Pet Mod [Gen 9] Crossover Chaos

Voting time! Vote for your three favourite submissions.
flareth13's Barinade
flareth13's Masked Man
flareth13's Archon Amar
flareth13's Cammy Meele
flareth13's Garuda
leafsaber47's Mizuki
leafsaber47's Muelsyse
leafsaber47's Melusine
leafsaber47's Horou Torisumi
leafsaber47's Blaze
Ninetales Dragons' Herbert
Ninetales Dragons' Pandora
Ninetales Dragons' Phosphora
Ninetales Dragons' Agram
KirbyRider1337's Doomsday Calendar
Beebos' Titanic Ant
Beebos' Wither
Swagodile's Helmaroc King
Swagodile's Gigant Edge
KeeganSkymin4444's Mario
APaidActor's AhtalKa
APaidActor's Lichdragon Fortissax
APaidActor's Bed of Chaos
APaidActor's The Old Duke
anaconja's The Avenger
anaconja's Great Wingbeast
anaconja's Astel
anaconja's Hinokagasuchi
anaconja's V1
ShadowLantern's sans
ShadowLantern's Susie
Fecto Elfilis
lavarina's Gashadokuro
Cookie Butter's Queen Sectonia
Cookie Butter's Eteru Bankou
Cookie Butter's ORT
Mygavolt's Kalle Demos
Mygavolt's Eox
Mygavolt's Ariadne
Mygavolt's Gohma
Mygavolt's Eizen
xinos' Marie
xinos' Mighty Oak
xinos' Ant
Sigilyph Bro's Hornet
Sigilyph Bro's Kohga
Rasdanation's Mora
Triple777 Vinny's Duboir
ToadBrigade's Metal Face
Loginator's Flame Gleeok

Also, the first Balance Slate vote has concluded. Just about all suggestions were voted in with 51% affirmative vote, aside from changes to Zelda's stats, which were all rejected.
 
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Congratulations to ShadowLantern (twice) and Mygavolt for winning with Fecto Elfilis, Susie and Gohma. ShadowLantern has earned the title, Mesal Gear Solid.

Apologies to Mygavolt and Rasdanation but there was a miscount in votes. The winners in this slate were Fecto Elfilis, Susie and Mora.

No theme this week, feel free to submit any character.

Have fun!
 
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Twintelle.png

Name: Twintelle
Franchise: ARMS
Intended Tier: OU
Type:
1685734486682.png

Ability: Levitate | Actress Aura (When the user uses Focus Punch, opposing contact moves have -3 priority.)
Stats: 80 HP/132 Atk/84 Def/45 SpA/71 SpD/80 Spe (492 BST)

Moves: Focus Punch, Superpower, Brick Break, Mach Punch, Counter, Power Whip, Ice Punch, Ice Hammer, Drill Run, Brave Bird, Dual Wingbeat, Bolt Beak, Bullet Punch, Mega Punch, Coaching, Bulk Up
Reasoning: Twintelle has the ARMS gene, giving her long, extendable arms in her hair (Power Whip). Everyone with ARMS fights with stretch punches, and they can throw rapid punches or counter punches. They can also swap out their fists for pieces of equipment. Twintelle's default equipment is the Chilla (Ice Punch, Ice Hammer), the Parasol (Drill Run), and the Thunderbird (Brave Bird, Dual Wingbeat, Bolt Beak). She can float in the air (Levitate), and can use Actress Aura to slow down incoming punches when she's charging a punch of her own.

Twintelle @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Superpower
- Power Whip
- Drill Run
- Bolt Beak

Twintelle @ Leftovers
Ability: Actress Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Focus Punch
- Bulk Up
- Drill Run
- Ice Punch
SkinArt_NuWa_Default.jpg

Name: Nu Wa
Franchise: SMITE
Intended Tier: OU
Type:
1685877658562.png

Ability: Levitate | Serene Grace
Stats: 77 HP/82 Atk/77 Def/110 SpA/124 SpD/88 Spe (558 BST)

Moves: Strength of Wood, Power Gem, Ancient Power, Meteor Beam, Rock Blast, Smack Down, Rock Throw, Rock Tomb, Dragon Tail, Surf, Aqua Tail, Earth Power, Scorching Sands, Attack Order, Flash Cannon, Steel Beam, Mystical Fire, Pyro Ball, Draco Meteor, Psychic, Dark Pulse, Dazzling Gleam, Stealth Rock, Mist, Haze, Coil, Cosmic Power, Telekinesis, Glare, Harden
Strength of Wood |
1685877678612.png
|
1685877739693.png
| 15 BP | 16 PP | 100% | Hits 3-6 times. If the sixth hit lands, it traps.
Reasoning: Nu Wa is the Guardian of Heaven (Serene Grace, which is called Heavenly Blessing in Japanese). When Heaven and Earth were in danger, Nu Wa created five mystic stones, corresponding with Fire, Water, Earth, Metal, and Wood. In battle, she controls these stones telekinetically (Telekinesis, Psychic) and uses them for her abilities.
  • Mysterious Fog: Mist, Haze, Surf
  • Clay Soldiers: Attack Order, Earth Power
  • Shining Metal: Flash Cannon, Steel Beam
  • Fire Shards: Mystical Fire, Pyro Ball, Draco Meteor
Nu Wa's passive ability is Strength of Wood, which makes every sixth basic attack she uses root whoever it hits into the ground. Since basic attacks aren't a thing in Pokemon, this was translated to be a six hit move. Nu Wa was half-snake when she was first released (Coil, Dragon Tail, Glare) but was then changed to having human legs and floating (Levitate). She has low movement speed but higher attack speed. She has low HP and physical protection.
  • Cove Queen: Aqua Tail
  • Nu Horizons: Cosmic Power
  • Challenger/Ace: Scorching Sands
  • Nice and Naughty: Dazzling Gleam

Nu Wa @ Assault Vest
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 SpD
Modest Nature
- Mystical Fire
- Meteor Beam / Power Gem
- Earth Power
- Psychic

Nu Wa @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Mystical Fire
- Glare
- Haze
- Stealth Rock
Jet_Pack_Guy.png

Name: Jet Pack Guy
Franchise: Club Penguin
Intended Tier: UU
Type:
1685968364460.png
1685968372865.png

Ability: Technician | Tactical Agent (The user's status moves can't miss.)
Stats: 74 HP/93 Atk/77 Def/51 SpA/61 SpD/132 Spe (488 BST)

Moves: Flying High Pitched, Fly, Acrobatics, Brave Bird, Dual Wingbeat, Wing Attack, Drill Peck, Peck, Ice Punch, Ice Shard, Ice Spinner, Flame Charge, Flare Blitz, U-turn, Seismic Toss, Storm Throw, Circle Throw, Quick Attack, Haze, Mist, Snowscape, Roost, Feather Dance, Will-O-Wisp, Metal Sound, Thunder Wave, Focus Energy, Laser Focus, Supersonic
Flying High Pitched |
1685968364460.png
|
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| 16 PP | The user switches out. Their replacement gains the Flying-type.
Reasoning: Jet Pack Guy is a tactical agent in the Elite Penguin Force. He is known for his jetpack, which he is almost always wearing. Jetpacks in Club Penguin use fire to fly (Flame Charge, Flare Blitz), and can also use hot sauce for fuel (Will-O-Wisp). One of the missions in Elite Penguin Force is Flying High Pitched, where Jet Pack Guy gives the player a jetpack and teaches them to fly with it.

