that type yet. I'll drop a calc on Zelda just cuz.
252+ Atk Steelworker Quaquaval Heavy Slam (120 BP) vs. 0 HP / 4 Def Mesprit: 275-324 (82.5 - 97.2%) -- guaranteed 2HKO
252+ Atk Steelworker Quaquaval Bullet Punch vs. 0 HP / 4 Def Mesprit: 92-109 (27.6 - 32.7%) -- guaranteed 4HKO

(and for reference)
252+ Atk Quaquaval Wave Crash vs. 0 HP / 4 Def Mesprit: 276-325 (82.8 - 97.5%) -- guaranteed 2HKO

Overall I don't think this mon will be too strong for OU--while little will be able to safely switch in thanks to its power and coverage, it's not the fastest 'mon and that special bulk will leave it vulnerable--this means any safe switches against Fish can easily force it out.

Choice sets, Leftovers Bulk Up sets, and Life Orb wallbreakers are the three primary sets I see, though I think AV could be an interesting tech choice ala AV Melm, and each of those sets have weak spots.

For anyone curious, Fighting/Water/Steel is only resisted by Water-types that resist Fighting (Water/Psychic, Water/Bug, etc). That's quite a good STAB combination--too bad it takes 3 moveslots and an ability slot.

Set 1: Bulky Setup
Ultra Fishbunjin 3000 @ Leftovers
Level: 100
Careful Nature
Ability: Iron Fist
EVs: 252 HP / 4 Atk / 252 SpD
- Drain Punch
- Dumbbell Throw / Bullet Punch
- Taunt
- Bulk Up

Set 2: Choice Scarf
Ultra Fishbunjin 3000 @ Choice Scarf
Level: 100
Adamant Nature
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
- Close Combat
- Wave Crash
- Headlong Rush
- Drain Punch / Flying Press

Set 3: Choice Band Wallbreaker
Quaquaval @ Choice Band
Level: 100
Adamant Nature
Ability: Steelworker
EVs: 252 Atk / 4 SpD / 252 Spe
- Close Combat
- Wave Crash
- Headlong Rush
- Spin Out

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A majestic flying beast that attacks buildings... with babies that angrily attack anything.

Pokémon: Lava Hound
Franchise/Origin: Clash of Clans
Intended Tier: OU
Type: Fire / Rock
Ability: Flame Body / Rough Skin / Battle Armor (HA)
Notable moves:
Physical moves: Rock Blast, Stone Edge, Pup Explosion, Rock Slide, Earthquake, Heat Crash, Rock Tomb, Fire Fang, Aerial Ace, Facade, Giga Impact

Special moves: Lava Plume, Meteor Beam, Power Gem, Flamethrower, Earth Power, Fire Spin, Ancient Power, Hyper Beam, Inferno, Ember

Status moves: Roost, Defog, Will-o-wisp, Stealth Rock, Whirlwind, Tar Shot, Sunny Day, Sandstorm, Tailwind, Protect, Rest, Sleep Talk, Substitute, Noble Roar

Signature move:
Pup Explosion
Fire-type Physical move
40 BP, 100% accuracy
Max PP 8

Secondary effect: This move hits 6 times. The user faints before use.

This move is to mimic the Lava Hound's postmortem ability in both Clash of Clans and Clash Royale, where after death it splits into 6 small, frail, high-DPS troops. I considered making this mechanic a form change but it felt clunky so I opted for this instead. This move is obviously good, but coming off of a base 50 attack with no way to boost (outside of sun or Tar Shot LOL) it's nothing more than a last resort option. Calcs are included below (off of vanilla Pokemon since I gave up on adding the custom mons here) but unless you invest it's not a great move and you're better off running some other support option.

Stats: 130/50/100/65/100/45 (BST 490)

Reasoning:
I saw this tier lacked any true defensive Pokemon yet, so Lava Hound works as a super great wall Pokemon. I picked it since I was thinking through games I've played a lot over the years hunting for a good wall option, and I settled on this big fella. Another option was Minecraft Iron Golem, which would've been literally just Melm, lmao

It has immense statistical bulk and three usable defensive abilities, but Fire / Rock isn't the greatest defensive typing, with two 4x weaknesses. Plus, a Stealth Rock weakness mean it's forced into running HDB. It also has passivity problems as shown below in the poor offensive calcs. Despite these weaknesses, however, its sheer bulk means it will have a place on more defensive teams, and may prove useful against some of the tier's strong offensive threats. Will-o-wisp is a big threat to watch out for, and it means physical wallbreakers may have a hard time switching in, risking being permanently crippled.

