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Affected Pokemon: Zelda Balance Suggestion: -20 Defense, + 20 Speed. New moves: Dazzling Gleam, Aura Sphere, Focus Blast, Air Slash, Hurricane Reason: Zelda should be a bit more physically frail but faster. The new moves add more coverage while also fitting the character (Air Slash and Hurricane reference Farore's Wind)
Affected Pokemon: King Dedede Balance Suggestion: -Slack Off, -Heal Order. +Rest, +Close Combat +Brave Bird, +Gigaton Hammer (without STAB, it actually does slightly less damage than Tinkaton with the same Attack investment) Reason: Like has been stated above, reliable recovery is too much. Gigaton Hammer makes sense flavor-wise while not being broken.
Affected Pokemon: Zelda Balance Suggestion: -20 Defense, + 20 Speed. New moves: Dazzling Gleam, Aura Sphere, Focus Blast, Air Slash, Hurricane Reason: Zelda should be a bit more physically frail but faster. The new moves add more coverage while also fitting the character (Air Slash and Hurricane reference Farore's Wind)
Affected Pokemon: King Dedede Balance Suggestion: -Slack Off, -Heal Order. +Rest, +Close Combat +Brave Bird, +Gigaton Hammer (without STAB, it actually does slightly less damage than Tinkaton with the same Attack investment) Reason: Like has been stated above, reliable recovery is too much. Gigaton Hammer makes sense flavor-wise while not being broken.
Affected Pokemon: King Dedede Balance Suggestion: Remove the burn secondary effect from Dedede Hammer Throw custom. Reason: Fits flavor better + the effect was too strong.
Affected Pokemon: King Dedede Balance Suggestion: +Wild Charge, Revenge, Beat Up, +new custom Electro Hammer [Electric-type Hammer Arm clone] for Masked Dedede form (replaces base form's Beat Up) Reason: This is to increase Ubers form viability (the form becomes SR weak, and requires an item, so it can't run Heavy-Duty Boots, and it didn't have a strong Electric STAB option, making it... pretty bad).
Affected Pokemon: Zelda Balance Suggestion: Drop to CC UU Reason: Even with the other changes proposed here, she's not going to be OU-viable unless the sub is reworked further and further. I don't know which generation of OU this micrometa will resemble the most, but Alakazam has 135/120 special offensive presence + Magic Guard & it's been UUBL for the last 4 gens.
Affected Pokemon: Funky Kong Balance Suggestion: Funky Mode’s Magic Guard effect replaced with Heavy-Duty Boots effect. Reason: Funky Kong was intended to be a pivot by the submitter, and bootleg MGuard would make it a weird mixed wall (see MGuard Clefable). This also fits flavor better.
Affected Pokemon: Spamton Balance Suggestion: Rise to CC OU Reason: Spamton is way overtuned for UU. I don't know which generation of UU this micrometa will resemble the most, and Gen9 UU does have a Tinted Lens Dark-type, but Lokix is part-Bug-type, while Spamton is part-Poison-type (huge difference). Spamton has a whooping 105 more BST than Lokix too.
Affected Pokemon: Clownpiece Balance Suggestion: +Inferno, Phantom Force, Confuse Ray, Confusion, Psybeam, Signal Beam, Teeter Dance, Flatter, Strange Steam, Cosmic Power, Meteor Mash, Agility
-Body Slam, Brick Break, Cut, Dig, Double-Edge, Frustration, Headbutt, Hyper Beam, Low Kick, Mega Kick, Mega Punch, Morning Sun, Mud-Slap, Rain Dance, Roar, Rock Smash, Scary Face, Shadow Claw, Solar Beam, Strength, Sunny Day Reason: All moves I'm suggesting to be removed would never be used competitively and also make 0 sense flavorwise. All the moves I'm suggesting to be added are niche or unviable, thus not altering the sub's role, while still improving on flavor.
Affected Pokemon: Clownpiece Balance Suggestion: Firebreather replaced with Lunatic Torch (This Pokemon can't be burned; Fire-type attacks against it deal half damage; This Pokemon's attacks are critical hits if the target is confused.) [can be coded with parts from Water Bubble+Merciless] Reason: Ghost/Fairy (or Dark/Fairy) is already a great offensive combo, and the Fire STAB+Fire immunity of Firebreather is very strong and not very flavorful. With this ability change, Clownpiece still fulfills its mixed tank role, but in a more balanced and flavorful way.
Affected Pokemon: Clownpiece Balance Suggestion: +40 HP, -20 Def, -20 SpD Reason: Mostly flavor change. Clownpiece is literally canonically min-maxed into a being of pure lifeforce. Competitively, the bulk is basically the same as before (I calc'd it). Only competitive change here is Strength Sap becomes a bit less viable.
Affected Pokémon: Gavial-Invincible Balance Suggestion: +Parting Shot Reason: As the nature of Gavial-Invincible's nature of a Great Tusk clone, invariably some like me have tried using a Choice Scarf on her, which would theoretically be a good match for her base Speed stat of 92, the same base Speed stat her fellow Archosaurian realmon Krookodile has. To be blunt, Scarf Gavial-I ain't much of a good idea. It is, at best, a quirky, niche gimmick, at worst, a flop of an unset. Landorus-T, OU perennial, also has been given a Choice Scarf by folks numerous times despite having to also deal with its STAB Ground moves flopping to Flying-types (which there are many of in CCOU rn) and people slapping Air Balloon onto things as well as not having a single good physical Flying STAB to speak of that could circumvent its other STAB's immunities. Luckily, Scarf Landorus-T has U-turn, a pivot move, making Scarf sets not actual deadweight unlike Scarf Gavial-I and Scarf Great Tusk. Parting Shot, while making Gavial-I more of a Lando than a Tusk, is a pivot move that allows Scarf sets to see ever so slightly more viability as she can pivot her way out from opponents who come in bearing Air Balloons or type-based immunities to gain momentum for the team as a consolation prize without having to manually switch out like Scarf Great Tusk has to, which snaps their team's momentum into half. Parting Shot also fits her rough and tumble personality more than U-turn does, and because Arknights is a tower defence game, operators can at any time choose to retreat and be removed from the map for a time, and pivot moves help exacerbate that notion more than switching out does itself, as various other Arknights operators (i.e.: Surtr) can automatically retreat themselves out of the map themselves.
Affected Pokémon: Gravelord Lych Balance Suggestion: +Power Swap, Guard Swap, Speed Swap, Psych Up, Haze Reason: Good lord that's one hell of a move puddle
Most of these moves are mainly for flavour, these allow Lych to steal any positive stat modifiers from any of its opponents in a similar way to how it can steal any active buffs towers may have in its source material itself (yes, I own BTD6 on Steam). Mostly useless but may serve as moderately enjoyable gimmicks. The exception to this rule is Haze, which is actually competitively relevant; denying setup sweepers their stat boosts. Haze also reminds users of how it confiscates any buffs that towers may have in BTD6 itself; Haze kinda does the same for stat boosting setup sweepers.
Thanks for submitting your suggestions to improve the balance of Crossover Chaos! You can vote on each suggestion here.
For a suggestion to be implemented, it will need a majority vote from the player base. As mentioned by Cookie Butter, any conflicting suggestions, such as stat changes, will be determined by whichever suggestion has the highest % of 'yes' votes.
As for this slate, any character who has ever appeared as a boss will be eligible for this slate. Final bosses, mid-bosses, dungeon bosses, secret bosses, etc. will all receive a bonus vote.
Pokémon: Barinade Franchise/Origin: Legend of Zelda: Ocarina of Time Intended Tier: UU, I guess? I'm kinda shit at tiering things. Type: Electric/Bug Ability: Suction Cups/Static Notable moves:
(Italicized moves are more for flavor than for actual use)
Reasoning: Electric because they fight with electricity and Bug because they're a parasite sucking the life-force from Jabu-Jabu. Suction Cups is because at the beginning, they are attached to the ceiling. Static is because, well, electric. Attack Order, Defend Order, and Infestation are there because during the battle they are protected by several Bari (the blue jellyfish in the picture). Put in a few moves like Power Whip because they have tentacles.
Pokémon: Masked Man Franchise/Origin: Mother 3 Intended Tier: OU at the very least, if not Ubers. Type: Electric/Psychic Ability: Sharpness/Screen Cleaner/Lightning Rod Notable moves:
Reasoning: Sharpness because he uses a sword. Screen Cleaner because of the Shield Killer. Lightning Rod because good lord I am going to Hell. Electric-typing because he uses a lot of electrical attacks, and Psychic because he is one of the only users (besides Lucas, the protagonist) that knows the PSI skill PK Love. Most of the moves speak for themselves. The flying type moves are because he has mechanical wings (although, they're never used in battle). Defog relates to the wings too in some part, but mostly relates to the Shield Killer as well.
Status: Will-O-Wisp, Hone Claws, Howl, Iron Defense
Stats: 75/108/100/90/95/85 (BST 548)
Reasoning: One of the bosses who appeared in the main story quest "The New War", and is now can be seen sometimes in the weekly Archon Hunt (in rotation with Archons Boreal and Nira). Amar, like the other Archons is an amalgam of both Sentients and Warframes. Amar has fire-based powers, hence the Fire typing, and the steel-typing was added to represent both his Warframe parts, and the alloy armor he gains in the Archon Hunt mode. Blaze is there for obvious reasons, while Tough Claws is there because he's a close range boss in the game.
I guess the culprit in an Ace Attorney case could count as a boss character of sorts...
Special: Snore, Bubble Beam (Snot Bubbles, which are actually revealed to just be actual bubbles in the end), Sparkling Aria, Dark Pulse, Dazzling Gleam
Status: Sleep Talk, Nasty Plot, Yawn, Work Up, Taunt
Stats: 80/95/85/90/90/75 (BST 515)
Reasoning: The incredibly sleepy-seeming (Comatose, sleep-based moves) flight attendant witness of case 2 of the first Ace Attorney Investigations game. She turns out to be the culprit of said case and also an undercover agent for an international smuggling ring (Pickpocket, Dark-type). Said smuggling ring is a huge factor in the game. The victim of the case was pushed off an elevated staircase, lending to moves like Rock Climb and Strength.
Physical: Ceaseless Edge, Night Slash, Metal Claw, Power Trip, Sucker Punch, Iron Head, Sacred Sword, Aerial Ace
Special: Air Slash, Dark Pulse, Night Daze, Mirror Shot
Status: Swords Dance, Spikes, Hone Claws
Stats: 85/110/90/90/85/75 (BST 535)
Reasoning: A Warframe with death and blade associations, the typings were a no brainer. Moxie represents her passive, which gives her more power the more enemies she has killes. Sharpness and Tough Claws represent her special melee weapon, Garuda's Talons
"I sometimes think, since the food we eat and the nutrients we absorb become a part of us, if we were to eat the same things and do the same things, would we gradually become the same? Doctor... can we?"
