Pet Mod [Gen 9] Crossover Chaos

Did not expect DiVE Armor X to get early votes like this, yowza!

Leafsaber47's Horou Torisumi
Neosonic97's DiVE Armor X
ShadowLantern's Mechawiggler
 
Turns out the game these are from (NeverAwake) was made in Unity, so they get the slate bonus.

256C57E6-0A3A-4964-B73C-42D6BDAD78B0.jpeg

Pokemon: Mad Wheel
Type: Steel/Dark
Abilities: Sharpness/Motor Drive
Stats: 80/115/65/109/75/116 (Total: 560)
Moves: Gear Grind, Smart Strike, Spin Out, Steel Roller, Gyro Ball, Heavy Slam, Magnet Bomb, Flash Cannon, Mirror Shot, Steel Beam, Night Slash, Wicked Torque, Pursuit, Brutal Swing, Power Trip, Dark Pulse, Throat Chop, Psycho Cut, Psyshock, Shadow Ball, Spirit Break, Outrage, Steamroller, Smog, Body Slam, Rapid Spin, Double Edge, Slash, Thrash, Giga Impact, Hyper Beam, Guillotine, Autotomize, Torment, Fake Tears, Nightmare, Sharpen, Protect, Substitute, Rest
Overview: A giant, out of control bladed wheel conjured from a subconscious trauma. Steel due to its metallic components, and Dark due to its wicked nature. Its best set in battle is probably Band or LO Sharpness with Gear Grind, Night Slash, Psycho Cut, and either Rapid Spin or Pursuit. Wicked Torque is technically an option as well, but it's weaker than Sharpness boosted Night Slash.


F2D23EFF-EE69-4E75-8915-A3A7B8175769.jpeg
(pictured: Theta Divine)
Pokemon: Theta
Intended Tier: N/A
Type: Fairy
Abilities: Remembrance (This Pokemon cannot be trapped)/Flower Veil
Stats: 65/44/70/65/80/66 (Total: 390) (Eviolite compatible)
Signature Move: Halo Burst
– Type: Fairy
– Classification: Special
– Power: 85
– Accuracy: --
– PP: 20 (max 32)
– Effect: Hits all adjacent Pokemon. Can't miss.
Moves: Dazzling Gleam, Fairy Wind, Aura Sphere, Mystical Fire, Flash Cannon, Stored Power, Energy Ball, Magical Leaf, Leafage, Shadow Ball, Calm Mind, Teleport, Recover, Play Nice, Teatime, Heal Bell, Flower Shield, Endure, Wish
Overview: Somewhat decent bulk with Eviolite, but mostly here for the sake of flavor. Might have something in CCUU if Theta in Ballet ends up overtuned somehow.

Theta in Ballet
Intended Tier: UU
Type: Fairy
Abilities: Remembrance/Flower Veil
Stats: 75/75/72/90/105/88 (Total: 505) (Eviolite Compatible)
Moves: Theta's Moveset + Sparkly Swirl, Moonblast, Play Rough, Acrobatics, Triple Kick, Jump Kick, Triple Axel, Petal Dance, Swords Dance, Teeter Dance, Baton Pass
Overview: Calm Mind sweeper. Has good coverage in Mystical Fire/Aura Sphere/Shadow Ball and provides role compression in Sparkly Swirl. You can also utilize WishPort or Heal Bell strats, perhaps to some success.

Theta Divine
Intended Tier: OU
Type: Fairy/Flying
Abilities: Divination (Telepathy + Pastel Veil for Sleep)/Flower Veil
Stats: 94/105/72/115/105/99 (Total: 590)
Moves: Theta in Ballet's Moveset + Air Slash, Dual Wingbeat, Astral Barrage, Shadow Claw, Lava Plume, Thunder Punch, Ice Punch, Pin Missile, Focus Blast, Power Gem, Steel Wing, Wake-Up Slap, Crush Claw, Crush Grip, Last Resort, Hyper Beam, Hone Claws, Miracle Eye
Overview: With better coverage and offenses, Theta Divine adds a more offensive spin to what's basically just her prevo's build. She still relies upon Calm Mind usage to deal major damage. Pin Missile is here because she occasionally attacks with large golden pins. Her "wings" also function as hands with sharp nails, so she gets some claw, punch, and grasp moves.
 
Last edited:
good mythical (and legendary) morning

(New)

"This drill of mine has been modified to have double the strength and double the stability, as well as preventing buildup. In short: digging, drilling, and pouring. I'm a professional in engineering... don't worry about doing all those kinds of tasks yourself — leave them all to me!"
Pokémon: Cement
Franchise/Origin: Arknights
Intended Tier: UU(BL?)/OU
Type:
ground.png

Abilities: Sand Force / Water Compaction (HA: Sand Rush)
Other Moves:
4-move-physical.png
: Dig, Earthquake, Fissure, Bulldoze, Drill Run, Tackle, Double Hit, Retaliate, Counter, Low Kick, Brick Break, Low Sweep, Body Press, Poison Jab, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Astonish, Iron Head, Smart Strike, Steel Roller, Assurance, Payback, Foul Play
4-move-special.png
: Mud-Slap, Mud Shot, Earth Power, Scorching Sands, Swift, Echoed Voice, Terrain Pulse
4-move-status.png
: Growl, Metronome, Swords Dance, Endure, Protect, Block, Helping Hand, Recycle, Copycat, Work Up, Sandstorm, Stealth Rock, Wide Guard, Iron Defense, Sunny Day, Rain Dance, Power Trick, Flatter, Switcheroo, Quash, Charm
Stats: 121/142/113/85/50/69 (BST: 580)