Vs. Band Meowscarada:
252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 252+ Def Magcargo on a critical hit: 165-195 (35.5 - 42%) -- guaranteed 3HKO
252 Atk Choice Band Meowscarada Knock Off (97.5 BP) vs. 252 HP / 252+ Def Magcargo: 153-180 (32.9 - 38.7%) -- 99.5% chance to 3HKO

0 Atk Magcargo Stone Edge vs. 0 HP / 0 Def Meowscarada: 84-99 (28.6 - 33.7%) -- 0.3% chance to 3HKO
0 Atk Magcargo Pup Explosion vs. 0 HP / 0 Def Meowscarada: 398-470 (135.8 - 160.4%) -- guaranteed OHKO
0- SpA Magcargo Lava Plume vs. 0 HP / 4 SpD Meowscarada: 146-174 (49.8 - 59.3%) -- 98.4% chance to 2HKO

Meowscarada has a hard time breaking this thing on its own but getting a Knock Off allows it to force a lot more progress as long as Rocks stay up. After taking the Knock on switch-in, trying to switch back in on Meow later would give you this:

252 Atk Choice Band Meowscarada Flower Trick vs. 252 HP / 252+ Def Magcargo on a critical hit: 165-195 (35.5 - 42%) -- 6.3% chance to OHKO after Stealth Rock


Vs. Offensive DD Dragonite:
+1 252+ Atk Dragonite Earthquake vs. 252 HP / 252+ Def Magcargo: 528-624 (113.7 - 134.4%) -- guaranteed OHKO

0 Atk Magcargo Stone Edge vs. 0 HP / 4 Def Dragonite: 132-156 (40.8 - 48.2%) -- guaranteed 3HKO
(Note that this is with Multiscale down)


Vs. Bulk Up Quaquaval:
16 Atk Quaquaval Aqua Step vs. 252 HP / 252+ Def Magcargo: 300-352 (64.6 - 75.8%) -- guaranteed 2HKO


0 Atk Magcargo Pup Explosion vs. 200 HP / 180+ Def Quaquaval: 66-78 (18.2 - 21.6%) -- possible 7HKO after Leftovers recovery
lmao


Vs. OU Spore Amoonguss:
0 Atk Magcargo Ember vs. 252 HP / 172+ Def Amoonguss: 294-348 (68 - 80.5%) -- guaranteed 2HKO
Uninvested it doesn't OHKO Amoongus off of a STAB, super-effective 240BP attack. Pup Explosion isn't good unless you're running some real heat.


Just because I'm curious, does a fully invested Band set even break walls?
252+ Atk Choice Band Magcargo Pup Explosion vs. 252 HP / 172+ Def Amoonguss: 702-828 (162.5 - 191.6%) -- guaranteed OHKO
252+ Atk Choice Band Magcargo Pup Explosion vs. 252 HP / 4 Def Ting-Lu: 294-346 (57.1 - 67.3%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Magcargo Pup Explosion vs. 252 HP / 192+ Def Toxapex: 99-117 (32.5 - 38.4%) -- 5.1% chance to 3HKO after Leftovers recovery
lol

Speaking of Pex:
0 SpA Toxapex Surf vs. 252 HP / 4 SpD Magcargo: 232-280 (50 - 60.3%) -- guaranteed 2HKO
woof

Set 1: Physical Wall
Lava Hound @ Heavy-Duty Boots
Level: 100
Impish Nature
Ability: Rough Skin / Flame Body
EVs: 252 HP / 252 Def / 4 SpD
- Stone Edge
- Will-O-Wisp / Lava Plume
- Roost
- Defog / Stealth Rock

Set 2: Special Wall
Lava Hound @ Heavy-Duty Boots
Level: 100
Careful Nature
Ability: Battle Armor / Rough Skin (still good for punishing any U-turners or something like that)
EVs: 252 HP / 4 Def / 252 SpD
- Stone Edge
- Roost
- Stealth Rock
- Will-o-Wisp

Set 3: Heatran at Home
Lava Hound @ Air Balloon
Level: 100
Bold Nature
Ability: Flame Body
EVs: 252 HP / 252 Def / 4 SpA
- Fire Spin
- Power Gem
- Roost
- Will-O-Wisp

I'm very content with how they turned out--Fish may be on the strong side and Hound may be on the weak side (he's doing his best ok) but conceptually I'm quite happy! Both made the jump to Pokemon pretty in tact if you ask me
 
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"This prison, to hold... ME?!"
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Pokemon: Sisyphus Prime
Franchise/Origin: ULTRAKILL
Type: Fire / Ghost
Ability: Blaze / Moxie
Movepool:
  • Blaze Kick, Fire Blast, Fire Punch, Flame Charge, Flamethrower, Flare Blitz, Heat Wave, Overheat, Will-O-Wisp, Burning Jealousy, Ember, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Heat Crash, Incinerate, Inferno, Sunny Day, Fire Pledge, Blast Burn, Curse, Night Shade, Spirit Shackle, Shadow Ball, Shadow Claw, Phantom Force, Sprite, Shadow Punch, Astonish, Bitter Malice, Grudge, Shadow Sneak, Brick Break, Bulk Up, Close Combat, Cross Chop, Detect, Dynamic Punch, Final Gambit, Focus Blast, Focus Punch, Karate Chop, Low Kick, Low Sweep, Power-Up Punch, Revenge, Reversal, Rock Smash, Seismic Toss, Jump Kick, Arm Thrust, Body Press, Hammer Arm, Mach Punch, Sky Uppercut, Double Kick, Wake-Up Slap, Solar Beam, Earthquake, Earth Power, Stomp, Pound, Mega Kick, Mega Punch, Body Slam, Bide, Covet, Double Edge, Swords Dance, Agility, Facade, Leer, Rage, Retaliate, Smelling Salts, Strength, Thrash, Uproar, Roar, Work Up, Torment, Taunt, Darkest Lariat, Dark Pulse, Explosion
Stats: 95 / 120 / 95 / 64 / 70 / 90 {BST: 534}
Reasoning: Sisyphus Prime is the second Prime Soul in ULTRAKILL, which are souls of dead individuals that are so strong willfully that they are able to manifest a physical form. As for Sisyphus, he led an army in hell to rebel against the angels sent him to hell, but driven by his own greed and ego, he was struck down and imprisoned in the Panopticon, where he was forced to endlessly labor on as punishment for his crimes. When we break him out, we see him in this form, where he is scorched by the sun and has a glowing sun-like head to show for it. During the fight against him, he shows off many of his abilities, including solar explosions, punches, kicks, slams, claps, and taunts.

