Pet Mod [Gen 9] Crossover Chaos

steel your laugh tracks

(New)

"Whether or not you are burdened by a criminal record is unimportant to me. All I ask is that in this coming battle, our goals might be aligned."
Pokémon: Penance
Franchise/Origin: Arknights
Intended Tier: OU
Type:
normal.png
steel.png

Abilities: Justified / Iron Barbs (HA: Law Guardian)
Signature ability - Law Guardian - Heals the user for 25% of their maximum HP every time a Pokémon has been directly knocked out by the user with a damaging move in similar fashion to Moxie.
Other Moves:
4-move-physical.png
: Double-Edge, Pound, Take Down, Feint, Retaliate, Gyro Ball, Metal Burst, Gigaton Hammer, Counter, Low Kick, Superpower, Low Sweep, Bulldoze, Stomping Tantrum, Rock Slide, Rock Tomb, Stone Edge, Smack Down, U-turn, Wood Hammer, Knock Off, Assurance, Payback, Punishment, Foul Play, Lash Out
4-move-special.png
: Tri Attack, Terrain Pulse, Flash Cannon, Steel Beam, Shadow Ball, Hex, Bitter Malice, Grass Knot, Psychic, Snarl
4-move-status.png
: Focus Energy, Leer, Roar, Swords Dance, Endure, Mean Look, Helping Hand, Acupressure, Work Up, Laser Focus, Spikes, Wide Guard, Spite, Sunny Day, Rain Dance, Spiky Shield, Thunder Wave, Calm Mind, Imprison, Heal Block, Snowscape, Flatter, Torment, Quash
Stats: 127/107/112/107/80/69 (BST: 602)

Reasoning: Her primary Normal-type goes counter to her closest acquaintance, Texas, who is more experienced in fights (as a planned submission, Texas is planned to be part-Fighting type). Her secondary Steel-type gives STAB to Gigaton Hammer, which provide herself with a powerful move which makes use of her hammer and chain weapon (which also gives her access to fringe coverage move Wood Hammer to deter Ground-types that prey on her Ground weakness) without the unreliable risks of the similar Hyper Beam and its clones. As Siracusan judge, she is well justified to have Justified as her primary Ability, initially wanting to uphold the cutthroat laws of Siracusa before the Il Siracusano event made her reconsider. Her secondary Ability, Iron Barbs is direct additional justification for her defensively minded part-Steel typing as Iron Barbs has only been seen on Steel-types with Ferroseed, Ferrothorn, and Togedemaru, and is direct mention of her codex, which has metallic thorns attached to them in reference to her Barrier gimmick in her source material. Her signature ability is also her Hidden Ability, directly in homage to her Talent of similar name, Guardian of the Law, which grants her a Barrier when she kills an enemy in her source material when she is Elite 2 (how her base stats are mostly calculated at the max level of 90). While this ability activates in almost the same way, here, she does not have her Barrier gimmick to mend her HP maintenance problem (doesn’t help that the previously mentioned Wood Hammer and STAB Double-Edge are also recoil moves), but still provides her similar HP insurance nonetheless by recovering some of her HP since she happens to be a unit that does not receive healing from Medics and other healing Operators; justification for her distinct lack of reliable recovery outside of the universal Rest and the need to use Law Guardian to remedy some parts of that issue. Along with Iron Barbs to make use of the codex’s prickly thorns and her Barriers in Arknights proper as fighter deterrent, she carries Spiky Shield which similarly damages attackers on contact. Spikes is an entry hazard also seen on many Grass-types which is the same type that the move Spiky Shield comes in (Roserade, Maractus, Ferrothorn - which was earlier mentioned in this paragraph, etc.) Being a stalwart character from the most well-known mobile game of the tower defence genre and the Chinese rival to Plants vs. Zombies and Bloons TD, she has the support move Wide Guard to go with similarly barrier-ish move Spiky Shield.

Code:
Penance (F) @ Leftovers
Ability: Law Guardian
Tera Type: Flying
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Gigaton Hammer
- Knock Off / Wood Hammer / Stomping Tantrum
- Thunder Wave
- Spikes
Code:
Penance (F) @ Assault Vest
Ability: Law Guardian / Iron Barbs
Tera Type: Flying
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Gigaton Hammer
- Knock Off
- Stomping Tantrum / Stone Edge
- U-turn
Code:
Penance (F) @ Rocky Helmet
Ability: Iron Barbs
Tera Type: Flying
EVs: 252 HP / 252 SpA / 4 Def
Bold Nature
- Flash Cannon
- Shadow Ball / Bitter Malice / Hex
- Tri Attack / Thunder Wave
- U-turn

(Resub)

"It’ll be even more efficient if someone who can work with me comes along."

Pokémon: Eunectes
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ground.png
steel.png

Abilities: Peerless Bravery (HA: Technician)
Signature ability - Peerless Bravery - User’s Attack is boosted by 20% when user is above 50% HP. User’s Defense is boosted by 20% instead of Attack when user is at 50% HP or below.
Other Moves:
4-move-physical.png
: Earthquake, Sand Tomb, Bulldoze, High Horsepower, Iron Tail, Gyro Ball, Iron Head, Magnet Bomb, Metal Burst, Heavy Slam, U-Turn, Lunge, Feint Attack, Pursuit, Knock Off, Assurance, Night Slash, Payback, Throat Chop, Dragon Tail, Dual Chop, Breaking Swipe, Counter, Reversal, Revenge, Body Press, Aerial Ace, Body Slam, Cut, Slam, Slash, Wrap, False Swipe, Double Hit, Poison Tail, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Smack Down
4-move-special.png
: Mud-Slap, Mud Shot, Earth Power, Flash Cannon, Mirror Shot, Steel Beam, Snarl, Focus Blast, Swift, Tri Attack, Venoshock, Ancient Power
4-move-status.png
: Iron Defense, Metal Sound, Gear Up, Snatch, Torment, Embargo, Thunder Wave, Electric Terrain, Sunny Day, Grassy Terrain, Glare, Leer, Swords Dance, Safeguard, Nature Power, Work Up, Laser Focus, Coil, Calm Mind, Sandstorm, Wide Guard, Rain Dance
Signature moves:
Axe Strike -
steel.png
-
4-move-physical.png
- 120 BP - 5 PP - 70% - 30% chance to make the target flinch.
Stats: 134/143/112/86/50/69 (BST: 594)