Pokémon: Mizuki Franchise/Origin: Arknights Intended Tier: OU Type:
Abilities: Clear Body / Antitransference (HA: Magic Guard) Signature ability - Antitransference - Damaging moves deal 50% more damage to targets at or below 50% health. Other Moves:
- 150 BP - 5 PP - 80% - Non-contact unlike most Physical moves. Hits all adjacent Pokémon in Double Battles. User takes recoil damage equal to 50% of the damage dealt to all hit targets. Stats: 84/106/85/106/140/31 (BST: 552)
"A perfect creature close to the singularity of evolution. The counselor and leader of We Many. 'The Afterborn Firstborn'. Seaborn." Form: Mizuki-Progenitor (Izu-mik, the Ecological Progenitor) G-Max Move:
G-Max Interpret -
- Binds the target for four to five turns in a similar fashion to Whirlpool like with G-Max Sandblast doing the same for Sand Tomb. If the target switches out or faints, the binding effect does not prematurely end.
Reasoning: Primary Water-type due to being an Aegir based on a jellyfish, which has been portrayed in the Water-type mons Tentacruel & Jellicent. Ghost-type is secondary due to his codename etymology having moon-based ties; Lunala is part-Ghost type and Alola protagonist character Selene, also named after the moon, is named Mizuki in Japanese. Clear Body due to being also shared with Tentacruel and suits his origin as a moon jellyfish Aegir, which is well known for its translucent, glass-like body. Antitransference is his signature ability, which is based on one of his Talents in Arknights, there worded as “Countertransference". Both here and back in his home game, it activates a damage boost when he targets foes with 50% HP or less, which is already shown in Pokémon via Brine. The damage bonus with Antitransference is lower than that of Brine due to balancing reasons and effect overlap with Brine. Magic Guard is his hidden ability to incentivize the usage of his signature move, Eldritch Vision, which is based on one of his skills in Arknights, as “Moon in the Water", which also has some sort of recoil damage in Arknights. Like mons with the Rock Head + Head Smash combination, like Aggron and Tyrantrum, this gives Mizuki a unique edge in wallbreaking and tanking. Magic Guard is also shared with seemingly alien, otherworldly, occult realmons like Alakazam & Sigilyph, these connections to such mons via this ability might support his origins to the Church of the Deep as a Lovecraftian Jesus parallel who was fostered by the head priest of the church, Cicero. With the Gigantamax factor, he becomes a fully-fledged Seaborn as the Ecological Progenitor in similar fashion to fellow cnidarian Aegir Highmore, except by fusing with an existing Seaborn deity ala Queen Sectonia and the Dreamstalk from Kirby: Triple Deluxe. This enemy form bears striking resemblance to Nihilego, also debuting in the same generation as trainer Selene and legendary Lunala. His G-Max Move is G-Max Interpret, based on the shockwave attack seen in his boss fight, which similarly can have a similar effect that causes Stunned Operators to gradually lose HP. G-Max Interpret is Water-type to match its Whirlpool behaviour.
Theme Slate Reasoning: He's one of four possible final bosses of Arknights's Intergrated Strategy #3, Mizuki and Caerula Arbor. As his boss fight leads to one of four possible endings, it can be certain the battle with Mizuki's Seaborn-merged form could be the hardest to get to. This boss fight happens to be a late addition to the IS event so he can be considered a bonus boss in a sort of way.
Reasoning: Her primary type is Fairy because she’s an elf. Her Fairy type also fits the faerie nature of fickle and seemingly malevolent action portrayed with multiple other Fairy-type realmons, which so happens to be sometime Muelsyse has when it comes to her deceptiveness. Her secondary Water type is a nod to how her water manipulation abilities allow her to do things like materialize water from thin air and create water droplet clones of herself or other allies. Her signature ability, a clone of Parental Bond, is Two of a Kind due to how often Muelsyse uses water clones of herself for multiple tasks, manipulative ones or otherwise. This Parental Bond clone has the same name as the Parental Bond clone seen in Touhou Puppet Dance Performance (Gensokyo additionally is a place of high abundance of fairies, the opposite of Terra’s fairy population (if Durin (dwarves) are excluded)). Aunn Komano, who can also make a clone double of herself like Muelsyse, has the Two of a Kind ability in the TPDP Extended fan expansion, owing to the ability of her doing this in Hidden Star in Four Seasons. During missions, her water clones behave more similarly to how Ditto uses Transform/Imposter in that it copies other Operator’s attributes instead of what thematically would be more similar to Substitute, which Muelsyse can learn by level up. This Ditto-style level of copying also grants her access to Mimic, Copycat, Role Play, and Entrainment to manipulate others’ moves and abilities. Charge Beam, which is super-effective on her type of Water/Fairy, allows her to sharply raise an attacking stat in a similar way to how Power-Up Punch does the same for Mega Kangaskhan and its Parental Bond ability, as Power-Up Punch deals super effective damage to Kangaskhan’s Normal typing. Like Mega Kangaskhan and its Seismic Toss, Muelsyse has Night Shade to pull off reliable 200 HP attacks without overrelying on raw Attack/Sp. Atk stats. In similar fashion to fellow fairies Florges and Comfey, she employs many Grass-type moves as coverage options. The reason she has so many Grass moves at her disposal like those two realmons is that she has an innate quirk of spontaneously leaving plants around her wherever she pleases, and has caused parts of Rhine Lab’s infrastructure become infested with trees and other greenery in the past. Her base stats are directly calculated from her Elite 2 promotion maximum stats (minus Trust bonuses), which gives her the same BST as Araquanid, Masquerain, and Carnivine, which relate to her in some way, shape, or form. (Araquanid’s water manipulation and mediocre attacking stats, Masquerain’s pre-evo being able to “walk” on water like her, Carnivine’s Grass-type bias) This quite low 454 BST offsets the nature of her Parental Bond-like ability’s immense power.
Code:
Muelsyse (F) @ Focus Sash
Tera Type: Water
Ability: Two of a Kind
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Toxic Spikes / Chilling Water / Hydro Pump
- Taunt / Morning Sun
- Memento
Code:
Muelsyse (F) @ Choice Specs
Tera Type: Ground / Fairy
Ability: Two of a Kind
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump / Surf
- Moonblast
- Night Shade
- Earth Power / U-turn
Code:
Muelsyse (F) @ Heavy-Duty Boots / Mental Herb
Tera Type: Grass / Poison
Ability: Two of a Kind
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Chilling Water / Night Shade
- Morning Sun
- Aromatherapy
- Leech Seed / U-turn
(New)
"I... no, I am Mélusine. I was said to be the strongest Fairy Knight in Britain's Lostbelt. …I see. Even someone as rotten as me, can be of help to you as your Servant. …Yes, I'm very happy. Even if it's just for a short dream, my wings will fly for your sake."
Pokémon: Mélusine Franchise/Origin: Fate/Grand Order Intended Tier: UU, with potential OU niche Type:
- 170 BP - Deals damage using the target's Defense instead of Special Defense. Very high critical hit ratio (50% chance of landing critical hits normally). Stats: 72/80/105/113/90/90 (BST: 550)
Via activating Ultra Burst with an Albionium Z as a held item requirement, Melusine will become Melusine-Albion as an Ultra Burst form. The user stays in Melusine-Albion form for the rest of the battle and can only return to their original form once they faint.
"Aah… Finally, I've returned to my former appearance. Look, Master. This is the airframe that burned the Fairy Nation ── Melusine's truth, Albion's last fragment. Since I acquired this appearance, there's no turning back. Flare as you wish with the world-burning flames." Form: Mélusine-Albion Intended Tier: OU Type:
Abilities: Mega Launcher Signature moves: Z-Move - Requires Dragon Pulse and Albionium Z - Hollow Heart Albion -
-
- 200 BP - Always burns the target. Stats: 72/113/105/130/90/110 (BST: 620)
Reasoning: Primary Water-type due to being a spirit of fresh water as her Melusine legend implies. Her initial form is that of which fits her origin as the fabled Melusine with the secondary Fairy-typing. However, her true origin and form is that of a dragon due to being the reincarnation of the left hand of the White Dragon of Britain, Albion, thus when tapping into the powers of Albion as seen in her Third Ascension design (and her Albion form) she is part-Dragon type instead of Fairy-type, giving herself a type with less weaknesses than a Water/Fairy dual typing. Her Albion-based form is achieved by Ultra Burst like Ultra Necrozma, who also gains Dragon as a secondary typing like she does. Berserk references the rage the Melusine goes into after her fae nature is exposed to humans via the serpentine tails she transforms her legs into while bathing and raising her young on Saturdays. When fully transformed into a dragon as Melusine-Albion, she gains Mega Launcher, to provide extra damage to her new STAB staple, Dragon Pulse. This also suits the laser cannon-like nature of her armaments, which goes into full throttle in her Third Ascension form. Her Z-Moves are based on both of her Noble Phantasm(s) usable during battle in her source material proper. Melusine’s base stats are based on her servant parameters, though her relatively low C rank in Strength compared to her other parameters resulted in her first Noble Phantasm, Innocence Arondight, using Snipe Shot instead of Razor Shell. Roar of Time also references the Nasuverse’s Clock Tower being built over the buried corpse of Albion, who Melusine descends from – also tying into her time and clock motif – something that also makes use of the unlucky number 13, which her high Sp. Atk stat of 113/130 also uses the triskaidekaphobic nature of.
“I am the mediator of conflict, I am the herald of the skies, I am the master of slaughter. Now, so that youkai can surpass humanity! O Master Thoth, ibis god of a foreign land! Grant me thy strength—!”