Jet Pack Guy @ Choice Band
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant or Jolly Nature
- Ice Spinner
- Brave Bird
- Flare Blitz
- Ice Shard

Jet Pack Guy @ Choice Band
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant or Jolly Nature
- Ice Spinner
- U-turn
- Dual Wingbeat / Wing Attack
- Ice Shard

Jet Pack Guy @ Heavy-Duty Boots
Ability: Tactical Agent
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Flying High Pitched / Haze
- U-turn
- Will-O-Wisp
- Seismic Toss
HD_Night_Cap%27s_victory_pose.png

Pokémon: Night Cap
Franchise: Plants vs. Zombies
Intended Tier: UU
Type:
1686063375570.png
1685877678612.png

Ability: Effect Spore
Stats: 65 HP/98 Atk/60 Def/98 SpA/60 SpD/127 Spe (508 BST)

Moves: Shadow Ball, Shadow Punch, Shadow Sneak, Shadow Claw, Phantom Force, Night Shade, Seed Bomb, Bullet Seed, Leaf Blade, Night Slash, Sucker Punch, Dark Pulse, Cross Poison, Sludge Bomb, Poison Jab, Brick Break, Sky Uppercut, Jump Kick, Bounce, Air Slash, Acrobatics, X-Scissor, U-turn, Quick Attack, Extreme Speed, Weather Ball, Toxic, Poison Powder, Toxic Spikes, Stun Spore, Sleep Powder, Agility, Teleport, Spikes, Swords Dance, Smokescreen, Whirlwind
Reasoning: Night Cap is a ninja mushroom (Grass) who uses several shadow abilities (Ghost, Dark Pulse), and fights using spores (Effect Spore). It has the highest mobility in Battle for Neighborville, also possessing a double jump (Bounce, Jump Kick). Night Cap has used a variety of abilities in Battle for Neighborville and Heroes.
  • Mush-Boom: Sludge Bomb, Toxic
  • Whirlwind: Whirlwind
  • Storm Front: Smokescreen, Weather Ball
  • Spore Strike: X-Scissor, Cross Poison, Swords Dance, Air Slash, Night Slash
  • Fung Fu: Brick Break
  • Shadow Sling: Teleport
  • Speedy: Agility
  • Uppercut: Sky Uppercut

Night Cap @ Focus Sash
Ability: Effect Spore
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Toxic / Toxic Spikes
- Sleep Powder
- Night Shade
- U-turn
resub
Phosphora_artwork.png

Name: Phosphora
Franchise: Kid Icarus
Intended Tier: OU
Type:
1686065491001.png
1685968364460.png

Ability: Electric Surge | [HA] Galvanize
Stats: 67 HP/103 Atk/67 Def/114 SpA/70 SpD/134 Spe (555 BST)

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, Mega Kick, Weather Ball, Swift, Body Slam, 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
- Body Slam
- Acrobatics
- Axe Kick
 
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FYI: I'll be on vacation with limited connectivity until roughly the 12th. That means no edits, stat bars, or sample sets this time.
EDIT: Scratch that; one edit.

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"I relish a taste."
Ma_ns02_great_knight_bunet.png

Pokémon: Bunet
Franchise/Origin: Fire Emblem: Engage
Intended Tier: UU
Type: Ground/Steel
Ability: Harvest / Own Tempo
Custom move: Axe Strike - Steel, Physical, 110 BP, 70% Acc, 5 PP | Has a 30% chance to cause flinching.
Notable moves: Headlong Rush, High Horsepower, Heavy Slam, Iron Head, Body Press, Sacred Sword, Stone Edge, Play Rough, Leaf Blade, Night Slash, Facade, Aerial Ace, Swords Dance, Protect, Substitute
Other moves: Smart Strike, Slash, Thunderbolt, Hurricane, Bestow, Decorate, Teatime
Stats: 127/90/140/20/70/70 | 517 BST

Reasoning: As a great knight, his affinity is cavalry and armored, which translates to Ground/Steel typing (the former primarily because of High Horsepower). Harvest corresponds to his personal skill, "Seconds?", whereby he has a chance to regain a meal that he consumes. He also gets Own Tempo because the Japanese website describes him with the term マイペース (My Pace), the Japanese name of the Ability. He wields swords and axes, which may include the Levin Sword and Hurricane Axe, represented in Thunderbolt and Hurricane respectively. (His low Magic stat makes one question why he would want to, but that's beside the point.) Play Rough is based on the Biting Blade and Lollichop, sweet and edible varieties of sword and axe that are obtainable via the Ancient Well in Somniel. Bestow, Decorate, and Teatime relate to his profession as a chef.
His base stats are his HP growth rate multiplied by 1.5 and his other growth rates multiplied by 2, as in the case of the Fates characters in Gen 7.