Reasoning: Primary Ground-type due to being based on anacondas, non-venomous snakes. Sandaconda is another snake realmon that shares the Ground typing with her. The Ground type is also a type that Krookodile has, which is based on the same order of reptiles as Gavial, Eunectes’s rival. Secondary Steel due to her metal shield and her expertise in mechanism and robots. Her main ability, Peerless Bravery is based on her Talent within Arknights with similar in-game behaviour. Her hidden ability, Technician, is both for competitive and flavor reasons due to the etymology of the word “Technician” itself referring to engineering/laboratory/electronic technicians. Technician allows Eunectes to use her massive physical movepool with lacking BP which allows her a different edge in battle. Due to two of her skills within Arknights itself implying she uses an axe of some sort (Tomahawk, Menacing Slash), she gains various slicing moves and Axe Strike as a signature, which has slightly more power than Iron Tail. Being of the Pythia race grants her a great boosting move in Coil and a paralysis move in Glare, but due to being a robotic expert, has Thunder Wave as an option, which unfortunately is superseded by Glare. With Axe Strike and Coil in her disposal she contributes to the niche of improving moves with imperfect accuracy to use at massive power (including Stone Edge and Iron Tail). The perk of being a tower defence game character allows her moves like Safeguard and Wide Guard. Her base stats are based on her Elite 2 promotion stats within Arknights itself.

Code:
Eunectes (F) @ Leftovers
Ability: Peerless Bravery
Tera Type: Fighting / Steel
EVs: 248 HP / 252 Atk / 8 SpD
Careful Nature
- Coil
- Axe Strike
- Earthquake
- Body Press / Stone Edge
Code:
Eunectes (F) @ Air Balloon / Leftovers
Ability: Technician
Tera Type: Fighting / Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bulldoze
- Rock Tomb / Magnet Bomb
- Aerial Ace
- Swords Dance
Code:
Eunectes (F) @ Choice Band
Ability: Peerless Bravery
Tera Type: Fighting / Steel
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Impish Nature
- Iron Head
- Earthquake
- Stone Edge
- Knock Off / Body Press

(Resub)

"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)

"Whaddya mean, 'war crimes'?"

Pokémon: Napalm Man
Franchise/Origin: Mega Man (Classic)
Intended Tier: OU
Type:
steel.png
fire.png

Abilities: Reckless (HA: Artillery)
Signature ability - Artillery - Increases the BP of ballistic moves (moves affected by Bulletproof) by 50%.
Other Moves:
4-move-physical.png
: Iron Head, Magnet Bomb, Heavy Slam, Steel Roller, Fire Punch, Flare Blitz, Flame Charge, Heat Crash, Double-Edge, Headbutt, Take Down, Rock Climb, Retaliate, Revenge, Superpower, High Horsepower, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Zen Headbutt, Pursuit, Payback, Power Trip
4-move-special.png
: Flash Cannon, Steel Beam, Fire Blast, Flamethrower, Overheat, Flame Burst, Weather Ball, Terrain Pulse, Shadow Ball, Solar Beam
4-move-status.png
: Iron Defense, Shift Gear, Sunny Day, Will-O-Wisp, Leer, Swords Dance, Lock-On, Swagger, Block, Me First, Work Up, Sandstorm, Rock Polish, Rain Dance, Grassy Terrain, Trick, Flatter, Snatch, Taunt, Torment, Embargo, Nasty Plot, Obstruct
Signature moves:
Napalm Bomb -
fire.png
-
4-move-physical.png
- 90 BP - 20 PP - 90% - Ballistic move (cannot damage targets with Bulletproof). 30% chance to burn target.
Stats: 90/115/118/95/59/75 (BST: 552)

Reasoning: Mega Man In The Vietnam War (1955-1975 Colorized)
Dual-Steel/Fire type due to being a robot that is named after the incendiary weapon napalm itself despite not using the thing himself. He does use parabolic fire and burning rocket exhausts to ram down targets in The Power Battle and The Power Fighters though, thus he can learn Flare Blitz plus other "recklessly tackling the foe" moves. His signature move is based on his own Special Weapon, the Napalm Bomb, but is given a better link to actual napalm due to its Fire-typing and its high chance to burn – napalm's structure is a more potent producer of third-degree burns compared to conventional fire. It's a bomb so the thing's blocked by Bulletproof like Seed Bomb and Mud Bomb, and Napalm Man's Hidden Ability is Artillery to help boost Napalm Bomb. Artillery fits his nature as a living tank fitted to be a tool for sieges. His lone non-Hidden Ability is Reckless due to often being labelled as a maniac, and has a strong distaste for safety equipment, meaning he has no concept of safety for himself and the work he does for Dr. Wily and thus can be seen as a warrior sated by the thrill of combat with a high impulse that results in him forgetting about the concept of safety and protective measures in general. His base stats are unique in their own way as a Robot Master created and named by Dr. Wily after a feared weapon of war. The Sp. Atk, Sp. Def, and Speed base stats of his are derived from the start and end years of the Vietnam War, from 1955 to 1975, excluding the 1's – due to napalm being an infamous, yet staple icon of the Vietnam War. This sums up to his lowest base stat being his Sp. Def, a nod to his weakness of the jewel-based Crystal Eye (ala Power Gem). The neutral effectiveness of Power Gem (and other Special Rock-type moves) fits Napalm Man despite how Crystal Eye, in his source material, is his weakness due to the fact he takes (slightly) less damage from Crystal Eye compared to Mega Man 5's other Robot Masters and their inability to take their weakness as well as Napalm Man does (Crystal Eye does 3 damage to him, the other Robot Masters of Mega Man 5 take 4 damage from their weaknesses). Many of Napalm Man's damaging, non-STAB coverage moves are there to taking his penchant of tackling down his foes during battle into account, to bolster the Artillery Ability's benefits to ball and bomb moves, and/or are par for the course of his two types to learn. His Status movepool isn't the greatest but contains many powerful moves that are to his benefit, like Swords Dance, Nasty Plot, Trick, Obstruct, Lock-On, and Will-O-Wisp. Shift Gear is notable for being an allusion to the Double Gear system introduced in Mega Man 11, which shares a lot of common non-boss enemies with Mega Man 5 – the game Napalm Man debuted in.