Pokémon: Horou Torisumi Franchise/Origin: Touhou Project (Touhou Shinjutou - Hollow Song of Birds) Intended Tier: OU Type:
Abilities: Keen Eye (HA: Natural Cure) Other Moves:
: Psycho Cut, Fly, Sky Attack, Wing Attack, Aerial Ace, Brave Bird, Acrobatics, Dual Wingbeat, Quick Attack, Endeavor, Retaliate, Force Palm, Rock Blast, Pin Missile, U-turn, Steel Wing, Solar Blade, Trailblaze, Beat Up, Thief, Assurance, Fling, Payback, Foul Play
: Confusion, Dream Eater, Psybeam, Psychic, Future Sight, Psyshock, Stored Power, Esper Wing, Gust, Aeroblast, Air Cutter, Air Slash, Hurricane, Razor Wind, Swift, Tri Attack, Weather Ball, Trump Card, Echoed Voice, Focus Blast, Mud-Slap, Earth Power, Scorching Sands, Ancient Power, Power Gem, Signal Beam, Silver Wind, Night Shade, Shadow Ball, Ominous Wind, Heat Wave, Mystical Fire, Solar Beam, Magical Leaf, Energy Ball, Grass Knot, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Aurora Beam, Dazzling Gleam, Disarming Voice
- 180 BP - Hits both opponents in a Double Battle. Raises user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage each after dealing damage. Stats: 72/93/63/135/93/114 (BST: 570)
Reasoning: Dual-Psychic/Flying-type due to being a humanoid crested ibis bird that was able to wield the Book of Thoth, the Egyptian god of wisdom and knowledge, thus her primary Psychic-type. This is the same typing as Lugia (whose Aeroblast she is able to learn), the version counterpart of Ho-oh, which is another bird that can cause its feathers to glow rainbow colours like Horou can. Keen Eye as her primary ability references the ability being shared by many other birds, realmons or not, and additionally serves as an allusion to the Eye of Horus, the falcon-like Egyptian god given name is derived from. Natural Cure is her Hidden Ability, as the Eye of Horus symbolises well-being, health, and protection as Natural Cure removes any status ailments she may have when switching out — this ability is the same one Celebi has, which can manipulate time by time travelling similar to how Horou stopped time in Gensokyo with the Book of Thoth in the incident of Hollow Song of Birds. Her signature move, Hollow Arrow Raid, is a Z-Move that is named after one of her Lunatic mode spell cards, it even has the word “zenryoku” in its original, non-translated Japanese name, the same word that stands for the Z in Z-Move in Japanese Pokémon media. It has the additional effect of raising her Attack, Defense, Speed, Sp. Atk, and Sp. Def by 1 stage each like Clangorous Soulblaze. This also ties to her ability to learn Ancient Power and its pre-Gen VIII (excluding Legends: Arceus) variants Silver Wind and Ominous Wind, which raises all five of those same stats in a similar manner to her Z-Move, except only 10% of the time. These three moves (along with Hollow Arrow Raid) are often dubbed “rainbow” moves for the way Ancient Power’s stat-raising effects are depicted in Pokémon Stadium 2, with rainbow colours. Aurora Beam is another rainbow-themed move she can additionally learn, despite being Ice-type which is something Flying-types avoid learning. Flying-type obligatory coverage move Heat Wave along with Ground coverage moves Earth Power and Scorching Sands fit her loose ties to the Egyptian theming Hollow Song of Birds has. Along with rainbow moves come light-based coverage moves such as Dazzling Gleam and Power Gem. She can additionally tap into nature with Nature Power and Energy Ball, due to how often Egyptian mythology taps into nature themes. Her base stats are all multiples of 3, because of Thoth’s epithet as the “thrice-great god of wisdom”. Her highest base stat is her Sp. Atk stat of 135, which has the number 13 in it, which its superstitious nature goes as back as the Egyptian mythology she’s inspired by. Her base Speed stat is 114, which includes the number 14, the exact number of pieces Set, who was backing the conflict seen in Hollow Song of Birds, tore Osiris, Horus’s father, into when he was first killed.
Theme Slate Reasoning: Horou Torisumi is the final boss of Touhou Hollow Song of Birds, as the Stage 6 boss and the last bastion of defense Reimu/Marisa/Sakuya has to get through to clean up the incident. Befitting of the final boss of the fangame, she has importance in various endings and was mainly in Gensokyo in search of remains of her humanoid crested ibis kin (which she later found via Tokiko).
(Old Gen Resub)
"My blood's only going to make this place hotter!"
Pokémon: Blaze Franchise/Origin: Arknights Intended Tier: OU Type:
Abilities: Blaze (HA: Flash Fire) Other Moves:
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Iron Tail, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge
- 100 BP - 5 PP - 80% - High critical hit ratio. 10% chance to burn target. Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
-
- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent. Stats: 106/124/87/75/50/92 (BST: 534)
Reasoning: Fire-type is obvious. Steel-type so her signature move can actually get STAB. Her weapon has some contraption that allows some kind of ranged attack, so that is why you see Blaze's movepool has some Special moves. Being in the Feline race allows her to use cat-related moves. Blaze as an Ability was also exactly what it says on the tin. Flash Fire became her hidden ability to give her an alternative to the loss of her Fire resistance due to the Fire/Steel typing. The chainsaw made possible for her to use cutting and slashing moves. Leaf Blade and Cut became available due to chainsaw being usually used for tree cutting, not laying waste to foes. Notable is that due to the calculations on her base stats, from her maximum stats in her Elite 2 promotion rank (minus trust stat bonuses) she has the same BST as Charizard and Typhlosion, the former of which was part of the inspiration of fellow fire user Ifrit and the latter having the same set of Abilities as her.
Moves: Icy Wind, Ice Beam, Blizzard, Ice Punch, Ice Shard, Icicle Crash, Aurora Beam, Dark Pulse, Knock Off, Lash Out, Snarl, Charge Beam, Zap Cannon, Volt Switch, Earthquake, Earth Power, Drill Run, Dig, Magnet Bomb, Smart Strike, Seed Bomb, Solar Beam, Giga Drain, Stone Axe, Meteor Beam, Fire Blast, Heat Wave, Fire Spin, Dragon Pulse, Dragon Breath, Draco Meteor, Psybeam, Signal Beam, Explosion, Snowscape, Aurora Veil, Haze, Nasty Plot, Parting Shot, Taunt, Torment, Thunder Wave, Iron Defense, Hypnosis, Sunny Day, Will-O-Wisp Reasoning: Herbert, riding the Hydra Bot, was a boss in the Battle of Doom.
Herbert is a polar bear who lives in the snowy Club Penguin (Ice), and has enacted many plans to disrupt the lives of the penguins who live there (Dark). He is an inventor who has used a wide array of technology (Technician), and a herbivore, despite polar bears typically being carnivores (Sap Sipper). He is much more comfortable in warm environments; several of his schemes involve trying to heat up Club Penguin (Heatproof). He gets lots of moves from his inventions.
Hydra Bot: Dragon Pulse, Fire Blast, Iron Defense, Smart Strike, Dragon Breath
Pied Piper Machine: Hypnosis, Zap Cannon
Hot Sauce 3000: Explosion, Heat Wave, Sunny Day, Will-O-Wisp
Snow Globe of Silence: Aurora Veil
Trifecta of Doom: Meteor Beam, Psybeam, Signal Beam, Draco Meteor
Herbert P. Bear @ Assault Vest
Ability: Technician
EVs: 252 HP / 252 SpA / 4 SpD
Modest or Calm Nature
- Ice Beam / Icy Wind
- Charge Beam
- Earth Power
- Snarl
Herbert P. Bear @ Leftovers
Ability: Heatproof
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Knock Off
- Thunder Wave
- Will-O-Wisp
- Parting Shot / Volt Switch
Name: Pandora Franchise: Kid Icarus Intended Tier: OU Type:
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Damp.
Bomb Throw |
|
| 100 BP | 16 PP | 100% | One turn after this move is used, damages the active opponent. Bypasses Protect and its variants. Is blocked by Bulletproof. Reasoning: Pandora is the Goddess of Calamity (Dark) who lost her body, being forced into a spirit form (Ghost, Cursed Body). She originally was watery and blew bubbles (Bubble, Bubble Beam), but in Uprising, she was made of fire and attacked with it (Flamethrower, Fire Blast, Flame Charge, Burning Jealousy). She floats (Levitate) and is known for trickery (Prankster).
In her Uprising boss fight, she can spit out bombs (Bomb Blast, Bomb Throw), dive into the ground (Dig), and teleport (Teleport). She uses the Mirror of Truth (Mirror Coat, Magic Coat).
Pandora becomes Amazon Pandora outside of battle, when exposed to Rewind Spring Water.
Pokémon: Amazon Pandora Franchise: Kid Icarus Intended Tier: OU Type:
Moves: Bomb Blast, Bomb Throw, Springtide Storm, Dark Pulse, Night Slash, Sucker Punch, Play Rough, Dazzling Gleam, Draining Kiss, Shadow Ball, Mirror Coat, Psycho Cut, Sacred Sword, Aerial Ace, Sludge Bomb, Flip Turn, Nasty Plot, Taunt, Fairy Lock, Teleport, Switcheroo, Light Screen, Reflect, Barrier, Confuse Ray, Toxic Spikes, Swords Dance, Block Reasoning: Pandora regains her body after going into the Rewind Spring (Flip Turn). Her labyrinth is full of illusions (Illusion). She is playful like before, but is also obsessed with beauty, and uses hearts for attack and defense (Fairy, Light Screen, Reflect, Barrier, Mirror Coat). She can still use bombs, but also a sword (Swords Dance, Night Slash, Sacred Sword, Psycho Cut, Aerial Ace). She sets up poison traps (Toxic Spikes).
Name: Phosphora Franchise: Kid Icarus Intended Tier: OU Type:
Moves: Wildbolt Storm, Thunderbolt, Thunder, Volt Switch, Wild Charge, Discharge, Thunder Punch, Charge Beam, Electro Ball, Shock Wave, Hurricane, Air Slash, Fly, Acrobatics, Energy Ball, Power Whip, Axe Kick, Power Gem, U-turn, Signal Beam, Quick Attack, Mega Punch, Weather Ball, Swift, Thunder Wave, Electric Terrain, Electrify, Charge, Defog, Tailwind, Teleport, Rain Dance, Whirlwind, Nature Power Reasoning: Phosphora is part of the Forces of Nature. She controls electricity, and can fire it off as orbs (Energy Ball) or send it across the ground (Electric Surge). She is always flying, and can create storms and tornadoes. She moves at incredible speeds, even turning into electricity at times.
Phosphora uses electricity to teleport (Teleport) or for her skin (Galvanize, which is "Electric Skin" in Japanese). She also can attack physically, using powerful kicks (Axe Kick). She is draped with a vine (Power Whip), and her temple is powered by gems (Power Gem).
Phosphora @ Choice Specs
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Modest or Timid Nature
- Wildbolt Storm
- Volt Switch
- Air Slash
- Power Gem
Phosphora @ Red Card
Ability: Galvanize
EVs: 4 HP / 252 Atk / 252 Spe
Adamant or Timid Nature
- Quick Attack
- Wild Charge
- Acrobatics
- Axe Kick
Moves: Crunch, Knock Off, Jaw Lock, Pursuit, Sucker Punch, Lash Out, Snarl, False Surrender, Power Whip, Energy Ball, Icicle Crash, Icicle Spear, Ice Ball, Blizzard, Lava Plume, Dig, Earth Power, Attack Order, Wing Attack, Nature Power, Terrain Pulse, Weather Ball, Secret Power, Nasty Plot, Snowscape, Hail, Haze, Sunny Day, Will-O-Wisp, Grassy Terrain, Leech Seed, Teleport, Rototiller, Spikes Reasoning: Agram is the boss of the Abandoned Mine, and is a corrupt witch. She attacks with her hair (Power Whip), even being able to bite with it. She can also teleport (Teleport) and summon bats (Attack Order).