150px-O_PPT2.png

"Pi-pipi!"
Pokémon: O
Franchise/Origin: Puyo Puyo Tetris
Intended Tier: OU
Type: Steel/Flying
Ability: Cloud Nine
Custom move: Line Clear - Steel, Physical, 100% Acc, 15 PP | Deals damage equal to the user's level. Clears hazards from the user's side of the field.
Notable moves: Flash Cannon, Hurricane, Thunderbolt, Discharge, Volt Switch, Icy Wind, Gyro Ball, Acrobatics, Bulk Up, Calm Mind, Recover, Wish, Stealth Rock, Spikes, Thunder Wave, Magic Coat, Defog, Tailwind, Whirlwind, Trick Room, Teleport
Other moves: Steel Beam, Thunder, Charge Beam, Hidden Power, Fly, Rage, Outrage, Rain Dance, Charge, Stockpile, Swallow, Spit Up, Rest, Sleep Talk, Heal Pulse, Wonder Room
Stats: 128/58/98/67/107/72 | 530 BST
Reasoning: O is the sidekick of a spaceship captain who specializes in cleaning up tetrominoes, sets of metallic-looking blocks that bring Steel to mind. As for Flying, he floats upon a cloud like the Forces of Nature (Tornadus, etc.). This cloud is normally calm (Cloud Nine) but gets dark and thunderous in response to his anger (Rain Dance + Electric moves). Other cloud-related moves include Hurricane, Icy Wind, Defog, Tailwind, and Whirlwind. Tetris is about building up (boosting moves, hazards), clearing garbage (Line Clear, Rapid Spin, Swallow, Recover, Magic Coat), and attacking opponents (other offensive moves). Chapter 6 of the first game proves that he is capable of sleeping (Rest, Sleep Talk). Volt Switch and Teleport are nods to Swap Mode in the game, (Out)rage is demonstrated concurrently with the lightning in his cloud, and Trick Room and Wonder Room are inspired by the general wackiness of the game. Having a healing skill in PuyoTet 2 Skill Battle further supports his access to recovery. Lastly, his base stats have been determined the same way as Draco's.

gear-png.327626

"What the goodness?"
Pokémon: Nepgear
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Normal/Steel
Ability: Technician
Custom moves:
  • Mirage Dance - Normal, Physical, 25 BP, 100% Acc, 20 PP | Hits 2-5 times. Dance move.
  • Nepgeardam - Steel, Physical, 120 BP, 90% Acc, 5 PP
Notable moves: Return, Frustration, Sacred Sword, Brutal Swing, Heart Stamp, Aerial Ace, Quick Attack, Gear Grind, Stone Edge, Fire Punch, Swords Dance, Recover, Wish, Teleport
Other moves: Night Slash, Psycho Cut, Slash, Double Hit, Secret Power, Smart Strike, Flamethrower, Ice Beam, Air Slash, Thunderbolt, Air Cutter, Iron Defense, Heal Pulse
Z-Move: EXE Drive: Celestial Severance - Normal, Physical, 180 BP | Prevents the target from choosing to switch. | Requires Mirage Dance and Nepgearium Z
Stats: 100/90/80/60/70/100 | 500 BST

purp-sis-png.327627

"CPU Candidate Nepgear has arrived!"
Ultra Burst: Nepgear-Purple-Sister
Item: Purple Candidate Memory
Ability: Levitate
Z-Move: EXE Drive: Bits Combination - Steel, Physical, 210 BP | Requires Nepgeardam
Stats: 100/111/101/76/91/121 (+21 Atk, +21 Def, +16 SpA, +21 SpD, +21 Spe) | 600 BST

Reasoning: Dutiful but lacking in self-confidence, Nepgear is the CPU (Console Patron Unit) Candidate of Planeptune and the protagonist of mk2 / Re;Birth 2. She does not tend towards any one element (and changes the least when transforming through HDD), although none can deny her penchant for hardware and robots, which is exemplified particularly in Nepgeardam and Bits Combination. This is the basis behind her typing, while Technician stems from her hobby of tinkering.
In-game, she is an all-arounder leaning towards the physical side, as expected of the de facto leader of the Candidates. She even possesses healing and support skills.

FireFish.png

Pokémon: Fire Fish
Franchise/Origin: Phoenotopia: Awakening
Intended Tier: UU
Type: Water/Fire
Ability: Wimp Out / Thick Fat / Lightning Rod
Custom move: Spitfire - Fire, Physical, 20 BP, 95% Acc, 15 PP | Hits up to 6 times, with each hit having its own accuracy check.
Notable moves: Wave Crash, Liquidation, Flip Turn, Aqua Jet, Surf, Scald, Flamethrower, Signal Beam, Tera Blast, Drill Run, Knock Off, Throat Chop, Megahorn, Poison Jab, Smart Strike, Double-Edge, Quick Attack, U-turn, Will-O-Wisp
Flavor moves: Aqua Tail, Waterfall, Dive, Skull Bash, Slam, Horn Attack
Stats: 50/110/50/110/60/120 | 500 BST

Reasoning: This uncommon enemy has three different attacks: dashing around underwater, smacking Gail once at a time with its tail fin, and spewing out trails of fire (hence the name). These behaviors, along with the horn on its head, are the basis behind its movepool and typing. It flees when hit enough times and drops multiple Fish Filets when killed, hence its first two Abilities. Since last gen, it gained Lightning Rod and some movepool additions due to being similar to Seaking. (I also gave it a slight stat boost to more accurately represent the progress required to meet it at Moonlight Ravine, as well as what makes it so threatening.)
 
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"Retreat, Sedge. We need not fight this battle. If you will not listen to reason, I must resort to force."
Pokemon: Greenfinger Zawan
Franchise/Origin: Wargroove
Intended Tier: OU
Type:
Grass.png

Ability:
Stalwart, Harvest, Natural Cure (HA)
Notable Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Grav Apple, High Horsepower, Horn Leech, Knock Off, Low Kick, Power Whip, Seed Bomb...
Special.png
Energy Ball, Giga Drain, Grass Knot, Solar Beam...
Status.png
Aromatherapy, Calm Mind, Leech Seed, Protect, Rest, Stealth Rock, Synthesis...
Physical.png
Branch Poke, Double Kick, Mega Kick, Razor Leaf, Trop Kick, Vine Whip...
Special.png
...
Status.png
Grassy Terrain, Growth, Jungle Healing, Rototiller...
Signature move:
Type:
Grass.png

Category: Status
BP: -
Accuracy: -
PP: max 16
Secondary Effect: Protects from damaging attacks. Physical or special moves that hit the shield cause the attacker to lose -1 speed.
Stats: 111 / 111 / 111 / 74 / 80 / 81 [BST: 568]

Greenfinger Zawan Stats.png


Reasoning: Defensive Grass-type based around the Wargroove commander, Greenfinger Zawan (mainly referred to as Greenfinger). Greenfinger is a title that is given to those Floran with exceptional abilities of strength and leadership to lead the Floran Tribe. Greenfinger's stats reflect this, with great HP, Defense, and Attack, and below average Sp. Attack, Sp. Defense, and Speed. What makes Greenfinger work however and flips the script on the playstyle is with Wild Growth, which suddenly turns Greenfinger into a revengekiller on the flip of a switch, with any attacker getting their Speed lowered to the point where Greenfinger can hit them back with his strong STAB Power Whip. This is to recreate the Groove Power with the same name which allows Greenfinger to summon vines that can be used as both defense and impeding an opponent's movement. More committed defensive sets will make use of Grav Apple with its instant Defense lowering properties alongside Stealth Rock which I simply added in as viable status move that Greenfinger may use.