Code:
Napalm Man (M) @ Leftovers
Ability: Artillery
Tera Type: Grass
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Napalm Bomb
- Magnet Bomb
- Rock Blast
- Swords Dance / Iron Defense
Code:
Napalm Man (M) @ Protective Pads
Ability: Reckless
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Iron Head
- Double-Edge / Stone Edge
- Shift Gear
Code:
Napalm Man (M) @ Shuca Berry
Ability: Artillery
Tera Type: Fire / Grass
EVs: 224 Atk / 32 SpA / 252 Spe
Rash Nature
- Napalm Bomb
- Magnet Bomb / Rock Blast
- Shadow Ball
- Swords Dance / Nasty Plot / Work Up
 
Last edited:
Very slightly changed Resub!


Pokémon: Inaros
Franchise/Origin: Warframe
Intended Tier: Intended for OU, but probably better in UU because of the typing.
Type: Rock/Ground
Ability: Sand Stream, Sand Force, Rocky Payload
Notable moves: Desiccation, Stealth Rock, Rock Slide, Stone Edge, Sandstorm, Power Gem, Ancient Power, Earthquake, Sandsear Storm, Scorching Sands, Stomping Tantrum, Swords Dance, Calm Mind, Strength Sap, Shore Up, Attack Order, Infestation, Gen 9 Universals, Leech Life, Sand Tomb, Sand Attack
Signature move: Desiccation (65 BP | 90% Acc | Rock | Physical | Applies Seeding Status (as in Leech Seed) to the opponent.
Stats: 150/100/100/85/45/60 (BST= 540)
Reasoning: He's a Warframe based primarily in sand with an incredible HP stat (at the expense of having no shields, but I wasn't sure how to translate that into Pokemon stats so I gave him a bad Sp. Def stat to reference that). Unfortunately, that means I pretty much had to do the Rock/Ground typing, with its many flaws. Desscication is based on his first ability, where he throws sand that can sap the HP of the opponent. Attack Order and Infestation represent his Scarab Swarm ability.
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
1688406040519.png

"I am the Minoan priestess, Pallas. I shall be convalescing at Rhodes Island for a time... Be that as it may, I hope to enjoy my share of alcohol and theatre, and I yearn even more for battle."
Franchise/Origin: Arknights
Intended Tier: OU
Type:

Ability: Iron Barbs / Goddess' Inspiration (This Pokemon heals 1/10 max HP when they damage a target with an attack.)
Stats: 111 / 119 / 91 / 70 / 59 / 80 | 530 BST
Giga Drain, Protect, Rest, Round, Sleep Talk, Snore, Substitute, Energy Ball, Facade, Solar Beam, Grass Knot, Seed Bomb, Attract, Frustration, Hidden Power, Return, Toxic, Double Team, Worry Seed, Endure, Nature Power, Secret Power, Flash, Swords Dance, Leech Seed, Natural Gift, Grassy Glide, Growth, Safeguard, Captivate, Mega Drain, Giga Impact, Hyper Beam, Cut, Razor Leaf, Leaf Storm, Double-Edge, Headbutt, Magical Leaf, Light Screen, Absorb, Grassy Terrain, Sweet Scent, Reflect, Rock Smash, Body Slam, Mimic, Curse, Knock Off, Iron Defense, Steel Beam, Iron Head, Flash Cannon, Rock Slide, Stealth Rock, Rock Tomb, Earthquake, Steel Roller, Brick Break, Slack Off

Blessing of Heroism |
|
| PP: 15 | Sets 'Blessing of Heroism' on an ally or self: while this Pokemon has 80% or more HP, their Atk is 1.5x and their Def is 1.35x.
Reasoning:
  • iron barbs and steel moves for the whip she wields
  • goddess' inspiration heals hp on hit
  • blessing of heroism does ingame what the custom does
  • slack off for being an alcoholic
Competitive Reasoning: defensive grass because we dont have one yet

1688409304953.png

"Hi!"
Franchise/Origin: Crosscode
Intended Tier: OU
Type:

Ability: Protean
Stats: 80 / 100 / 80 / 100 / 80 / 120 | 550 BST
Quick Attack, Slash, Extreme Speed, Beat Up, Self-destruct, Iron Defense, Explosion, Spiky Shield, Thrash, Swift, Gyro Ball, Bullet Seed, Double Hit, Flame Wheel, Flare Blitz, Eruption, Shell Trap, Fire Spin, Fire Blast, Flame Burst, Searing Shot, Fire Punch, Raging Fury, Flame Charge, Ice Shard, Icicle Crash, Ice Beam, Blizzard, Ice Spinner, Triple Axel, Aurora Beam, Icy Wind, Ice Ball, Spark, Wild Charge, Thunder Punch, Plasma Fists, Zing Zap, Thunder Cage, Overdrive, Discharge, Thundershock, Thunderbolt, Thunder, Zap Cannon, Wildbolt Storm, Toxic, Whirlwind, Poltergeist, Aura Sphere, Focus Blast, Moonblast, Mega Drain, Giga Drain, U-Turn, Razor Wind, Tera Blast, Take Down, Double-Edge, Substitute, Protect, Endure, Recover

Karma Scale |
|
| PP: 5 | +4 Priority | Sets the user to 1 HP. For the rest of the turn, take no damage, heal HP equal to what the user would have taken, and deal the same amount of damage. Fails if used consecutively.
Reasoning:
  • shes a normal crossworlds player
  • protean for ability to shift to different combat styles
  • movepool roughly reflects the skills she can use
Competitive Reasoning: your average fast protean user.
 
