Pet Mod [Gen 9] Crossover Chaos

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Affected Pokemon: Mora
Balance Suggestion: +30 Def
Reason
: bug dark is not great especially without recovery. makes sub sets more possible this way

Affected Pokemon: Matka
Balance Suggestion: +20 HP, + Infestation
Reason
: more bulk helps it set up tr or plot. infestation mirrors attack order's flavor while adding a niche trapping set

Affected Pokemon: Luigi
Balance Suggestion: +10 SpA
Reason
: without boosting (and especially if it becomes flying) it seems quite weak
 
I'm escaping to the one place that hasn't been corrupted by capitalism...


Slate 12
Thanks for the Balance Suggestions. More information about voting and implementing those suggestions will be out soon.

This slate will be for any character who has been to space.

Have fun!
 
Be warned - here be dragon types

(New)

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

Abilities: Sturdy (HA: Rhine Chargesuit)
Signature ability - Rhine Chargesuit - At the end of every odd-numbered turn that the user is out in battle for, the user's Attack stat is boosted by 1 stage. At the end of every even-numbered turn that the user is out in battle for, the user’s Defense stat is boosted by 1 stage.
Other Moves:
4-move-physical.png
: Outrage, Dragon Rush, Dragon Tail, Earthquake, Fissure, Bulldoze, High Horsepower, Strength, Rock Climb, Retaliate, Counter, Revenge, Superpower, Poison Sting, Rock Slide, Rock Tomb, Stone Edge, Pin Missile, Iron Tail, Metal Burst, Heavy Slam, Pursuit, Knock Off, Payback
4-move-special.png
: Draco Meteor, Dragon Pulse, Earth Power, Tri Attack, Wring Out, Ancient Power, Power Gem, Flash Cannon, Mirror Shot, Psyshock, Snarl
4-move-status.png
: Dragon Dance, Leer, Roar, Endure, Safeguard, Refresh, Bulk Up, Purify, Sandstorm, Stealth Rock, Wide Guard, Spite, Sunny Day, Rain Dance, Life Dew, Barrier, Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Power Trick, Heal Pulse, Torment, Embargo, Quash, Obstruct
Stats: 112/79/110/79/80/92 (BST: 552)

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

Code:
Saria (F) @ Life Orb / Leftovers
Tera Type: Steel
Ability: Rhine Chargesuit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Iron Tail / Stone Edge
- Dragon Dance
Code:
Saria (F) @ Leftovers / Yache Berry
Tera Type: Steel
Ability: Rhine Chargesuit
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Dragon Tail
- Earthquake
- Knock Off
- Stealth Rock

Theme Slate Reasoning: Forced to send herself to space during the Lone Trail Intermezzo towards Arc-01, ostensibly the Terran equivalent of the real-life International Space Station, specifically the core, Galleria Stellaria, in order to face Kristen, who had plans to use the glorified Halo reference to enact plans that would endanger Terra, which Saria did not want.

(New)

"I'm Bailu, a doctor from the Alchemy Commission. Come here and let me have a look at you. Hmm... What's wrong? Where does it hurt?"

Pokémon: Bailu
Franchise/Origin: Honkai: Star Rail
Intended Tier: OU
Type:
dragon.png
electric.png

Abilities:
Refresher (HA: Multiscale)
Signature ability - Refresher - HP-related variant of the status condition-related Healer. At the end of every turn, one of the user’s adjacent allies has a 30% chance to have some of their HP recovered, the amount of which is equal to 25% of their maximum HP.
Other Moves:
4-move-physical.png
: Outrage, Dragon Rush, Dragon Tail, Breaking Swipe, Scale Shot, Spark, Wild Charge, Double Shock, Shock Kick (from Draco Centauros), Slam, Covet, Double Hit, Last Resort, Counter, High Jump Kick, Jump Kick, Low Kick, Force Palm, Low Sweep, Acrobatics, Stomping Tantrum, Iron Tail, Waterfall, Aqua Tail, Liquidation, Psycho Cut, Triple Axel, Frost Kick (from Draco Centauros), Fling, Sucker Punch, Foul Play, Play Rough
4-move-special.png
: Dragon Breath, Draco Meteor, Dragon Pulse, Thunder, Thunder Shock, Thunderbolt, Shock Wave, Charge Beam, Electro Ball, Volt Switch, Swift, Hyper Voice, Uproar, Echoed Voice, Focus Blast, Ancient Power, Shadow Ball, Hex, Hydro Pump, Surf, Water Gun, Whirlpool, Water Pulse, Chilling Water, Grass Knot, Psychic, Psyshock, Aurora Beam, Blizzard, Ice Beam, Icy Wind, Frost Breath, Disarming Voice
4-move-status.png
: Dragon Dance, Thunder Wave, Magnet Rise, Eerie Impulse, Electric Terrain, Mimic, Encore, Mind Reader, Helping Hand, Wish, Copycat, Play Nice, Revival Blessing, Detect, Wide Guard, Confuse Ray, Spite, Rain Dance, Aqua Ring, Soak, Life Dew, Calm Mind, Imprison, Trick, Heal Pulse, Mist, Snowscape, Fake Tears, Taunt, Torment, Charm, Crafty Shield, Misty Terrain
Stats: 98/98/74/98/74/98 (BST: 540)

Reasoning: Primary Dragon-type with the visage of Eastern dragons (ala the Lung race of Ancients in Arknights) due to her status as a descendant of the Vidyadhara draconic race, with her damage type being Lightning, which means her secondary type is Electric, despite her attacks often also using water in her visuals. This may reference the depictions of Eastern dragons as related to seahorses, as the Kingdra line of Pokémon and Hatori Sohma from Fruits Basket can attest, thus she has the same BST as Kingdra at 540, and additionally having her highest stat be a sub-100 98 for four stat categories in similar fashion to how Kingdra’s highest base stat of 95 is used for their base Attack, base Defense, base Sp. Atk, and base Sp. Def. Like Kingdra before her, she can learn various Water-type moves as well as Ice-type moves while being unable to learn any single Fire-type move. Her signature ability is a HP-recovery version of Healer, meant for flavour as it is a Doubles-only ability, chosen over giving her Healer as you’ll see three sentences later. Her Hidden Ability is Multiscale, which is a competitively viable ability that references her unique Invigoration effects used via her Ultimate Skill, Felicitious Thunderclap, which is given a similar damage reduction effect to Multiscale via her Bonus Ability Aquatic Benediction, which is applied to allies with Invigoration. Multiscale is the Hidden Ability of Dragonite, a Western dragon that had evolved from the Eastern dragon looking Dragonair and Dratini. Coincidentally, they happen to live in the sea, like the sea that Bailu is swimming in as shown in her splash art. As in Honkai: Star Rail she is unable to remove any debuffs from her allies despite being able to heal herself and her allies by increasing their current HP stats, so she does not have any moves of that sort, meaning her only clerical moves are Wish and Revival Blessing, the latter being a revival move that she excels in using both in Pokémon battles and her source material. How she revives people is the same way that the Pawmot line revives other Pokémon, by using their electricity powers as a defibrillator, and like the Pawmot line, can learn various Fighting-type moves despite not being Fighting-type herself due to her kicking attacks during battle. From Draco Centauros came the custom variants of Blaze Kick, Shock Kick and Frost Kick, the former being a safer Physical STAB option for Dragon Dance sets as Wild Charge has recoil not really worth the 90 BP it has, and the latter being physical Ice coverage that has interchangeability with Triple Axel. Both Shock Kick and Frost Kick help reinforce her kicking attacks during battle as well.

Code:
Bailu (F) @ Leppa Berry / Mental Herb / Heavy-Duty Boots
Tera Type: Water
Ability: Multiscale
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
- Revival Blessing
- Thunder Wave / Wish
- Taunt / Encore / Protect
- Volt Switch
Code:
Bailu (F) @ Choice Specs
Tera Type: Steel
Ability: Multiscale
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Thunderbolt
- Ice Beam
- Volt Switch
Code:
Bailu (F) @ Protective Pads / Shuca Berry
Tera Type: Water
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Scale Shot / Outrage
- Shock Kick
- Frost Kick / Triple Axel / Waterfall
- Dragon Dance

Theme Slate Bonus: 80% of Honkai: Star Rail's characters are just asking to be put into this slate w/ bonus. The location she hails from is the Xianzhou Loufu, one of the Flagships of the Hexafleet from HSR lore. As a Flagship, the Xianzhou Loufu can be thought of like Starship Mario from Super Mario Galaxy 2 due to its environment that is able to hold plantlife like trees and shrubs, but to a larger margin.

They're just here to ward away the fairies

(New)
(yes, LW artwork for 2hus again)


"All the petroleum buried here is mine. And everything wrapped around it-- every joy, every convenience, every curse, every animosity, every desire... every last drop of it is MINE!"
Pokémon: Yuuma Toutetsu
Franchise/Origin: Touhou Project
Intended Tier: OU
Type:
dark.png
poison.png

Abilities: Gluttony (HA: Devouring Jaw)
Signature ability - Devouring Jaw - Turns all biting moves (same ones boosted by Strong Jaw) into HP-draining moves, which heal the user for 50% of the damage dealt to a target in addition to their other existing effects.
Other Moves:
4-move-physical.png
: Bite, Crunch, Thief, Assurance, Fling, Payback, Sucker Punch, Brutal Swing, Throat Chop, Jaw Lock, Lash Out, Poison Fang, Gunk Shot, Poison Jab, Horn Attack, Stomp, Thrash, Counter, Low Kick, Revenge, Superpower, Low Sweep, Bulldoze, Stomping Tantrum, Rock Slide, Rock Blast, Rock Tomb, Smack Down, Leech Life, Megahorn, Iron Head, Smart Strike, Steel Roller, Fire Fang, Horn Leech, Thunder Fang, Zen Headbutt, Psychic Fangs, Ice Fang, Outrage, Play Rough
4-move-special.png
: Dark Pulse, Snarl, Sludge, Sludge Bomb, Clear Smog, Sludge Wave, Venoshock, Belch, Tri Attack, Uproar, Terrain Pulse, Final Gambit, Mud Shot, Night Shade, Shadow Ball, Hex, Muddy Water, Giga Drain, Dream Eater, Extrasensory, Psyshock
4-move-status.png
: Flatter, Memento, Taunt, Torment, Nasty Plot, Quash, Toxic, Venom Drench, Focus Energy, Leer, Swords Dance, Mean Look, Scary Face, Stockpile, Swallow, Laser Focus, Curse, Destiny Bond, Spite, Grudge, Cotton Guard, Strength Sap, Light Screen, Reflect, Imprison, Trick, Haze, Crafty Shield
Stats: 90/150/108/60/126/66 (BST: 600)