Agram changes the environment during her battle, to either Thorny Road (Grassy Terrain), Glacier Road (Snow Warning), or Fire Road (Drought). She can attack with a ball in any of these environments (Energy Ball). Thorny Road has sharp plants and vines (Power Whip, Spikes). Glacier Road has icicles (Icicle Crash, Icicle Spear, Blizzard) and a snowstorm (Blizzard). Fire Road has lava pools (Lava Plume) and fire spirits (Will-O-Wisp).
Pokémon: Doomsday Calendar Origin: Limbus Company Intended Tier: OU Type:
Ability: Live Offering (Upon landing a KO, the move that was used to do so replenishes 5PP; Moxie variant that takes cues from Leppa) / Drought Notable moves: Gen IX universal moves, Cosmic Power, Earth Power, Earthquake, Stone Edge, Meteor Beam, Psychic, Psyshock, Overheat, Fire Blast, Iron Defense, Body Press, Will-O-Wisp, Stealth Rock, Solar Beam, Morning Sun, Stealth Rock Flavor moves: Swift, Outrage, Hammer Arm, Leech Life, Zen Headbutt, Fire Punch, Rock Tomb, Stomping Tantrum, Inferno, Solar Beam, Future Sight, Gravity Stats: 85/105/120/110/75/40 [530]
Slate Justification: Fought as the second boss Abnormality in the District 4 facility, and can be rematched at the end of a Mirror Dungeon or through Thread Luxcavation. Reasoning: While described as a stone slab (hence the physical Rock coverage), Doomsday Calendar’s minions are named “Doomsday Clay Dolls” and have heads made of the same stuff as it, so since it also slams down to attack that’s the Ground typing. The Fire typing and Drought lend themselves to the next phase, where lava could be seen around its face and it inflicts burn on all the sinners (read: your side of the field) until an offering is made, either by using some of one sinner’s HP or by defeating a clay doll before the prompt is made. After that, it resonates with the cosmos (hence its Psychic coverage, Cosmic Power, and Meteor Beam) and uses a powerful attack that either incinerates all of its minions or your side of the field. Having a BST of 530 represents it being a HE, the be-all, end-all intermediate risk level for Abnormalities, and its constant need of sacrifices suggests that that kept it well-behaved, hence Outrage and Stomping Tantrum. Its standard ability derives from the passive of its EGO on one of the sinners, where landing a KO nets you five of a resource that fuels certain passives and can be used for more powerful EGO attacks, the latter of which I decided to try and translate. Role: While the statline, Fire typing, and Drought bring to mind Torkoal, it lacks Shell Smash. Thankfully, it gets Will-O-Wisp and Morning Sun for good ol’ fatmon sets and can run IronPress sets too if you’re sufficiently unhinged. Helps that it’s not exactly passive either.
Fits slate theme, being the first of Earthbound's Sanctuary bosses.
Bug because, well, it's an ant. Steel-type because, although not confirmed to be metal-coated, I've always seen it as a metallic ant.
Main ability is Strong Jaw because its non-PSI moves in Earthbound are biting attacks. Gets Adaptability as a hidden ability because it adapted to the Sanctuary location, or something idk
Description: Bug-type doesn't have representation yet, so let's change that. Choice set wallbreaker that comes in and unleashes fat Adaptability-boosted priorities in First Impression or Bullet Punch. Walls Malenia, shuts down Zelda, and Scarf sets can counter Funky Kong with Ice Fang. Unfortunately its STABs are commonly resisted and many winning subs so far carry a Fire-type move, so it will likely have to utilize Tera to effectively sweep teams.
And here are some potential movesets ~
Code:
Titanic Ant @ Choice Band
Tera Type: Steel / Fire
Ability: Adaptability
EVs: 8 HP / 252 Atk / 248 Spe
Adamant Nature
- First Impression
- Bullet Punch
- Knock Off
- Ice Fang / Fire Fang / U-turn
Code:
Titanic Ant @ Choice Scarf
Tera Type: Dark / Fire
Ability: Strong Jaw
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- First Impression
- Crunch
- Psychic Fangs
- Ice Fang / Fire Fang
Code:
Titanic Ant @ Assault Vest
Tera Type: Water / Psychic
Ability: Adaptability
EVs: 252 Atk / 248 Def / 8 Spe
Adamant Nature
- U-turn
- First Impression / Bullet Punch
- Knock Off
- Ice Fang / Psychic Fangs / Psyshield Bash
edit 1: Don't feel like sleeping yet so I'm updating this sub: improved moveset and some set suggestions
Poison-type | 80 BP | 5/8 PP | Special (Ball/Bomb move) | 100 Acc | Hits adjacent foes. 100% chance to Poison target(s).
Reasoning:
Fits slate theme as one of Minecraft's two concrete bosses, alongside the Ender Dragon (whatever else counts as a 'Minecraft boss' is a little contentious)
Poison-type because of its 'Wither' status effect, relating to poison/rot. Dark-type because of its connections to Wither Skeletons, a darker variant of skeleton, and the Nether, which is basically hell
Gets Levitate for an ability because he's a floatin' skeleton guy
Signature move and Explosion comes from its attacks in Minecraft primarily consisting of explosions.
Some moves reference the Nether Star and Beacon you can get from defeating the Wither (asterisked)
Description: Think of it as a hybrid between Alolan Muk, Kyogre, and Eelektross: a mon with strong special stats and effectively no weakness. Wither Skull is a good side option to Sludge Bomb to trade some firepower for chip damage. Would likely see more success in a Doubles format, where it can use its support tools more effectively and spread poison to multiple opponents at once.
Pokemon: Mario
Type: Normal/Fire
Abilities: Limber/Adaptability
Stats: 83/110/85/105/81/101 (Total: 565)
Moves: Body Slam, Double Edge, Stomp, Mega Punch, Mega Kick, Facade, Rapid Spin, Tera Blast, Snore, Fire Punch, Fire Blast, Heat Crash, Fire Spin, Ember, Flame Burst, High Jump Kick, Jump Kick, Brick Break, Body Press, Circle Throw, Superpower, Hammer Arm, Sky Uppercut, Rock Smash, Acrobatics, Bounce, Wood Hammer, Heavy Slam, Hydro Pump, Chilling Water, Water Pulse, Water Gun, Work Up, Rest, Sleep Talk, Yawn, Helping Hand, Defense Curl, Celebrate, Soak, Gen 1 and onward Universal Moves (not Toxic)
Overview: I wanted to provide my take on Mushroom Kingdom's famous plumber. Mario by design is an everyman, certainly an extraordinary one, but Normal fits him well due to his rather ordinary traits. Fire, on the other hand, is the element most associated with him, with his Fire Flower powerup being one of the most ubiquitous of the bunch, and many other games (such as Smash Bros and various sports titles) depict him with natural pyrotechnics. Mario is well known for his acrobatic techniques, which justifies Limber, while Adaptability is due to his powerups and many spinoff titles giving him great variety in his abilities. His stats are in general decently balanced, since he's known for being an all-rounder, though his mixed offensive bias fits his appearance in his 2D platforming games and his RPGs. His defensive stats here line up with the release dates of his first three game appearances, Donkey Kong (81), Mario Bros (83), and Super Mario Bros (85). Stomping on enemy heads, ground pounds, hammers, punching, kicking, breaking bricks, and general strength justify most of Mario's movepool. Rapid Spin is from Mario Galaxy as well as various platformers where Mario can Spin Jump. Circle Throw is the iconic Bowser toss from Mario 64, Water moves are from Mario Sunshine, Yawn references Mario's tendency to fall asleep if left idle for long enough, and Defense Curl references Mario crouching to become a smaller target.
It’s a mantis-like bug piloting a big ass mech called the Empress's Throne
Throws around tons of steel and rocky stuff in the first phase and enters the mech in the second
Causes earthquakes in the fight and uses silk in its moveset
Threatening hazard lead / Band mon due to Analytic FIMP and a solid movepool
After Godwyn the Golden became the Prince of Death, the ancient dragon fought long and hard against the Death within its companion. Alas, victory was never achieved and its only reward was corruption.
Pokemon: Lichdragon Fortissax
Franchise/Origin: Dark Souls
Type: Dragon / Electric
Ability: Mold Breaker / Static
Movepool:
Lightning Spear (Electric | Physical | 90 BP | Contact | 100% Acc | 10 PP | 20% chance to lower the target’s Speed by 1)
Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Scale Shot, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Outrage, Charge, Charge Beam, Discharge, Electric Terrain, Ion Deluge, Spark, Thunder Fang, Thunder Shock, Thunderbolt, Volt Switch, Wild Charge, Zap Cannon, Aerial Ace, Air Cutter, Air Slash, Bite, Body Slam, Brick Break, Brutal Swing, Bulldoze, Crunch, Defog, Dual Wingbeat, Earthquake, Ember, Fire Blast, Flamethrower, Fire Fang, Fly, Hone Claws, Uproar, Iron Tail, Leer, Rock Smash, Roost, Steel Wing, Tailwind, Thrash, Stone Edge, Rock Tomb, Rock Slide, Sky Drop, Gust
Uses lightning spears and a variety of other Electric-based attacks
Also has a variety of other attacks, including swipes, slams, fire breath, and wind gusts
Should act as a DD sweeper with its great Electric STAB and solid coverage alongside roost, can also be used defensively due to Static and Roost if you want
In a futile attempt to prolong the Age of Fire, the Witch of Izalith tried to recreate the First Flame. The ritual was a failure and it instead created a distorted being of chaos and fire.
Pokemon: Bed of Chaos
Franchise/Origin: Dark Souls
Type: Grass / Fire
Ability: Earth Eater / Flame Body
Movepool:
Franchise/Origin: Arknights Intended Tier: OU Type:
Abilities: Vital Spirit / Vengeance (This Pokemon's Atk is raised by 1 when hit to 50% max HP or less.) Stats: 115 / 135 / 70 / 70 / 100 / 60 | 550 BST
the avenger is armed with a katana which catches on fire when at 50% hp or less, also has a contigency contract buff called fire and steel
immune to sleep hence vital spirit
vengeance for its trait of raising atk at 50% hp or less
Competitive Reasoning: bulky fire and steel. goes hard w bitter blade + vengeance.
The Avenger @ Leftovers
Ability: Vengeance
Tera Type: Water / Grass / Fire
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Behemoth Blade
- Bitter Blade
- Swords Dance
- Sacred Sword
"A silent, great wingbeast. This infected creature has a pair of crystallized wings much larger than its body, but it can neither fly too high nor too long. The great wingbeast is a ferocious carnivore, but this one appears to be full, merely curious to the little matters happening around it."
Franchise/Origin: Arknights Intended Tier: OU Type:
"huh. always wondered why people never use their strongest attack first."