Reasoning: Pure Ground-type due to being a Zalak Ancient based on a mole. This is the same Ground-type seen in fellow moles in the Diglett and Drilbur line. The latter is notable for employing the same drill-based combat Cement does herself, even learning Drill Run like they do. The only ability that all mole realmon share is Sand Force, which she gets as well. Her other non-Hidden Ability is Water Compaction, shared with fellow Ground-types Sandygast and Palossand, to reference the cement material her codename is named after, which hardens in response with water (to make concrete). Water Compaction also allows her to boost her good Defense stat to higher levels which synergises perfectly with Body Press (as Iron Defense also does, which she also learns). With the other present Water-types in the CC micrometa, she can make their switch-ins to her risky by threat of her STAB Ground attacks or Poison Jab, while cushioning the impact of their STAB Water moves with Water Compaction in combination with the niche Passho Berry. Her Hidden Ability, Sand Rush, is mainly for competitive edge, which presents herself as a potent Sandstorm abuser in which the doubled speed stat Sand Rush gifts Cement can allow her to get the jump on opponents that could easily outspeed her outside sand. Sand Rush happens to be one of Drilbur and Excadrill’s abilities as well, which fits Cement even better since they both are moles with drills. Being in a tower defence game, she has Block and Wide Guard to help out in staving out other opponents in battles (mainly in Doubles due to Wide Guard, in which she can easily enable her own DisQuake setups while stopping others’ DisQuake). Her stats are calculated directly from her source material, at Elite 2 promotion rank at max level (minus Trust bonuses).

Code:
Cement (F) @ Leftovers
Tera Type: Steel
Ability: Water Compaction
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Body Press
- Earthquake / Stone Edge
- Iron Defense
Code:
Cement (F) @ Life Orb
Tera Type: Steel
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Iron Head
Code:
Cement (F) @ Choice Band
Tera Type: Steel
Ability: Water Compaction / Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Body Press / Iron Head
- Switcheroo

Theme Slate Reasoning: Arknights was made with Unity. It's in the Everybodywiki Unity game list page too!

(Resub)

"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 Reasoning: Honkai: Star Rail might not be in the Everybodywiki Unity game list page, but it's another game that was made with the game engine we're picking on this week. Wikipedia page here if you want to know where I'm getting at.

(Gen 8 Resub)

"Inazuma shines eternal!"
Pokémon: Raiden Shogun
Franchise/Origin: Genshin Impact
Intended Tier: OU
Type:
electric.png

Abilities: Lightning Rod (HA: Unaware)
Other Moves:
4-move-physical.png
: Spark, Fusion Bolt, Wild Charge, Night Slash, Punishment, Dual Chop, Revenge, Close Combat, Sacred Sword, Aerial Ace, Shadow Sneak, Phantom Force, Cut, Fury Attack, Quick Attack, Retaliate, Psycho Cut, Smart Strike
4-move-special.png
: Thunder, Thunder Shock, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Discharge, Electro Ball, Volt Switch, Rising Voltage, Signal Beam, Focus Blast, Night Shade, Shadow Ball, Psychic, Extrasensory
4-move-status.png
: Thunder Wave, Charge, Magnet Rise, Eerie Impulse, Electric Terrain, Torment, Quash, Detect, Destiny Bond, Spite, Snowscape, Disable, Double Team, Focus Energy, Leer, Substitute, Swords Dance, Mean Look, Me First, Laser Focus, Agility, Meditate, Teleport, Calm Mind, Imprison, Ally Switch, Rain Dance
Signature moves:
Baleful Omen -
electric.png
-
4-move-special.png
- 120 BP - 5 PP - 100% - Future Sight behaviour when used, meaning it deals damage two turns later. The message that appears when used initially is “<user> opened a link to an ethereal plane!" Paralyzes the target when it hits if Electric Terrain/Narukami Terrain is active.
Z-Move - Requires Baleful Omen and Beelzebulium ZPlane of Euthymia -
electric.png
-
4-move-status.png
-
N/A - User summons unique Narukami Terrain lasting for 5 turns that prevents all opponents from using any moves that they share with the user, along with all normal effects given by usual Electric Terrain.
Stats: 108/108/67/108/94/115 (BST: 600)

Reasoning: As the Electro Archon, Raiden Shogun is pure-Electric type for adherence with the lore that the true form of Archons are masses of pure elemental energy. Her abilities consist of Lightning Rod, her only non-Hidden ability that is meant to illustrate her adherence to the Electric type, and an allusion to her initial plan to confiscate Visions of others in the Vision Hunt Decree like how Lightning Rod siphons away her foes' ability to use the Electric moves she claims to have full control over. Unaware as her Hidden Ability is to illustrate what Raiden Shogun... or Ei is behind the scenes. Unaware's ignorance of stat changes is to illustrate Ei's status as the God of Eternity and thus strongly against any forms of change, but also brings up to mind when she returns to the realm of Inazuma after her five centuries of isolation in the Plane of Euthymia, she is unable to adjust with the times and comes out as clueless and ditzy. Her potentially small movepool is (somewhat) saved by a high number of Psychic-type moves due to her experience in meditation (Meditite line) and similar mentally empowering activities (while in the Plane of Euthymia), some Ghost-types moves due to spoiler related reasons that are also partially tied to her associated constellation, Imperatrix Umbrosa, and various slicing moves due to her efficient use of naginatas and katanas. Her signature move, based on her Elemental Skill in her source material, is a Future Sight clone, which is kind of oxymoronic on Ei as a deity of eternity. Her Z-Crystal's name is proof that the incumbent Raiden Shogun is not actually named Baal after a demon of the Ars Goetia like previous Archons are named after and is instead named Beelzebul. Baal was Ei's late sister, Makoto. Beelzebulium Z's respective Z-Move (notably with a different move category from its base move like Eevee's Extreme Evoboost) allows Raiden Ei to summon an illusion (a word often mentioned in her voice lines/quotes) of her Plane of Euthymia to incur herself a “home-field advantage" as a terrain-like effect called Narukami Terrain, named after one of Ei's ephitets. Electro/Electric and Dendro/Grass are the only Genshin elements/Pokémon types to have their own respective (vanilla) terrain adhering to their element, thus Narukami Terrain gains all the effects of the ordinary Electric Terrain, which means her Electric moves gain a massive power boost along with what her STAB bonus already gives them.