Reasoning: Primary Dark-type as the leader of the Eagle Spirits, who has rapacious and pragmatic behaviour and avoids direct combat during battle and usually plans to infiltrate via similar means to what various Dark-type moves imply. The Dark-type gives STAB bonuses to Bite and Crunch, moves making use of her sharp teeth. Guzzlord, fellow glutton with the ability to eat anything without ill effects (most of the time — remember the Ultra Beast Battle Royale YouTube video where Kartana does it in a similar way to what Flandre does to Yuuma?), also has the same Dark-type as her. Her secondary Poison-type alludes to the Black Water Incident’s allusion to the petroleum and oil problems of the Outside World/real life and the black gold’s pollutive nature and harm to the environment in similar fashion to the liquid sludge that makes up the body of Muk (Alolan Muk has the same typing as Yuuma). What is assumed to be petroleum and oil during the incident is revealed to be congealed pits of blood filled with numerous souls of the tormented and damned, in the Hell of Blood Pools, way below the ground of Former Hell. Gluttony as her Primary Ability was obvious as her nature of a taotie with the gluttonous nature of a goat in tow. Her signature ability is Devouring Jaw, a Strong Jaw lookalike that turns all biting moves (she can learn almost every single one except for Super Fang, Hyper Fang and the ludicrously broken Fishious Rend) into HP-draining moves, “nutrient draining attacks” if you will, which calls to her devouring abilities absorbing various nutrients from the victim and using those nutrient to exploit her foes and gain the upper advantage, which has various relations to Strength Sap, to leech on the physical attack power of targets for strength. Liquid Ooze is the only weakness of the ability in question, ironic considering the petroleum blood that she devours in the Hell of Blood Pools and her secondary Poison type, though this also alludes to the fact that she is not totally invincible in how Flandre was able to stop her. While having the demonic mannerisms of goat-like demons like Baphomet and others, she has more of a sheep genetic to her officially - not helped by the fact she has rectangular pupils like the Wooloo line, the reason why she can learn Cotton Guard. Her base stats all are multiples of 6. Gluttony, one of her central vices, other than greed, is the sixth terrace of the Mount of Purgatory in Dante’s Divine Comedy. The seven terraces embody the Seven Deadly Sins, in increasing order of power. Other deadly sins she employs are wrath and pride, it’s due to the former she knows Thrash, Stomping Tantrum, Lash Out, and Outrage. She would have been able to learn Rage if the full version of Touhou 17.5 (officially subtitled as Sunken Fossil World) didn’t release after Sword and Shield, in which Rage got the boot.

Code:
Yuuma Toutetsu (F) @ Leftovers
Tera Type: Water
Ability: Devouring Jaw
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Crunch
- Strength Sap
- Taunt
- Poison Jab / Psychic Fangs
Code:
Yuuma Toutetsu (F) @ Choice Band
Tera Type: Dark
Ability: Devouring Jaw
EVs: 248 HP / 8 Atk / 252 Def
Adamant Nature
- Crunch
- Gunk Shot
- Superpower
- Play Rough
Code:
Yuuma Toutetsu (F) @ Covert Cloak / Rawst Berry
Tera Type: Fire
Ability: Devouring Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Jaw Lock / Crunch
- Toxic
- Taunt
- Swords Dance / Spite

(Resub)

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

Abilities: Blaze (HA: Flash Fire)
Other Moves:
4-move-physical.png
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge
4-move-special.png
: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day, Taunt, Block
Signature moves:
Flare Chainsaw -
steel.png
-
4-move-physical.png
- 100 BP - 5 PP - 80% - High critical hit ratio. 10% chance to burn target.
Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
fire.png
-
4-move-physical.png
- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.
Stats: 106/124/87/75/50/92 (BST: 534)

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

Code:
Blaze (F) @ Choice Scarf
Tera Type: Grass
Ability: Blaze / Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade / Knock Off
- U-turn / Superpower
Code:
Blaze (F) @ Choice Band
Tera Type: Grass
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade
- U-turn / Parting Shot
Code:
Blaze (F) @ Blazinium Z / Air Balloon
Tera Type: Grass
Ability: Blaze / Flash Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant / Careful Nature
- Flare Blitz
- Flare Chainsaw / Superpower
- Leaf Blade
- Swords Dance / Fake Out
 
Last edited:
1692563592629.png

Blub-a-ho!
Pokémon: Billy Gill
Franchise/Origin: SteamWorld (SteamWorld Heist)
Intended Tier: OU
Type:

Stats: 110 / 130 / 85 / 60 / 70 / 85 [540 BST]
Abilities: Iron Fist / Vampiric Touch [HA]
Custom Ability: Vampiric Touch - Whenever making contact with a target, restores 1/8 Max HP. (Like Poison Touch but with self-healing instead of Poison Chance)
Moves: Close Combat, Counter, Drain Punch, Dynamic Punch, Mach Punch, Revenge, Reversal, Rock Smash, Sky Uppercut, Submission, Superpower, Brine, Chilling Water, Dive, Fillet-O-Fury, Flip Turn, Liquidation, Scald, Snipe Shot, Surf, Water Gun, Water Pulse, Waterfall, Whirlpool, Anchor Shot, Bullet Punch, Iron Head, Fire Punch, Overheat, Ice Punch, Ice Spinner, Thunder Punch, Wild Charge, Dizzy Punch, Headbutt, Mega Punch, Thrash, U-Turn, Zen Headbutt
*B = Potentially Notable Moves
Custom Move: Fillet-O-Fury -
-
- 50 BP - 100% Acc - 10 [16 Max] PP - Hits Twice. (Punch)
Justification: It’s been a while since I’ve thought about these games, but they definitely do take place in space, and therefore all of its characters are viable.
Of Piper’s Crew, I think the most notable for an attempted translation to Pokémon would have to be Billy Gill. A later recruit, this Nautically-themed fighter is the only playable character in the game to be labeled as a Brawler, who gets the most value from squaring up and punching enemies instead of utilizing his blaster. For these reasons I went with Fighting/Water. Steel is also a possibility, however every character in this game has mechanical elements, and Billy has little attachment to the type aside from that.
For abilities, Iron Fist fits decently with Billy’s flavor, given his melee specialties. The hidden ability, Vampiric Touch, refers to a skill Billy unlocks at a later level - Vampire. The skill, in SteamWorld Heist, restores a set portion of his health for every melee attack made, hence the implementation here with the custom ability.
Stat-wise Billy has a 110 HP, referencing the 11 max hp he can have in-game (hp in SteamWorld Heist is on a much smaller scale, and of the crew he has the second highest max hp). He has high physical stats given he has the highest potential melee stat of the entire crew, meanwhile lower special stats given his firearms expertise is far more limited compared others. His movement speed is fairly standard, if not slightly above average, hence the 85 speed.
Given the limited reference material of the game, the movepool overall had some liberties to be taken. Some fairly standard melee attacks from both typings. He gets several punches due to the melee icon implying punching (although Billy’s animations technically involve Headbutting, hence the Headbutts & Iron Head). He also gets some moves (within reason) expanding each type coverage gained from the elemental punches. He also gets some Bullet/Gun/Shot moves referencing the guns he can wield. One of his skills, Flee Fisher, allow him to escape some distance after defeating a foe, hence the likes of Flip Turn & U-Turn. His custom move, Fillet-O-Fury, references a skill under the same name which has him do two consecutive melee attacks, combo’ing well with his Vampire skill. The move also gets attributed with the water type, given the icon literally being a fish.
Competitive Role: Physical Breaker with a potent offensive type, paired with decent bulk and good longevity via Vampiric Touch. FOF, being Billy’s only multi-hit contact attack, self-heals for twice as much.
 
216px-Pom_col_default.png

She's a star on and off the stage with a presence that cannot be denied. Her control over Sound not only makes her every performance a knock-out, it gives her the edge over anyone foolish enough to get in her way.

Franchise/Origin: Rivals of Aether
Intended Tier: OU
Type: Normal
Ability: Soundproof / Levitate / Popstar (HA)
Popstar - Punk Rock clone.
Stats: 70/80/60/117/90/118 (535)
Quick Attack, Hyper Voice, Sing, Low Kick, Perish Song, Sparkling Aria, Torch Song, Encore, Counter, Quick Guard, Echoed Voice, Supersonic, Uproar, Disarming Voice, Stomp, Fake Out, Snarl, Obstruct, Taunt, Low Sweep, Sucker Punch, Double Hit, Tail Slap, U-turn, Charm, Helping Hand, Facade, Flatter, Air Cutter, Air Slash, Stomping Tantrum, Harmonic Field
Signature Move: Harmonic Field - Normal - Status - 10 PP - For 5 turns, pokémon on the user's side of the field become immune to ground-type moves. Sound-based moves also gain higher priority.
Reasoning:
  • Despite being an air aligned character in the game and having the ability to make herself float, Pomme doesn't have enough going on to justify a flying type, so she's pure normal here. She does get Air Cutter, Air Slash and Levitate as compensation though.
  • Her power to control soundwaves explains other abilities like Soundproof and Popstar.
  • The plethora of sound-based moves in her arsenal are due to her role as a singer, which also grants her access to the previously exclusive signature move Torch Song. The rest are either tied to her pop idol persona or mimic similar attacks she does in Rivals.
  • Obstruct, Quick Guard and Helping Hand can be owed to the assistance of her personal bodyguard, Vince.
  • The signature move is inspired by Pomme's down special, which lets her create a musical field. While around it her float gains vertical movement and the other specials are also granted an enhancement. To replicate that I decided for a Levitate-like effect while it is active and increased priority for sound moves.
 


(using her Prime artwork for this)

This is Titania, the pixie, the unseen.

Titania is a deadly and mischievous addition to any squad, but don't take my word for it, Tenno.


Pokémon: Titania
Franchise/Origin: Warframe
Intended Tier: OU
Type: Fairy/Flying
Ability: Upsurge (Upon swap out or fainting, the Pokemon that comes in after Titania will be healed as if she used Wish. Once per battle.)
Notable moves:

Physical: Razorflies, Play Rough, Attack Order (Razorwing), U-Turn, Fly, Wing Attack, Steel Wing

Special: Moonblast, Dazzling Gleam, Bleakwind Storm, Air Slash, Heat Wave (Lantern), Mystical Power

Status: Calm Mind, Will-o-Wisp (Lantern), Parting Shot (Thorns), Sand Attack (Thorns), Play Nice, Charm

Signature move: Razorflies-Physical-Flying-40 BP-15/24 PP- Flying type Salt Cure clone except it does 1/8 of the max HP for all types.

Stats: 60/105/70/110/80/109 (BST 534)

Reasoning: She flies and is a fairy. Upsurge is based on her passive, where using her abilities regens health for her and her teammates. Razorflies work the way her 4th ability (Razorwing) does, where she sets Razorflies to chip away at foes' health, and I thought making it a Salt Cure clone translates that to a Pokemon setting.

i know i've already subbed in one mon with Sharpness, but this guy's kit is literally themed around knives what are you gonna do.



Pokémon: Kullervo
Franchise/Origin: Warframe
Intended Tier: OU
Type: Dark/Steel
Ability: Defiant/Sharpness/Intimidate
Notable moves:

Physical: Ceaseless Edge, Night Slash, Foul Play, Iron Head, Sacred Sword, Sucker Punch, Smart Strike, Slash, Aerial Ace, Rage

Special: Dark Pulse

Status: Swords Dance, Iron Defense, Spikes

Signature move:
Stats:
60/115/120/90/70/95 (BST 550)

Reasoning: Kullervo is Dark/Steel because he's a criminal (albeit a criminal in the eyes of an incredibly corrupt reign) with an affinity for knives. Ceaseless Edge and Spikes are because most of his attacks do slash damage (like Titania's Razorflies above) and I felt C-Edge was both the perfect way to port that into a Pokemon Setting (since it's perfect flavorwise too) instead of making a new move for it like I did Titania.