Origin: Undertale Type: Ghost/Ground Ability: Truant / Karma (HA) Signature Ability:Karma - Attacking moves will use the target's attack/sp. attack stat(including stat modifiers) during damage calculation instead of the user's. Also applies poison if the opponent is responsible for taking down a teammate. Stats: 10/10/10/10/10/150 (200)
Physical: all bone moves, Spirit Break, Slam, Barrage, Astonish, Fake Out, Knock Off, Shadow Sneak, Quick Attack, Feint, Chip Away, Icicle Crash, Poltergeist, Gunk Shot, Payback, Punishment, Pursuit, Retaliate Special:Gaster Blaster, Hyper Beam, Ice Beam, Bubble Beam, Flash Cannon, Signal Beam, Psychic, Psybeam, Extrasensory, Future Sight, Night Shade, Hurricane Status: Rest, Slack Off, Yawn, Taunt, Trick, Gravity, Double Team, Telekinesis, Swagger, Chilly Reception, Spikes, Toxic Spikes, Stealth Rock, Grudge, Quash, Whirlwind, Obstruct Signature Move:Gaster Blaster - Ghost-type/90 BP/10 PP/Special/100% Acc - Has the same properties of Infiltrator.
Reasoning:
Being a skeleton, which classifies as an undead creature, ghost-type was a no brainer. Ground is simply due to most bone moves being under that type, helping Sans get some additional STAB.
Trick and hazard moves come from his knack for playing pranks on others, while chilly reception displays his jokester side.
Outside of serving to give some much needed coverage, most of the special moves reference the constant use of blasters in his fight.
Whirlwind, hurricane and gunk shot come from the self-sustaining trash tornado you can find in Sans' room.
The main idea behind making the ability's effect work like Foul Play was to make up for the horrible attack stats and to give Sans an advantage when facing offensive threats as a revenge killer, mirroring his role in Undertale's genocide run. Despite the creatives liberties taken, I kept the main effect of KR by giving it the capability to poison targets.
In order to replicate how Sans is able to ignore defense with his attacks, I made his signature move ignore the effects of screens and substitute.
"So that's the kinda game you wanna play, huh...? Then, I gotta warn you... You're dealing with a couple of sharks."
Susie's dark-type stems from her usual behavior, where she is seen threatning or tormenting her classmates. Even discounting that side of the character, her overall demeanor still fits the type. Dragon is due to her beginning weapon, the Mane Axe, being described as "forged from the mane of a dragon whelp".
Most of the movepool was picked due to either coinciding with the actions displayed by Susie during ch1&2 or because they suit her personality. Heal Pulse in specific is a nod to the "Ultimate Heal" spell that was taught by Ralsei in chapter 2.
Slicing moves are self-explanatory, she wield big ax. Elemental punches are just there for better coverage.
Rude Buster's ability to deal special damage despite being a physical move came from its depiction in-game as a large energy projectile and also due to being affected by the magic stat.
Resubs:
Origin: Kirby and the Forgotten Land Intended Tier: Ubers Type: Psychic Abilities: Neuroforce (HA: Telepathy) Stats: 90/130/86/142/110/122 (680)
Reasoning: As an alien lifeform with incredible telekinetic powers, Elfilis more than earns its psychic typing. Alongside psychokinesis it also wields a spear as a weapon, which is why I decided to go the mixed attacker route, aswell as the reason for moves like icicle spear, fell stinger and slash. Frustration, payback and bitter malice come from its resentment at being sealed inside a capsule for possibly centuries. Last resort, double-edge and destiny bond are a callback to how it intended to take down Kirby by making Pop Star and the New World collide with eachother. Finally, I chose the Neuroforce ability not only due to its mind powers but because of the sheer magnitude of them, what with being able to create planet-sized portals and entire pocket dimensions(Isolated Isles: Forgo Dreams) even at a weakened state.
gonna try and branch out to other pet mods this time!
Pokémon: Gashadokuro Franchise/Origin: Onmyoji Intended Tier: OU i'm not sure tbh i suck at tiering Type: Fighting/Ghost Ability: Battle Armor | Poison Touch | Undying
*Undying - This Pokemon's Atk is raised by 1 when it reaches 1/2 or less of its max HP. (Beserk clone) Moves:
Acid Spray, Astonish, Brutal Swing, Bulk Up, Clear Smog, Coaching, Confuse Ray, Counter, Cross Poison, Curse, Final Gambit, Grassy Terrain, Ingrain, Iron Defense, Leaf Blade, Night Shade, Night Slash, Phantom Force, Protect, Rest, Sacred Sword, Secret Sword, Shadow Ball, Shadow Bone, Smog, Swords Dance, Toxic, Will-O-Wisp Signature moves:
Flower Sea Thrust | Fighting | Physical | 110 BP | 95% | 15 PP | hits all foes, 20% chance to confuse the target [ slicing, contact ] Nether Summon | Ghost | Status | - | - | 10 PP | prevents moves from affecting the user this turn, contact: -1 Atk Stats: 120 HP/ 115 Atk / 120 Def / 55 SpA / 85 SpD / 65 Spe [ 560 ]
G-Max Move:
G-Max Sword Flurry | Fighting | Lowers foes physical defenses by one stage
Reasoning:
Gashadokuro is an assembly boss found in a game mode of Onmyoji called Demon Encounter. A general who gave his life to save his men from ambush of enemy attacks, now serving under the lady of Sanzu River named Higanbana. Thus giving justification to the Fighting/Ghost type he has.
He has three phases in his battle that activate when he reached below a certain amount of HP, which mainly causes him to summon skeletons that gives him buffs until they're all defeated. Hence why I gave him Undying to recreate that ability, though I had to resort to just sticking it with raising his attack stat by one stage. Battle Armor made sense because duh, while Poison Touch is because of his first skill where he sprays a poison mist to the targets. This is also why he has a few Poison moves in his moveset.
Flower Sea Thrust is one of, if not his iconic move. In the game, he attacks all enemies with heavy damage and has a 20% chance to inflict Confuse (basically flinch) so I went with Confusion instead. While Nether Summon in the game has Gashadokuro summon his soldiers and boost his attack and defenses (depending on the stage). I didn't want to straight up just make Bulk Up, so I went with something like Silk Trap or Spiky Shield which still works similar to the purpose of Nether Summon ingame.
G-Max form is Gashadokuro's Evolved form (yes these guys have evolved forms for the most part, i took the pic from the card game). G-Max Sword Flurry is based on his actual move Sword Flurry, which originally hits twice (150% and 75% attack) and has a 75% chance to lower half of the players' defense. I'm not doing that! So I just slapped a -1 Def.
All in all, Odokuro is meant to be a strong, physically defensive attacker. It has only Rest as recovery, but it'd still be hard to remove on the physical side thanks to Nether Summon and it's not passive either. Being able to boost itself with either Bulk Up or Swords Dance.
[Out-of-battle form] Form: Sectonia-Flowered Intended Tier: Ubers Type: Bug/Grass Ability: Moonstruck Blossom - This Pokemon's Fairy-type attacks deal x1.5 damage. Moonlight restores 3/4 of the user's maximum HP, rounded down. [Mega Launcher clone] Stats: 110/125/115/140/120/60 (670)
Signature Item: Miracle Fruit - If held by Sectonia, her Fairy- and Grass-type attacks have 1.2x power. Changes Sectonia-Dreamstalk's form to Sectonia-Soul. [Griseous Orb clone]
[In-battle form] Form: Sectonia-Soul Type: Bug/Ghost Signature Ability: Unroot - This Pokemon's Speed is raised by 1 when it reaches 1/2 or less of its max HP. [Berserk clone] Stats: 110/140/130/160/140/60 (740)
Moves: Physical: X-Scissor, Attack Order, Lunge, U-Turn, Fury Cutter, Sacred Sword, Stone Edge, Smart Strike, Leaf Blade, Night Slash, Psycho Cut, Rapid Spin, Phantom Force, Dual Wingbeat, Pin Missile Special: Moonblast, Moongeist Beam, Signal Beam, Bug Buzz, Power Gem, Shadow Ball, Mirror Shot, Air Cutter, Air Slash, Mirror Coat, Night Shade, Thunder, Thunderbolt, Charge Beam, Tri Attack, Swift, Stored Power Status: Swords Dance, Nasty Plot, Defend Order, Heal Order, Reflect, Light Screen, Barrier, Amnesia, Moonlight, Mirror Move, Teleport, Stealth Rock, Sticky Web
Moves exclusive to Dreamstalk & Soul: Ingrain, Solar Beam, Seed Bomb, Spiky Shield, Needle Arm, Petal Blizzard, Power Whip, Petal Dance, Bullet Seed, Spike Cannon, Wrap, Bind, Whirlwind, Tailwind, Defog, Heat Crash, Sludge Bomb, Sludge Wave, Toxic Spikes, Spikes New Move (also exclusive):Final Death Bloom - Grass-type Light of Ruin clone.
Competitive Reasoning:
OU form adds a much needed Bug-type to the meta. Sectonia functions as an offensive pivot or Band user with its STAB U-Turn. It also functions as a Sticky Web user.
Uber form fleshes out the Ubers tier more. Unlike Dedede, Flowered Sectonia doesn't need a held item to have box legend BST... but she is weak to Masked Dedede's Flying STAB.
Pokémon: Eteru Bankou Franchise/Origin: Snow Lotus Flower ~ Abyss Soul Lotus Intended Tier: OU Type: Flying/Electric Ability: Karmic Wind / Prism Armor
Karmic Wind: On switch-in, this Pokemon lowers the Speed of opposing Pokemon by 1 stage; Immune to wind moves. [codeable with parts of Intimidate + Wind Rider] Notable moves: Blizzard, Hurricane, Tailwind, Gust, Icy Wind, Air Cutter, Fairy Wind, Heat Wave, Twister, Whirlwind, Signal Beam, Dazzling Gleam, Flash Cannon, Aurora Beam, Luster Purge, Mirror Shot, Prismatic Laser, Power Gem, Signal Beam, Aurora Veil, Cosmic Power, Moonblast, Moonlight, Roost, Feather Dance, Dual Wingbeat, Focus Blast, Calm Mind, Instruct, Spirit Break, Iron Defense, Sharpen, Swift, Flash, Sunny Day, Thunder Cage, Charge Beam, Thunder Wave, Thunderbolt, Zap Cannon, Magnetic Flux, Thunder Shock, Volt Switch, Electro Ball, Discharge, Charge, Eerie Impulse, Flatter, Mist, Haze, Defog Stats: 70/80/75/130/115/95 (570) Reasoning: Eteru serves primarily as a speed control mon, with Karmic Wind and Thunder Wave. Eteru also serves as a Specs user, with a powerful Special Attack and STAB Volt Switch.