Last edited:
Reworked Resub
IMG_1320.jpeg
Pokémon: Snecko
Franchise/Origin: Slay the Spire
Intended Tier: OU
Type: Dragon / Poison
Ability: Contrary / Intimidate / Perplexing Glare (HA)
Perplexing Glare: Boost Psychic moves damage by 1.5x.
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, Dragon Dance, Agility,
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. Edited to make less annoying and more interesting. As much as I like the confusion intimidate, 3 STABs is more reasonable, and probably better competitive
 
Bob.jpg

"He was inside the model, he was outside the model, and just...just who was pulling all the strings?" - Narrator
Pokémon: Bob
Franchise/Origin: A Fisherman's Tale
Intended Tier: OU
Type: Grass/Water
Ability: Long Reach / Water Absorb / Reckless
Notable moves: Wood Hammer, Seed Bomb, Bullet Seed, Wave Crash, Liquidation, Body Press, Circle Throw, Head Smash, Flare Blitz, Wild Charge, Rock Slide, Rock Tomb, Anchor Shot, Double-Edge, Body Slam, Giga Drain, Energy Ball, Surf, Chilling Water, Whirlpool, Flamethrower, Discharge, Sludge Bomb, Nature Power, Growth, Curse, Leech Seed, Synthesis, Will-O-Wisp, Thunder Wave, Teleport, Tidy Up
Other moves: Dive, Rock Smash, Thief, Fling, Strength, Secret Power, Tackle, Bind, Crush Grip, Giga Impact, Natural Gift, Mega Drain, Absorb, Brine, Hyper Beam, Substitute, Worry Seed, Mimic, Recycle, Flash, Minimize, Double Team
Stats: 83/90/115/100/100/65 | 553 BST
Bob.png


Reasoning: Bob is a wooden puppet of a fisherman who got caught in a mighty storm. Part of his tale is being unaffected by a flood, hence his Water typing and Water Absorb. Long Reach is based on his ability to extend his arms, especially in the sequel. His ship is called Le Téméraire IV, and Téméraire is the French name of the Ability Reckless.
To progress through the first game, Bob must familiarize himself with a paradoxical environment where he can interact with a smaller model thereof (which originally he built himself, including a figurine designed to look like him) and find a larger version outside. (It's like Tiny-Huge Island taken to the utmost extreme.) In the process, he interacts with anchors, battery-powered electronics, lit matches, and other seaworthy things. He can be controlled by teleport movement and is something of a neat freak, particularly in dusting his lucky seashell. Everything else is standard for his type combination.



"For the Divine Dragon!"
Pokémon: Framme
Franchise/Origin: Fire Emblem: Engage
Intended Tier: OU
Type: Fighting/Normal
Ability: Scrappy
Custom move: Shielding Art - Fighting, Physical, 80 BP, 100% Acc, 15 PP | With the same priority as the Focus Punch charge message, when this move is selected, it displays the message: "[Pokémon] has equipped its Shielding Art scroll!" From then until the end of the turn, the user's Defense stat gets a 1.25* boost. Meanwhile, the move itself is executed at 0 priority.
Notable moves: Close Combat, High Jump Kick, Axe Kick, Mach Punch, Mega Kick, Quick Attack, Fake Out, Zen Headbutt, Throat Chop, Bullet Punch, Play Rough, Focus Blast, Aura Sphere, Vacuum Wave, Tera Blast, Dazzling Gleam, Flash Cannon, Recover, Wish, Aromatherapy, Teleport, Block, Whirlwind, Taunt
Other moves: Cross Chop, Double Kick, Triple Kick, Rolling Kick, Karate Chop, Mega Punch, Double Hit, Comet Punch, Pound, Life Dew, Heal Pulse, Refresh, Ally Switch, Flash
Stats: 82/80/70/100/100/110 | 542 BST


Reasoning: Starting off as a martial monk, Framme is an art-wielding infantry unit, hence Fighting/Normal. She gets Scrappy because arts are capable of hitting Emblems, which are pretty much ghosts. Speaking of arts, they are the basis of her attacking moves, with special moves representing how their might is calculated using the average of the holder's Strength and Magic. (Also, Scrollcake translates to Fairy coverage due to being sweets-based like Slurpuff.) Status moves are based on staves, the other kind of equipment accessible to martial monks and the like. (Throat Chop is a cross between the two, a sort of martial maneuver with an effect similar to that of the Silence staff. Same goes for Fake Out and the Fracture staff.) These include Heal, Physic, Fortify, Restore, Freeze, Entrap, Warp, Rescue, Illume, and Silence (also represented in Taunt because it prevents the use of other staves). Base stats = growth rates * 1.5 (HP) or 2 (other), as in the Gen 7 Fates reps.

JavaScript:
shieldingart: {
  accuracy: 100,
  basePower: 80,
  category: "Physical",
  name: "Shielding Art",
  desc: "For the duration of the turn when the user selects this move, the user's Defense is multiplied by 1.25.",
  shortDesc: "User's Def is 1.25x on the turn this move is selected.",
  pp: 15,
  priority: 0,
  flags: {contact: 1, protect: 1},
  beforeTurnCallback(pokemon) {
    pokemon.addVolatile('shieldingart');
  },
  condition: {
    duration: 1,
    onStart(pokemon) {
      // TODO: I doubt this is adequate for the custom message
      this.add('-singleturn', pokemon, 'move: Shielding Art');
    },
    onModifyDefPriority: 6,
    onModifyDef(def) {
      return this.chainModify(1.25);
    },
  },
  secondary: null,
  target: "normal",
  type: "Fighting",
},



"We're playing Beat Saber!" - Frank Bentley in Unlimited Power
Pokémon: Beat Saber Avatar
Franchise/Origin: Beat Saber
Intended Tier: OU
Type: Normal/Psychic
Ability: Adaptability / One-Saber* / Zen Mode
*The user's two-hit moves hit exactly once with triple BP.
Custom moves:
  • Beat Saber - Psychic, Special, 40 BP, 90% Acc, 15 PP | Hits 2 times, with each hit having its own accuracy check. Drains 50% of damage dealt. Physical if Atk > SpA. Slicing move.
  • God Blow - Normal, Physical, 100 BP, 100% Acc, 5 PP | Neutral against Ghost. Special if SpA > Atk. Makes contact regardless of category.
  • Rhythm Strike - Normal, Physical, 65 BP, 80% Acc, 15 PP | If this move successfully landed or was blocked by Protect (or some variant thereof) last turn, then this move has double BP.
Notable moves: Double Hit, Rapid Spin, Sacred Sword, Dual Chop, X-Scissor, Darkest Lariat, Gear Grind, Crabhammer, Poltergeist, Ice Spinner, Triple Axel, Secret Sword, Make It Rain, Hurricane, Air Slash, Surf, Thunderbolt, Charge Beam, Scorching Sands, Power Gem, Dark Pulse, Flamethrower, Mystical Fire, Dazzling Gleam, Flash Cannon, Swords Dance, Teleport, Haze, Taunt, Recover, Wish, Protect, Will-O-Wisp, Magic Coat, Trick-or-Treat
Other moves: Slash, Pay Day, Psycho Cut, Fury Cutter, Wild Charge, Fly, Thunder, Magical Leaf, Swift, Hidden Power, Tailwind, Sunny Day, Rain Dance, Charge, Rest, Sleep Talk, Attract, Magic Room, Magic Powder, Detect, Lucky Chant, Spotlight, Assist
Stats: 100/115/55/115/55/115 | 555 BST