Resub (again):



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: 150/100/90/90/50/60 (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.
 
Last edited:

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
1692734461794.png

"V. Just V. Only people who know me real well can use my real name."
Pokémon: V
Franchise/Origin: Cyberpunk 2077
Intended Tier: OU
Type:

Stats: 95 / 95 / 95 / 95 / 95 / 95 | 570
Abilities: Bulletjock (This Pokemon's bullet moves have 1.5x power.) / Sharpness / Cold Blood (This Pokemon's Speed is raised by 1 when it attacks and KOs an opponent.)
Moves:
Iron Head, Gear Grind, Spin Out, Flash Cannon (now a bullet move), Autotomize, Gear Up, Magnetic Flux, Metal Sound, Metal Claw, Smart Strike (now a slicing move), Iron Defense, Volt Tackle, Wild Charge, Zing Zap, Overdrive, Spark, Magnet Rise
Aura Sphere, Barrage, Electro Ball, Focus Blast, Gyro Ball, Magnet Bomb, Pyro Ball, Searing Shot, Seed Bomb, Shadow Ball, Sludge Bomb, Weather Ball, Zap Cannon
Bullet Punch (now a bullet move), Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Headlong Rush, Mach Punch, Mega Punch, Meteor Mash, Plasma Fists, Thunder Punch, Sucker Punch
Behemoth Blade, Bitter Blade, Ceaseless Edge, Cross Poison, Kowtow Cleave, Night Slash, Psyblade, Psycho Cut, Sacred Sword, Slash. X-Scissor
Laser Focus, Recover, Focus Energy, Sludge Wave, Toxic, Overheat, Burn Up, Will-o-Wisp, Thunder, Thunderbolt, Thunder Wave, Psychic, Psyshock, Confusion, Teleport, Block, Gastro Acid, Disable, Explosion, Swords Dance
Custom Moves:
Mantis Blade | Electric | Physical | 65 BP | 100% Acc | 10 PP | Slicing | 20% chance to paralyze. Double damage on paralyzed targets.
Archangel | Electric | Physical | 65 BP | 100% Acc | 10 PP | Bullet | 15% chance to paralyze. If the target became paralyzed this turn, they also flinch.
Justification:
  • v is a cybernetically enhanced mercenary with several kinds of weapons at their arsenal, including cyborg arms, blades, guns, and hacking; their weapons can deal thermal, electrical, or chemical damage, hence the high amount of fire, electric, and poison coverage
  • bulletjock boosts handgun damage and cold blood adds a volatile on kill that primarily raises speed
Competitive Role: very versatile attacker and tank who can spread paralysis easily with its customs.
 

"To me, fun and order are the fundamentals of battling."
Pokémon: Marle
Franchise/Origin: Puyo Puyo Tetris 2
Intended Tier: UU
Type: Water/Flying
Ability: Cloud Nine / Pastel Veil / Queenly Majesty
Notable moves: Puyo Pop (from Draco Centauros), Bouncy Bubble, Hurricane, Thunderbolt, Discharge, Volt Switch, Focus Blast, Aura Sphere, Spacial Rend, Moonblast, Energy Ball, Giga Drain, Psychic, Shadow Ball, Pollen Puff, Weather Ball, Fire Spin, Aqua Step, Floaty Fall, Acrobatics, Wild Charge, Pyro Ball, Play Rough, Circle Throw, Nasty Plot, Sharpen, Stealth Rock, Spikes, Taunt, Torment, Thunder Wave, Morning Sun, Moonlight, Substitute, Heal Bell, Teleport
Other moves: Bubble Beam, Bubble, Whirlpool, Gust, Thunder, Electro Ball, Electroweb, Thunder Shock, Mist Ball, Wring Out, Round, Roar of Time, Twister, Fly, Steamroller, Brutal Swing, Rolling Kick, Rollout, Gyro Ball, Steel Roller, Barrage, Aqua Ring, Charge, Defense Curl, Sunny Day, Play Nice, Safeguard, Teeter Dance, Block, Trick Room, Magic Room, Wonder Room, Metronome, Ally Switch, Splash
Z-Move: Heavenly Sphere - Flying, Special, 200 BP | Becomes Electric-type if used by Marle-Parasite. | Requires Hurricane and Marlium Z
Stats: 92/93/96/92/95/114 | 582 BST
Marle.png



"All I want is to spread fun to everyone, everywhere, all the time..."
Form: Marle-Parasite (base form is Will)
Criterion: Use a Key Item, the Control Cube, out of battle
Intended Tier: OU
Type: Water/Electric
Ability: Prankster / Pastel Veil / Levitate

Reasoning: Seemingly a representation of Puyo Puyo itself, Marle is Water-type for the same reason Puyo Mastery and Puyo Pop have Water-type associations. Flying typing is primarily inspired by the Forces of Nature and their clouds, as well as the notion that her bubble allows her to float. Her alt form is Electric-type instead because it’s from when Squares stole her powers and clearly has that aesthetic. (In her true form and when she’s upset, parts of her hair resemble lightning bolts, so it makes sense for that form to have Electric coverage without STAB.) Cloud Nine fits her base form because she normally is carefree and resembles a partly cloudy sky. She gets Pastel Veil in both forms because her tertiary chant is Pastel Circle/Orb. Her base form also gets Queenly Majesty because her original duty was to watch over the worlds of Puyo Puyo and Tetris. As for her alt form, Prankster fits her personality in the first half of the story (as do Taunt, Torment, and Nasty Plot), while Levitate stems from the notion that she can still float, just on a smaller object.
Psychic, Stealth Rock, Spikes, and Trick Room are in common with Draco Centauros. Other Room moves, Block, and Sharpen are representations of Squares’s powers, which she bestowed upon him by creating him but also got possessed by. Her monikers, Will of the Worlds and Dimensional Parasite, start with “Jikuu” (spacetime) in the original language, hence Spacial Rend and Roar of Time. Giga Drain comes from Squares's claim that after he stole her powers, she in turn has been stealing power from the denizens of the puzzle worlds, which she can freely observe and travel to (hence Teleport and Ally Switch). Substitute is related to the fact that she created Squares, Metronome and Splash are based on her fixation on having fun, and her ambivalence is represented in Play Nice and Play Rough. Other moves are connected to round things, just as she herself represents, including her other chants: Annulus (ring), Round/Circular Dance, Shiny Bubble, and Heavenly Sphere.
Her base stats are determined by the same means as those of Draco Centauros, with her BST being extra high because she is one of the last unlockable characters (behind Ally, Ecolo, Ex, and Squares).
Slate Bonus: Space is a prominent location in Puyo Puyo Tetris, primarily because of Tee and his crew.



"A wild Neptune appeared!"
Pokémon: Neptune
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: UU
Type: Fairy/Fighting
Ability: Victory Star / Truant
Custom moves:
  • Cross Combo - Fighting, Physical, 25 BP, 100% Acc, 15 PP | Hits 2-5 times.
  • Victory Slash - Fairy, Physical, 50 BP, 90% Acc, 10 PP | Hits 2 times.
  • Stat Multiplier - Fairy, Status, 10 PP | Grants +1 Def, SpD, and Spe to the user or an adjacent ally.
Notable moves: Sacred Sword, Leaf Blade, Night Slash, Psycho Cut, Swords Dance, Teleport
Other moves: Slash, Double Hit, Cut, Dazzling Gleam, Aura Sphere, Thunderbolt, Flamethrower, Ice Beam, Air Slash, Discharge, Incinerate
Stats: 80/120/75/65/80/100 | 520 BST



"Hahahaha! Neptune missiles fire!"
G-Max Move: G-Max HDD Neptune (Fairy) - 160 BP; ignores Abilities


"I fight for a reason!"
Ultra Burst: Neptune-Purple-Heart
Item: Purple CPU Memory
Intended Tier: OU
Ability: Levitate
Z-Move: EXE Drive: Neptune Break - Fighting, Physical, 200 BP | Requires Cross Combo
Stats: 80/135/105/80/100/120 (+15 Atk, +30 Def, +15 SpA, +20 SpD, +20 Spe) | 620 BST


Reasoning: She is a mischievous pudding fanatic (as well as a guardian deity like the Tapus) who happens to be skilled in swordplay, hence Fairy/Fighting. Victory Star relates to her status as the series' protagonist, the "Victory" part of the third installment title, and her SP skill Victory Slash. Truant is based on her tendency to shirk her CPU (Console Patron Unit) duties in favor of recreational activities. Levitate in HDD (Hyper Drive Divinity), which is represented as Ultra Burst, represents the power of flight that it grants without making her weak to ice or lightning, let alone any stronger with wind.
In-game, she is a simple attacker and stat booster with mostly sword attacks and a few magic attacks, the latter including all four of the game's attack elements: fire, ice, lightning, and wind. Leaf Blade is one particular sword attack that corresponds to how she typically starts off with a wooden sword. Discharge and Incinerate correspond to EX Finish moves: Thunder Break and Thunder Crush with their paralysis chances, and Blaze Break with no added effect, respectively.
Her Gigantamax form is based on the EXE Drive skill HDD Neptune, in which she transforms into a fighter jet (pictured above) and bombards the enemy with missiles.
Slate Bonus: Neptunia Shooter takes place entirely in space.



"It's fine to take your time to decide. But as with everything, the choice is your own."
Pokémon: Eizen
Franchise/Origin: Tales of Zestiria/Berseria
Intended Tier: UU
Type: Rock/Flying
Ability: Reaper's Curse - If the user is Flying-type, then its Ground immunity is downgraded to a resistance (which the Rock part of Eizen's typing makes neutral), and it is left prone to (Toxic) Spikes, Sticky Web, and terrain effects. This Ability cannot be removed, but Air Balloon and Telekinesis cancel it out.
Notable moves: Accelerock, Ice Punch, Poison Jab, Drain Punch, Earthquake, Flare Blitz, Cross Chop, Dragon Ascent, Anchor Shot, Heat Wave, Power Gem, Ice Beam, Giga Drain, Earth Power, Vacuum Wave, Substitute, Hurricane, Shadow Ball, Recover, Wish, Outrage, Dragon Pulse, Dark Pulse, Stone Edge, Protect, Teleport, Revival Blessing
Other moves: Pound, Peck, Low Sweep, Smack Down, Acrobatics, Sky Uppercut, Fire Punch, Gust, Air Slash, Mud Shot, Agility, Heal Pulse, Rock Slide, Circle Throw, Detect
Z-Move: Venom Strike - Rock, Physical, 210 BP | Has combined efficacy with Poison, except against Steel-types. | Requires Stone Edge and Eizenium Z
Stats: 92/91/59/91/91/123 | 547 BST



"Edna..."
Primal Reversion: Eizen-Dragon
Item: Malevolence Overload
Intended Tier: OU
Type: Rock/Dragon
Ability: Multiscale
Stats: 92/121/59/101/111/163 (+30 Atk, +10 SpA, +20 SpD, +40 Spe) | 647 BST


Reasoning: Rock/Flying typing comes from Wielder of Earth and Wind: "A title for one adept at malak earth artes for vitality, and wind artes for flow." (This title is the second from the top.) His "Reaper's Curse" is a unique subversion of the blessings that pour out when a malak receives prayers (as well as a convenient excuse to remove the illogical Ground/hazard/terrain immunities). Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of his movepool is based on his artes. (His main forms of offense are martial artes and malak artes: the former physically oriented, and the latter magically oriented.)
Martial
Fate: Pound (weak non-elemental attack)
Verdict: Peck, Low Sweep (weak wind attack; lowers Focus (Speed-ish))
Tempo: Accelerock (weak earth attack)
Eleventh Hour: Smack Down ("Has a chance to knock down enemies.")
Winter Winds: Ice Punch, Poison Jab ("a swift hook surrounded by cold air"; causes poison)
Clear Path: Drain Punch, Acrobatics (described as a hook and absorbs HP; wind-imbued)
Lighthouse: Earthquake, Flare Blitz, Sky Uppercut ("Stomps down with great force"; "follows up with an explosive mid-air uppercut strong enough to shake the earth")
Mirage: Fire Punch ("a white-hot hook")
Coercion: Cross Chop ("Performs a sudden chop")
Last Throes: Dragon Ascent (strong wind attack)
Deceiving Pummel: Anchor Shot ("Causes countless chains to erupt from the ground.")