Speaking of movepool, Greenfinger has access to a lot of Grass-type moves due to their ability to manipulate plants with nature, alongside some kicking moves that is a callback to the fact that Greenfinger actually rides a horse, so it wouldn't exactly be out of the picture for it to be able to do things that some common horse-like Pokemon can do, like Rapidash or Mudsdale. Some other things are a small handful of flavor moves like Jungle Healing (which fits lorewise but also may be a niche recovery tool? Or not since Jungle Healing kinda sucks) and Knock Off as again it is an option to just give Greenfinger a bit more utility to make use of even if it does break out of something that Greenfinger can canonically do.
 
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just because it looks cool doesn't mean it's visually functional and proper
(i bet you can't guess the post theme)

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"You're asking me to give you mercy? I would never do that for you."
Pokémon: Ho'olheyak
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dragon.png
flying.png

Abilities:
Adaptability (HA: Contrary)
Other Moves:
4-move-physical.png
: Outrage, Dragon Rush, Dragon Tail, Breaking Swipe, Fly, Sky Attack, Aerial Ace, Brave Bird, Acrobatics, Wrap, Seismic Toss, Drain Punch, Sand Tomb, Stomping Tantrum, Rock Slide, Rock Blast, Rock Tomb, U-turn, Pounce, Lick, Iron Tail, Fire Punch, Waterfall, Aqua Tail, Thunder Punch, Pursuit, Knock Off, Assurance, Fling, Foul Play, Brutal Swing, Lash Out, Play Rough
4-move-special.png
: Twister, Draco Meteor, Dragon Pulse, Air Slash, Hurricane, Hyper Beam, Swift, Tri Attack, Hyper Voice, Echoed Voice, Focus Blast, Earth Power, Ancient Power, Meteor Beam, Shadow Ball, Hex, Fire Blast, Fire Spin, Flamethrower, Heat Wave, Overheat, Mystical Fire, Hydro Pump, Surf, Whirlpool, Water Pulse, Energy Ball, Grass Knot, Thunder, Thunderbolt, Shock Wave, Charge Beam, Dream Eater, Psychic, Extrasensory, Dark Pulse, Snarl, Dazzling Gleam, Draining Kiss, Moonblast
4-move-status.png
: Dragon Dance, Defog, Roost, Disable, Whirlwind, Safeguard, Scary Face, Nature Power, Slack Off, Entrainment, Work Up, Confide, Wide Guard, Confuse Ray, Destiny Bond, Spite, Grudge, Sunny Day, Rain Dance, Thunder Wave, Eerie Impulse, Agility, Light Screen, Reflect, Cosmic Power, Imprison, Skill Swap, Trick, Telekinesis, Flatter, Taunt, Torment, Nasty Plot
Signature moves:
Wildtalker's Din -
flying.png
-
4-move-special.png
- 100 BP - 10 PP - 90% - Sound-based move (blocked by Soundproof). Lowers the user’s Speed stat by 1 stage after use. Hits all other Pokémon in a Double Battle.
Stats: 84/62/62/104/110/69 (BST: 491)

Reasoning: Dual Dragon/Flying-type due to being a Liberi with the heritage of the progenitor race of Terra, the Elders. Her status as one of the last members of the Kukulkan mirrors Muelsyse’s nature of being one of the last Elves of Terra, whom she has an unhealthy attraction to. Her nature as the feathered serpent character of Arknights with her Quetzalcoatl origins, it is rumoured that a fellowship of followers worships her to deity-like levels, like how the Abyssal Church does the same with seaborn. This also gives her even more ties towards Rayquaza, who has the same exact typing as her. In Omega Ruby/Alpha Sapphire, the Draconian tribe of dragon tamers (like Zinnia) worship Rayquaza in a similar way to how she is alleged to have a worship cult. Her primary ability is Adaptability, as the Rhodes Island records explicitly state she “adapts well in various extreme environment”. Fellow Dragon-type Dragalge shares the same ability (albeit as a Hidden Ability). Her Hidden Ability is Contrary, owing to her untrustworthy nature. Part of the Maylander Foundation, she has been secretly worked with Kirsten Wright against the foundation’s wishes and has been using her nature as a gadfly to potentially disrupt the agreement in the multiple job positions that she has been in. Rhodes Island is notably wary of her capricious nature and are suspecting she might stab them in the back despite Kal’tsit having a grip on her behaviour. Contrary also gives her STAB Draco Meteor similar destructive properties to Serperior’s STAB Leaf Storm. Her signature move (Wildtalker’s Din) is named after her third skill in her source material, “Ravings of the Wildtalker” and similarly slows her attacking speed. Having the same Speed stat lowering as Hammer Arm/Ice Hammer means she can attempt an unorthodox double dancer set with Contrary Draco Meteor and Wildtalker’s Din, although with Adaptability she can try the traditional double dancer method with Nasty Plot and Agility/Dragon Dance. Unlike in her source material, it does not cause targets to be lifted in levitation state, but she learns Telekinesis which similarly has the same Levitate effect from Arknights in lifting up the target for easier pickings. Ho’olheyak has a need to put the Liberi “back into true form” with the harness she has in the Columbian Astrological Research Association and her dubious connection to stars and space (Rayquaza also went to space in ORAS the same way she assaulted Terra’s International Space Station equivalent in the Lone Trail Intermezzo event). She can learn Cosmic Power and Meteor Beam to harness space’s power. Nature Power also calls STAB Draco Meteor if used in outer space like it does in the Deoxys battle in ORAS’s Delta Episode (which Rayquaza is a major part of). Her base stats are directly calculated from her Elite 2 promotion maximum stats (minus Trust bonuses), meaning her BST is 491, directly one point above Altaria, who also has the same exact typing as her and Rayquaza.