edited resub
“You Kongs think you are so clever, don’t you?
Come to my lair in the Lost World if you think you can REALLY beat me!”

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Pokémon: King K. Rool
Franchise/Origin: Donkey Kong Country
Type: Water / Steel
Ability: Torrent / Thick Fat
Movepool:
  • Aqua Jet, Bubble, Bubble Beam, Hydro Pump, Liquidation, Surf, Scald, Brine, Chilling Water, Muddy Water, Rain Dance, Water Pulse, Water Gun, Dive, Rain Dance, Whirlpool, Flip Turn, Wave Crash, Water Pledge, Hydro Cannon, Night Slash, Foul Play, Hone Claws, Taunt, Throat Chop, Parting Shot, Bite, Crunch, Assurance, Knock Off, Dark Pulse, Flash Cannon, Iron Defense, King’s Shield, Iron Head, Metal Claw, Metal Sound, Bullet Punch, Doom Desire, Heavy Slam, Smart Strike, Stealth Rock, Rock Slide, Stone Edge, Spikes, Earthquake, Earth Power, Bulldoze, Body Press, Body Slam, Swords Dance, Drain Punch Ice Beam, Ice Punch, Thunder Wave, Thunderbolt, Ember, Flamethrower, Bounce, Fly, Hammer Arm, Belly Drum
Weight: 680.0 kg
Stats: 90 / 75 / 80 / 115 / 110 / 60 {BST: 530}
Reasoning: King K. Rool is the main antagonist of the Donkey Kong Country series and is an intimidating, large, crocodilian-like creature with a big bloodshot eye, cape, and many golden garments, including a golden belly, explaining his steel typing; while his tendencies of being a captain or pirate help explain his Water-typing, as well as him being based off of crocodiles. While most of the Kongs prefer to challenge their foes head-on, K. Rool isn't afraid to play dirty and uses the multiple tricks up his sleeve, including his massive arsenal, which includes things such as spiky balls, cannonballs, poison gas, flamethrowers, laser cannons, and electricity; although he has been shown to use stops, slams, kicks, and punches as well, especially in his Super Smash Bros. appearance.

"Clipping and clopping, here comes a stomping!"
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Pokemon: Deerclops
Franchise/Origin: Don’t Starve Together
Type: Ice / Dark
Ability: Anger Point / Unnerve / Mountaineer (see CAP)
Movepool:
  • Ice Spike (Ice | Physical | 95 BP | Contact | 100% Acc | 10 PP | Clears all hazards/substitutes/screens before dealing damage.)
  • Avalanche, Aurora Beam, Blizzard, Ice Beam, Ice Shard, Ice Spinner, Icicle Crash, Icicle Spear, Ice Punch, Icy Wind, Snowscape, Freeze-Dry, Ice Hammer, Ice Fang, Frost Breath, Dark Pulse, Foul Play, Hone Claws, Knock Off, Lash Out, Pursuit, Throat Chop, Assurance, Bite, Feint Attack, Fling, Night Slash, Payback, Snarl, Crunch, Sucker Punch, Torment, Body Slam, Double-Edge, Roar, Bide, Chip Away, Cut, Fury Attack, Pound, Headbutt, Horn Attack, Horn Drill, Leer, Rage, Tackle, Take Down, Thrash, Megahorn, Earthquake, Earth Power, Bulldoze, Mud-Slap, Rock Slide, Rock Throw, Smack Down, Stealth Rock, Shadow Claw, Shadow Ball, Phantom Force, Breaking Swipe, Metal Claw, Hyper Beam
Stats: 80 / 130 / 100 / 60 / 70 / 100 {BST: 540}
Reasoning: Deerclops is a giant, one-eyed deer boss in Don’t Starve Together and Terraria. He has a variety of ice themed attacks in both games, and is related to winter biomes and seasons. In Don’t Starve Together, Deerclops lowers your Sanity levels and uses multiple slamming and swiping attacks to attack and freeze its targets, with a second form that uses eye beam attacks. In Terraria, Deerclops’s second form is used as an enrage mechanic, where the boss will become invincible if the player gets too far away. He can also summon phantom hands to attack the target if they remain above him for too long.