Malak
Wind Lance: Gust (weak wind attack)
Air Thrust: Air Slash (not-so-weak wind attack)
Hell Gate: Heat Wave (fire+wind attack)
Stone Lance: Power Gem (involves rock)
Frigid Photon: Ice Beam, Giga Drain ("Fires a chunk of ice that shatters into a cascade of ice blossoms upon impact." (reminiscent of early Ice Beam animations); absorbs HP)
Geo Rumble: Earth Power, Mud Shot ("Causes the ground to shake"; inflicts slow)
Flash Step: Vacuum Wave ("Instantly moves to one enemy.")
Illusory Veil: Substitute (grants invulnerability when hit (I kinda had to fudge this one))
Plundering Ghost: Hurricane, Shadow Ball (powerful wind-imbued attack; has "ghost" in the name)

Healing
Quickness: Agility (boosts movement speed)
Resurrection: Recover, Wish, Heal Pulse (restores HP), Revival Blessing

Break
Draconic Drive: Outrage (name association)
Dragon Dive: Dragon Pulse, Dark Pulse ("Unleashes a wave of pure darkness")
Tyrant's Fete: Rock Slide, Stone Edge (earth-imbued)

Other
Road of Survival (Change): Circle Throw ("Knocks enemies back")
Venom Strike (5 BG Mystic Arte; earth-imbued)
His base stats are calculated by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
His dragon form is based on the concept that a malak like him can transform into a dragon when overloaded with malevolence. As foreshadowed in the side quests of Tales of Berseria, this does inevitably happen to him, making him a minor antagonist / side boss in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)
Slate Bonus: The final dungeon in Tales of Berseria is located in space.

abilities.ts
JavaScript:
reaperscurse: {
  onStart(pokemon) {
    if (!pokemon.hasItem('airballoon') {
      pokemon.addVolatile('smackdown');
    }
  },
  onAfterUseItem(item, pokemon) {
    if (pokemon !== this.effectData.target || item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onTakeItem(item, pokemon) {
    if (item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onEffectiveness(typeMod, target, type, move) {
    if (type === 'Ground' && target.volatiles['smackdown']) {
      return typeMod - 1;
    }
    return typeMod;
  },
  isPermanent: true,
  isUnbreakable: true,
  name: "Reaper's Curse",
  desc: "If this Pokemon is Flying-type, then its immunity to Ground becomes a resistance, and it is prone to the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability. The effects of Air Balloon and Telekinesis nullify the groundedness.",
  shortDesc: "Flying-type: Not airborne; resistant instead of immune to Ground.",
  rating: -0.5,
},
moves.ts
JavaScript:
telekinesis: {
  inherit: true,
  condition: {
    duration: 3,
    onStart(target) {
      if (['Diglett', 'Dugtrio', 'Palossand', 'Sandygast'].includes(target.baseSpecies.baseSpecies) ||
          target.baseSpecies.name === 'Gengar-Mega') {
        this.add('-immune', target);
        return null;
      }
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      if (target.volatiles['smackdown'] || target.volatiles['ingrain']) return false;
      this.add('-start', target, 'Telekinesis');
    },
    onAccuracyPriority: -1,
    onAccuracy(accuracy, target, source, move) {
      if (move && !move.ohko) return true;
    },
    onImmunity(type) {
      if (type === 'Ground') return false;
    },
    onUpdate(pokemon) {
      if (pokemon.baseSpecies.name === 'Gengar-Mega') {
        delete pokemon.volatiles['telekinesis'];
        this.add('-end', pokemon, 'Telekinesis', '[silent]');
      }
    },
    onResidualOrder: 16,
    onEnd(target) {
      this.add('-end', target, 'Telekinesis');
    },
  },
},
venomstrike: {
  accuracy: true,
  basePower: 210,
  category: "Physical",
  name: "Venom Strike",
  desc: "This move combines Poison in its type effectiveness against the target, unless the target is Steel-type.",
  shortDesc: "Combines Poison in its type effectiveness against non-Steel-types.",
  pp: 1,
  priority: 0,
  flags: {},
  isZ: "eizeniumz",
  onEffectiveness(typeMod, target, type, move) {
    if (target.hasType('Steel')) {
      return typeMod;
    }
    return typeMod + this.dex.getEffectiveness('Poison', type);
  },
  secondary: null,
  target: "normal",
  type: "Rock",
},
items.ts
JavaScript:
airballoon: {
  inherit: true,
  onStart(target) {
    if (!target.ignoringItem() && !this.field.getPseudoWeather('gravity')) {
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      this.add('-item', target, 'Air Balloon');
    }
  },
},



"Adversity is said to be the best motivation."
Pokémon: Dohalim il Qaras
Franchise/Origin: Tales of Arise
Type: Dark/Ground
Ability: Rod Extension - If the user avoids a move with Detect, then the user gains the effects of Long Reach and Focus Energy for the next five turns or until after switching out, whichever comes first. This Ability can activate repeatedly to reset the turn counter.
Custom move: Air Pressure (Thousand Arrows but special and single-target)
Notable moves: Darkest Lariat, Sucker Punch, Fiery Wrath, Earthquake, Earth Power, Stone Edge, Accelerock, Power Gem, Thunderous Kick, Acrobatics, Power Whip, Dragon Hammer, Rapid Spin, Bind, Nature Power, Stealth Rock, Recover, Wish, Aromatherapy, Revival Blessing, Detect, Teleport
Other moves: Night Daze, Dark Pulse, Fling, High Jump Kick, Sky Uppercut, Double Hit, Double Slap, Fury Attack, Constrict, Heal Pulse, Aqua Ring, Cosmic Power, Block, Rototiller
Z-Move: Epochal Severance - Dark, Physical, 180 BP | Inflicts -1 Def and SpD on the target. | Requires Sucker Punch and Dohalium Z
Stats: 100/99/86/78/98/82 | 543 BST
Role: Balanced tank, cleric, hazard control, pivot


Reasoning: Being Renan allows Dohalim to use dark magic, which supports Dark typing. As for Ground, he is the elemental lord of earth, and his power is mostly connected to making things like stalagmites and plants grow out of the ground. (This inspires Nature Power and Rototiller, and the plant aspect shows in his Boost Attack, which is the basis for Bind, Constrict, and Block.) Rod Extension is a battle mechanic unique to him, whereby a perfect dodge (parallel to Detect) momentarily lengthens his rod, buffing his melee range and critical hit ratio. Teleport comes from the ability to switch party members, while other moves are based on his artes.
Recovery
Heal, Cure: Recover, Heal Pulse, Wish
Regenerate: Aqua Ring
Dispel: Aromatherapy (cures status ailments)
Resurrection: Revival Blessing
Barrier: Cosmic Power (raises Defense and Elemental Defense)
Lionheart: Agility (raises AG recovery speed)

Ground Attacks
Tempest: Double Slap ("barrage of rod strikes")
Catapult: Fling ("Throws a twirling rod.")
Solitary Captivity: Stealth Rock ("lays a rock trap")
Penumbra: Accelerock ("moves instantly over an enemy"; earth-based)
Elusive Deity: Sky Uppercut, Darkest Lariat ("Rushes forward and thrashes [the] enemy in an upward leap."; dark-based)
Seismic Rupture: Stone Edge ("Dohalim twirls his rod while charging forward, following it up with a rock attack.")
Crescent Flash: Acrobatics (wind-based)
Sanguine Blossom: Thunderous Kick, Power Whip ("Launches a combo from an upper kick, then follows up with a rose vine lashing."; inflicts Curse, which increases damage taken)

Air Attacks
Rotating Piledriver: Rapid Spin ("a vertical spin")
Tornado Drive: Dragon Hammer ("slamming the staff downward")
Sonic Spear: Fury Attack ("A forward rush with repeated thrusts.")
Demon's Lance: Sucker Punch ("Forms a spear of darkness and throws it.")
Soaring Blast: Earthquake ("Sends a shockwave along the ground")
Eagle Rage: Double Hit, High Jump Kick ("Fires two shockwaves, then launches a diving attack.")

Artes
Stalagmite: Earth Power ("makes the ground rise upward across multiple phases")
Air Pressure ("crushes the area surrounding an enemy")
Ground Dasher: Power Gem ("gushes rocks out of an earth fissure")
Negative Gate: Dark Pulse (base dark)
Bloody Howling: Night Daze (higher dark)
Execution: Fiery Wrath (strongest dark)
Stats are derived from their Level 100 counterparts in-game, with Penetration representing Speed. HP is divided by 100 and doubled in its deviation from the minimum, whereas the rest of the stats are simply divided by 8 (SpA) or 6 (others).
Alphen: 105/113/100/66/80/98 | 562 BST
Shionne: 83/87/83/90/110/81 | 534 BST
Rinwell: 69/84/73/146/112/97 | 581 BST
Law: 88/128/78/64/68/114 | 540 BST
Kisara: 114/96/121/56/65/91 | 543 BST
Slate Bonus: To get to Rena, the location of the endgame, requires travel through space.