I know we already have 3 Flying-type winners, but Eteru here would fill a different role from all of them. Also, considering Isaac is 18 Ground-types in 1, plus there's also Gavial and Funky Kong, more Flying-types is better…
Signature Ability:Crystal Valley: On switch-in, the terrain becomes Crystal Valley. During the effect, the power of Rock-type attacks made by grounded Pokemon is multiplied by 1.3, and the weaknesses of the Rock type from Rock-type Pokemon are removed. This terrain remains in effect until this Ability is no longer active for any Pokemon. [Can be coded with parts of Delta Stream + Electric Terrain]
Form: ORT Intended Tier: Ubers Type: Rock/Bug Ability:Crystal Valley / Beast Boost Stats: 100/120/110/130/110/100 (680)
Pokémon: Kalle Demos Franchise/Origin: The Legend of Zelda: The Wind Waker Intended Tier: OU Type: Grass Ability: Sap Sipper / Regenerator Movepool: Tangrowth's (minus Swords Dance) + Flower Trick, Body Press, Strength Sap Stats: 120/90/100/90/80/50 | 520 BST
Reasoning: This second boss puts the "Forbidden" in "Forbidden Woods" by eating any Koroks that dare approach its innocuous-looking floral interior, which belies a voracious bud that inspires Sap Sipper and Flower Trick. To appear more threatening to outsiders such as Link, its petals converge into a bulbous mass that clings to the ceiling with regenerative vines. It also attacks with vines, hence the resemblance to Tangrowth. (However, Swords Dance is entirely unfitting.) Body Press is a staple on considerably large Pokémon, while Strength Sap relates to how much more dismal the Forbidden Woods appear than Forest Haven.
Pokémon: Eox, Ancient Stone Soldier Franchise/Origin: The Legend of Zelda: Phantom Hourglass Intended Tier: OU Type: Grass/Rock Ability: Sturdy / Rock Head / Skill Link Custom move: Arrow Shot (Rock-type, physical Snipe Shot) Notable moves: Wood Hammer, Bullet Seed, Head Smash, Stone Edge, Rock Blast, Earthquake, Thousand Arrows, Body Press, Triple Arrows, Hammer Arm, Gyro Ball, Pin Missile, Double-Edge, Stealth Rock, Iron Defense, Curse, Synthesis, Roar Other moves: Rock Slide, Rock Tomb, Smack Down, Rock Throw, Ancient Power, Stomping Tantrum, Bulldoze, Sand Tomb, Earth Power, Mud-Slap, Superpower, Brick Break, Rock Smash, Giga Impact, Body Slam, Natural Gift, Take Down, Mega Punch, Stomp, Tackle, Comet Punch, Hyper Beam, Nature Power, Rock Polish, Sandstorm, Sunny Day, Block, Harden Stats: 210/105/112/35/77/28 | 567 BST
Reasoning: This seventh boss is a gargantuan automaton made of wood and stone, hence its Grass/Rock typing. Its arrow-shooting "mouths" and unrelenting fist attacks are the basis for Skill Link, Arrow Shot, Thousand Arrows, and multi-hit moves. Other moves are standard for its type combination and anatomy.
Reasoning: Second only to the PHALANX, this late-game boss is a giant spider capable of defecating acid, hence Bug/Poison. It also defecates webs in equal measure, but more importantly it fights with a horde of underlings, some of which are spiky. (Also, it regains HP when Gail exits the room.) When it's not defecating, it tends to move around while snapping its jaws, sometimes in an exceedingly furious manner while heavily guarded. (This involves moving off the screen, hence U-turn.) It is not beyond sneak attacks, as Gail finds out the hard way when she first meets it, which inspires First Impression and Skitter Smack. Otherwise, this submission takes after Ariados, a fellow spider with a shared namesake. (Dig checks out because it lives in Mul Caves.)
Pokémon: Gohma-WW (Armored) Franchise/Origin: The Legend of Zelda: The Wind Waker Intended Tier: UU Type: Bug/Fire Ability: Volcano Armor - Shields Down effects + In Armored form, Gohma-WW has the resistances, (pseudo-)STAB, and Sandstorm benefits of a Rock-type. Notable moves: Lunge, Bug Buzz, Fire Lash, Fire Blast, Lava Plume, Head Smash, Stone Edge, Body Press, Knock Off, Scald, Nature Power, Stealth Rock, Shell Smash, Coil, Will-O-Wisp Other moves: X-Scissor, Inferno, Flamethrower, Heat Wave, Mystical Fire, Incinerate, Rock Slide, Rock Tomb, Ancient Power, Strength, Slash, Vise Grip, Block, Roar, Smokescreen Stats: 100/75/115/65/95/50 | 500 BST
Reasoning: This unusually heated first boss is a gargantuan sort of scorpion/centipede hybrid that spawns in a volcano as part of the havoc wreaked by Ganondorf. She starts the battle with a rocky outer shell that Link gradually destroys using the bedrock beneath Valoo (a rotund, long-necked, hook-tailed fire dragon that sits atop the volcano and gets harassed by Gohma from underneath). She is able to lift this bedrock and fit it back into the ceiling (hence Strength) until the third time it falls on her, in response to which she sheds her outer shell as a maneuver to ensure her survival. All in all, this submission is heavily inspired by her anatomy and behaviors, including resemblances to Centiskorch and Minior.
abilities.ts
JavaScript:
volcanoarmor: {
onStart(pokemon) {
if (pokemon.baseSpecies.baseSpecies !== 'Gohma-WW' || pokemon.transformed) return;
if (pokemon.hp > pokemon.maxhp / 2) {
if (pokemon.species.forme !== 'Armored') {
pokemon.formeChange('Gohma-WW-Armored');
}
} else {
if (pokemon.species.forme === 'Armored') {
pokemon.formeChange(pokemon.set.species);
}
}
},
onResidualOrder: 27,
onResidual(pokemon) {
if (pokemon.baseSpecies.baseSpecies !== 'Gohma-WW' || pokemon.transformed || !pokemon.hp) return;
if (pokemon.hp > pokemon.maxhp / 2) {
if (pokemon.species.forme !== 'Armored') {
pokemon.formeChange('Gohma-WW-Armored');
}
} else {
if (pokemon.species.forme === 'Armored') {
pokemon.formeChange(pokemon.set.species);
}
}
},
onSetStatus(status, target, source, effect) {
if (target.species.id !== 'gohmawwarmored' || target.transformed) return;
if ((effect as Move)?.status) {
this.add('-immune', target, '[from] ability: Volcano Armor');
}
return false;
},
onTryAddVolatile(status, target) {
if (target.species.id !== 'gohmawwarmored' || target.transformed) return;
if (status.id !== 'yawn') return;
this.add('-immune', target, '[from] ability: Volcano Armor');
return null;
},
onEffectiveness(typeMod, target, type, move) {
let typeCheck = this.getEffectiveness(move, 'Rock');
typeCheck = this.singleEvent('Effectiveness', move, null, 'Rock', move, null, typeCheck);
if (typeCheck < 0 && target.species.id === 'gohmawwarmored' && !target.transformed) {
return typeCheck;
}
return typeMod;
},
onModifyAtkPriority: 5,
onModifyAtk(atk, attacker, defender, move) {
if (attacker.species.id === 'gohmawwarmored' && !attacker.transformed && !attacker.hasType('Rock') && move.type === 'Rock') {
this.debug('Volcano Armor boost');
return this.chainModify(1.5);
}
},
onImmunity(type, pokemon) {
if (type === 'sandstorm' && attacker.species.id === 'gohmawwarmored' && !attacker.transformed) return false;
},
// Sp. Def boost handled in conditions.ts
isPermanent: true,
isUnbreakable: true,
name: "Volcano Armor",
desc: "If this Pokemon is a Gohma-WW, it changes to its Unarmored forme if it has 1/2 or less of its maximum HP, and changes to Armored Form if it has more than 1/2 its maximum HP. This check is done on switch-in and at the end of each turn. While in its Armored Form, it cannot become affected by a non-volatile status condition or Yawn, and it is treated as a Rock-type in terms of resistances, STAB, and benefits from Sandstorm.",
shortDesc: "If Gohma-WW, switch-in/end of turn it changes to Armored at 1/2 max HP or less, else Unarmored.",
rating: 3.5,
num: 197,
},
conditions.ts
JavaScript:
sandstorm: {
name: 'Sandstorm',
effectType: 'Weather',
duration: 5,
durationCallback(source, effect) {
if (source?.hasItem('smoothrock')) {
return 8;
}
return 5;
},
// This should be applied directly to the stat before any of the other modifiers are chained
// So we give it increased priority.
onModifySpDPriority: 10,
onModifySpD(spd, pokemon) {
if ((pokemon.hasType('Rock') || (pokemon.species.id === 'gohmawwarmored' && !pokemon.transformed))) && this.field.isWeather('sandstorm')) {
return this.modify(spd, 1.5);
}
},
onStart(battle, source, effect) {
if (effect?.effectType === 'Ability') {
if (this.gen <= 5) this.effectData.duration = 0;
this.add('-weather', 'Sandstorm', '[from] ability: ' + effect, '[of] ' + source);
} else {
this.add('-weather', 'Sandstorm');
}
},
onResidualOrder: 1,
onResidual() {
this.add('-weather', 'Sandstorm', '[upkeep]');
if (this.field.isWeather('sandstorm')) this.eachEvent('Weather');
},
onWeather(target) {
this.damage(target.baseMaxhp / 16);
},
onEnd() {
this.add('-weather', 'none');
},
},
Pokémon: Eizen Franchise/Origin: Tales of Zestiria/Berseria Intended Tier: UU Type: Rock/Flying Ability: Reaper's Curse - If the user is Flying-type, then its Ground immunity is downgraded to a resistance (which the Rock part of Eizen's typing makes neutral), and it is left prone to (Toxic) Spikes, Sticky Web, and terrain effects. This Ability cannot be removed, but Air Balloon and Telekinesis cancel it out. Notable moves: Accelerock, Ice Punch, Poison Jab, Drain Punch, Earthquake, Flare Blitz, Cross Chop, Dragon Ascent, Anchor Shot, Heat Wave, Power Gem, Ice Beam, Giga Drain, Earth Power, Vacuum Wave, Substitute, Hurricane, Shadow Ball, Recover, Wish, Outrage, Dragon Pulse, Dark Pulse, Stone Edge, Protect, Teleport, Revival Blessing Other moves: Pound, Peck, Low Sweep, Smack Down, Acrobatics, Sky Uppercut, Fire Punch, Gust, Air Slash, Mud Shot, Agility, Heal Pulse, Rock Slide, Circle Throw, Detect Z-Move: Venom Strike - Rock, Physical, 210 BP | Has combined efficacy with Poison, except against Steel-types. | Requires Stone Edge and Eizenium Z Stats: 92/91/59/91/91/123 | 547 BST
Reasoning: Rock/Flying typing comes from Wielder of Earth and Wind: "A title for one adept at malak earth artes for vitality, and wind artes for flow." (This title is the second from the top.) His "Reaper's Curse" is a unique subversion of the blessings that pour out when a malak receives prayers (as well as a convenient excuse to remove the illogical Ground/hazard/terrain immunities). 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 martial artes and malak artes: the former physically oriented, and the latter magically oriented.)