Code:
Raiden Shogun (F) @ Life Orb
Tera Type: Ghost / Ice
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Thunderbolt
- Shadow Ball / Tera Blast / Focus Blast
- Psychic / Stored Power
- Calm Mind
Code:
Raiden Shogun (F) @ Beelzebulium Z / Rocky Helmet
Tera Type: Grass
Ability: Unaware
EVs: 248 HP / 8 SpA / 252 Spe
Quiet / Timid Nature
- Baleful Omen
- Teleport
- Discharge / Volt Switch / Shadow Ball
- Shadow Ball / Focus Blast / Volt Switch

Theme Slate Reasoning: Genshin's made with Unity, you can see it in the Everybodywiki Unity game list. Do I have to explain everything?

(Resub)

"Everything is according to plan. Now the whole world shall hear his [William's] voice."

Pokémon: Nemhran
Franchise/Origin: Girls' Frontline
Intended Tier: OU
Type:
bug.png
steel.png

Abilities: Levitate / Illuminate (HA: Shield Dust)
Other Moves:
4-move-physical.png
: U-turn, Skitter Smack, Steel Wing, Magnet Bomb, Metal Burst, Fly, Aerial Ace, Acrobatics, Dual Wingbeat, Rock Blast, Phantom Force, Psycho Cut, Feint Attack, Fling, Payback, Punishment, Foul Play
4-move-special.png
: Signal Beam, Silver Wind, Bug Buzz, Struggle Bug, Infestation, Pollen Puff, Flash Cannon, Mirror Shot, Steel Beam, Tri Attack, Weather Ball, Wring Out, Air Slash, Hurricane, Power Gem, Night Shade, Shadow Ball, Ominous Wind, Hex, Giga Drain, Psychic, Mirror Coat, Extrasensory, Psyshock, Dark Pulse, Dazzling Gleam, Moonblast
4-move-status.png
: Quiver Dance, Disable, Flash, Pain Split, Safeguard, Wish, Defog, Roost, Tailwind, Poison Powder, Rock Polish, Confuse Ray, Spite, Rain Dance, Sleep Powder, Stun Spore, Magnet Rise, Amnesia, Light Screen, Reflect, Imprison, Magic Coat, Psycho Shift, Ally Switch, Instruct, Snowscape, Flatter, Memento, Torment, Quash
Signature moves:
Nano Infestation -
bug.png
-
4-move-special.png
- 40 BP - 15 PP - 100% - Salt Cure clone. When first applied to a target, the line “<Pokémon> is suffering a Nano Infestation!” appears upon activating its additional effect.
Stats: 62/94/60/135/90/80 (BST: 521)

Reasoning: Dual-Bug/Steel-type as a half-human half-robot cyborg patterned after a moth, with the ability to fly using what appears to be cape-like wings at her back. Her two non-Hidden Abilities are Levitate to reference her ability to fly without being Flying-type and Illuminate to reference her ability to conjure balls of light to attack her enemies. Her Hidden Ability, Shield Dust is a reference to the numerous moth-like realmons that get the ability as a non-Hidden Ability. Being a moth, she is given access to the coveted Quiver Dance, which takes the term “Quiver Dance bot” somewhat too literally. Her signature move, a Salt Cure clone, gains increased damage over time compared to types that aren’t Steel or Water. The former is justified very well by her usage of nanomachines in scale-like behaviour to incapacitate any Tactical Doll or similar robotic beings as she had done to immobilise M16A1 in Fixed Point; this also ties to her access to Sleep Powder and Stun Spore to cripple targets like the moth realmons also do. The Water-type’s vulnerability to Nano Infestation is somewhat of a stretch, but water is often a breeding ground for various insects where they can lay their eggs, such as some moths and many mosquitoes. Being able to produce light orbs to fight in battle, she gains a multitude of light-based coverage moves such as Power Gem and Dazzling Gleam as well as STAB move Flash Cannon to make use of her Quiver Dance capabilities and high Sp. Atk. Besides her base 62 HP, which is directly based on her 62K HP in the Fixed Point mission in which she is fought (Normal Mode Lonely Island I), her other base stats are derived from various Quiver Dancing moth realmons. She has the base Attack of Mothim, the base Defense of Venomoth and Frosmoth, the base Sp. Atk of Volcarona, the base Sp. Def of Dustox, and the base Speed of Masquerain.

Code:
Nemhran (F) @ Heavy-Duty Boots
Tera Type: Water
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Flash Cannon
- Shadow Ball / U-turn
Code:
Nemhran (F) @ Leftovers
Tera Type: Water
Ability: Shield Dust
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Roost
- Nano Infestation / Bug Buzz
- Psycho Shift / Sleep Powder
Code:
Nemhran (F) @ Leftovers / Mental Herb
Tera Type: Electric
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Roost
- Bug Buzz
- Defog
- U-turn / Memento

Theme Slate Reasoning: It's yet another game that isn't yet listed in the Unity game list on Everybodywiki, but is still actually built upon the Unity engine. Wikipedia page of said game here for reference.
 