JavaScript:
rodextension: {
  // The activation of this Ability is implemented in Detect's `condition` in moves.ts
  onEnd(pokemon) {
    pokemon.removeVolatile('rodextension');
  },
  condition: {
    duration: 5,
    noCopy: true, // doesn't get copied by Baton Pass
    onStart(target): {
      this.add('-start', target, 'ability: Rod Extension');
    },
    onModifyMove(move) {
      delete move.flags['contact'];
    },
    onModifyCritRatio(critRatio) {
      return critRatio + 2;
    },
    onEnd(target) {
      this.add('-end', target, 'ability: Rod Extension', '[silent]');
    },
  },
  name: "Rod Extension",
  desc: "If this Pokemon avoids a move using Detect, its chance for a critical hit rises by 2 stages, and its attacks cease to make contact with the target. This effect lasts for 5 turns starting from the latest activation of this Ability, which can be renewed if the condition is fulfilled anew.",
  shortDesc: "If Detect works, 5-turn non-contact and crit ratio boost.",
  rating: 1.5,
},
moves.ts:
JavaScript:
detect: {
  inherit: true,
  volatileStatus: 'detect',
  condition: {
    duration: 1,
    onStart(target) {
      this.add('-singleturn', target, 'Protect');
    },
    onTryHitPriority: 3,
    onTryHit(target, source, move) {
      if (!move.flags['protect']) {
        if (move.isZ || (move.isMax && !move.breaksProtect)) target.getMoveHitData(move).zBrokeProtect = true;
        return;
      }
      if (move.smartTarget) {
        move.smartTarget = false;
      } else {
        this.add('-activate', target, 'move: Protect');
      }
      const lockedmove = source.getVolatile('lockedmove');
      if (lockedmove) {
        // Outrage counter is reset
        if (source.volatiles['lockedmove'].duration === 2) {
          delete source.volatiles['lockedmove'];
        }
      }
      if (target.hasAbility('rodextension')) {
        const rodextension = target.getVolatile('rodextension');
        if (rodextension) {
          delete target.volatiles['rodextension'];
        }
        target.addVolatile('rodextension');
      }
      return this.NOT_FAIL;
    },
  },
},
 
Last edited:
Y'know what, to celebrate her increased prominence, here's a character from my favourite series!

And I mean, hey, she has gone to space (but it'd be easier to list the Sonic characters who haven't gone to space).


1692972463152.png



"I know that people fight over the most trivial things. Some people may be selfish, like the Professor said... but they're basically good! If they try their best and never give up on their wishes, they always have a reason to be happy. That's why you should help them out! Saving them is a good thing!"

Pokémon: **Amy Rose** (Has been to various space-themed areas throughout the Sonic series)
Franchise/Origin: Sonic the Hedgehog
Intended Tier: UU/OU (not sure where she'd fall, just between these two tiers though)
Type: Normal/Fairy
Ability: Guts/Cute Charm/Defiant
Notable moves: Gigaton Hammer, Petal Blizzard, Piko Piko Hammer, Charm, Outrage, Glare, Ice Hammer, Brutal Swing, Bulldoze, Flatter, Taunt, Facade, Pounce.
Signature move: Piko Piko Hammer - Normal-type, Physical, Base 100 Power, 10 PP. Super-Effective against Rock- and Steel-types.
Stats: 80 HP/110 Atk/80 Def/40 SpA/70 SpD/100 Spe (BST: 480)
Reasoning: The plucky pink hedgehog with a crush on the blue blur from the Sonic series. Her stat spread is bit lower than one would expect Sonic himself to be at, which makes sense considering Amy wasn't born with superpowers like Tails, Knuckles or the blue blur himself was, and only has her current strength as a result of her efforts to be with and be like Sonic. She's a primarily physical fighter, as evidenced by her stat spread, though her speed is also considerably higher than the rest of her stats bar attack, which makes sense considering Amy is capable of keeping up with the blue blur's casual running speeds, which is still far faster than most others.

While she's not an actual fairy, her attacks and the powers she does show in the series do evoke the imagery that Fairy-types are typically known for, and as a being without any natural abilities that are considered blatantly super for her world, the Normal-type was a dead ringer. Her abilities reflect the duality of Amy's generally girly personality combined with the occasional tomboyish streak she has- most notably her stubborn bull-headedness like her idol, and her nasty temper (Amy was originally meant to have Anger Point instead of Guts, but considering Amy isn't all that bulky, it would be a useless ability on her). Her temper also serves as the basis for Outrage in her moveset.

The comparisons between Amy and Tinkaton were inevitable, given their status as pink hammer wielders, and indeed, Amy does take multiple of her moves from Tinkaton's moveset, most notably Gigaton Hammer, Ice Hammer and Brutal Swing, all of which are similar to manoeuvres she's performed with her trademark weapon, which also serves as the basis for her signature move.

That, of course, being her Piko Piko Hammer. Despite its appearance as a toy mallet, Amy has no trouble blowing clean through giant boulders or heavily reinforced robots with it, hence why it reverses two of Normal's three natural resists into weaknesses against it. This gives Amy almost impeccable neutral coverage in just one move. Her ability to blow clean through terrain like that with it is also the basis for Bulldoze.

Pounce is based on the numerous times throughout various continuities that she has borderline tackled Sonic to the ground while trying to hug him.

Lastly, her support moves. Amy may not be as adept at it has her crush, but she can certainly showcase a sharp tongue and wit at times, giving her access to Taunt and Flatter. As for Glare, it's a reference to two things- the first being a borderline Yandere-esque death glare she shows in Sonic Rush, and the second being a special move in Sonic Adventure 2, the Amy Flash, which renders the target unable to move for a time, which was best represented by a means of inflicting Paralysis. "Just wait a minute!"
 
Last edited:
Hi :), this is my first post on Gen 9 Crossover Chaos!
935 sin título_20230825231519.png

Pokemon: Crimsom Glow Valstrax (could be abreviated to Crimson Valstrax or just CG Valstrax if needed)
Franchise/Origin: Monster Hunter
Intended Tier: OU
Type: Dragon
Stats: 90/111/95/110/80/136
Abilities: Red Comet (Dragon-type attacks bypass all opposing inmunities) | Reckless

Moves: Outrage, Draco Meteor, Dragon Energy, Flare Blitz, Brave Bird, Dragon Ascent, Glavie Rush, Fire Blast, Earthquake, Dragon Rush, Focus Blast, Heat Wave, Moonblast, Flamethrower, Dragon Claw, Ice Beam, Dragon Pulse, Flash Cannon, U-turn, Dragon Breath, Gust, Aerial Ace, Breaking Swipe, Metal Claw, Twister, Recover, Focus Energy, Substitute, Protect, Attract, Metal Sound, Roost, Defog, Growl, Ember, Leer, Explosion, Roar, Noble Roar
Reasoning: Crimson Glow Valstrax is a variant of the elder dragon Valstrax, filled with uncontrolable dragon energy, altering ita behavior and power, but being in constant pain, it tries to liberate this energy by flying over and over around the upper atmosphere of the earth, when hungry, eats other elder dragons, killing them by just crashlanding onto them from the atmosphere, it uses its sharp wings to stab and cut its prey to pieces, but can also use them to fire missiles of draconic energy, or put them together to fire a powerful lazer beam.

Type: Its whole body is emanating draconic energy, and its also a dragon
Abilities: Red Comet and Reckless because of its ability to just crashland on the earth, dealing devastating damage to anything it hits while doing so
Dragon Energy, Dragon Pulse, Outrage, Dragon Breath: It irradiates draconic energy
Draco Meteor, Flare Blitz, Dragon Ascent, Brave Bird, Dragon Rush, U-Turn: Its ability to ambush the player and crashland on them
Fire Blast, Focus Blast, Flash Cannon, Moonblast, Ice Beam: Its ability to fire of lazer beams and missiles
Heat Wave, Ember: It extends its wings to eliminate excess heat on its body
Glavie Rush, Dragon Claw: It uses its sharp wings to stab and cut opponents
Recover, Roost: All monsters in MH regenerate their health slowly when u dont fight them
Defog: It uses its wings as rockets, which it can aim to the ground to stir up wind
Competitive Role: Very fast mixed attacker, with many coverage options, decent-ish bulk, the ability to heal, remove hazards and pivot out, can ignore the inmunities of the Pokemon inmune to its Dragon STABs, balanced by only having one STAB, as well as its offenses really needing support from items like Specs, Band, Life Orb, etc to buff up its damage output


936 sin título_20230826001855.png

Pokemon: Moon Lord
Franchise/Origin: Terraria
Intended Tier: OU
Type: Psychic/Dark
Stats:
90/70/70/135/80/100
Abilities: Pressure | Magic Guard

Moves: Psychic, Dark Pulse, Psycho Cut, Future Sight, Dream Eater, Moonblast, Ice Beam, Flamethrower, Surf, Giga Drain, Crunch, Psyshock, Zen Headbutt, Psybeam, Hex, Explosion, Ominous Wind, Confusion, Night Slash, Stored Power, Calm Mind, Growl, Disable, Hypnosis, Rest, Substitute, Protect, Moonlight, Magic Coat, Miracle Eye
Reasoning: Moon Lord is the final boss of Terraria, the update which introduced Moon Lord was in 2015 so i hope this doesnt spoil anyone, you battle it after defeating the Lunatic Cultist, and finish the event of the 4 Celestial Pillars, by destroying them all, Moon Lord attacks with giant lazer beams, its own eyes, which, when dealt enough damage to them, will come out of their sockets and attack u separately, its mouths and its tongue which drains ur hp, but after you defeat all of its eyes, you expose its heart and defeat it.

Type: Moon Lord was once a powerful evil being, that ended up being defeated, and its body regenerating on the moon, it has powerful psychic abilities, and its evil, so i think it deserves the type
Abilities: Magic Guard cus the only place where you can damage it is on the eyes, and eventually the heart, which it protects, and it also constantly protects its eyes by opening and closing them, and Pressure because its the final boss of a game
Psychic, Dark Pulse, Psycho Cut, Future Sight, Ice Beam: It attacks with lazer beams
Moonblast, Surf, Flamethrower, Ice Beam: Referencing the 4 Celestial Pillars (Nebula, Stardust, Solar and Vortex respectively)
Moonblast, Moonlight: Its the "Moon" Lord
Giga Drain: Referencing Moon Lord's tongue attack, which drains hp from the player
Competitive Role: Special attacker with a huge 135 spatk stat, an amazing ability in Magic Guard, and an amazing movepool, with some moves like CM, Psychic, Dark Pulse, Moonblast, Ice Beam, Flamethrower, Surf, Giga Drain, etc, with Calm Mind it can potentially sweep late game, all nerfed by a mid speed stat, low mid bulk and a horrible defensive type
 
Submissions have closed. You have one week to vote for your favourites.
leafsaber47's Saria (Arknights)
leafsaber47's Bailu
leafsaber47's Yuma Toutetsu
leafsaber47's Blaze (Arknights)
Rasdanation's Billy Gill
ShadowLantern's Pomme
flareth13's Titania (Warframe)
flareth13's Kullervero
flareth13's Inaros
anaconja's V
Mygavolt's Marie (Puyo Puyo)
Mygavolt's Netpune
Mygavolt's Eizen
Mygavolt's Dohalim
Neosonic97's Amy Rose
Gaboswampert's Crimson Glow Valstrax
Gaboswampert's Moon Lord

Update on the BS: Due to low interest in the Balance Slate, the slate will be redone later and will now be every 10 slates or similar timeframe.
 
the worst show on television

(New)

"It doesn't matter if Iberia faces ferocious tides or heavy storms. I will never back down, and my blade will never waver again!"
Pokémon: Irene
Franchise/Origin: Arknights
Intended Tier: OU
Type:
flying.png
steel.png