“He must leave. Either by his own will... OR BY MY FORCE!”
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Pokémon: Venoct
Franchise/Origin: Yo-kai Watch
Type: Electric / Dragon
Ability: Strong Jaw
Movepool:
  • Draconic Maul (Dragon | Physical | 70 BP | Contact, Bite | 100% Acc | 10 PP | Ignores the target's stat stage changes.)
  • Charge, Discharge, Eerie Impulse, Electroweb, Thunder, Thunderbolt, Thunder Wave, Volt Switch, Wild Charge, Charge, Electro Ball, Shock Wave, Spark, Thunder Shock, Double Shock, Ion Deluge, Rising Voltage, Draco Meteor, Dragon Pulse, Outrage, Dragon Breath, Dragon Hammer, Breaking Swipe, Dragon Rage, Dual Chop, Twister, Crunch, Bite, Fire Fang, Thunder Fang, Psychic Fangs, Calm Mind, Scald, Shadow Ball, Shadow Claw, Will-O-Wisp, Spikes, Aura Sphere, Amnesia, Slash, Cut, Coaching, Thunder Punch, Fire Punch, Low Kick, Low Sweep, U-Turn, Pound, Tackle, Double Kick, Bulk Up, Close Combat, Quick Attack
Stats: 70 / 110 / 75 / 105 / 75 / 125 {BST: 570}
Reasoning: Venoct is an S-Rank Yokai in Yo-Kai Watch who you befriend near the end of the game. He has a wisp-like dragon Scarf, which he uses in combat to maul his enemies, although he is extremely skilled in all forms of combat. In the games, his main element is electricity, which explains his typing. Note: Venoct is always male.

"Ahh, you were at my side all along…
My guiding moonlight…
My true mentor…"
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Pokémon: Ludwig
Franchise/Origin: Bloodborne
Type: Dragon / Fairy
Ability: Berserk / Telepathy
Movepool:
  • Draco Meteor, Dragon Claw, Dragon Dance, Dragon Pulse, Dragon Tail, Outrage, Breaking Swipe, Dragon Rage, Dragon Breath, Dragon Rush, Moonblast, Moonlight, Play Rough, Misty Explosion, Dazzling Gleam, Misty Terrain, Spirit Break, Sacred Sword, Secret Sword, Psychic, Quick Attack, Psyshock, Slash, Bide, Double Kick, Mega Kick, Tackle, Take Down, Cut, Leaf Blade, Double-Edge, Body Slam, Stomp, Headbutt, Earthquake, Earth Power, Bulldoze, High Horsepower, Bite, Crunch, Pound, Brick Break, Flamethrower, Calm Mind
Signature Z-Move / G-Max Move:
Stats: 90 / 100 / 85 / 125 / 110 / 70 {BST: 580}
Reasoning: Ludwig is one of the bosses present in Bloodborne's Old Hunters DLC. He is a giant, lumbering beast, with his body being amalgamated with different limbs from different animals. He was once a church hunter, but became insane, and after succumbing to his bloodlust, transformed into the form you see him in in the game. In his second phase, however, he breaks free from his insanity and begins to wield his signature weapon, the Moonlight Greatsword. Many of his attacks involve clawing, sword swipes, bites, slams, stomps, tackles, and magic, especially with his sword.
 
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Also my first time posting here, thought it'd be fun to try my hand at this

Empress_of_Light.png

Empress of Light has awoken!
Pokémon: Empress of Light
Franchise/Origin: Terraria
Intended Tier: OU
Type: Fairy/Psychic
Ability: Resplendent Light - During harsh sunlight this pokémon's special attack is increased by 30%.
Stats: 120/80/85/130/85/100 (600)
Physical: Solar Blade, Sacred Sword, Spirit Break, Dual Wingbeat, Fly, Acrobatics, Psycho Cut
Special: Dazzling Gleam, Disarming Voice, Moonblast, Solar Beam, Air Cutter, Air Slash, Lumina Crash, Psychic, Psyshock, Mystical Power, Flash Cannon, Power Gem, Aura Sphere, Swift, Aurora Beam, Tera Blast
Status: Rest, Protect, Substitute, Sleep Talk, Sunny Day, Morning Sun, Teleport, Charm, Agility, Swords Dance, Light Screen, Reflect, Trick
Reasoning: The EoL is a late game optional boss in Terraria, her fairy type being granted due to being one of the two bosses exclusive to the Hallow biome which is inhabited by magical creatures like pixies and unicorns, aswell as herself looking like the typical winged humanoid depiction of a fairy. The psychic type comes from her heavy association with light and prisms.

I based her movepool on the in-game battle, but also including stuff that I simply thought made sense. Solar Blade, Sacred Sword and Swords Dance in specific were inspired by her Ethereal Lance attack where she summons a bunch of swords that aim at the spot you were last stationed and her Terraprisma weapon drop.

The signature ability comes from the fact she can turn into an "enraged" state during daytime, with the damage of her attacks increasing enough to instakill the player. At first I was thinking of just going with Solar Power, but since it made no sense for her to take damage during sunlight I decided to create a slightly weaker version of the ability that lacks the downside. If 30% is still too much I'm willing to lower it.