Code:
Ho'olheyak (F) @ Heavy-Duty Boots
Ability: Contrary
Tera Type: Ghost / Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Wildtalker's Din
- Draco Meteor
- Flamethrower / Overheat
- Shadow Ball / U-turn
Code:
Ho'olheyak (F) @ Heavy-Duty Boots
Ability: Adaptability
Tera Type: Dragon / Ghost / Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Agility
- Nasty Plot
- Draco Meteor / Dragon Pulse
- Hurricane / Shadow Ball / Fire Blast
Code:
Ho'olheyak (F) @ Heavy-Duty Boots / Mental Herb
Ability: Contrary
Tera Type: Steel / Fairy
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Draco Meteor / Wildtalker's Din
- Whirlwind / Defog
- Slack Off / Roost
- Taunt / Destiny Bond / U-turn

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"Games, cats, friends...and even this moment... The world is full of beautiful things."
Pokémon: Aris Tendou
Franchise/Origin: Blue Archive
Intended Tier: UU(BL?)/OU
Type:
steel.png

Abilities: Mega Launcher (HA: Berserk)
Other Moves:
4-move-physical.png
: Gyro Ball, Metal Burst, Heavy Slam, Steel Roller, Slam, Strength, Thrash, Endeavor, Double Hit, Giga Impact, Revenge, Superpower, Earthquake, Bulldoze, High Horsepower, Rock Blast, Stone Edge, Wild Charge, Outrage, Knock Off, Assurance, Payback, Brutal Swing
4-move-special.png
: Flash Cannon, Steel Beam, Hyper Beam, Tri Attack, Weather Ball, Terrain Pulse, Aura Sphere, Focus Blast, Final Gambit, Air Slash, Mud Shot, Earth Power, Meteor Beam, Water Pulse, Snipe Shot, Solar Beam, Zap Cannon, Shock Wave, Charge Beam, Volt Switch, Ice Beam, Dragon Pulse, Dark Pulse
4-move-status.png
: Iron Defense, Metal Sound, Focus Energy, Recover, Lock-On, Mean Look, Helping Hand, Work Up, Laser Focus, Sandstorm, Wide Guard, Spite, Grudge, Sunny Day, Rain Dance, Thunder Wave, Charge, Magnet Rise, Amnesia, Light Screen, Reflect, Calm Mind, Role Play, Fake Tears, Flatter, Memento, Torment, Quash
Signature moves:
Supernova Cannon -
steel.png
-
4-move-special.png
- 130 BP - 5 PP - 90%- Lowers user's Sp. Atk stat by 2 stages.
Stats: 70/90/111/151/66/52 (BST: 540)

Reasoning: Pure Steel-type due to being a robot android. Her primary ability is Mega Launcher to reference her use of a giant railgun about twice her body size (ala Clawitzer), named Sword of Light: Supernova, referenced in the name of her signature STAB-boosted move, Supernova Cannon, which has the same effect as Fleur Cannon, signature move of fellow female automaton Magearna and gives her a very risky STAB move more powerful than Flash Cannon. Unlike Magearna though, Aris is a robot android made for the purpose of war - behind her game-obsessed façade is a violent robot personality named as the Princess of the Nameless Gods, known as Divi:Sion in an attempt to purge the people of Kivotos. This violent personality surfaces as <Key>, which replaces her blue eyes with red eyes that are slightly pink, to signify her original programming has resurfaced. Her Hidden Ability is Berserk, as a way to reference Aris’s lapse into her murderous robot personality depending on how dire the situation gets for her. As a user of Mega Launcher, she has various coverage move options that get boosted by Mega Launcher such as Aura Sphere, Water Pulse, and Dark Pulse. By running any STAB move, Dark Pulse, Aura Sphere, and Mega Launcher, she employs powerful neutral coverage against the whole metagame. With her railgun, she has various beam-based attacks such as Hyper Beam (Destruction Beam in Japanese, fits her killer gynoid alternate personality), Ice Beam, Charge Beam, and Meteor Beam. Her android nature is additionally bolstered with nanomachines that gives her self-regenerative properties, like Senator Armstrong and his own set of nanomachines (they don’t harden in response to physical trauma though), so she gains reliable recovery in the form of Recover. Her base stats are mainly sourced from her source material, at Level 100 with a 5-star rarity. Her EVA stat results in her base 52 Speed. With a high base Sp. Atk stat of 151 befitting her powerful robotic nature and destructive railgun-totting firepower, it turns her into a potent special wallbreaker that synergises perfectly with her two abilities.

Code:
Aris Tendou (F) @ Choice Specs
Ability: Mega Launcher
Tera Type: Flying
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Supernova Cannon / Flash Cannon
- Aura Sphere
- Dark Pulse
- Volt Switch / Tera Blast
Code:
Aris Tendou (F) @ Leftovers / Air Balloon
Ability: Berserk
Tera Type: Flying
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Calm Mind
- Flash Cannon
- Earth Power / Iron Defense
- Recover
Code:
Aris Tendou (F) @ Leftovers / Room Service
Ability: Mega Launcher
Tera Type: Flying / Fighting
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Spe
Quiet Nature
- Flash Cannon
- Dark Pulse
- Aura Sphere
- Recover

(Old Gen Resub)
RiderMedbStage1.png

"People call me 'Queen Medb, the woman with many loves.' But I don't feel it's right, after all, what is love? Is it something you desire? If so, then I have many. But is love what I was really getting?"
Pokémon: Queen Medb
Franchise/Origin: Fate/Grand Order
Intended Tier: UU, with potential OU niche
Type:
normal.png
fairy.png

Abilities:
Queenly Majesty / Cute Charm (HA: Defiant)
Other Moves:
4-move-physical.png
: Double Slap, Double-Edge, Pound, Quick Attack, Rage, Stomp, Rapid Spin, Covet, Endeavor, Chip Away, Play Rough, Spirit Break, U-turn, Lunge, Beat Up, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Punishment, Foul Play, Lash Out, Counter, High Jump Kick, Jump Kick, Low Kick, Triple Kick, Revenge, Wake-Up Slap, Low Sweep, Acrobatics, Vine Whip, Power Whip, Trop Kick, Stomping Tantrum, Triple Axel, Heart Stamp, Razor Shell, Liquidation
4-move-special.png
: Swift, Hyper Voice, Wring Out, Echoed Voice, Terrain Pulse, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Moonblast, Snarl, Focus Blast, Energy Ball, Icy Wind, Sludge Bomb, Venoshock, Psychic, Stored Power, Flash Cannon, Bubble Beam, Whirlpool, Water Pulse
4-move-status.png
: Swords Dance, Attract, Encore, Swagger, Sweet Scent, Follow Me, Refresh, Tickle, Captivate, Copycat, Me First, Work Up, Confide, Charm, Sweet Kiss, Crafty Shield, Misty Terrain, Flatter, Snatch, Taunt, Torment, Nasty Plot, Sunny Day, Aromatherapy, Grassy Terrain, Strength Sap, Calm Mind, Magic Coat, Rain Dance, Aqua Ring, Life Dew
Signature moves:
Z-Move - Requires Play Rough and Maevium Z - Chariot My Love -
fairy.png
-
4-move-physical.png
- 150 BP - Will always land critical hits on male targets.
Stats: 69/88/50/88/100/115 (BST: 510)