Last edited:
One_Hell_of_a_Time_header.0.jpg

"Win one more roll, and all the loot in my casino is yours! But if you lose, I'll have your souls! Deal?"
Franchise/Origin: Cuphead
Intended Tier: Ubers?
Type: Dark/Fire
Ability: Opportunist / Shed Skin (HA)
Stats: 90/127/106/127/146/70 (666)
Physical: Night Slash, Slash, Sucker Punch, Knock Off, Body Slam, Bounce, Pounce, Wrap, Stone Axe, Attack Order, Shadow Claw, Dragon Claw, Outrage, Frustration, Facade, Payback, Headbutt, Leech Life, Horn Attack, Pay Day, Fake Out, Foul Play, Double-Edge, Endeavor, Revenge, Fire Fang
Special: Snarl, Flamethrower, Fire Blast, Dark Pulse, Fire Spin, Mystical Fire, Earth Power, Psychic, Extrasensory, Trump Card, Make It Rain, Incinerate, Inferno, Infernal Parade, Eerie Spell
Status: Will-O-Wisp, Sticky Web, Mean Look, Scary Face, Nasty Plot, Recover, Trick, Torment, Taunt, Curse, Hone Claws, Defend Order, Metronome
Reasoning:
  • The main antagonist of 2017's Cuphead, the Devil himself. His depiction in the game goes for the typical fire-and-brimstone malicious trickster interpretation of Satan, hence Dark/Fire.
  • Low speed since he spends most of the fight sitting on his throne.
  • The Devil has his underlings assist him in battle(attack order, defend order). Their intervention becomes more prominent in the 2nd phase, where he starts summoning axes as projectiles(stone axe).
  • Some of the moves come from the different forms he can take, which include: a spider monster(pounce, body slam, bounce, sticky web), a serpentine dragon(wrap, outrage, dragon claw) and a ram(headbutt).
  • Metronome, Pay Day, Trump Card and Make It Rain are there since he is the owner of a casino.
  • For the abilites, Opportunist should be self-explanatory. Shed Skin because he does exactly that when transitioning into the fight's 2nd phase.

Slate Bonus: Cuphead was made in Unity.
 
Last edited:
"I'm curious about your skills, weapon. And so, before I tear down the cities and crush the armies of heaven… You shall do as an appetizer. Come forth, child of man… And DIE."
1695311920686.png

Pokemon: Sisyphus Prime
Franchise/Origin: ULTRAKILL
Type: Fighting / Fire
Ability: Mold Breaker / Moxie / Solar Power
Intended Tier: OU
Movepool:
  • Blaze Kick, Fire Blast, Fire Punch, Flame Charge, Flamethrower, Flare Blitz, Heat Wave, Heat Crash, Overheat, Will-O-Wisp, Burning Jealousy, Ember, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Heat Crash, Heat Wave, Incinerate, Inferno, Sunny Day, Brick Break, Bulk Up, Close Combat, Cross Chop, Detect, Dynamic Punch, Power-Up Punch, Superpower, Final Gambit, Focus Blast, Body Press, Focus Punch, Karate Chop, Low Kick, Low Sweep, Sky Uppercut, Power-Up Punch, Revenge, Reversal, Rock Smash, Seismic Toss, Jump Kick, Arm Thrust, Body Press, Hammer Arm, Mach Punch, Sky Uppercut, Double Kick, Wake-Up Slap, Curse, Shadow Claw, Shadow Punch, Astonish, Grudge, Solar Beam, Earthquake, Earth Power, Stomp, Pound, Mega Kick, Mega Punch, Body Slam, Bide, Covet, Double Edge, Swords Dance, Agility, Facade, Leer, Rage, Retaliate, Smelling Salts, Strength, Thrash, Uproar, Roar, Work Up, Stomp, Torment, Taunt, Darkest Lariat, Parting Shot, Knock Off, Throat Chop, Play Rough, Poison Jab, Thunder Punch, Dual Chop
Stats: 102 / 120 / 89 / 99 / 71 / 99 {BST: 580}
Reasoning: Sisyphus Prime is the second Prime Soul in ULTRAKILL, who has an extremely strong will and has defied death many times over, with one of those examples being reincarnation as a prime soul. He led an insurrection against heaven and used any means necessary to protect his followers, such as deception and killing. Sisyphus believed his efforts would be in vain, and they were, as he was slain quickly. However, he accepted his futile fate and just took joy in the battle itself. In game, we see Sisyphus in his Prime Soul form, where these values are represented clearly, as upon his freedom from the Flesh Panopticon, he immediately asks to fight the player just for fun; and upon his death he states that he regrets nothing he did. He has a glowing sun-like head and explosive solar attacks, which explains his fire typing.


"A colossal leviathan with reptilian features, seen stalking the very heart of the volcanic crater which underpins life in this area."
1695528481008.png

Pokemon: Sea Dragon Leviathan
Franchise/Origin: Subnautica
Type: Water / Dragon
Ability: Mineral Muncher (Mountaineer[ from CAP] clone) / Thermal Exchange
Intended Tier: OU
Movepool:
  • Agility, Aqua Jet, Body Slam, Crunch, Draco Meteor, Dragon Claw, Dragon Dance, Dragon Pulse, Dragon Tail, Fire Fang, Flamethrower, Ember, Fire Blast, Incinerate, Overheat, Flip Turn, Hydro Pump, Knock Off, Liquidation, Aqua Tail, Aqua Ring, Bubble, Bubble Beam, Dive, Life Dew, Soak, Water Sport, Whirlpool, Wave Crash, Low Kick, Outrage, Roar, Scald, Surf, Waterfall, Bite, Breaking Swipe, Dragon Breath, Dragon Rush, Dragon Hammer, Giga Impact, Hyper Beam, Leer, Noble Roar, Rain Dance, Scary Face, Sunny Day, Snarl, Swift, Twister, Water Pulse, Earthquake, Bulldoze, Stealth Rock, Rock Slide, Stone Edge, Dragon Rage, Pound, Slam, Tail Whip, Tackle, Flash
Stats: 115 / 120 / 75 / 110 / 85 / 85 {BST: 590}
Reasoning:
  • Typing is quite obvious given the name
  • Has a fire breath attack and lives in heated areas deep in the ocean
  • Eats rocks, especially molten ones