Martial
Fate: Pound (weak non-elemental attack)
Verdict: Peck, Low Sweep (weak wind attack; lowers Focus (Speed-ish))
Tempo: Accelerock (weak earth attack)
Eleventh Hour: Smack Down ("Has a chance to knock down enemies.")
Winter Winds: Ice Punch, Poison Jab ("a swift hook surrounded by cold air"; causes poison)
Clear Path: Drain Punch, Acrobatics (described as a hook and absorbs HP; wind-imbued)
Lighthouse: Earthquake, Flare Blitz, Sky Uppercut ("Stomps down with great force"; "follows up with an explosive mid-air uppercut strong enough to shake the earth")
Mirage: Fire Punch ("a white-hot hook")
Coercion: Cross Chop ("Performs a sudden chop")
Last Throes: Dragon Ascent (strong wind attack)
Deceiving Pummel: Anchor Shot ("Causes countless chains to erupt from the ground.")
Malak
Wind Lance: Gust (weak wind attack)
Air Thrust: Air Slash (not-so-weak wind attack)
Hell Gate: Heat Wave (fire+wind attack)
Stone Lance: Power Gem (involves rock)
Frigid Photon: Ice Beam, Giga Drain ("Fires a chunk of ice that shatters into a cascade of ice blossoms upon impact." (reminiscent of early Ice Beam animations); absorbs HP)
Geo Rumble: Earth Power, Mud Shot ("Causes the ground to shake"; inflicts slow)
Flash Step: Vacuum Wave ("Instantly moves to one enemy.")
Illusory Veil: Substitute (grants invulnerability when hit (I kinda had to fudge this one))
Plundering Ghost: Hurricane, Shadow Ball (powerful wind-imbued attack; has "ghost" in the name)
Break
Draconic Drive: Outrage (name association)
Dragon Dive: Dragon Pulse, Dark Pulse ("Unleashes a wave of pure darkness")
Tyrant's Fete: Rock Slide, Stone Edge (earth-imbued)
Other
Road of Survival (Change): Circle Throw ("Knocks enemies back")
Venom Strike (5 BG Mystic Arte; earth-imbued)
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.)
His dragon form is based on the concept that a malak like him can transform into a dragon when overloaded with malevolence. As foreshadowed in the side quests of Tales of Berseria, this does inevitably happen to him, making him a minor antagonist / side boss in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)
Dragon form aside, he is also a post-game boss in Tales of Arise, further supporting his eligibility for the slate bonus.
abilities.ts
JavaScript:
reaperscurse: {
onStart(pokemon) {
if (!pokemon.hasItem('airballoon') {
pokemon.addVolatile('smackdown');
}
},
onAfterUseItem(item, pokemon) {
if (pokemon !== this.effectData.target || item.name !== 'airballoon') return;
pokemon.addVolatile('smackdown');
},
onTakeItem(item, pokemon) {
if (item.name !== 'airballoon') return;
pokemon.addVolatile('smackdown');
},
onEffectiveness(typeMod, target, type, move) {
if (type === 'Ground' && target.volatiles['smackdown']) {
return typeMod - 1;
}
return typeMod;
},
isPermanent: true,
isUnbreakable: true,
name: "Reaper's Curse",
desc: "If this Pokemon is Flying-type, then its immunity to Ground becomes a resistance, and it is prone to the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability. The effects of Air Balloon and Telekinesis nullify the groundedness.",
shortDesc: "Flying-type: Not airborne; resistant instead of immune to Ground.",
rating: -0.5,
},
moves.ts
JavaScript:
telekinesis: {
inherit: true,
condition: {
duration: 3,
onStart(target) {
if (['Diglett', 'Dugtrio', 'Palossand', 'Sandygast'].includes(target.baseSpecies.baseSpecies) ||
target.baseSpecies.name === 'Gengar-Mega') {
this.add('-immune', target);
return null;
}
if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
if (target.volatiles['smackdown'] || target.volatiles['ingrain']) return false;
this.add('-start', target, 'Telekinesis');
},
onAccuracyPriority: -1,
onAccuracy(accuracy, target, source, move) {
if (move && !move.ohko) return true;
},
onImmunity(type) {
if (type === 'Ground') return false;
},
onUpdate(pokemon) {
if (pokemon.baseSpecies.name === 'Gengar-Mega') {
delete pokemon.volatiles['telekinesis'];
this.add('-end', pokemon, 'Telekinesis', '[silent]');
}
},
onResidualOrder: 16,
onEnd(target) {
this.add('-end', target, 'Telekinesis');
},
},
},
venomstrike: {
accuracy: true,
basePower: 210,
category: "Physical",
name: "Venom Strike",
desc: "This move combines Poison in its type effectiveness against the target, unless the target is Steel-type.",
shortDesc: "Combines Poison in its type effectiveness against non-Steel-types.",
pp: 1,
priority: 0,
flags: {},
isZ: "eizeniumz",
onEffectiveness(typeMod, target, type, move) {
if (target.hasType('Steel')) {
return typeMod;
}
return typeMod + this.dex.getEffectiveness('Poison', type);
},
secondary: null,
target: "normal",
type: "Rock",
},
Pokémon: Marie Franchise/Origin: Skullgirls Intended Tier: Ubers Type: Ghost/Fairy Ability: Skull Heart | Cursed Body [HA] Signature Ability: Skull Heart - Acts similarly to Soul Heart, raising Attack and Special Attack by 1 stage when a Pokemon faints, but also lowering her Defense and Special Defense per faint.
Physical: Bone Club, Bonemerang, Bone Rush, Shadow Bone, Revenge, Close Combat, Brick Break, Night Slash, Shadow Claw, Phantom Force, Shadow Sneak, Play Rough, Explosion Special: Shadow Ball, Dark Pulse, Dazzling Gleam, Stored Power, Mystical Fire Status: Tidy Up, Calm Mind, Destiny Bond, Curse, Heart Swap, Memento, Teleport, Wish, Will-O-Wisp
Stats: 65/135/100/100/80/70 [550]
Reasoning:
Marie is the final boss that shows up at the end of Skullgirls, who is brought back to life by the "Skull Heart", giving her extreme power to punish those who wronged her, though it comes with a negative drawback of slowly turning her into the Skullgirl, however Marie in particular is able to resist the influence. The ability, Skull Heart, would reflect this by giving her strength from those that faint (similar to her revenge plot, it only matters as long as they die and not that she secured the kill necessarily), but also making her more vulnerable the more it takes over (and also the specifications would allow her to be run as a physical and/or special attacker).
The Skull Heart in a way is a curse to her, and those who come in contact with her and defeat her could be taken over by the Skull Heart as well, so Cursed Body would fit this description.
Being the Skullgirl, it makes sense to make her a Ghost type, having a close affiliation with the undead, and Marie being based off of folklore legend, "Bloody Mary", it would make sense to attribute her to the Fairy type as well, though Dark could fit as well with the darker tones of Skullgirls and Bloody Mary.
She has bone moves to reflect the skeleton-based attacks she uses and she has a scythe attack which works with Night Slash and Shadow Claw.
In Marie's soon-to-come DLC playable incarnation, she uses a lot more physical hits (albeit they're still from skeletons summoned), so it would make sense for her to have Close Combat and other fighting type moves.
Also in her playable incarnation, she summons a ball of magic and other similar beams to attack, so Shadow Ball, Dark Pulse, and Dazzling Gleam all felt fitting.
Although she doesn't directly attack with fire-like moves, there is a very clear fire theming to the Skull Heart, so Mystical Fire and Will-O-Wisp fit nicely.
Marie is a maid, and her playable incarnation especially emphasizes on this fact having her use laundry mats and etc., so Tidy Up fits her character, and she in particular has a gentle calming voice even in the heat of the battle, so Calm Mind fit her.
Marie is shown to disappear and teleport, so Phantom Force and Teleport makes sense.
As mentioned before, Marie wields The Skull Heart, which is able to grant a Wish, and as described before though, is like a Curse, and upon transitioning to her second phase, she combusts into a big blue Explosion. The Skull Heart may Swap onto different users when its host is defeated.
Marie, being a fighting game character, focuses a lot more on physical attacks, so it would make sense for her base attack to be higher of the two, but she is still runnable as a special attacker. As her boss incarnation, she does not move lots, so her speed stat is low to reflect that. Her health is not that high, reflecting how the Skull Heart inflicts her like a curse, but she's able to take a bit of a beating (if her being a fighting game boss shows anything), leaning more on the physical side again.
Pokémon: Mighty Oak Franchise/Origin: Epic Battle Fantasy 4 Intended Tier: OU Type: Grass/Rock Ability: Staggering Blow | Grassy Surge | Long Reach [HA] Signature Ability: Staggering Blow - Super Luck + Sniper clone.
Physical: Body Press, Wood Hammer, Trailblaze, Earthquake, High Horsepower, Rock Slide, Stone Edge, Hammer Arm, Seed Bomb, Body Slam, Heavy Slam Special: Giga Drain, Power Gem, Earth Power, Grass Knot Status: Spiky Shield, Synthesis, Stealth Rock, Iron Defense, Grassy Terrain
Stats: 110/75/120/60/85/30 [480]
Reasoning:
In Epic Battle Fantasy, Grass, Rock, and Ground would all be considered as one element together being "Earth", which Mighty Oak represents. Obviously, it would be Grass because it's a tree, but the reason I picked Rock over Ground is because it's based off of a Golem (creatures notably associated with rocks), and Earth attacks are usually either nature or rocks instead of things you'd associate with Ground like sand.
Mighty Oak appears as the very first boss of Epic Battle Fantasy 4, being a bulky attacker.
Staggering Blow is based on the fact that many of his attacks can leave the players "Staggered" which, in EBF, is a status condition that guarantees the target to get crit by the next attack, so it's represented as an increased crit chance ability that also increases crit power.
A lot of its attacks involve slamming/crushing the players with its big size, so having those heavy, hard-hitting moves made sense.
In some of its attacks, it extends its arms using chains to attack, so Long Reach felt fitting as a hidden ability.
The Mighty Oak's main role is being the guardian of Ashwood Forest, having powers over nature to protect it, so Grassy Surge made sense.
Form: Armored Oak Franchise/Origin: Epic Battle Fantasy 4 Intended Tier: OU Type: Grass/Steel Ability: Staggering Blow | Heatproof | Long Reach [HA] Notable moves: Same moves as Mighty Oak + Iron Head, Flash Cannon, and Steel Beam Stats: 120/95/90/80/75/20 [480]
Reasoning:
Armored Oak acts as a harder and stronger version of Mighty Oak, trading off its defensive stats to be more offensive, while also taking in a better defensive type.
In Epic Battle Fantasy 4, Armored Oak now resists fire damage instead of being weak to it, giving reason behind Heatproof being its new secondary ability.