Abilities: Illuminate / Justified (HA: Super Luck)
Other Moves:
4-move-physical.png
: Sky Attack, Aerial Ace, Brave Bird, Acrobatics, Bullet Punch, Iron Head, Metal Burst, Smart Strike, Double-Edge, Fury Attack, Headbutt, Quick Attack, Slash, Rapid Spin, Endeavor, Retaliate, Counter, Revenge, Superpower, Close Combat, Sacred Sword, Stone Edge, U-turn, Lunge, Shadow Claw, Liquidation, Aqua Cutter, Psycho Cut, Zen Headbutt, Beat Up, Assurance, Night Slash, Foul Play, Brutal Swing, Throat Chop, Lash Out, Comeuppance, Spirit Break
4-move-special.png
: Air Cutter, Air Slash, Hurricane, Flash Cannon, Steel Beam, Swift, Tri Attack, Focus Blast, Power Gem, Shadow Ball, Hydro Pump, Surf, Whirlpool, Water Pulse, Snipe Shot, Psybeam, Psychic, Extrasensory, Psyshock, Icy Wind, Twister, Dark Pulse, Snarl, Dazzling Gleam
4-move-status.png
: Feather Dance, Roost, Tailwind, Focus Energy, Swords Dance, Whirlwind, Endure, Safeguard, Acupressure, Work Up, Detect, Quick Guard, Destiny Bond, Spite, Sunny Day, Rain Dance, Life Dew, Agility, Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Psycho Shift, Telekinesis, Snowscape, Memento, Taunt, Torment, Quash, Crafty Shield
Signature moves:
Bullet Burst -
steel.png
-
4-move-physical.png
- 25 BP - 20 PP - 85% - Ballistic move (blocked by Bulletproof). Hits 2 to 5 times. Each strike has a 10% chance to lower the target's Defense by 1 stage.
Stats: 108/112/84/67/50/85 (BST: 506)

Reasoning: Primary Flying-type due to being a Liberi, a race of avian Ancients based on various bird species, hers being a Leach’s storm petrel. Her secondary Steel-type is mostly due to her usage of swords and firearms. If Zacian can get away with getting the Steel-type because it wields swords despite having little to no body armour, so can Irene. Her Primary Ability, Illuminate, references the lantern she is often accompanied by and to represent her symbolism as a beacon for Iberia. Justified, her Secondary Ability, references her former standing as a member of the Iberian Inquisition, and despite its inspiration is less religious as more of a force to cull the “evil” of the Seaborn, behaving more as she is a knight working for their kingdom. Her Hidden Ability, Super Luck, is an allusion to her origin as the only survivor of a Seaborn attack on the town where she was born, the only one with enough luck to survive something that killed the rest of the residents. Bullet Punch and custom element ballistic move Bullet Burst reference her use of a half-inch handgun firearm during battle and Rapid Spin references the spinning action she does during her S3, Judgment, not to be confused with Pokémon’s Arceus’ signature move of the same name, making her a Flying-type which does not use Defog but instead Rapid Spin, making her VERY unique amongst other Flying-type kin. Everyone in the Arknights fanbase pokes fun at her prominent forehead, so she is one of the only humanoid character submissions of mine to learn as much head-using moves as possible to bash foes with her shiny forehead, including STAB Iron Head. Telekinesis is one of the only pre-Gen VIII moves she can learn due to lifting foes up in the air and ungrounding them with the Levitate effect similar to what Telekinesis does - Levitate being an effect she can inflict onto enemies similar to what Ho’olheyak would eventually also do later. Her sword prowess gives her the use of various slicing moves such as Psycho Cut, Night Slash, Slash, and Sacred Sword. Whirlwind and the various special Flying-type STAB moves she can use references the wind she generates during her skill attacks which send enemies into the air, and possibly send them flying away off into the distance like what Whirlwind functionally does. In IS#3, Mizuki and Caerula Arbor, she is struggling to defend the remnants of Terra’s nations despite slaying so much Seaborn she had gradually became part-Seaborn herself similar to the existing Aegir-Seaborn hybrids in and out of this event’s story such as IS#3’s protagonist Mizuki and the depressed coral Highmore, thus she carries a lot of Water-type moves (but not many Ice-type moves) as coverage that answers the Fire-types the hit her super-effectively on her dual Flying/Steel-type. Her base stats are once again derived from her Elite 2 promotion parameters at Lv. 90 (without Trust bonuses).

Code:
Irene (F) @ Loaded Dice
Ability: Super Luck
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Burst
- Brave Bird / Bullet Punch
- Close Combat / Night Slash
- Swords Dance
Code:
Irene (F) @ Choice Scarf
Ability: Super Luck / Justified
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Brave Bird
- Night Slash / Aqua Cutter / Liquidation
- U-turn
Code:
Irene (F) @ Choice Band
Ability: Super Luck
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Brave Bird / Bullet Burst
- Close Combat / Night Slash
- U-turn
Code:
Irene (F) @ Leftovers
Ability: Super Luck
Tera Type: Ground
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Brave Bird / Bullet Burst
- Rapid Spin
- Roost
- U-turn

(Resub)

“I am the mediator of conflict, I am the herald of the skies, I am the master of slaughter. Now, so that youkai can surpass humanity! O Master Thoth, ibis god of a foreign land! Grant me thy strength—!”
Pokémon: Horou Torisumi
Franchise/Origin: Touhou Project (Touhou Shinjutou - Hollow Song of Birds)
Intended Tier: OU
Type:
psychic.png
flying.png

Abilities: Keen Eye (HA: Natural Cure)
Other Moves:
4-move-physical.png
: Psycho Cut, Fly, Sky Attack, Wing Attack, Aerial Ace, Brave Bird, Acrobatics, Dual Wingbeat, Quick Attack, Endeavor, Retaliate, Force Palm, Rock Blast, Pin Missile, U-turn, Steel Wing, Solar Blade, Trailblaze, Beat Up, Thief, Assurance, Fling, Payback, Foul Play
4-move-special.png
: Confusion, Dream Eater, Psybeam, Psychic, Future Sight, Psyshock, Stored Power, Esper Wing, Gust, Aeroblast, Air Cutter, Air Slash, Hurricane, Razor Wind, Swift, Tri Attack, Weather Ball, Trump Card, Echoed Voice, Focus Blast, Mud-Slap, Earth Power, Scorching Sands, Ancient Power, Power Gem, Signal Beam, Silver Wind, Night Shade, Shadow Ball, Ominous Wind, Heat Wave, Mystical Fire, Solar Beam, Magical Leaf, Energy Ball, Grass Knot, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Aurora Beam, Dazzling Gleam, Disarming Voice
4-move-status.png
: Agility, Light Screen, Reflect, Calm Mind, Imprison, Miracle Eye, Psycho Shift, Trick Room, Ally Switch, Magic Room, Telekinesis, Wonder Room, Feather Dance, Defog, Roost, Tailwind, Disable, Flash, Metronome, Sing, Swords Dance, Whirlwind, Encore, Mind Reader, Psych Up, Safeguard, Helping Hand, Nature Power, Refresh, Lucky Chant, After You, Bestow, Simple Beam, Confide, Detect, Purify, Sand Attack, Sandstorm, Wide Guard, Sunny Day, Rain Dance, Life Dew, Thunder Wave, Memento, Torment, Embargo, Quash, Charm
Signature moves:
Z-Move - Requires Aeroblast and Torisumium Z - Hollow Arrow Raid -
flying.png
-
4-move-special.png
- 180 BP - Hits both opponents in a Double Battle. Raises user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage each after dealing damage.
Stats: 72/93/63/135/93/114 (BST: 570)

Reasoning: Dual-Psychic/Flying-type due to being a humanoid crested ibis bird that was able to wield the Book of Thoth, the Egyptian god of wisdom and knowledge, thus her primary Psychic-type. This is the same typing as Lugia, the version counterpart of Ho-oh, which is another bird that can cause its feathers to glow rainbow colours like Horou can. Keen Eye as her primary ability references the ability being shared by many other birds, realmons or not, and additionally serves as an allusion to the Eye of Horus, the falcon-like Egyptian god given name is derived from. Natural Cure is her Hidden Ability, as the Eye of Horus symbolises well-being, health, and protection as Natural Cure removes any status ailments she may have when switching out — this ability is the same one Celebi has, which can manipulate time by time travelling similar to how Horou stopped time in Gensokyo with the Book of Thoth in the incident of Hollow Song of Birds. Her signature move, Hollow Arrow Raid, is a Z-Move that is named after one of her Lunatic mode spell cards, it even has the word “zenryoku” in its original, non-translated Japanese name, the same word that stands for the Z in Z-Move in Japanese Pokémon media. It has the additional effect of raising her Attack, Defense, Speed, Sp. Atk, and Sp. Def by 1 stage each like Clangorous Soulblaze. This also ties to her ability to learn Ancient Power and its pre-Gen VIII (excluding Legends: Arceus) variants Silver Wind and Ominous Wind, which raises all five of those same stats in a similar manner to her Z-Move, except only 10% of the time. These three moves (along with Hollow Arrow Raid) are often dubbed “rainbow” moves for the way Ancient Power’s stat-raising effects are depicted in Pokémon Stadium 2, with rainbow colours. Aurora Beam is another rainbow-themed move she can additionally learn, despite being Ice-type which is something Flying-types avoid learning. Flying-type obligatory coverage move Heat Wave along with Ground coverage moves Earth Power and Scorching Sands fit her loose ties to the Egyptian theming Hollow Song of Birds has. Along with rainbow moves come light-based coverage moves such as Dazzling Gleam and Power Gem. She can additionally tap into nature with Nature Power and Energy Ball, due to how often Egyptian mythology taps into nature themes. Her base stats are all multiples of 3, because of Thoth’s epithet as the “thrice-great god of wisdom”. Her highest base stat is her Sp. Atk stat of 135, which has the number 13 in it, which its superstitious nature goes as back as the Egyptian mythology she’s inspired by. Her base Speed stat is 114, which includes the number 14, the exact number of pieces Set, who was backing the conflict seen in Hollow Song of Birds, tore Osiris, Horus’s father, into when he was first killed.

Code:
Horou Torisumi (F) @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Fairy
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Psyshock
- Thunder Wave / Psycho Shift
- Defog
- U-turn
Code:
Horou Torisumi (F) @ Torisumium Z
Ability: Natural Cure
Tera Type: Psychic / Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Aeroblast
- Stored Power
- Calm Mind
- Roost
Code:
Horou Torisumi (F) @ Choice Specs
Ability: Natural Cure
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic / Psyshock
- Focus Blast / Earth Power
- Dazzling Gleam
- U-turn
 
Last edited:
This one has been stewing around in my head ever since I played a certain ex-gacha game that released three days ago.

"As long as there's hope, we can change the future."