Stats (Zen): 100/100/115/55/115/115 | 600 BST
BSA-Zen v2.png


Reasoning: It's an existence similar to Porygon, namely just programmed data, therefore Normal-type. It's also Psychic-type because lightsabers can be associated with the type just for the "light" in their name (see: Luster Purge, Necrozma, Lumina Crash), and/or because they're traditionally wielded by Jedi who have psychic powers. Beat Saber is all about adapting to the flying blocks, hence Adaptability. (I considered Sharpness but ultimately would not use the term "sharp" to describe laser light.) One-Saber is a self-explanatory mode, usually more challenging than its standard counterparts but limited to Volumes 1-2, five Extras, and two songs from each of Volumes 3-5 and the Camellia pack. Zen Mode is based on the eponymous Solo play modifier that removes all notes, allowing the player to just listen to the songs, which translates to trading power for bulk. (Incidentally, the base 115s are derived from the maximum possible score per note, while the 90% accuracy of the signature move is equal to the threshold of the highest rank in the game: SS.) Rhythm Strike, Double Hit, Dual Chop, and slashing/sword moves are influenced by the core gameplay, while the rest of the movepool is based on songs that are freely available as of Version 1.20.
Volume 1
$100 Bills: Pay Day, Make It Rain
Breezer: Flying-type moves
Escape (ft. Summer Haze): Teleport, Haze
Legend (ft. Backchat): God Blow (lyric in the first verse), Taunt

Volume 2
Be There For You: Sunny Day, Rain Dance ("the sun will rise" + "the rain will fall")
Elixia: Recover, Wish (resembles "elixir")
Rum n' Bass: Surf, Thunder(bolt) (inspired by pirates; contains a thunderclap)

Volume 3
Give a Little Love: Attract
Full Charge: Charge (Beam), Wild Charge
Burning Sands: Scorching Sands

Volume 4
Into the Dream: Rest, Sleep Talk, Hypnosis, Dream Eater
It Takes Me: Darkest Lariat, Dark Pulse ("It" is "the darkness")
Spin Eternally: Rapid Spin, Ice Spinner

Volume 5
Firestarter: Fire-type moves
I Wanna Be a Machine: Gear Grind
Magic: Dazzling Gleam (JP: Magical Shine) and other Magic moves (partly including Mystical Fire (JP: Magical Flame))

Extras
Spooky Beat: Trick-or-Treat
FitBeat: Detect (involves a lot of obstacle evasion)
Crab Rave: Crabhammer
Pop/Stars: Swift (JP: Speed Star)
One Hope: Hidden Power ("Me and you and the unknown")
Angel Voices: Lucky Chant

Camellia
EXiT This Earth's Atomosphere [sic]: Fly
Ghost: Shadow Ball, Poltergeist (It's a noisy song, and "poltergeist" literally means "noisy ghost")
Light it up: Spotlight, Flash Cannon (JP: Luster Cannon)
Crystallized: Power Gem
Cycle Hit: Triple Axel
WHAT THE CAT!?: Assist (JP: Cat's Paw)

abilities.ts
JavaScript:
onesaber: {
  onModifyMove(move) {
    if (move.multihit && move.multihit === 2) {
      delete move.multihit;
      move.basePower *= 3;
    }
  },
  name: "One-Saber",
  desc: "This Pokemon's two-hit attacks always hit once and have their power multiplied by 3.",
  shortDesc: "This Pokemon's two-hit attacks always hit once with 3x power.",
  rating: 3,
},
moves.ts
JavaScript:
godblow: {
  accuracy: 100,
  basePower: 100,
  category: "Physical",
  name: "God Blow",
  desc: "This move becomes a special attack if the user's Special Attack is greater than its Attack, including stat stage changes. This move's type effectiveness against Ghost is changed to be neutral no matter what this move's type is.",
  shortDesc: "Special if user's Sp. Atk > Atk. Neutral on Ghost.",
  pp: 5,
  priority: 0,
  flags: {contact: 1, protect: 1, mirror: 1},
  onModifyMove(move, pokemon) {
    if (pokemon.getStat('spa', false, true) > pokemon,getStat('atk', false, true)) move.category = 'Special';
  },
  onEffectiveness(typeMod, target, type) {
    if (type === 'Ghost') return 0;
  },
  secondary: null,
  target: "normal",
  type: "Normal",
},
rhythmstrike: {
  accuracy: 80,
  basePower: 65,
  basePowerCallback(pokemon, target, move) {
    if (
      !pokemon.volatiles['rhythmstrike'] || move.hit === 1 ||
      target.volatiles['protect'] || target.volatiles['banefulbunker'] ||
      target.volatiles['kingsshield'] || target.volatiles['spikyshield'] ||
      target.side.getSideCondition('matblock')
    ) {
      pokemon.addVolatile('rhythmstrike');
    }
    return move.basePower * pokemon.volatiles['rhythmstrike'].multiplier;
  },
  category: "Physical",
  name: "Rhythm Strike",
  desc: "Power is doubled if the user used this move last turn and either succeeded or was blocked by Baneful Bunker, Detect, King's Shield, Protect, Spiky Shield, or Mat Block.",
  shortDesc: "Power doubles if user hit a foe or protection.",
  pp: 15,
  priority: 0,
  flags: {protect: 1, mirror: 1},
  condition: {
    duration: 2,
    onStart() {
      this.effectData.multiplier = 1;
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    onRestart() {
      this.effectData.multiplier = 2;
      this.effectData.duration = 2;
    },
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  secondary: null,
  target: "normal",
  type: "Normal",
},



"I am Rom and Ram's magic tutor, you know!"
Pokémon: Mina Nishizawa
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Ice/Electric
Ability: Erudite (renamed Compound Eyes)
Custom move: Ice Coffin - Ice, Special, 100 BP, 90% Acc, 10 PP
Notable moves: Blizzard, Freeze-Dry, Thunder, Thunderbolt, Volt Switch, Hurricane, Fire Blast, Focus Blast, Wring Out, Hydro Pump, Power Gem, Dazzling Gleam, Psychic, Psyshock, Grass Knot, Tera Blast, Sludge Bomb, Discharge, Recover, Wish, Heal Bell, Teleport, Protect
Other moves: Ice Beam, Air Slash, Flamethrower, Hidden Power, Heal Pulse, Instruct
Z-Move: EXE Drive: Absolute Zero - Ice, Special, 210 BP | Requires Ice Coffin and Minanium Z
Stats: 70/70/100/120/150/70 | 580 BST
Mina Nishizawa.png


Reasoning: Lowee's Oracle and the mentor of CPU Candidates Rom and Ram. Her specialties in combat include healing support and magical offense. Ice and Electric correspond to her two main SP Skills in the game. Since Neptunia does not have Abilities per se, Mina's "Ability" is more of a quirk.