"..and so they vanished, two stories ending as one."
1695531396504.png

Pokemon: Heretic
Franchise/Origin: Risk of Rain 2
Type: Dark / Flying
Ability: Nevermore (This Pokemon’s attacks have 1.3x power; loses ⅛ max HP per turn.)
Intended Tier: OU
Movepool:
  • Acrobatics, Air Slash, Brave Bird, Calm Mind, Dark Pulse, Drill Peck, Foul Play, Haze, Heat Wave, Defog, Disable, Wish, Dual Wingbeat, Focus Blast, Hurricane, Knock Off, Lash Out, U-Turn, Psychic, Roost, Shadow Ball, Shadow Claw, Confuse Ray, Steel Wing, Sucker Punch, Nasty Plot, Swords Dance, Tail Wing, Toxic, Taunt, Aerial Ace, Block, Embargo, Fly, Gust, Payback, Razor Wind, Sky Attack, Snarl, Thief, Torment, Assurance, Beat Up, Dark Void, Flatter, Fling, Feint Attack, Feint, Tackle, Peck, Night Slash, Memento, Pursuit, Quash, Ruination, Snatch, Phantom Force, Curse, Astonish, Destiny Bond, Grudge, Hex, Night Shade, Ominous Wind, Psyshock, Zen Headbutt, Shadow Sneak, Aura Sphere, Iron Head, Power Gem, Hyperspace Fury, Hyperspace Hole,
Stats: 97 / 103 / 66 / 110 / 69 / 110 {BST: 555}
Reasoning:
  • Has considerably higher damage than most other playable characters in RoR2 at the cost of negative health regeneration explaining the ability
  • Takes the appearance of a raven and has void related attacks explaining the typing (also has 3 jumps instead of the normal 2)
  • Coverage such as Power Gem and signature moves such as Dark Void are given as they make sense given the Heretic’s attacks
 
Last edited:
PHOA Made with Unity.png


Phoenotopia: Awakening


Pokémon: Gail
Franchise/Origin: Phoenotopia: Awakening
Intended Tier: OU
Type: Fighting/Electric
Ability: Adaptability / Technician
Custom moves:
  • Bludgeon - Fighting, Physical, 20 BP, 95% Acc, 15 PP | Hits 2-5 times. If the user has Charge, then this move becomes one-hit and 100 BP with doubled power. Non-contact.
  • Sonic Spear - Normal, Physical, 85 BP, 100% Acc, 15 PP | If the user has Charge, then this move becomes Electric-type and does splash damage (as in Flame Burst) in Doubles/Triples.
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
  • Bomb Throw - Fire, Physical, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Damp.
  • Tusk Strike (Fighting-type Head Charge)
  • Arrow Shot (from Ishtar)
Notable moves: Close Combat, Mach Punch, Double Shock, Wild Charge, Focus Blast, Aura Sphere, Thunderbolt, Charge Beam, Stone Edge, Wood Hammer, Blaze Kick, Bone Rush, Smart Strike, Bullet Punch, Quick Attack, Searing Shot, Flash Cannon, Hidden Power, Tera Blast, Charge, Thunder Wave, Magnet Rise, Protect, Recover, Swords Dance, Agility
Other moves: Focus Punch, Sky Uppercut, Thunder Punch, Shock Wave, Thunder Shock, Smack Down, Mega Punch, Fly, Flame Burst, Flash
Z-Move: Raging Phoenix - Electric, Physical, 175 BP | Applies Charge to the user. | Requires Wild Charge and Phoenium Z
Stats: 99/94/90/111/60/101 | 555 BST
Gail.png


Reasoning: Gail is the protagonist of a puzzle platformer where she must adapt to her surroundings and gains plenty of tools to get the job done. As a Phoenix weapon, she is also an adept user of ki, which is essentially fighting energy, hence her typing. Note that she is not the same character as Gale (the protagonist of the Flash predecessor), as I have come to realize thanks to an NPC named Coby who mentions "Lord Bill."
Her empirical form of weaponry is the Wooden Bat, and she can acquire three other bats over the course of her journey: the Composite Bat (mainly made from resin), the Steel Bat, and the Night Star (forged from a mysterious star rock, hence Stone Edge). She can use her bat of choice for rapid hits (which also inspires Bone Rush) or to charge up one hefty hit. Aside from the bat, the world of Phoenotopia houses all manner of tools to collect including slingshots (Smack Down), crank lamps (Flash), bombs, crossbows (Arrow Shot), techniques,* flute songs,** the Sonic Spear, the Rocket Boots (Blaze Kick), and the Kobold Blaster (Searing Shot, Flame Burst).
*including Tusk Strike, Spear Bomb (Sonic Spear added effect), Troll's Guard (Protect), and Whirlwind (Sky Uppercut)
**including the Prelude of Panselo (Recover), the Baroque of Battle (Swords Dance), and the Lullaby of Ava (Agility)
The rest of her movepool is based on the endgame capabilities of a Phoenix weapon that she partly exhibits in the final cutscene: flying around at high speeds with fists of justice.



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.)


Fire Emblem: Engage


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


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

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



"Now then. Hello everybody!"
Pokémon: Hortensia
Franchise/Origin: Fire Emblem: Engage
Intended Tier: UU
Type: Flying/Fairy
Ability: Cute Charm / Queenly Majesty
Custom move: Nova Tome - Psychic, Special, 65 BP, 80% Acc, 10 PP | Hits twice.
Notable moves: Hurricane, Dazzling Gleam, Fire Blast, Aura Sphere, Thunderbolt, Volt Switch, Will-O-Wisp, Thunder Wave, Roost, Wish, Aromatherapy, Teleport, Block, Whirlwind, Defog, Taunt
Other moves: Air Slash, Gust, Flamethrower, Ember, Thunder, Thunder Shock, Recover, Life Dew, Heal Pulse, Refresh, Ally Switch, Flash
Stats: 60/40/50/70/160/120 | 500 BST


Reasoning: Starting off as a wing tamer with exclusive access to the Sleipnir knight class, Hortensia is an airborne unit who wields tomes and staves. Flying obviously corresponds to her affinity, while Fairy is based on her cutesy appearance (which is also the reason for Cute Charm) and bubbly personality. She also gets Queenly Majesty as the second princess of Elusia. Varieties of tomes include fire, wind, thunder, surge (never-miss tomes, hence Aura Sphere), Tiramistorm (which translates to Fairy coverage because it's sweets-based like Slurpuff), and Nova (for which I added a bit more detail to the custom move name, as a means of future-proofing). Volt Switch is there partly because thunder tomes have 1-3 range in Engage, and partly because fliers have higher-than-average movement stats. Status moves other than Will-O-Wisp and Thunder Wave are based on staves including Heal, Physic, Fortify, Restore, Freeze, Entrap, Warp, Rescue, Illume, and Silence (represented in Taunt because it prevents the use of other staves). Roost and Defog in particular are more based on her mount than anything. Base stats = growth rates * 1.5 (HP) or 2 (other), as in the Gen 7 Fates reps.
 