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Pokémon: Mechawiggler
Franchise/Origin: Super Mario Odyssey
Intended Tier: OU
Type: Bug/Electric
Ability: Volt Absorb
Stats: 100/126/80/50/100/114 (570)
Physical: Lunge, Wild Charge, Spark, Thunder Fang, Pounce, First Impression, Leech Life, U-Turn, Body Slam, Phantom Force, Iron Head, Explosion, Outrage, Pounce, Double Edge, Slam, Fury Attack, Quick Attack, Wrap
Special: Tera Blast, Thunderbolt, Thunder, Struggle Bug, Discharge, Electro Ball, Zap Cannon
Status: Sleep, Protect, Substitute, Sleep Talk, Lock-On, Thunder Wave, Charge, Shift Gear
Reasoning: Mechawiggler is the boss of the Metro Kingdom in Super Mario Odyssey, a large mechanical caterpillar that feeds on the electrical power of the city, granting it the bug/electric type combo. The latter part is also the reasoning for its Volt Absorb ability aswell as the move Leech Life, the rest is due to, again, being a mechanical insectoid or basic STAB. Phantom Force is meant to reference how it can appear out of purple wormholes to attack. Since it is a robot version of Wiggler it also gets Outrage and Fury Attack.
 
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“I saw it… Or I think I saw it, when they gave me this. …I saw the Devil’s face.”
Origin: Apollo Justice: Ace Attorney
Intended Tier: OU
Typing:
Normal.png
Fairy.png

Abilities: Rattled / Trace
Stats: 75 / 110 / 70 / 45 / 105 / 125 [BST: 530] (64.2 kg)
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|
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| 20 bp | 100% acc | 32pp
100% chance to badly poison the target.
Priority: 0 | Secondary | Targets one adjacent mon
Notable moves:
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- Frustration, Gunk Shot, Knock Off, Play Rough, Poison Jab, Return, Stomping Tantrum, U-Turn
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- Impure Polish, Tera Blast
Status.png
- Encore, Recover, Toxic Spikes, Trick
Attract, Bestow, Block, Celebrate, Charm, Confide, Copycat, Defense Curl, Disarming Voice, Doodle, Double Slap, Embargo, Encore, Endure, Facade, Fake Out, Frustration, Gunk Shot, Hidden Power, Imprison, Impure Polish, Knock Off, Memento, Mimic, Play Nice, Play Rough, Poison Jab, Protect, Recover, Reflect Type, Refresh, Rest, Return, Round, Sleep Talk, Sludge Bomb, Snore, Stomping Tantrum, Substitute, Tackle, Take Down, Tera Blast, Tickle, Toxic, Toxic Spikes, Trick, Trump Card, U-Turn, Wish, Work Up
Reasoning:
I wanted a fast Trace abuser to keep future custom abilities in check, and the first character I thought of for the role was an often-forgotten forger from the Ace Attorney series. Being a human character with no combat skill or explicitly supernatural abilities, making Vera into a functioning mon was an interesting challenge, but I think I’ve managed to keep a good balance of flavour and function.

Normal was a pretty easy pick here. I considered Dark for a secondary type given the whole forgery thing, but Vera’s not really an evil character, so I went for Fairy instead, based on her quiet and artsy nature and giving her a very fitting Poison weakness. High speed felt appropriate for a timid character, and high special defense makes sense for the only person known to have survived atroquinine poisoning. Physical attack is mostly high for function purposes, letting her act as a fast offensive pivot. Her other stats are just what felt humanly reasonable to me, ok HP/defense and very low special attack. Rattled isn’t unviable but is definitely the flavour ability, while Trace is her hidden ability because, well, that’s exactly what it is in-universe.

Working out the movepool was definitely the hardest part of this sub, but it worked out, between general human stuff, her personality, painting, forging, and case she’s involved with in-game (TLDR her nail polish is poisoned, so after biting her nails during a trial where she’s accused of murdering her father, she drops comatose on the stand, but ultimately survives in the good ending). There’s nothing too crazy here, you spam a STAB and Knock and pivot around with U-Turn. I’m not sure whether Play Rough or Return/Frustration would be her preferred STAB, both have their merits and I doubt she wants both at once with so many other good options to spend moveslots on. Recover (based on the whole surviving poisoning thing) is a solid pick for that last slot, allowing Vera to stay healthy throughout games and keep up pressure. Impure Polish and TSpikes are nice for status spreading and punishing switches, with the former valued over normal Toxic here for its accuracy, though bypassing MBounce and GaG is fun for a Trace mon. Trick is a fun move for the inevitable choiced sets that steal Swift Swim and then countersweep an unsuspecting rain HO. You could always run some coverage with Gunk Shot or Tantrum but unless we get an obnoxious Steel/Fairy I don’t think either will be more valuable than the extra utility that other moves can provide.
 