Sample sets
 
(for the variants, all three heads are the same)

Pokémon: Gleeok (Thunder/Fire/Frost/King variants)
Franchise/Origin: The Legend of Zelda
Intended Tier: OU
Type: Electric/Dragon | Fire/Dragon | Ice/Dragon | Dragon
Regional Variation: (Optional)
Ability: Electric Surge (Thunder) | Drought (Flame) | Snow Warning (Frost) | Protean (King)
Notable moves:
Draco Meteor
Dragon Dance
Dragon Pulse
Hurricane
Breaking Swipe
Hyper Voice
Dragon Tail
Outrage
Scale Shot
Air Slash
Tailwind
Weather Ball
Terrain Pulse

Thunderbolt
Thunder
Thunder Fang
Wild Charge
Wildbolt Storm
Volt Switch
Rising Voltage
Electroweb

Fire Blast
Flamethrower
Fiery Dance
Fire Fang
Flare Blitz
Heat Crash
Raging Fury
Will-O-Wisp
Solar Beam

Blizzard
Ice Beam
Frost Breath
Aurora Veil
Ice Shard
Freeze-Dry
Icicle Crash
Ice Spinner
Icy Wind
Sheer Cold

All of the above plus:

Tri Attack

Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 82 / 110 / 90 / 115 / 90 / 93 (580) (Thunder/Flame/Frost) | 102 / 100 / 90 / 125 / 90 / 93 (600)



Pokémon: Hammer Bro. | Boomerang Bro
Franchise: Super Mario Bros.
Intended Tier: OU
Type: Fighting/Steel | Fighting/Flying
Ability: Skill Link (Hammer Bro.) | Technician (Boomerang Bro)
Notable moves:
Hammer Barrage (see below), Close Combat, Iron Head, Earthquake, Brick Break, Ice Hammer, Stone Edge, Brutal Swing, Knock Off, Hammer Arm, Rock Slide, Smack Down, Swords Dance, Bulk Up

Boomerang Toss (see below), Close Combat, Iron Head, Acrobatics, Brick Break, Air Slash, Hurricane, Agility, Swords Dance, Tailwind, Knock Off, Brutal Swing, Fling, Bulk Up

Signature moves:
Name: Hammer Barrage
Type: Steel
PP: 10
Power: 25
Accuracy: 90%
Description: The user attacks by throwing hammers at the target. This move hits two to five times in a row.

Name: Boomerang Throw
Type: Fighting
PP: 10
Power: 50
Accuracy: 90%
Description: The user throws the boomerang it holds. The boomerang loops around to damage the target twice—coming and going. If the target is Flying-type or has the ability Levitate, the first hit is super-effective and grounds them.

Stats: 90 / 120 / 110 / 50 / 80 / 100 (550) | 80 / 110 / 80 / 70 / 90 / 120 (550)
 
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(for the variants, all three heads are the same)

Pokémon: Gleeok (Thunder/Fire/Frost/King variants)
Franchise/Origin: The Legend of Zelda
Intended Tier: OU
Type: Electric/Dragon | Fire/Dragon | Ice/Dragon | Normal/Dragon
Regional Variation: (Optional)
Ability: Electric Surge (Thunder) | Drought (Flame) | Snow Warning (Frost) | Protean (King) | Levitate (HA, All)
Notable moves: Thunderbolt, Thunder | Fire Blast, Flamethrower | Blizzard, Ice Beam, Freeze-Dry | Tri-Attack, Hyper Voice
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 82 / 110 / 90 / 115 / 90 / 93 (580) (Thunder/Flame/Frost) | 82 / 110 / 90 / 125 / 90 / 103 (600)
The movepool for this is devastatingly paltry, notably leaving out any Dragon, Flying, and status moves. The non-King variants seem to be stuck with literally two to three moves each. Levitate is not necessary, and doesn't really make a ton of sense, even when comparing to Hydreigon. Some other more flavorful ability would probably slot in better. While STAB Tri-Attack is somewhat of a justification for King Gleeok, mono-Dragon honestly feels more appropriate for it. King Gleeok should also be bulkier than the regular Gleeoks, at least in the HP department, while the Speed buff over them makes little sense, so perhaps consider adjusting the whole group's stats to fit that. Protean also feels like perhaps a bit of a strange ability for King Gleeok, but I'm not sure what else would fit exactly without a custom.
 
Been a while, huh.
bayonetta-grace-and-glory-enemy-artwork.jpg

Origin: Bayonetta
Intended Tier: UU
Type: Fire/Electric
Ability: Long Reach / Tough Claws / Serene Grace (HA)
Stats: 70/112/72/60/72/114 (500)
Physical: Slash, Night Slash, Extreme Speed, Crush Claw, Metal Claw, Fire Punch, Thunder Punch, Rapid Spin, Close Combat, Flare Blitz, Spark, Wild Charge, Blaze Kick, Flame Charge, Double Kick, Double Hit, Sky Uppercut, Pursuit, Acrobatics, Aerial Ace, U-Turn
Special: Air Slash, Fire Spin, Discharge, Thunderbolt, Thunder, Inferno, Flamethrower, Heat Wave, Flame Burst
Status: Hone Claws, Double Team, Electric Terrain, Agility, Swords Dance, Counter, Sunny Day, Morning Sun, Quick Guard
Reasoning:
  • The infamous angel duo from the Bayonetta series, usually fought as a pair. That, alongside their control over flame and lightning, gives them the combined type of fire/electric.
  • Scyther-like stats are due to their behavior as aggressive speedsters.
  • Moveset is the usual mix of in-game behavior + fire and electric essentials, while a few moves were chosen to highlight their tag team dynamic. Sunny Day and Morning Sun in specific are there to represent Paradiso's ties to the sun.
  • Tough Claws and Serene Grace are self-explanatory. Long Reach comes from their ability to extend their claws for long distance attacks.
 