Last edited:
1695531621791.png

"YOU DARE OVERSTEP YOUR MORTAL AUTHORITY!?"
Pokémon: Azhdaha
Origin: Genshin Impact
Intended Tier: Ubers? Could be tested to see if OU worthy
Type: Rock/Dragon
Abilities: Protean / Solid Rock
Notable moves: Earthquake, Stone Edge, Headlong Rush, Head Smash, Scale Shot, Rock Blast, Fire Blast, Flamethrower, Ice Beam, Thunderbolt, Hydro Pump, Surf, Liquidation, Icicle Crash, Icicle Spear, Heat Crash (999.9kg), Heavy Slam, Wood Hammer, Dragon Tail, Power Gem, Superpower, Rapid Spin, Meteor Beam
Flavor moves: Dragon Rush, Amnesia, Raging Fury, Outrage, Flame Charge, Stomping Tantrum, Smart Strike, Thunder, Blizzard, Chilling Water, Wild Charge, Ice Spinner, Dig, Ancient Power, Bulldoze, Zap Cannon, Electro Ball, High Horsepower, Shock Wave, Rock Slide, Rock Tomb, Brutal Swing, Lash Out, Confuse Ray, Hypnosis, Megahorn, Dragon Rage, Body Slam, Body Press
Stats: 140/130/80/110/100/40 [600]

Reasoning: Azhdaha was a stone that was given the form of a dragon by Morax (better known to his nation of Liyue as their deity/Archon Rex Lapis) and has Geo powers, so Rock/Dragon is a given. His second phase gives him Pyro or Hydro powers and the third phase swaps them out for Electro and Cryo. Along with elemental projectiles, he also digs into the earth and causes tremors, plus has charging attacks, tail sweeps (his tail is reminiscent of a tree), and body slams. As for certain flavor moves, erosion reduced him from a trusted friend of Rex Lapis to a short-tempered, instinct-driven being (hence why Rex Lapis sealed him many centuries ago) and over the course of the second Historia Antiqua chapter, he lures miners to the Dragon Queller to unseal him via hypnosis. He usually stays put in his battle but does occasionally move around (albeit slowly), and proves to be rather tanky. He develops elemental resistances as the fight goes on, hence being more specially bulky than physically.
 
Last edited:
Voting time! You have a week to vote for your favourite three subs.
KeeganSkymin4444's Mad Wheel
KeeganSkymin4444's Theta line
leafsaber47's Cement
leafsaber47's Bailu
leafsaber47's Raiden Shogun
leafsaber47's Nemhran
ShadowLantern's The Devil
APaidActor's Sisyphus Prime
APaidActor's Sea Dragon Leviathan
APaidActor's Heretic
Mygavolt's Gail
Mygavolt's Ariadne
Mygavolt's Framme
Mygavolt's Hortensia
KirbyRider1337's Azhdaha
 
4x weaknesses lmfao

(New)

"Joinin' Rhodes Island has been a good thing for me. Oripathy and the Infected may seem a touch scary at first, but runnin' from it willnae solve a thing. That's what I've learned here, and I mean it when I say, thank you—I see my way now, right ahead of me."
Pokémon: Bagpipe
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dragon.png
fighting.png

Abilities: Super Luck (HA: Stalwart)
Other Moves:
4-move-physical.png
: Outrage, Dragon Rush, Dragon Hammer, Counter, Low Kick, Reversal, Superpower, Close Combat, Low Sweep, Meteor Assault, Fury Attack, Quick Attack, False Swipe, Double Hit, Retaliate, Bulldoze, Rock Slide, Rock Tomb, Stone Edge, U-turn, Lunge, Heavy Slam, Smart Strike, Solar Blade, Trailblaze, Assurance, Sucker Punch, Spirit Break
4-move-special.png
: Draco Meteor, Dragon Pulse, Dragon Breath, Final Gambit, Focus Blast, Sonic Boom, Weather Ball, Terrain Pulse, Flash Cannon, Mirror Shot, Fire Blast, Flamethrower, Heat Wave, Overheat, Solar Beam, Energy Ball, Grass Knot, Dazzling Gleam
4-move-status.png
: Dragon Dance, No Retreat, Swords Dance, Endure, Block, Helping Hand, Me First, After You, Work Up, Defog, Rototiller, Wide Guard, Sunny Day, Rain Dance, Grassy Terrain, Calm Mind, Haze, Mist, Crafty Shield, Focus Energy
Signature moves:
Breech Burst -
dragon.png
-
4-move-physical.png
- 30 BP - 5 PP - 95% - Hits 3 times. Each strike has a 10% chance to lower the target's Accuracy by 1 stage. Does not make contact unlike most Physical moves.
Stats: 100/87/88/87/50/110 (BST: 522)