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Hiya Papaya~!
Pokémon: Yunaka
Franchise/Origin:
Fire Emblem
Intended Tier: OU
Type:
dark.gif

Abilities: Trained to Kill, Pickpocket, Poison Touch
Trained to Kill: Raises critical
hit rate by +2 when in terrain or weather.
Notable moves: Comeuppance, Feint Attack, Fling, Foul Play, Knock Off, Lash Out, Night Slash, Payback, Sucker Punch, Thief, Flatter, Parting Shot, Snatch, Switcheroo, Taunt, Smart Strike, Bullet Punch, Leaf Blade, Psycho Cut, Water Shuriken, Close Combat, Aerial Ace, Fury Cutter, X-Scissor, Cross Poison, Hone Claws, Swords Dance, Spikes, Toxic Spikes, terrain moves, Wish, Double Team, U-Turn
Stats: 79 / 104 / 53 / 59 / 94 / 121 (510)

Reasoning: Yunaka is a thief and trained assassin from Fire Emblem: Engage. Her murky past, dubious deeds and penchant for working in the shadows give her credence to being a Dark-type, while her mastery of knives and daggers gives her an affinity with the Steel type. As poison is a common side effect in Fire Emblem, one of Yunaka's abilities is Poison Touch. Her hidden ability comes from her training as a thief, assassin and , where Yunaka has perfected the art of impersonating others. This gives her the hidden ability, Illusion. Her signature ability, Trained to Kill, is directly based on her personal skill of the same name. It works almost identically by raising the chance of landing a critical hit when in certain terrain. This is expanded to weather until Terrain setting becomes more available, though certain rain weather effects such as Fog and Rain do affect Yunaka as a Covert type unit.

The movepool of Yunaka plays heavily into her initial class, Thief, giving her access to a range of sneaky-type moves as well as some Steel-type moves to demonstrate her weapon skills. Being a master of knives, Yunaka also has access to blade moves such as Cross Poison, Water Shuriken and Swords Dance. Spikes and in particular, Toxic Spikes, come from Yunaka often throwing her weapons. Finally, she also has access to some of her more common Emblem Ring abilities. Wish comes from her initial bonding with Miccy which gives her access to staves and her Terrain moves come from Corn. She technically can inherit a whole slew of Emblem Ring abilities but these are her most commonly used ones (I swear it's not because I can't be bothered looking them up!)

Yunaka excels at being a fast, offensive pivot. She has similar offensive stats to existing Pokemon in her speed tier but is hindered by her low Def, leaving her vulnerable to all physical attacks, especially priority moves. To make up for her physical defensive weakness, she has decent Sp. Def that mirrors her stat growths. She has access to hazards and some support with Taunt, Switcheroo and Wish but will have a hard time using them effectively so she'll mostly be using her offensive attacks. Her main STAB would likely be Night Slash, which combines with her signature ability to be a critical hit 50% of the time. While Poison Touch is mainly a flavour ability, she could get some mileage with Illusion but that would most likely be limited to meme-builds. With enough coverage to have one or two surprises up her sleeve, Yunaka will have enough firepower and speed to sweep weakened teams but with the lack of immediate power due to her below-average power, a callback to knives' typical low MT, she will need to rely on a bit of critical luck. Nothing says Fire Emblem more than landing a clutch critical hit.
 
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Pokémon: Ishtar
Franchise/Origin: Fate/Grand Order
Intended Tier: OU
Typing: Rock
Ability: Levitate / Dazzling / Long Reach
Moves: Power Gem, Meteor Beam, Stone Edge, Rock Wrecker, Flash Cannon, Dazzling Gleam, Stored Power, Rock Polish, Nasty Plot, Cosmic Power, Fly, Sky Attack, Teleport, Eruption, Earthquake, Earth Power, Stealth Rock, Rapid Spin, Fire Spin, Defog, Raging Bull, Arrow Shot
Custom Move & Z-Move:
Arrow ShotRockPhysical8015100%Identical to Snipe Shot excluding typing and category.
Mountain Range-Shaking Firewood of VenusRockSpecial1901-Increases user's SpA by 1. User must know Meteor Beam and be holding Maannanium-Z to use this Z-Move. Displays the same message as Meteor Beam.
Stats: 75/65/75/135/95/105 (550)
Reasoning: Ishtar is the Mesopotamian goddess of beauty, fertility, and war. In Fate/Grand Order she's an Archer class Servant possessing Rin Tohsaka's body. Rin Tohsaka's magecraft is centered around gems, which is reflected on Ishtar's in-universe Skills and attacks, so I went with pure Rock-type for her. A big part of Ishtar's legend is destroying a mountain which is similar to Tyranitar I guess. Her Z-Move is based on her Noble Phantasm in which she uses the power of Venus to destroy things (in-universe it's based on her destroying a mountain), and Meteor Beam gathers power from space so that fits also. Raging Bull being part of her movepool is a reference to how she can summon a divine bull.