1693851478349.png

Pokémon: DiVE Armor X
Franchise/Origin: Mega Man X DiVE
Intended Tier: Uber
Type: Steel/Electric
Abilities: DiVE Armor- Damage from Super-effective hits is reduced by 25%. Once HP falls below 25%, boosts the user's highest stat by 1 stage.
Moves: Fire Lash, Flamethrower, Smart Strike, Thunderbolt, Zing Zap, Acid Spray, Spiky Shield, Light Screen, Reflect, Charged Cannon DiVE, Ice Beam, Strange Steam, Sacred Sword, Aura Sphere, Tera Blast.
Signature Move: Charged Cannon DiVE- Steel-Type, Base 95 Power, 100 Accuracy, Special. In Double Battles, also deals 50% of the damage dealt by this move to the target's adjacent teammates, except the user themselves. Deals Physical Damage if Attack is higher.
Stats: 100 HP/90 Atk/130 Def/120 SpA/130 SpD/110 Spe (BST: 670)
Reasoning: Mega Man X is no stranger to equipping various armors over the years, but his most recent armor, the DiVE Armor from Mega Man X DiVE, is the subject of this submission. Born from the power of the Deep Log, containing the history of the Mega Man franchise. Originally, it was just the X series, but due to various circumstances, places from even beyond the X series (like the Forest Area from ZX and Den Area from the Battle Network series) appeared in there as well. With this new power, X's stats skyrocket- he can use most weapons relatively well, but he's most at home with a buster, hence his high special attack, but high, overall balanced stats. His defences are actually his highest stat, referencing one of his skills in X DiVE, Nova Aura, which creates a protective barrier around him to prevent incoming damage. His other skill, Charged Cannon DiVE, is his signature move. In that game, when upgraded, the ability caused explosions along the trail of the laser fired, causing damage in a slightly wider area, hence the Flame Burst-esque effect. The remaining moves are all based on various weapons that are obtainable in Mega Man X DiVE, save for the borderline universal Tera Blast.

X's typing comes from the fact that this armor has only ever come about as program in a computer (why were Porygon's evolutionary line not Electric-types?) However, that's not all there is to DiVE Armor X...

Changes Form into Next DiVE Armor X when holding Next DiVE Armor, a la Origin Formes (naturally, this cannot be stolen or Knocked Off). When transforming, DiVE Armor X forgets Charged Cannon DiVE if known. If reverting from Next DiVE Armor, forgets DiVE Stock Charge Shot, Super Giga Crush, Nova Strike and DiVE Saber if known. If either of these changes would leave X with no moves, X defaults to knowing Charged Cannon DiVE (DiVE Armor X) or DiVE Stock Charge Shot (Next DiVE Armor X).

1693851503652.png


Pokémon: Next DiVE Armor X
Franchise/Origin: Mega Man X DiVE
Intended Tier: Uber/AG (intended for Ubers, but may end up in AG).
Type: Steel/Electric
Abilities: Armor Beyond Ultimate- Damage from super-effective hits is reduced by 50%. User gains STAB on all moves. 50% chance per turn to recover from status ailments. Cannot be disabled, ignored or removed.
Moves: All of DiVE Armor X's moves except Charged Cannon DiVE. Additionally, gains access to DiVE Stock Charge Shot, Super Giga Crush, Nova Strike, DiVE Saber.

Super Giga Crush, Nova Strike and DiVE Saber are all mutually exclusive- Next DiVE Armor X can only know one of these moves at a time.
Signature Moves
DiVE Stock Charge Shot: Base 25 Power, Steel-Type, Special, 10 PP, 100 Accuracy. Hits four times, ignores and erases the opponent's stat changes. Deals Physical damage if Attack is higher.
Super Giga Crush: Base 100 Power, Electric-type, Special, 5 PP, Cannot miss. Cannot be used on consecutive turns (a la Gigaton Hammer). Damages both opponents in a double battle. 30% chance to paralyse. Deals Physical damage if Attack is higher. Bypasses and removes the opponent's Protect/Detect-esque effects.
Nova Strike: Base 70 Power, Fire-type, Physical. 5 PP, 100 Accuracy. Cannot be used on consecutive turns (a la Gigaton Hammer). Deals Special Damage if Special Attack is higher. The user becomes impervious to direct damage for the turn this move is used. 30% chance to paralyse.
DiVE Saber: Base 65 Power, Fighting-Type, Physical. 5 PP. 100 Accuracy. Cannot be used on Consecutive Turns (a la Gigaton Hammer). Deals Special damage if Special Attack is higher. Hits twice. High crit rate. 10% chance to Paralyse.
Stats: 120 HP/110 Atk/130 Def/140 SpA/130 SpD/130 Spe (BST: 750)
Reasoning: X's DiVE Armor is already obscenely strong, but it's THIS Armor that can truly be considered X's strongest Armor ever, essentially being to the DiVE Armor what X's Ultimate Armor is to the Fourth Armor. It cranks X's levels of power even further than the already obscene power of the DiVE Armor, hence the boosts to all stats except bulk (which is made up for by the ability upgrading to be an even stronger one). He retains almost all of the same moves, except for losing access to Charged Cannon DiVE, which is replaced by four signature moves.

The Next DiVE Armor takes some of the best features of X's other armors and merges them to create one supreme armor set. DiVE Stock Charge Shot, his first of four signature moves, exemplifies this, as it combines the Charged Cannon DiVE from the DiVE Armor with the Stock Charge Shot and Plasma Charge Shot from the Fourth Armor, which of these, only the Stock Charge Shot is reprised, making the move hit four times. DiVE Armor X also has a passive in X DiVE (named A True Hero) that makes him remove all buffs from a victim hit by the attack, hence the Sacred Sword/Clear Smog effects, too.

Lastly his other three signature moves are mutually exclusive, as it was in X DiVE. They all share the Gigaton Hammer restriction, to emulate the Armor Energy system of X DiVE- they were exceedingly powerful, but could not be spammed due to restrictions on usage time, requiring him to fill up his Armor Energy to use- and that was reprised here- these moves cannot be used on consecutive turns, but boast incredible power and effects. These three Giga Attacks all fulfil different purposes. They also have a Paralysis chance, based on the skill "Weak Spot Lock", which stuns any targets hit by his Giga Attacks.

Super Giga Crush, his default, is meant to signify guaranteed offense. It's not as powerful as DiVE Saber in terms of raw damage, but it boasts spread targeting in double battles, and cannot miss, even breaking through Protect-esque effects.

Nova Strike is the defensive Giga Attack, giving X a Protect-esque effect for the turn it's used, but only against direct damage. It's the weakest of X's Giga Attacks in terms of raw power, though. It should be noted that Nova Strike does not have priority, so the protection effect can fail against faster foes.

Finally, DiVE Saber is the all-out burst damage, boasting the highest raw power, hitting twice to break through Substitutes and Focus Sashes, and a High crit Rate to boot, at the cost of no other additional effect and a reduced Paralysis chance.

Next DiVE Armor X's only other real weakness is that he can't hold an item- he's basically a Mega Evolution in most aspects- which makes sense- in X DiVE's character select screen, his short intro involves him powering up from the DiVE Armor to the Next DiVE Armor.
 
Last edited:
EDIT: Code fixed, courtesy of Discord


Pokémon: Queen Gibdo
Franchise/Origin: The Legend of Zelda: Tears of the Kingdom
Intended Tier: UU
Type: Ground/Bug
Ability: Gibdo Wings - The user deals 1.5* damage with, and takes neutral damage from, Flying-type moves but is weak to Electric even if Ground-type. This Ability cannot be removed, suppressed, or copied.
Notable moves: Earth Power, Scorching Sands, Bug Buzz, Hurricane, Air Slash, Shadow Ball, Dark Pulse, Giga Drain, Earthquake, Bone Rush, Attack Order, First Impression, Leech Life, Dual Wingbeat, Body Press, Shadow Bone, Sucker Punch, U-turn, Roost, Spikes, Quiver Dance, Defog, Whirlwind
Other moves: Mud Shot, Mud-Slap, Infestation, Air Cutter, Gust, Bulldoze, Sand Tomb, Skitter Smack, Aerial Ace, Wing Attack, Fly, Double-Edge, Body Slam, Tackle, Tailwind, Defend Order, Sandstorm, Sand Attack
Stats: 85/100/105/105/65/100 | 560 BST
Queen Gibdo.png


Reasoning: Gibdos are bony creatures of the desert sands that spawn from sandy hives, and this species in particular is capable of spewing sand (not to mention responsible for the Sand Shroud in Gerudo Desert), so Ground typing is obligatory. Being an alpha figure to Moth Gibdos, it is Bug-type like Venomoth, Volcarona, and Frosmoth (which also all happen to have Quiver Dance and Giga Drain). Its Ability gives it an exact weakness set of Fire, Ice, Electric, and Water, which are parallel to the in-game elemental weaknesses of Gibdos. Flying pseudo-STAB is based on its ability to whip up tornadoes. It gets Order moves and Infestation due to being surrounded by hives when battled, as well as Ghost and Dark coverage because Gibdos are mummified creatures.

JavaScript:
gibdowings: {
  onModifyAtkPriority: 5,
  onModifyAtk(atk, attacker, defender, move) {
    if (move.type === 'Flying') {
      return this.chainModify(1.5);
    }
  },
  onModifySpAPriority: 5,
  onModifySpA(atk, attacker, defender, move) {
    if (move.type === 'Flying') {
      return this.chainModify(1.5);
    }
  },
  // Fixed code
  onEffectiveness(typeMod, target, type, move) {
    if (!['Electric','Flying'].includes(move.type)) return typeMod;
    if (type === target.types[0] && move.type === 'Electric') return typeMod+1;
    return 0;
  },
  onNegateImmunity(pokemon, type) {
    if (type === 'Electric') return false;
  },
  /* Original code
  onEffectiveness(typeMod, target, type, move) {
    if (type === 'Flying') return 0;
    if (type === 'Electric') return 1;
    return typeMod;
  }, */
  isPermanent: true,
  isUnbreakable: true,
  name: "Gibdo Wings",
  desc: "This Pokemon's offensive stat is multiplied by 1.5 while using a Flying-type attack. This Pokemon is neutral to Flying and weak to Electric.",
  shortDesc: "Offensive stat 1.5x with Flying attacks. Neutral to Flying, weak to Electric.",
  rating: 3,
}



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


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';
  },
  ignoreImmunity: {'Ghost': true},
  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;
    },
    onRestart() {
      this.effectData.multiplier = 2;
      this.effectData.duration = 2;
    },
  },
  secondary: null,
  target: "normal",
  type: "Normal",
},



Pokémon: Ariadne
Franchise/Origin: Phoenotopia: Awakening
Intended Tier: OU
Type: Bug/Poison
Ability: Swarm / Strong Jaw / Insomnia
Notable moves: Attack Order, First Impression, Leech Life, Lunge, U-turn, Gunk Shot, Poison Fang, Bug Buzz, Infestation, Sludge Wave, Sludge Bomb, Acid Spray, Crunch, Sucker Punch, Foul Play, Pursuit, Stomping Tantrum, Outrage, Giga Drain, Energy Ball, Electroweb, Hyper Voice, Tera Blast, Toxic, Curse, Defend Order, Heal Order, Sticky Web, Spikes, Toxic Spikes, Spiky Shield, Toxic Thread, Roar
Other moves: X-Scissor, Bug Bite, Skitter Smack, Signal Beam, Struggle Bug, Venoshock, Acid, Throat Chop, Bite, Thief, Dig, Thrash, Giga Impact, Double-Edge, Hyper Fang, Vise Grip, Protect, Spider Web, String Shot, Venom Drench, Rest
Stats: 148/85/120/99/60/70 | 582 BST


Reasoning: The second of three optional bosses, located in the penultimate main story area, this is a giant spider capable of defecating acid, hence Bug/Poison. It also defecates webs in equal measure, but more importantly it fights with a horde of underlings, some of which are spiky. (Also, it regains HP when Gail exits the room.) When it's not defecating, it tends to move around while snapping its jaws, sometimes in an exceedingly furious manner while protecting its weak spot with a spiky layer of armor. (This involves moving off the screen, hence U-turn.) For another aspect of the battle, its underlings are swapped out when it roars, hence the sound-based moves. It is not beyond sneak attacks, as Gail finds out the hard way when she first meets it, which inspires First Impression and Skitter Smack. Otherwise, this submission takes after Ariados, a fellow arachnid with a shared namesake. (Dig checks out because it lives in Mul Caves.)
 