Reasoning: Primary Dragon-type due to being of the Vouivre race of draconic wyverns. Secondary Fighting-type to pay to her Scottish thematises and being formerly part of the army of Victoria, which more emulates the military style of the Middle Ages than more modern militaries. Her primary ability Super Luck emulates critical hits in a way back in her source material and may also tie in to a phrase seen in her Queen No. 1 alternate costume, “But the racers were scared of Bagpipe, because on the off-chance of a crash, they'd be the only ones injured," showing her apparent luck into avoiding death in this case often fatal vehicle crashes, notwithstanding its appearance in racing. Her Hidden Ability, Stalwart, in English, where Victoria's real-life equivalent, the United Kingdom, is considered an official language, has etymology tied to Scottish and Middle Age origin. Her signature move, Breech Burst, is a shortened variant of the name of her third Skill in Arknights proper, “Locked Breech Burst", which similarly deals 3 successive hits akin to Surging Strikes. It is Physical due to the skill dealing Physical damage in the source material as well, as well giving Bagpipe reliable physical Dragon-type STAB that does not make use of her Glaswegian stereotypes (the Scottish aggressiveness is also a factor into her partial Fighting-type). Her movepool includes Smart Strike and Fury Attack to make use of her lance's stabbing capabilities. Due to her rural upbringing and preference of agricultural operation on a large scale (including animal husbandry despite a good chunk of Terra's population), she has a good amount of Grass-type moves and the unusual Rototiller. The Fighting moves Meteor Assault and No Retreat belong to realmons of Galarian origin (Galar = Victoria in a sense), Bagpipe can learn both. Meteor Assault ties in into the use of her giant lance to stab foes with, and the latter fits the militaristic thematises of both Bagpipe's backstory and Falinks in general (did you know Falinks was made by the main artist of Fire Emblem Awakening, which has similar (somewhat) Middle Ages-era war themes to what Falinks and Bagpipe have?)

Code:
Bagpipe (F) @ Life Orb / Roseli Berry
Ability: Super Luck
Tera Type: Steel
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage / Breech Burst
- Close Combat
- Smart Strike / Stone Edge
- Dragon Dance
Code:
Bagpipe (F) @ Life Orb / Roseli Berry
Ability: Super Luck
Tera Type: Fighting
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- No Retreat
- Outrage / Breech Burst
- Close Combat
- U-turn
Code:
Bagpipe (F) @ Dragon Fang / Life Orb
Ability: Super Luck
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Overheat
- Flash Cannon / Focus Blast
- Focus Energy

(Resub)

"Heheh... It's not easy being so cute, you know."

Pokémon: Floren
Franchise/Origin: Xenoblade Chronicles 2
Intended Tier: UU
Type:
grass.png
ground.png

Abilities: Coming of Spring
Signature ability - Coming of Spring - User regains 30% more HP from recovery moves, HP-draining moves, Leech Seed, Aqua Ring, and Ingrain. Heal Pulse (and Pollen Puff on an ally) heals 30% more HP than usual. Does not stack with Big Root.
Other Moves:
4-move-physical.png
: Bullet Seed, Needle Arm, Seed Bomb, Petal Blizzard, Solar Blade, Grassy Glide, Trailblaze, Bulldoze, Stomping Tantrum, Barrage, Covet, Natural Gift, Low Kick, Low Sweep, Acrobatics, Rock Blast, Smack Down, U-turn, Play Rough
4-move-special.png
: Petal Dance, Solar Beam, Giga Drain, Magical Leaf, Energy Ball, Grass Knot, Leaf Storm, Earth Power, Swift, Weather Ball, Terrain Pulse, Aura Sphere, Focus Blast, Pollen Puff, Flash Cannon, Psychic, Mirror Coat, Dazzling Gleam, Draining Kiss
4-move-status.png
: Leech Seed, Sleep Powder, Stun Spore, Synthesis, Aromatherapy, Worry Seed, Grassy Terrain, Spikes, Metronome, Encore, Sweet Scent, Helping Hand, Nature Power, Poison Powder, Sandstorm, Wide Guard, Rage Powder, Sunny Day, Rain Dance, Calm Mind, Magic Coat, Charm, Sweet Kiss
Signature moves:
Lilium Dance -
grass.png
-
4-move-special.png
- 90 BP - 10 PP - 100% - Restores the user’s HP by 50% of the damage dealt. Contact unlike most Special moves. Ballistic move (blocked by Bulletproof).
Z-Move - Requires Lilium Dance and Florenium Z - Lethal Lavender -
grass.png
-
4-move-special.png
- Restores the user’s HP by 50% of the damage dealt. Will always land a critical hit. Contact unlike most Special moves. Ballistic move (blocked by Bulletproof).
Stats: 60/70/65/110/125/100 (BST: 530)

Reasoning: Primary Grass-type due to his connection to flowers and other plantlife, though carries the secondary Ground-type due to technically being an Earth-element blade. His signature ability, Coming of Spring, is based on his Field Skill of almost the same name, which increases his party healing abilities. Lilium Dance is mostly based on his second Special, which is a HP-draining move which similarly heals him for 50% of the damage dealt to Xenoblade 2’s party. It has the same type as Giga Drain, but as a signature move of Floren, has the same BP as Bitter Blade from Ceruledge to avoid having a near similar BP to Giga Drain (75 vs 90; a Lilium Dance with 80 BP would be a nearly exact copy of Giga Drain). Lethal Lavender, his Z-Move, has similar behaviour to Lilium Dance and unlike Lilium Dance can critically hit more than usual. He has various moves that can be blocked by Bulletproof/are ball-based moves due to his usage of Bitballs as his primary weapon (including Barrage, Energy Ball, Seed Bomb); and being an androecious flower Blade, has multiple powder moves such as Sleep Powder, Pollen Puff and Rage Powder since pollen (aka plant powder) and the stamens pollen is produced from are male reproductive organs of plant organisms. He secretly has a manipulative mean streak, and due to lack of elemental coverage that Blades have, can only settle with Charm, Covet, and Rage Powder for exploiting his cute allure on his victims and would kill to have any Dark or Ghost moves like the important Taunt and Shadow Ball. Since plants use light for photosynthesis, other than the move Synthesis to help heal his own HP, he can use various Psychic/Fairy moves meant more for Light-element Blades. Having access to Fairy moves such as Play Rough, Dazzling Gleam, and Draining Kiss also help to reinforce his effeminate nature.