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Pokémon: Kikuri
Franchise/Origin: Touhou
Intended Tier: OU
Typing: Steel/Fire
Ability: Serene Grace / Magic Bounce
Moves: Physical: Magnet Bomb, Metal Burst
Special: Flash Cannon, Fire Spin, Inferno, Lava Plume, Signal Beam, Mystical Fire, Fire Pledge, Mirror Shot, Mirror Coat, Power Gem, Moonblast, Judgement
Status: Will-o-Wisp, Calm Mind, Iron Defense, Rock Polish, Moonlight, Sing
Stats: 70/70/90/110/100/70 (510)
Reasoning:
  • Type: Kikuri is a goddess inhibiting a large bronze disc with a fiery aura around it. She can be encountered at the Rotting World of Flames section of Hell and attacks with things that look like will-o-wisps.
  • Abilities: Serene Grace is called Heavenly Blessing in Japanese, Kikuri is a goddess, she is pretty serene as well just looking at her artwork. Magic Bounce is called Magic Mirror in Japanese, and she is literally inhibiting a magic mirror. Her theme is even called Magic Mirror.
  • Stats: She's a goddess and penultimate boss of her game, but since she doesn't have a profile, not much is known about her to give her a proper BST. Kikuri is nearly immobile in her boss fight, with her only movement being levitating up and down, but this may be due to software limitations, so Speed isn't that much lower than other stats.
  • Moves: Fire moves because of the same reason she has the type in the first place. Steel moves because she's a Steel type and because she fires danmaku which are similar to those Steel moves (i.e. Magnet Bomb animation is a bunch of small balls and the move doesn't miss, it represents Kikuri's homing attack which is also a bunch of small balls). Beam moves because danmaku beams. Moon moves because her in-game title is 'HellMoon' (this reasoning also applies to Lava Plume and Inferno). Mirror moves because of the same reason as Magic Bounce. Power Gem because she has a Buddhist gem on her forehead and holds a white orb. Sing because she is shown singing on Good Ending #2.
  • I know people are extra sensitive to distribution of legendary signature moves so here it goes.
    • Judgement:
      1. Kikuri "releases countless shots of light" matching the description and animation of Judgement.
      2. Kikuri is a goddess. We don't know what kind of goddess she is in Touhou, but she is based on a real Shinto goddess known for her mediation (judgement).
      3. Kikuri is associated with ancient artifacts, inhabiting a magic mirror and wielding a magic orb. Judgement is associated with ancient artifacts (Plates).
She only has two official images depicting her, the first one is above, so here is the other one.
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Pokémon: Agent 8
Franchise/Origin: Splatoon 2: Octo Expansion
Type: Poison/Psychic
Intended Tier: OU
Ability: Inky Surge / Inner Focus / Analytic
Notable moves: Amnesia, Calm Mind, Teleport, Stored Power, Psybeam, Expanding Force, Miracle Eye, Focus Blast, Octazooka, Self-Destruct, Explosion, Rollout, Rest, Role Play, Synchronoise, Magic Room, Trick Room, Trick Room, Psychic Terrain, Zen Headbutt, Memento, Tidy Up, Snipe Shot, Gunk Shot, Heal Pulse, Mirror Shot, Terrain Pulse, Sludge Bomb, Poison Gas, Corrosive Gas, Clear Smog, Smog, Smokescreen, Poison Jab, Acid Armor, Acid Spray, Baneful Bunker, Venom Drench, Venoshock, Steel Roller, Steamroller, Lock-On, Laser Focus, Defense Curl
Signature Ability: Inky Surge - Sets Inky Terrain. [Clone of Surge abilities.]
Signature Move: Inky Terrain (- BP | Poison | -% Accuracy | For 5 turns, the power of Poison-type attacks used by grounded Pokemon is increased by x1.3, and grounded Pokemon have their Speed multiplied by x0.67, unless they are a Poison type, or have the Liquid Ooze Ability, or have the Heavy-Duty Boots Item.) [clone of other Terrains]
Stats: 80/80/80/108/80/108 (536)
Reasoning:
  • Agent 8's Poison-type comes from their ink-based body. Psychic-type is more out of left field, but it comes from them being amnesiac, their ability to physically collect memories, their characteristic of imagining things a lot, and the game's focus on their inner self.
  • Inky Surge reflects Agent 8's ability to create ink-based environments in their original game, that boost the power of Poison-type moves while slowing down opponents on the terrain.
  • Agent 8's movepool includes a mix of Psychic-type moves that reflect their psychic abilities, Poison-type moves that reflect their ink-based attacks, and coverage moves that reflect their weapons and sub-weapons.
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Suggested listening: Empire Power ~ Eternal Force
Pokémon: Wilhelm von Clausewitz Halcyon HISUIMARU
Also known as: Clause
Franchise/Origin: Len'en Project
Intended Tier: UU
Typing: Normal
Ability: Levitate / Pressure / Gravity Surge
Gravity Surge
- On switch-in, summons Gravity for 5 turns. [Clone of Surge abilities]
Moves: Swift, Expanding Force, Earth Power, Psycho Cut, Night Slash, Pin Missile, Torment, Taunt, Gravity, Telekinesis, Hypnosis, Follow Me, Cosmic Power, Meteor Beam, Power Trip, Power Trick, Teleport, Present, Block, Infestation, Psychic Terrain
Custom Move & Z-Move:
Delusional NuisanceNormalStatus-20-Identical to Tail Glow but Normal-type
Super Hyper NovaNormalSpecial1851-Identical to Genesis Supernova but Normal-type. User must know Swift and be holding Clausewitzium to use this move.
Stats: 70/80/70/110/80/80 (490)
Reasoning: Clause's species is listed as "annoyance" although they are believed to be human (they come from the Outside World in Len'en, which is like the... regular world), so I gave them the Normal type. They have the power to fully control gravity, which they somehow gained because of how extremely delusional they are. However, Clause never uses the gravity power's full potential because they don't train. They are so annoying that they put other people to sleep by rambling.
EYUC8quWsAAiBxz
Pokémon: Yasha
Franchise/Origin: Senran Kagura
Intended Tier: UU
Typing: Dark/Flying
Ability: Infiltrator / Anger Point / Peaceful Yoma
Peaceful Yoma: If this Pokemon hasn't used Dark-type moves for 5 turns, foe loses 1/8 max HP per turn.
Moves: Fly, Brave Bird, Dual Wingbeat, Wing Attack, Acrobatics, Aerial Ace, Air Slash, Feather Dance, Roost, Hurricane, Sky Attack, Tailwind, Assurance, Beat Up, Attack Order, Defend Order, Power Trip, Payback, Snarl, Assurance, Brutal Swing, Knock Off, Night Slash, Sucker Punch, Lash Out, Dark Pulse, Hone Claws, Parting Shot, Taunt, Torment, Sacred Sword, Close Combat, Thrash, Rapid Spin, Shadow Claw, Ominous Wind, Astonish, Spite, Grudge, Destiny Bond, Outrage, Dual Chop, Defog, Swords Dance
Stats: 90/135/75/85/75/90 (550)
Reasoning: Yasha is a Yoma, a demon born out of the blodshed between shinobi. She is specifically a birdlike/tengu yoma. That's why she is Dark/Flying.
Unlike most yoma, she is sentient and humanoid. What's more, she is a yoma that befriended humans and shinobi, going against her nature to kill and feed on them. When a Yoma stops acting like a Yoma, their powers start going out of control, and they start shooting out lesser Yoma that hurt ones around them. This is where her custom ability comes from. She's also quick to get angry in general, thus Anger Point. Yasha was sealed once but is able to break the seal, that's why I gave her Infiltrator.
 