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byeah.jpg

"But I'm only 400 years old!"
"And I'm just 380 years old!"
"We're twins! Don't try to lie about your age!"

Pokémon: Twinrova
Franchise/Origin: The Legend of Zelda
Intended Tier: OU
Type: Ice* / Psychic
Ability: Binary Soul
This Pokemon starts as an Ice/Psychic type. At the end of every turn, it changes from an Ice/Psychic to a Fire/Psychic type, and vice versa.
Notable moves: Double Dynamite, Fire Blast, Flamethrower, Burn Up, Blaze Kick, Flame Charge, Flame Wheel, Fire Spin, Sunny Day, Ice Beam, Blizzard, Aurora Beam, Aurora Veil, Avalanche, Icicle Spear, Icicle Crash, Snowscape, Ice Punch, Powder Snow, Psychic, Psyshock, Psybeam, Expanding Force, Teleport, Future Sight, Extrasensory, Psychic Terrain, Trick Room, Agility, Calm Mind, Hypnosis, Dark Pulse, Snarl, Nasty Plot, Knock Off, Night Daze, Taunt, Morning Sun, Will-O-Wisp, Facade, Mirror Shot, Luster Purge, Flash Cannon
Signature move: Double Dynamite - 90 BP - Special - 16PP - 100% accuracy - Mirror, Protect - Ice-Type
This move's type depends on the user's primary type.
Stats: 90/100/74/133/92/111 (600 BST)

Reasoning: In the Legend of Zelda games, Twinrova is the fusion between the sisters Koume and Kotake, who are sorceresses of fire and ice respectively. As such, Twinrova has the power of both Fire and Ice. In the games, she alternates between the two attacks near-constantly- especially in Oracle of Seasons/Ages, where she constantly alternates between fire and ice attacks. This is represented by Binary Soul, changing her from an ice to a fire type repeatedly. The "Double Dynamite Attack" is when Koume and Kotake fuse together in Ocarina of Time. It's represented here by uhhh aura wheel bc I couldn't come up with a name for it. The Psychic typing and Dark coverage is because Twinrova is a witch, and not only is she a witch, but she's the surrogate mother of Ganondorf, who is pretty evil in my opinion. Mirror Shot, Luster Purge, and Flash Cannon are because Twinrova is originally fought in the Light Temple.
 
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Pokémon: Isaac Clarke
Franchise: Dead Space
Intended Tier: UU
Type:
1688767767302.png
1688767680281.png

Ability: Technician | Battle Armor
Stats: 80 HP/80 Atk/124 Def/80 SpA/104 SpD/54 Spe (522 BST)

Moves: Stasis Module, Iron Head, Bullet Punch, Magnet Bomb, Flash Cannon, Steel Beam, Thunder Punch, Wild Charge, Charge Beam, Thunder Shock, Shock Wave, Volt Switch, Signal Beam, Bullet Seed, Energy Ball, Focus Blast, Dazzling Gleam, Flamethrower, Pin Missile, Hammer Arm, Acid, Acid Spray, Explosion, Spike Cannon, Iron Defense, Autotomize, Charge, Thunder Wave, Gravity, Telekinesis, Spikes, Will-O-Wisp, Spotlight, Flash, Lock-On, Recover
Stasis Module |
1688767680281.png
|
1688767692044.png
| 64 PP | 95% | Lowers the Speed of all opponents by 2 stages.
Reasoning: Isaac is an engineer (Technician) wearing mechanical armor (Battle Armor). He uses a variety of mechanical weapons, many of them being electrical in nature. This includes the Stasis Module, which slows down objects using time dilation.
  • Handheld Graviton Accelerator: Gravity, Focus Blast
  • Kinesis Module: Telekinesis
  • Flashlight: Dazzling Gleam, Spotlight, Flash
  • PFM-100 Hydrazine Torch Flamethrower: Flamethrower
  • Detonator: Explosion
  • Divet: Bullet Seed
  • Javelin Gun: Pin Missile, Spikes, Spike Cannon
  • Mjolnir: Hammer Arm
  • Acid Bath: Acid, Acid Spray
  • Flame Gaze: Will-O-Wisp
  • Medical Pack: Recover
Isaac Clarke @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Spikes
- Thunder Wave
- Will-O-Wisp
- Volt Switch

Isaac Clarke @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Recover
- Spikes
- Will-O-Wisp
- Iron Head

Isaac Clarke @ Assault Vest
Ability: Technician
EVs: 252 HP / 200 SpA / 56 SpD
Modest Nature
- Charge Beam
- Acid Spray
- Flamethrower
- Flash Cannon

Pokémon: Link
Franchise: The Legend of Zelda
Intended Tier: OU
Type:
1688767848287.png

Ability: Justified
Stats: 79 HP/111 Atk/114 Def/79 SpA/71 SpD/96 Spe (550 BST)

Moves: Bomb Blast, Bomb Throw, Arrow Shot (see Ishtar), Sacred Sword, Close Combat, Hammer Arm, Night Slash, Air Slash, Hurricane, Fire Blast, Flamethrower, Ice Beam, Thunderbolt, Thunder, X-Scissor, Attack Order, Mirror Coat, Dig, Bonemerang, Earthquake, Gigaton Hammer, Slash, Rapid Spin, Quick Attack, Explosion, Bulk Up, King's Shield, Iron Defense, Teleport, Barrier, Agility, Magic Powder, Will-O-Wisp, Sandstorm, Swords Dance, Milk Drink, Whirlwind, Flash, Spotlight, Lock-On, Laser Focus