Pokémon: Ant Franchise/Origin: Super Auto Pets Intended Tier: RU(? Maybe UU) Type: Bug Ability: Swarm | Technician
Physical: First Impression, X-Scissor, Bug Bite, Fury Cutter, Bite, Fury Swipes, Endeavor, U-Turn, Pounce Special: Infestation, Snore, Struggle Bug Status: Sleeping Pill, Parting Shot, Hone Claws, Rest, Sleep Talk, Memento Signature Move: Sleeping Pill - Bug - 5 (8) PP - The user goes to sleep, and randomly switches out. The Pokemon that gets sent out gains +1 Attack. (would work similarly to Whirlwind but on the user instead, and without negative priority + Healing Wish but buffing attack stat instead of a heal)
Stats: 60/82/75/53/40/108 [418]
Reasoning:
Ant in Super Auto Pets, is based off of the real life Ant, hence being a bug type and having mostly straight forwards offensive moves.
Ant is a very early game pet you can get, hence its tiering.
In Super Auto Pets though, Ant also plays a support role, when it faints, it passes on a stat boost to a random ally. This is reflected in its signature move and its status moves, letting it play support, though it's able to still be played offensively as well.
Its signature move is based off of the Sleeping Pill in Super Auto Pets, which lets you faint one of your own pets, which is commonly used on the Ant in the shop to trigger its boosts before battle, though here, it would actually just put Ant to sleep instead of fainting, and switch out randomly (ala Whirlwind) to reflect it randomly passing a boost in the actual games.
Franchise/Origin: Hollow Knight
Intended Tier: OU
Type: Bug / Steel Ability: Long Reach / Mold Breaker / Sharpness (HA) Notable moves: Underlined moves are important, the others are mostly flavor Physical: Needle Flurry, First Impression, Lunge, X-Scissor, U-Turn, High Jump Kick, Axe Kick, Close Combat, Acrobatics, Sacred Sword, Night Slash, Quick Attack, Fell Stinger, Pounce, Skitter Smack, Smart Strike, Twineedle, False Swipe, Aerial Ace, Slash, Cut Special: Bug Buzz, Air Slash, Swift Status: Spikes, Sticky Web, Taunt, Swords Dance, Silk Trap, String Shot, Rest Signature move: Needle Furry (Sacred Sword but Steel type) Stats: 75/120/70/90/70/130 (555 BST)
Reasoning:
We needed a bug type, so here we are. Hornet would function as an offensive pivot, hazard setter, or sweeper with their access to a variety of solid tools.
Long Reach because her needle is longer than The Knight’s nail, Mold Breaker because she resists the infection’s control, and Sharpness because needle.
Moves are mostly based on in game attacks, she jumps, dashes, sashes, lunges, and sometimes kicks during the fight. The only moves that may be confusing would be Air Slash, which is based on her attacking from the air, Bug Buzz, which is based on her yelling at the player during the fight to get good, and the silk based attacks, which are mostly just flavor. Needle Flurry was added due to most steel type attacks not really fitting her style.
Stats come from in game stats but divided by various means. The only exception is speed, which I didn’t find a good in game stat for. I tried to design her as a fast but frail threat, just like she is during your first in game encounter with her.
With a weak defensive profile partially made up for by a solid typing and powerful offensive presence limited by a general lack of coverage, Hornet could be quite and interesting new addition.
Pokémon: Master Kohga Franchise/Origin: Legend of Zelda BoTW
Intended Tier: OU Type: Dark Ability: Defiant / Oblivious / Steelworker (HA) Notable moves: important moves are underlined Physical: Sucker Punch, Night Slash, Foul Play, Knock Off, Wicked Torque, Heavy Slam, Meteor Mash, Earthquake, Stomping Tantrum, Stone Edge, Rock Slide, Body Press, Slash, Cut, Thief, Assurance, Giga Impact Special: Baddy Bad, Dark Pulse, Flash Cannon, Steel Beam, Air Slash, Snarl, Hyper Beam Status: Mighty Bananas, Light Screen, Reflect, Barrier, Stealth Rock, Nasty Plot, Taunt, Teleport, Glare, Trick, Mean Look, Leer, Growl, Block Signature move: Mighty Bananas ( User consume their held Berry and gains +2 attack) Stats: 130/100/60/75/125/40 (530)
Reasoning: Master Kohga is the bumbling leader of the villainous Yiga Clan. He uses stolen Shiekah arts to attack Link.
Defiant is from the Yiga Clan’s defiance of the Sheikah, Oblivious is from his general incompetence, and Steelworker is from how he and his underlings use metal weapons.
Attacks come from in game attacks, attacks from his minions, and attacks from Hyrule Warriors. Baddy Bad is a reference to how he uses shields while attacking. Wicked Torque is a ToTK reference.
Master Kohga would be able to function as a defensive pivot, a wallbreaker, or a sweeper.
The light belongs where it can shine the brightest.
Leave these shadows to the mold and the spiders.
Pokémon: Mora Franchise/Origin: Ori and the Will of the Wisps Intended Tier: OU Type:
Stats: 85 / 130 / 100 / 65 / 65 / 75 [520 BST] Abilities: Compound Eyes / Call of Darkness [HA] Custom Ability: Call of Darkness - At the end of each turn, if this Pokémon’s HP is at half or lower, causes all opposing Pokemon to lose 1/8 of their maximum HP, rounded down. (Bad Dreams, but associated with a health check on the user instead) Moves: Attack Order, Bug Bite, Bug Buzz, Fell Stinger, Fury Cutter, Infestation, Lunge, Pounce, Spider Web, Sticky Web, String Shot, Struggle Bug, Twineedle, U-Turn, Bite, Crunch, Dark Pulse, Foul Play, Lash Out, Night Slash, Pursuit, Sucker Punch, Throat Chop, Acid Spray, Cross Poison, Gunk Shot, Poison Fang, Poison Jab, Poison Sting, Venoshock, Venom Drench, Stomping Tantrum, High Horsepower, Rock Slide, Rock Tomb, Slash, Thrash
*B = Potentially Notable Moves Justification: Mora the Spider is one of the few bosses of Ori and the Will of the Wisps, being the final challenge of Mouldwood Depths. For typing, Mora had 3 types to choose from, Bug, Dark, and Poison. I went with Bug/Dark as Mora thematically makes more sense with the Dark, given her utilization the “encroaching darkness” mechanic of the Mouldwood Depths.
Most of these moves are fairly self-explanatory due to Mora being a spider who can spit venomous globs, however a few worth noting include:
- Mora summons several smaller spiders during her boss fight, hence Attack Order
- Mora’s Attack where she gets frustrated and stomps the ground (spawning shockwaves) justify Stomping Tantrum and High Horsepower
- During her chase sequence she causes a bunch of rocks to fall your way, hence Rock Slide and Rock Tomb
For abilities, Spiders have Compound Eyes, and her hidden ability draws from the mechanic that occurs when she has low health, summoning a darkness that closes in on Ori, dealing significant damage if Ori cannot produce a light source or return to the few light sources on the stage. Competitive Role: Webber & Physical Breaker, utilizing web’s speed debuffs to hit hard at a typically higher speed tier. Standard Ability viable for more standard wallbreaking gameplay, enabling coverage options like Gunk Shot and High Horspower, while hidden ability could hold some synergy with Suicide Lead focus sash builds, getting in a little chip damage after Webbing up.
Her screams were music to my ears, as my claws slid right through her soft flesh. Like a hot knife through butter!
Pokémon: Metal Face
Franchise: Xenoblade Chronicles Type:
Ability: Sharpness, Heavy Metal, Emergency Exit Notable Moves: Killing Claw, Last Resort, Iron Head, Metal Claw, Steel Beam,Aerial Ace, Night Slash, Fury Cutter, X Scissor, Psycho Cut, Close Combat, Cross Poison, Bullet Punch, Gear Grind, Shift Gear, Swords Dance, Autotomize, Heavy Slam, Gyro Ball, Meteor Mash, Taunt, U-Turn, Parting Shot, Rapid Spin, Fly, Roost
Killing Claw:
|
| 90 BP | 100% accuracy | 10(16) PP | Lowers attack of target by one stage | Slicing move Stats: 89 / 104 / 106 / 80 / 106 / 100 (585 BST)
Reasoning: Metal Face is one of the main antagonists in Xenoblade Chronicles. Due to his actions in the early part of the game, he cements himself as a vicious killer with hatred for everyone and everything except for himself. Due to his body being made almost entirely from metal, he is of course Steel-type and has a vast array of Steel-type moves, many of which are lifted from his arts in the game. Metal Face's weapon of choice is a set of claws, which are so sharp they can slice through flesh like a hot knife through butter. Being Mechon innately gives him the ability, Heavy Metal. His hidden ability is not only in reference to him leaving most fights prematurely, his real identity has a streak of running away in cowardice.
Killing Claw is his signature move that has two main additional effects. Firstly, it lowers the target's attack stat, identical to how this art works in the game and is affected by his ability Sharpness since his main weapon is a set of claws. Last Resort is another art he has access to in his own game while Iron Head, Metal Claw, Heavy Slam and Bullet Punch are general combat STAB moves. He can also hit on the special side of things with Steel Beam, which is based on his art, Grand Shot. Having the ability to fly in the game also gives him access to some flying moves for coverage and utility, such as Fly and Aerial ace but mostly it also gives him access to Roost as he tends to fly away to recover. Having claws gives him access to an array of slicing moves: X-Scissor for being able to slice in an X shape, Psycho Cut for being powered by ether, Night Slash for having an evil streak and Cross Poison for using poisoned blades in some battles. One of the main traits of Metal Face is that he likes to run his mouth and taunt his enemies. Obviously, this gives him access to Taunt and Parting Shot. As mentioned before he has a penchant for running away, so this also gives him U-Turn. His final move for utility is Rapid Spin since he has some moves that involve him spinning in a corkscrew.
Reasoning: In Tears of the Kingdom, Gleeok flies so high during its last phase that it can only be hit by aerial attacks, hence the Levitate ability, although it's self-explanatory as it has wings. Drought is because during the battle in-game, the temperature it causes is so high that Link has to wear special armor or eat heat-resistant food items to not take passive damage. The Fire type moves are pretty self-explanatory, while most of the others are just flavor and for competitive reasons even if it's not used in-game, as Gleeok really only uses fire attacks in the battle. Although, Defog and Whirlwind can be further explained by how the constant air that flies out pushes Link away when he gets too close. Gleeok has 160 HP due to the fact that it has the highest health pool out of any mini-boss outside of other Gleeoks in Tears of the Kingdom, and its high SpA is due to how strong its attacks are to an early-game player. 100 speed is due to its ability to fly, although its not incredibly fast due to its large size.
Compeitive Role: Easily too strong for OU with its incredibly optimised movepool, stats, and ability, but nerfing it wouldn't fit Gleeok, so it stays in Ubers. Serves as a very versatile Pokemon that can either be a wallbreaker with Choice Specs, revenge-killer with Choice Scarf, sweeper with Nasty Plot, or run bulky/support sets with its access to reliable recovery and utility in Defog and Wisp.