Reasoning: Primary Normal-type to juxtapose with Scathach, potentially Ghost-type, for being a warrior of the shadows and the complete foil to Medb. Secondary Fairy-type is due to Medb's presence of fairy blood within her, as a reference to the mythical Queen Mab, and her ability to support actual fairies with one of her upgraded skills. Due to her whip usage and dominatrix attitude, she shares many common traits with Tsareena: Queenly Majesty (Medb is the Queen of Connacht), Punishment, Power Whip, Stomp, various kicking moves (due to Medb kicking stuff including cheese), their shared 510 BST, and Medb “stealing" Tsareena's signature move Trop Kick, which sort of fits her appearance in a summer event. She borrows several elements from there, mainly her Strength parameter placed into her base Attack stat (to make sure her Physical moves are usable) and Water-type coverage moves. Her stats are derived from her servant parameters, with the rest of her Rider variant's parameters used along with the aforementioned lone C Rank Strength parameter she has from her Saber variant. Her suggestive Noble Phantasm, Chariot My Love, would be no use leaving out as a Z-Move for her. With its damage bonus against Male targets within FGO itself, as a Z-Move it always crits against male targets, giving her a silly gender-based gimmick in battle, which she incentivizes with Attract (as a level-up move), Captivate, and Cute Charm. Strength Sap is not gender-based like infatuation, but it is here because of the Ulster Cycle legend allegedly stating her appearance can rob men of 2/3rds of their valour upon her gaze. Medb has many Dark moves as coverage and status option (including Nasty Plot as a boosting move) and Defiant as a Hidden Ability. These two inclusions are due to her vicious attitude despite her alluring appearance that would fit most Fairy types.

Code:
Queen Medb (F) @ Leftovers
Ability: Queenly Majesty
Tera Type: Poison / Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Calm Mind
- Moonblast
- Hyper Voice / Stored Power
- Sludge Bomb / Psychic
Code:
Queen Medb (F) @ Maevium Z
Ability: Queenly Majesty / Defiant
Tera Type: Fairy / Ground
EVs: 252 Atk / 252 Def / 4 SpD
Impish Nature
- Play Rough
- High Jump Kick / Power Whip
- Stomping Tantrum
- Strength Sap
Code:
Queen Medb (F) @ Assault Vest
Ability: Queenly Majesty / Defiant
Type: Steel / Ground
EVs: 252 Atk / 4 Def / 252 SpD
Jolly Nature
- Play Rough
- High Jump Kick / Knock Off
- U-turn / Stomping Tantrum
- Rapid Spin
 
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Pokémon: Snecko
Franchise/Origin: Slay the Spire
Intended Tier: OU
Type: Dragon / Poison
Ability: Contrary / Intimidate / Perplexing Glare (HA)
Perplexing Glare: When Snecko first switches in, the opponent becomes confused. Only works once per battle. (Could be coded from Intrepid Sword and confusion moves, if it doesn’t work, let me know, I’ll change the ability)
Notable moves: Notable moves are underlined
Physical: Dragon Claw, Outrage, Dragon Tail, Gunk Shot, Crunch, Psychic Fangs, Aqua Tail, Breaking Swipe, Dragon Rush, Iron Tail, Fire Fang, Ice Fang, Thunder Fang, Poison Fang, Poison Tail, Bite, Tail Slap
Special: Draco Meteor, Dragon Pulse, Sludge Bomb, Sludge Wave, Psychic, Psyshock, Focus Blast, Acid Spray, Venoshock, Psybeam, Confusion
Status: Toxic, Toxic Spikes, Coil, Glare, Confuse Ray, Leer, Tail Whip
Stats: 80/120/70/85/110/90 (555 BST)

Reasoning: Snecko is a normal encounter in Slay the Spire who uses hypnotic powers and powerful bites and whip attacks. While psychic type could have worked, the Snecko Skull item works with poison, so I gave it that type instead, while keeping some psychic moves. Intimidate is from the fear that comes from its encounter and Contrary is from the confusion of its battle. Perplexing Glare is based on an attack of the same name, but it functions more like an ability in the original game. There are only 2 other attacks it uses in game, being bite and tail attacks, so much of the moveset is just Stab and moves that felt like they would fit. Stats are somewhat based on in game stats.
Resub
IMG_1251.jpeg

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.

IMG_1252.jpeg

Pokémon: Terry Bogard
Franchise/Origin: Fatal Fury
Intended Tier: OU
Type: Fighting / Fire
Ability: Iron Fist / Sheer Force / Combo Ender
Combo Ender: Boosts the power of an attack by 10% for each time a previous move was used in succession, then resets.
Notable moves: Flavor moves are in progress

Physical: Close Combat, Brick Break, Superpower, Low Kick, High Jump Kick, Drain Punch, Axe Kick, Flare Blitz, Fire Punch, Flame Charge, Thunder Punch, Surging Strikes, Acrobatics, Rapid Spin

Special: Focus Blast, Fire Blast, Overheat, Heat Wave, Photon Geyser

Status: Detect, Will-O-Wisp, Bulk Up, Taunt

Signature move: Burn Knuckle
100 bp | 90 acc | 5pp | Physical | Fire
Contact | 20% chance to burn opponent
Z-Move: Buster Wolf
185 bp | - acc | 1pp | Physical | Fire
Contact | Ignores protect and opponent stat changes
Stats: 70/130/77/100/83/80 (540)
Reasoning: Terry Bogard is the main fighter from the Fatal Furry series, a fighting game (fighting type) where he uses numerous fire based specials (fire type).
Abilities come from him being a very basic, shoto fighter, with Combo Ender being inspired by the high combo gameplay found in his series.

Moves are mostly based on attacks from in his games, with some being added just because they make sense on his character.

Burn Knuckle is one of his most important special moves, I made it to reflect how the attack works in game, but gave it a burn chance to reference the fiery properties of the move. Also, I wanted it to be a useable move on different sets.

Buster Wolf had to be included, and it deserves more than just a basic move. I gave it unseen fist properties combined with the ability to ignore stat boosts to reference its ability to basically grab opponents, even though it is actually just a partial command grab. I just wanted to make buster wolf cool and flashy, perfect for a Z move.