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Name: Slimamander
Origin: Yo-Kai Watch
Type: Fire/Poison
Abilities: Eye Reveal
Base Stats: 90/90/85/110/100/65
Prevo: [None]
Evos: [None]
Moves: Ember, Will-O Wisp, Incinerate, Fire Spin, Flame Burst, Lava Plume, Fire Fang, Flamethrower, Flame Charge, Flare Blitz, Heat Wave, Inferno, Fire Blast, Overheat, Venom Drench, Toxic, Toxic Spikes, Corrosive Gas, Gastro Acid, Acid Armor, Smog, Acid, Acid Spray, Clear Smog, Poison Fang, Venoshock, Poison Jab, Sludge Bomb, Gunk Shot, Sludge Wave, Hidden Power, Protect, Rest, Sleep Talk, Substitute, Trailblaze, Glare, Leer, Mean Look, Lick, Body Slam, Body Press, Tackle, Double-Edge, Dragon Pulse, Dragon Breath, Dragon Rush, Dragon Rage, Outrage, Skull Bash, Head Smash, Headbutt, Iron Head, Zen Headbutt, Return, Frustration, Tri Attack, Tera Blast, Mud-Slap, Mud Bomb, Earthquake, Mud Sport, Double Team, Facade, Take Down, Round, Swagger, Confide, Attract, Captivate, Burning Jealousy, Lash Out, Taunt, Foul Play, Dark Pulse, Shadow Ball, Rage, Secret Power, Double Hit, Fury Attack, Beat Up, Sucker Punch.

Eye Reveal- (Its basically Gen 7 Disguise) The first hit the user takes is blocked, which will transform the user into Slimamander-Eye:
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Thanks everyone for all of the subs for this slate. You have one week to vote for your three favourite submissions.
Please be mindful that there may be some double-ups with subs, so please include who submitted the sub when voting.
 
B
anaconja's La Pluma
anaconja's Ch'en the Holungday
anaconja's Watcher
anaconja's Balogar
anaconja's Clownpiece
Ninetales Dragons' Sophia
Ninetales Dragons' Alice
Ninetales Dragons' Gargantuar
Ninetales Dragons' Athena
leafsaber47's Ch'en
Ninetales Dragons' Hoshiguma
Ninetales Dragons' Venti
Triple777 Vinny's Donkey Kong
Triple777 Vinny's Ninjabread Man
Mygavolt's Laphicet
Mygavolt's Demigod of Rock
Mygavolt's Phantom
Mygavolt's Plutia
Mygavolt's Revenant Grace
Turtlek's Gardian
master oden's Dragon Lord
master oden's Blizzaria
master oden's Aquatic Scourge
master oden's Fawful
iLiekMudkipz_'s Seija Kijin
Tanny89k's The Collector
Tanny89k's Shambler
Tanny89k's The Shrieker
Tanny89k's Sproink
Tanny89k's Angry Nimbus
CrazyGeko64's Bashmaster
CrazyGeko64's Rawk Hawk
CrazyGeko64's Claude von Riegan
Deviation395's Sirius
cyclonez's Ultrafish Bunjin 3000
cyclonez's Lava Hound
APaidActor's Sisyphus Prime
APaidActor's King K. Rool
APaidActor's Deerclops
APaidActor's Venoct
APaidActor's Ludwig
ShadowLantern's Empress of Light
ShadowLantern's Mechawiggler
Tapler's Vera Misham
ToadBrigade's Yunaka
Cookie Butter's Ishtar
Cookie Butter's Kikuri
Cookie Butter's Agent 8
Cookie Butter's Clause
Cookie Butter's Yasha
TheShowdownHoedown's Slimamander
 
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