Bomb Blast |
|
| 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: Link is a warrior who wields a sword and shield, as well as the Triforce of Courage. He's used several different techniques and items throughout the games.
  • Spin Attack: Rapid Spin
  • Sword Beam: Air Slash
  • Nayru's Love: Barrier
  • Din's Fire: Will-O-Wisp, Fire Blast
  • Farore's Wind: Teleport, Whirlwind
  • Golden Gauntlets: Bulk Up
  • Digging Mitts: Dig, X-Scissor
  • Boomerang: Bonemerang
  • Gale Boomerang: Hurricane
  • Mirror Shield: Mirror Coat
  • Pegasus Boots: Quick Attack, Agility
  • Magic Powder: Magic Powder
  • Magic Hammer: Hammer Arm
  • Quake Medallion: Earthquake
  • Ether Medallion: Thunderbolt, Thunder
  • Bombos Medallion: Explosion
  • Fire Rod: Flamethrower
  • Ice Rod: Ice Beam
  • Bee: Attack Order
  • Megaton Hammer: Gigaton Hammer
  • Lantern: Flash, Spotlight
  • Sand Rod: Sandstorm
  • Milk: Milk Drink
resubs

Name: Athena Asamiya
Franchise: Psycho Soldier
Intended Tier: OU
Type:
1688767859015.png

Ability:
Punk Rock | [HA] Forewarn
Stats: 78 HP/93 Atk/68 Def/116 SpA/101 SpD/79 Spe (535 BST)

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

Athena becomes Phoenix Athena by holding a Green Egg, which works like a Mega Stone.
Phoenix Athena.PNG

Name: Phoenix Athena
Intended Tier: OU
Type:
1688767859015.png
1688767870822.png

Ability:
Aerilate
Stats: 78 HP/121 Atk/85 Def/121 SpA/106 SpD/114 Spe (635 BST)

Reasoning: Another one of the items Athena can pick up is a Green Egg, which turns her into a phoenix. She can fly and breathe fire (Flamethrower), as well as use a charge attack (Double-Edge).

Name: Wall-nut
Franchise: Plants vs. Zombies
Type:
1688767888399.png

Ability:
Sturdy | Shell Armor
Stats: 100 HP/72 Atk/80 Def/52 SpA/52 SpD/52 Spe (408 BST)

Moves: Grassy Glide, Gyro Ball, Body Press, Rollout, Iron Head, Rapid Spin, Double-Edge, Body Slam, Synthesis, Ingrain, Leech Seed, Iron Defense, Recover
Reasoning: Wall-nut is a defensive plant designed solely to protect other plants. With Wall-nut First Aid, a Wall-nut can be planted over another Wall-nut to regenerate it (Recover). With Plant Food, Wall-nut heals fully and gains metal armor (Iron Defense, Iron Head). Wall-nut Bowling is a minigame where Wall-nuts are used as bowling balls, giving Wall-nut its physical attacks.

Wall-nut evolves into Tall-nut or Explode-o-nut.

Name: Tall-nut
Franchise: Plants vs. Zombies
Intended Tier: UU
Type:
1688767888399.png

Ability:
Sturdy | Shell Armor
Stats: 140 HP/85 Atk/102 Def/52 SpA/65 SpD/52 Spe (496 BST)

Moves: Grassy Glide, Gyro Ball, Body Press, Rollout, Smack Down, Iron Head, Rapid Spin, Double-Edge, Body Slam, Synthesis, Ingrain, Leech Seed, Iron Defense, Recover
Reasoning: Tall-nut is another defensive plant who is even tougher than the Wall-nut. In some cases, Wall-nut can be upgraded into Tall-nut. Tall-nut blocks flying zombies (Smack Down).

Tall-nut @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 240 Def / 16 SpD
Relaxed Nature
- Iron Defense
- Recover
- Body Press
- Gyro Ball


Name: Explode-o-nut
Franchise: Plants vs. Zombies
Intended Tier: UU
Type:
1688767914258.png
1688767888399.png

Ability:
Aftermath | Shell Armor
Stats: 93 HP/112 Atk/80 Def/91 SpA/66 SpD/52 Spe (496 BST)

Moves: Mind Blown, Flame Charge, Flare Blitz, Grassy Glide, Seed Bomb, Energy Ball, Gyro Ball, Body Press, Rollout, Iron Head, Explosion, Rapid Spin, Double-Edge, Body Slam, Synthesis, Ingrain, Leech Seed, Iron Defense, Recover
Reasoning: Explode-o-nut debuted as an alternate Wall-nut in Wall-nut Bowling, exploding on contact. It is full of nitroglycerin. It then became a defensive plant like Wall-nut, but with less health, that explodes when fully eaten.

Explode-o-Nut @ Choice Band
Ability: Aftermath
EVs: 252 HP / 240 Atk / 16 Def
Brave Nature
- Flare Blitz
- Gyro Ball
- Seed Bomb
- Explosion

Name: Nu Wa
Franchise: SMITE
Intended Tier: OU
Type:
1688767928406.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 |
1688767888399.png
|
1688767954349.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
 

♪Shakalaka♪
Pokémon: Hestu
Franchise:
Legend of Zelda
Type:


Ability: Unaware, Harvest, Prankster
Notable Moves: Shakalaka Maracas, Giga Drain, Energy Ball, Solar Beam, Seed Bomb, Bullet Seed, Leaf Storm, Grass Knot, Petal Dance, Grassy Glide, Grassy Terrain, Wood Hammer, Leech Seed, Synthesis, Worry Seed, Encore, Metronome, Victory Dance, Dragon Dance, Quiver Dance, Teeter Dance, Rain Dance, Sunny Day, Dazzling Gleam, Body Press, U-Turn, Body Slam, Rock Slide.
Shakalaka Maracas:
|
| 65 BP | 90% accuracy | 15(24) PP | Sets up spike on contact | Ceaseless Edge effect (minus Slicing)

Stats: 78 / 112 / 154 / 65 / 75 / 68 (552 BST)

Reasoning: Hestu is a Korok from Legend of Zelda. Despite being a Korok, he is almost comically large. Of course, being a Korok makes him Grass-type and gives him access to a plethora of Grass moves and the ability, of Harvest. His happy-go-lucky, aloof personality is represented by the Unaware ability while his hidden ability, Prankster, comes from him giving literal poop as a reward for the most obnoxious collecter quest in the series' history, not once but twice!

One of Hestu's signature features, his maracas, appears as his signature move. Shakalaka Maracas leaves Korok seeds after connecting since that is what Hestu's maracas are filled with and as we all know, his seeds get scattered everywhere. As for why they do damage, just ask anyone who has been on the other end of Link's slingshot over the years. Hestu's maracas are used in his unique dance, which of course means he learns a selection of dance moves and 'performance' moves such as Encore and Metronome. Most of his other moves such as Dazzling Gleam, Body Press and Rock Slide come from combo attacks in Age of Calamity.
 
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