The stats are full of references to the games, but also are designed to make him very offensively threatening. The decent special attack is based on his projectile usage in his game, from Power Wave and Power Geyser.
more to come, probably
 
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"Hee-ho!"
Pokémon: Jack Frost
Franchise/Origin: Shin Megami Tensei/Persona
Intended Tier: UU
Type:
ice.gif
ghost.gif

Ability: Slush Rush / Prankster / Frigid Bloodline [HA]
Signature Ability: Frigid Bloodline - Restores HP if hit by an Ice-type move.
Physical: Ice Shard, Ice Punch, Avalanche, Knock Off, Shadow Sneak, Foul Play, Rapid Spin, Power-Up Punch
Special: Ice Break, Ice Beam, Blizzard, Freeze Dry, Icy Wind, Aurora Beam, Frost Breath, Sheer Cold, Shadow Ball, Hex, Dark Pulse
Status: Aurora Veil, Snowscape, Nasty Plot, Trick, Haze, Moonlight, Heal Bell
Signature move: Ice Break |
ice.gif
|
special.png
| 70 BP | 100% Accuracy | 15 (24) PP - If the move were to be not very effective, it would deal neutral damage instead. (This would function similarly to the Tinted Lens ability but on this move specifically.)
Stats: 70/88/54/112/75/105 [504 BST]

Reasoning:
  • Jack Frost is a demon in the series, which are based on supernatural beings, fitting its ghost type.
  • Jack Frost is described as having a mischievous nature that fools unsuspecting victims with his cute appearance, hence why I gave Prankster.
  • Frigid Bloodline is Jack Frost's actual trait in Persona, though translating over "Reduce cost of Ice skills by 50%" doesn't really work, so he absorbs ice instead.
  • Ice Break is one of the many real skills in the SMT/Persona series, and one of the few that Jack Frost does learn, which I thought had the most interesting effect out of them, being a status move that "Suppress innate Ice resistances of all foes for 3 turns.", but I translated it over as an offensive move instead, allowing Jack Frost to lean more into his offensive role, but making it a weaker move to make up for it, and also so that it would not have to be implemented as a whole new status condition.
  • Jack Frost is the personification of cold, though a weaker form, so it would make sense if he had many ice type moves.
  • Knock Off, Foul Play, Hex, Dark Pulse, Nasty Plot, and Trick play into his mischievous nature and his status as a demon.
  • While Jack Frost doesn't necessarily have an affiliation with the moon (so no Moonblast), he is able to be affected by moonlight phases in SMT so I thought it was fitting to atleast have Moonlight as a recovery move.
  • It varies from game to game whether Jack Frost is a physical attacker or a special attacker, though in more modern entries he's a special attacker, plus also being associated with the Magician tarot card, so I think emphasizing his special attack felt more right to represent, though he still has a fair share of physical moves.
Competitive Reasoning:
  • Would be able to act as an offensive special attacker with a reliable option (being its signature move), but also able to run physical moves to be mixed as well. Also, although not reliable, it would be able to synergize with Hex as well, with the more unlikely Freeze chance.
  • While not having the bulk for it, Jack Frost can also serve as a sacrificial utility mon.

Resubmissions

1685811873463.png

Pokémon: Marie
Franchise/Origin: Skullgirls
Intended Tier: Ubers
Type:
ghost.gif
fairy.gif

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 BST]

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.
1685811986332.png

Pokémon: Mighty Oak
Franchise/Origin: Epic Battle Fantasy 4
Intended Tier: UU
Type:
grass.gif
rock.gif

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 BST]

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.

1685811992827.png

Form: Armored Oak
Franchise/Origin: Epic Battle Fantasy 4
Intended Tier: UU
Type:
grass.gif
steel.gif

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 BST]

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.
 
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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:

(italicized moves are for flavor)

Physical: Psycho Cut, Psyblade, Sacred Sword, Smart Strike, Night Slash, Fusion Bolt, Fly, Steel Wing

Special: Armor Cannon, Thunder, Thunderbolt, Volt Switch, Psychic, Psyshock, Flash Cannon, Steel Beam, Air Slash, Charge Beam, Zap Cannon

Status: Swords Dance, Nasty Plot, Defog, Memento, Taunt, Thunder Wave

Stats: 70/110/105/110/90/80 (BST 565)

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.

New:

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"I thought loading myself with explosives and going out in a blaze of glory was the perfect way for a guy like me to go. But it didn't solve a damn thing."

Pokémon: Cavalero
Franchise/Origin: Warframe
Intended Tier: UU, maybe OU if the typing's (and Rage Fist) a bit too dicey for UU
Type: Normal/Ghost
Ability: Reckless/Steelworker/Incarnon Shot (Mega Launcher/Strong Jaw/etc except for Bullet Moves)
Notable moves:
(italicized=more flavor than anything)

Physical: Magnet Bomb, Rock Blast, Body Slam, Double Edge, Gyro Ball, Rage Fist, Head Smash, Head Charge, Smart Strike, Explosion, Self-Destruct, Last Resort, Rage, Metal Burst

Special: Shadow Ball, Aura Sphere, Focus Blast, Flash Cannon, Techno Blast, Tri-Attack, Steel Beam, Final Gambit, Zap Cannon, Charge Beam, Mirror Shot, Snarl

Status: Swords Dance, Work Up, Nasty Plot, Iron Defense, Destiny Bond, Memento, Obstruct, Scary Face, Metal Sound


Stats:
60/105/90/105/70/65 (BST 495)

Reasoning: Cavalero is a shopkeep of sorts in the open world of the Zariman. What's interesting is that he (and the rest of the people in this open world) died after the Zariman's ill-fated void jump, but the Zariman being trapped in the void kinda pulled a Schrodinger's Cat, meaning Cavalero and the rest didn't necessarily die but they're not exactly alive either, leading to the Normal/Ghost typing. Reckless, because, well he is reckless to a fault (especially from what we hear from before his "death"). Steelworker is because he's an arms dealer, and Incarnon Shot is because well, he's kinda a gun nut (Incarnon is a special transformation that some weapons can go through, to explain the name of the ability). I also gave him a lot of (mostly flavor) moves that reference his death (blowing up both himself and a bunch of people who went crazy after their exposure to the void).

Man, attempting to explain Warframe lore to others is hard.
 