Last edited:
Resubs:
Mechawiggler_Artwork_SMO.jpg
Franchise/Origin: Super Mario Odyssey
Intended Tier: OU
Type: Bug/Electric
Ability: Volt Absorb
Stats: 100/126/70/60/100/114 (570)
Physical: Lunge, Wild Charge, Spark, Thunder Fang, Skitter Smack, First Impression, Leech Life, U-Turn, Phantom Force, Body Press, Iron Head, Explosion, Outrage, Pounce, Double-Edge, Slam, Fury Attack, Bug Bite, Wrap, Frustration, Double Shock, Stomping Tantrum, Steel Roller
Special: Thunderbolt, Thunder, Struggle Bug, Discharge, Electro Ball, Zap Cannon, Rising Voltage
Status: Lock-On, Thunder Wave, Charge, Shift Gear, Electric Terrain, Iron Defense
Reasoning: Mechawiggler is the boss of the Metro Kingdom in Super Mario Odyssey, a large mechanical caterpillar that feeds on the electrical power of the city, granting it the bug/electric type combo. The latter part is also the reasoning for its Volt Absorb ability aswell as the move Leech Life, the rest is due to, again, being a mechanical insectoid or basic STAB. Phantom Force is meant to reference how it can appear out of purple wormholes to attack. Since it is a robot version of Wiggler it also gets Outrage, Fury Attack and Frustration.
pomme_presentation.gif

Franchise/Origin: Rivals of Aether
Intended Tier: OU
Type: Normal
Ability: Soundproof / Levitate / Popstar (HA)
Popstar - Punk Rock clone.
Stats: 70/80/60/117/90/118 (535)
Quick Attack, Hyper Voice, Sing, Low Kick, Perish Song, Sparkling Aria, Torch Song, Encore, Counter, Quick Guard, Echoed Voice, Supersonic, Uproar, Disarming Voice, Stomp, Fake Out, Snarl, Obstruct, Taunt, Low Sweep, Sucker Punch, Double Hit, Tail Slap, U-turn, Charm, Helping Hand, Facade, Flatter, Air Cutter, Air Slash, Stomping Tantrum, Harmonic Field
Signature Move: Harmonic Field - Normal - Status - 10 PP - For 5 turns, pokémon on the user's side of the field become immune to ground-type moves. Sound-based moves also gain higher priority.
Reasoning:
  • Despite being an air aligned character in the game and having the ability to make herself float, Pomme doesn't have enough going on to justify a flying type, so she's pure normal here. She does get Air Cutter, Air Slash and Levitate as compensation though.
  • Her power to control soundwaves explains other abilities like Soundproof and Popstar.
  • The plethora of sound-based moves in her arsenal are due to her role as a singer, which also grants her access to the previously exclusive signature move Torch Song. The rest are either tied to her pop idol persona or mimic similar attacks she does in Rivals.
  • Obstruct, Quick Guard and Helping Hand can be owed to the assistance of her personal bodyguard, Vince.
  • The signature move is inspired by Pomme's down special, which lets her create a musical field. While around it her float gains vertical movement and the other specials are also granted an enhancement. To replicate that I decided for a Levitate-like effect while it is active and increased priority for sound moves.
 
Last edited:

Cookie Butter

formerly the someone
Edited resub:

Pokémon: Beatrice
Franchise/Origin: Umineko no Naku Koro ni
Typing: Bug/Ghost
Intended Tier: OU
Abilities: Magic Guard/Magician/Moody
Moves: Red Truth, Attack Order, Defend Order, Heal Order, Bug Buzz, Infestation, Struggle Bug, Heal Pulse, Heal Bell, Healing Wish, Pay Day, Trick-or-Treat, Quiver Dance, Night Shade, Ominous Wind, Silver Wind, Shadow Sneak, Phantom Force, Stone Edge, Stealth Rock, Quick Guard, Wide Guard, Mean Look, Parting Shot, Thunder, Incinerate, Fire Blast, Flamethrower, Burning Jealousy, Overheat, Teatime, Magic Powder, Sacred Sword, Night Slash, Swords Dance, Rototiller, Growth, Grassy Surge, Defog, Petal Dance, Screech, Hold Back, Heal Block, Celebrate, Block, Torment, Taunt, Confuse Ray, Freezing Glare, Crush Claw, Curse, Beat Up, Barrier, Reflect, Light Screen, Mirror Coat, Metal Burst, Destiny Bond, Smart Strike, Fell Stinger, Recycle, Recover, Wish, Grudge, Scary Face, Hex, Mean Look, Fly, Sky Drop, Ion Deluge, Whirlwind, Haze, Smokescreen, Telekinesis, Teleport, Amnesia, Rain Dance, Gravity, Dream Eater, Nightmare, Mystical Fire, Dazzling Gleam, Magical Leaf, Double Team, Lucky Chant, Magic Room, Trick Room, Wonder Room, Branch Poke
Signature Move: Red Truth - Ghost | Special | 75 BP | 100% Acc. | 10 PP | Slash and sound based. Hits Normal-types for neutral damage.
Stats: 120/90/60/135/95/100 (600)
Competitive Reasoning: Special set-up sweeper, or all-around utility mon. Pretty cracked mon, but typing holds her back.
Flavor Reasoning: Beatrice is the Endless Witch, who has lived for a thousand years. When she's not in her human form, she manifests as a swarm of golden butterflies (Bug). She exists as a spirit in the island of Rokkenjima (Ghost). As for moves, her Endless Magic basically allows her to do... well, literally anything, but the movepool is based on magic she used throughout the game.


Pokémon: Duck
Franchise/Origin: Liquid Webtoy
Typing: Normal / Water
Intended Tier: UU
Ability: Cloud Nine / Color Change
Moves: Hydro Pump, Scald, Hydro Cannon, Water Spout, Muddy Water, Surf, Waterfall, Water Gun, Steam Eruption, Eruption, Lava Plume, Sludge, Acid, Acid Spray, Sludge Bomb, Sludge Wave, Tar Shot, Apple Acid, Venoshock, Toxic, Magma Storm, Haze, Mist, Icicle Crash, Icicle Spear, Avalanche, Blizzard, Ice Ball, Ice Beam, Ice Shard, Icy Wind, Egg Bomb, Block
Signature Move: Bomb Blast - Special | 100 BP | 10 PP | Normal | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Damp.
Bomb Throw - Physical | 100 BP | 10 PP | Fire | 100 Accuracy | One turns after this move is used damages the (current) target. Bypasses Protect-sort moves. Blocked by Bulletproof.
Stats: 5/5/255/5/255/5 (530)
Reasoning: Duck is from Liquid Webtoy. Liquid Webtoy is a liquid simulation game where you can place water and change it into any liquid by dying it, as well as rainclouds, ice, magma and duck. There are also bombs in Liquid Webtoy to stir up the things placed. Duck is indestructible, taking no damage from the magma or bombs. It only gets red in contact with magma but doesn't get destroyed, and goes back to normal when not touching magma.

Pokémon: Mimi
Franchise/Origin: Super Paper Mario
Type: Bug/Steel
Intended Tier: Ubers
Ability: Disguise/Rocky Payload
Notable Moves: Transform, Diamond Storm, Power Gem, Shift Gear, Gear Grind, Pay Day, Sucker Punch, Pursuit, Stockpile, Spit Up, Teleport, Fly, Stealth Rock, Earthquake, Stone Edge, Copycat, Explosion, Infestation, Lunge, Skitter Smack, Leech Life
Stats
: 41/80/128/80/128/111 [BST 568]
Reasoning: Physical set-up sweeper with Shift Gear + Diamond Storm, Disguise and a great typing. Not the strongest at first, but easy to set up.
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
resub (funny)


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

Ability: In the Groove (When this Pokemon attacks and KOes another Pokemon, its Speed is raised by 1.) / Reaper (This Pokemon’s slicing moves heal it for 1/10 max HP.)
Stats: 100 / 100 / 80 / 60 / 80 / 110 | 530 BST
Swords Dance, Solar Blade, Leaf Blade, Sacred Sword, Night Slash, Psycho Cut, Slash, Acrobatics, Aerial Ace, Agility, Air Cutter, Air Slash, Attract, Body Slam, Brave Bird, Brick Break, Bulldoze, Captivate, Confide, Curse, Defog, Double Team, Double-Edge, Dual Wingbeat, Endure, Facade, Flash Cannon, Fly, Frustration, Giga Impact, Gust, Gyro Ball, Headbutt, Hidden Power, Hurricane, Hyper Beam, Iron Defense, Iron Head, Magnet Rise, Metal Claw, Metal Sound, Mimic, Mud-Slap, Natural Gift, Ominous Wind, Pluck, Protect, Rain Dance, Rest, Return, Rock Slide, Rock Smash, Rock Tomb, Round, Sandstorm, Screech, Secret Power, Sky Attack, Sleep Talk, Snore, Stealth Rock, Steel Beam, Steel Roller, Steel Wing, Substitute, Sunny Day, Swagger, Swift, Tackle, Tailwind, Taunt, Thief, Toxic, Twister, U-Turn, Uproar, Wing Attack, Work Up

Rapid Slashing |
|
| PP: 10 | BP: 50 | Accuracy: 100 | Slicing, Contact | Hits twice.
Reasoning:
  • steel for the blade, flying for the liberi race
  • into the groove boosts attack spe on each kill
  • reaper is a trait that heals 50 hp each hit
  • rapid slashing is her s1 that has higher attack and hits twice
Competitive Reasoning: another steel not weak to fighting, similarly more offensive and takes advantage of reaper to stallbreak

La Pluma @ Life Orb
Ability: Reaper
Tera Type: Steel / Water / Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Rapid Slashing
- Sacred Sword
- Leaf Blade / Brave Bird
 
You guessed it! It's voting time. You have a week to vote for your three favourite submissions.
leafsaber47's Irene
leafsaber47's Horou Torisumi
Neosonic97's DIvE Armor X
Mygavolt's Queen Gibdo
Mygavolt's Beat Saber Avatar
Mygavolt's Ariadne
ShadowLantern's Mechawiggler
ShadowLantern's Pomme
Cookie Butter's Beatrice
Cookie Butter's Duck
Cookie Butter's Mimi
anaconja's La Pluma
 

Users Who Are Viewing This Thread (Users: 1, Guests: 3)

Top