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Pokémon: The Puppet
Franchise/Origin: Five Nights at Freddy’s
Intended Tier: UU
Type: Ghost
Ability: Soul-Heart
Notable moves: Revival Blessing, Will-o-Wisp, Nightmare, Present, Secret Power, Foul Play, Beat Up, Hex, Night Shade, Punishment, Retaliate, Thrash, Outrage, Crunch, Close Combat, Memento, Flamethrower, Fire Blast, Incinerate, Metronome, Perish Song, Destiny Bond, Curse, Pain Split, Nasty Plot, Hone Claws, Trick-or-Treat, Shadow Ball, Bitter Malice, Last Respects, Phantom Force, Poltergeist, Shadow Claw, Shadow Sneak, Spite, Grudge, Dark Void, Dream Eater, Ominous Wind, Flash Cannon, Shelter, Wide Guard, Quick Guard, Metal Sound, Metal Claw, Iron Head, Steel Beam, Autotomize
Stats:
70/70/60/115/70/85 (470)

Form: Phantom Puppet
Ability: Intimidate

Form: Nightmarionette
Ability: Bad Dreams

The 3 forms share everything except name, ability and looks [same as Basculin forms].

Form: The Puppet-Lefty
Must be holding L.E.F.T.E. [same as Zacian w/ Rusted Sword]
Type: Ghost/Steel
Intended Tier: UU
Ability: Anger Shell
Notable moves: Gains Spirit Departure and Jaw Lock, loses Revival Blessing and Pursuit
Signature move: Spirit Departure - Ghost-type Burn Up clone
Stats: 70/100/100/125/110/65 (570)
Reasoning: The Puppet primarily serves as a Revival Blessing utility mon (Phantom Puppet), but can also work as a Special Wallbreaker (base form). The Lefty form is a weird Mixed Wallbreaker, but might be interesting in Ubers with Last Respects.
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Pokémon: Setsuka Myougenguu
Franchise/Origin: Snow Lotus Flower ~ Abyss Soul Lotus
Intended Tier: Ubers
Type: Ice/Ghost
Ability: Snow Lotus Requiem
Snow Lotus Requiem: Desolate Land/Primordial Sea clone for Snow. Prevents Dark-type moves from being used.
Notable moves: Aurora Beam, Aurora Veil, Avalanche, Blizzard, Freeze-Dry, Frost Breath, Glaciate, Haze, Ice Ball, Ice Beam, Ice Shard, Ice Spinner, Icicle Crash, Icicle Spear, Icy Wind, Mist, Mountain Gale, Powder Snow, Sheer Cold, Snowscape, Slack Off, Amnesia, Infernal Parade, Astonish, Destiny Bond, Confuse Ray, Ominous Wind
Signature move: Icy Prison - Ice-type Octolock clone
Stats: 140/100/90/150/100/90 (670)
Flavor Reasoning: Setsuka is a literal god(dess) who has lived for millions of years. She rules and lives in the Eight Cold Hells, and has the power to freeze over the whole world. Most of her life was spent freezing a character who would most likely be a Dark-type, so that's where that effects comes from.
Competitive Reasoning: ORAS~USUM era Ubers is the best Ubers. Bring Ubers weather wars back.
nMvUTTF.png

Pokémon: Promestein
Franchise/Origin: Monster Girl Quest
Intended Tier: OU
Type: Grass
Ability: Regenerator / Serene Grace / Fire-Bringer
Fire-Bringer
- Fire-type Steely Spirit clone.
Moves: Power Whip, Frenzy Plant, Grass Knot, Petal Dance, Petal Blizzard, Energy Ball, Giga Drain, Leaf Blade, Bind, Wrap, Ancient Power, Earth Power, Blizzard, Fire Blast, Thunder, Surf, Tri-Attack, Poison Jab, Poison Gas, Dark Pulse, Gunk Shot, Vacuum Wave, Fly, Explosion, Lick, Draining Kiss, Smart Strike, Summon Wind Spirit, Attract, Captivate, Soft-boiled, Roost, Heal Pulse, Instruct, Nasty Plot, Barrier, Lovely Kiss, Sweet Kiss, Cosmic Power, Stored Power, Healing Wish, Reflect, Light Screen, Leech Seed, Synthesis, Ingrain, Recycle, Will-o-Wisp, Stockpile, Swallow, Spit Up, Acupressure, Psychic, Future Sight, Zen Headbutt, Ice Beam, Flamethrower, Thunderbolt, Expanding Force, Dual Wingbeat, Grassy Glide, Corrosive Gas, Techno Blast, Magic Room, Trick Room, Wonder Room, Stuff Cheeks, Magic Powder, Soak, Body Press, Life Dew, Power Shift, Power Trick, Chloroblast, Trailblaze, Chilling Water
Signature Move: Summon Wind Spirit [Flying-type Shift Gear clone, but raises accuracy instead of Attack]
Stats: 110/80/80/110/85/85 (550)

Form: Promestein-Ultimate
Type: Grass
Ability: Regenerator / Serene Grace / Fire-Bringer
Moves: All of the above + Summon Earth Spirit
Signature Move: Summon Earth Spirit [Rock-type Victory Dance clone, but raises Special Defense instead of Speed]
Stats: 150/110/90/130/95/105 (680)
Flavor Reasoning:
  • Typing: Promestein is an angel scientist who gave herself ancient, extremely powerful seaweed monster DNA.
  • Abilities: Regenerator comes from the seaweed monster. Serene Grace comes from being an angel. The Fire-Bringer comes from her giving fire to humanity.
  • Moves: Healing and poison moves from being a doctor, grass moves from the seaweed, temptation moves (kiss and attract etc) from having monster girl DNA, Psychic and elemental moves from being a very smart scientist (she learns thing such as "Plasma", "Freezing Reaction", etc).
Competitive Reasoning: Promestein acts as a special tank, with good mixed bulk, decent SpA and a wide movepool that offers both special coverage and utility options.
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Pokémon: Apex Plasma Master
Franchise/Origin: Bloons Tower Defense 6
Intended Tier: OU
Type: Normal/Electric
Ability: Skill Link / Super Luck / Long Reach
Moves: Aura Sphere, Barrage, Beat Up, Bullet Punch, Bullet Seed, Charge Beam, Electro Ball, Energy Ball, Flash Cannon, Fury Attack, Giga Impact, Gyro Ball, Heavy Slam, Ice Ball, Ice Beam, Icicle Spear, Iron Head, Laser Focus, Lock-On, Magnet Bomb, Natural Gift, Pin Missile, Population Bomb, Quick Attack, Rock Blast, Rock Slide, Spike Cannon, Spikes, Spiky Shield, Smart Strike, Stone Edge, Thunder, Thunderbolt, Tri Attack, Triple Arrows, Volt Switch, Work Up, Zap Cannon, Zing Zap
(Bolded = notable)
Stats: 80/100/80/130/80/115 (570)
Reasoning: Apex Plasma Master is a mixed offensive pivot. On the physical side, you have the powerful Population Bomb, while on the special side, you have Volt Switch.
 
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