Code:
Floren (M) @ Florenium Z
Ability: Coming of Spring
Tera Type: Grass
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Lilium Dance
- Earth Power
- Dazzling Gleam / Draining Kiss
- Calm Mind / Sleep Powder
Code:
Floren (M) @ Choice Scarf
Ability: Coming of Spring
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Lilium Dance
- Earth Power
- Focus Blast
- Dazzling Gleam / Draining Kiss
Code:
Floren (M) @ Leftovers / Yache Berry
Ability: Coming of Spring
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Substitute
- Leech Seed
- Lilium Dance / Draining Kiss
- Sleep Powder / Synthesis / Earth Power

(Gen 8 Slate Winner Resub)

"As a mercenary, I just do my job. As for the purpose of my mission and what consequences it'll leave, I don't have a say in any of that. So, from now on, you're in charge of deciding what I'm responsible for."
Pokémon: Frostleaf
Franchise/Origin: Arknights
Intended Tier: UU
Type:
ice.png
rock.png

Abilities: Illuminate / Filter (HA: Long Reach)
Other Moves:
4-move-physical.png
: Avalanche, Ice Shard, Icicle Crash, Triple Axel, Ice Spinner, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Stone Axe, Cut, Fury Attack, Quick Attack, Rock Climb, Low Kick, Brick Break, Low Sweep, Earthquake, Bulldoze, Twineedle, U-turn, Iron Tail, Smart Strike, Spirit Break
4-move-special.png
: Blizzard, Ice Beam, Icy Wind, Powder Snow, Sheer Cold, Frost Breath, Freeze-Dry, Power Gem, Hyper Voice, Weather Ball, Earth Power, Shadow Ball, Flash Cannon, Mirror Shot, Water Pulse, Mirror Coat, Synchronoise, Dazzling Gleam, Disarming Voice
4-move-status.png
: Haze, Aurora Veil, Snowscape, Sandstorm, Stealth Rock, Focus Energy, Sing, Swords Dance, Endure, Safeguard, Helping Hand, Confuse Ray, Rain Dance, Light Screen, Reflect, Calm Mind, Speed Swap, Memento, Torment, Quash, Moonlight
Signature moves:
Ice Tomahawk -
ice.png
-
4-move-physical.png
- 90 BP - 10 PP - 100% - Lowers the target's Speed by 1 stage. Non-contact unlike most Physical moves.
Stats: 95/116/81/69/80/85 (BST: 526)

Reasoning: Primary Ice-type due to her codename and skills showing such ice-based theming. Her secondary Rock-type gives her the fragile Ice/Rock-type fitting of her backstory, but also harkens towards the rock-like appearance of the background of her Elite 2 artwork. Her non-Hidden abilities include the flavour-only Illuminate, which ties to the light-theming she also carries with terminology from beacon, light, etc. to describe her and her dialogue. The battle-usable Filter somewhat patches up her terrible defensive typing of Ice/Rock, once the signature ability of the Mr. Mime evolution line, which Frostleaf shares the lack of visible emotion and expressions with, as if to suppress her dark past as a child soldier. Long Reach is her Hidden Ability, fitting of a fox as cold as Decidueye. Long Reach's Japanese/Chinese name Distant is a double meaning referring to her ability to attack at longer ranges than with pure melee options and her personality. Her signature move, Ice Tomahawk, allows her a strong alternative to Icicle Crash with a 100% chance to lower hit target's Speed, useful for a typing that would rather have higher speed tiers than lower one. This signature move shares its name with the first Skill she can learn, though the similarly named Frost Tomahawk is essentially a stronger variant of Ice Tomahawk, with a Stun chance like the propensity for Ice-type to include a chance to freeze opponents. Regardless, the two skills are thematically similar. As an axe user who also stabs foes in battle as it more resembles a halberd, she carries Stone Axe, which serves as a Stealth Rock alternative on Choice sets. The moves Twineedle and Smart Strike are used to allow Frostleaf to stab her foe with her axe during Pokémon battles. Frostleaf is an audiophile who likes singing and humming, so there are a bunch of sound moves, damaging or otherwise, for her to use (Hyper Voice, Sing, Disarming Voice).

Code:
Frostleaf (F) @ Focus Sash / Custap Berry
Ability: Filter
Tera Type: Ghost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- U-turn
- Memento / Haze
Code:
Frostleaf (F) @ Choice Band
Ability: Filter
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Axe / Stone Edge
- Ice Tomahawk
- Earthquake
- Ice Shard
Code:
Frostleaf (F) @ Heavy-Duty Boots
Ability: Filter
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge / Earthquake
- Ice Shard / Triple Axel
- Earthquake / Ice Tomahawk
- Swords Dance
 
Last edited:


"You have no idea how embarrassing it is to be an angel who can't fly on his own. So thanks for your help. Without you, I'd be finished!"
Pokémon: Pit
Franchise/Origin: Kid Icarus
Intended Tier: OU
Type: Flying/Fairy
Ability: Justified, Reckless, Simple (Hidden)
Notable moves: Fairy Wind, Dazzling Gleam, Play Rough, Moonblast, Hurricane, Brave Bird, Roost, Aerial Ace, Acrobatics, Flash Cannon, Metal Claw, Metal Burst, Mirror Shot, Steel Wing, Bullet Punch, Mach Punch, Sky Uppercut, Aura Sphere, Victory Dance, Calm Mind, Agility, Swords Dance, Mystical Fire, Sacred Fire, Flare Blitz, Sunny Day
Signature moves:
  • Guardian Orbitars (Fairy, Status, 32 PP max, +1 priority) - Sets up a party-wide shield against special attacks for one turn. If a special attack is used against him or any allies during the same turn, it will target the foe that used the attack instead.
  • Final Strike (Fairy, Special, 130 BP, 8 PP max, 90% accuracy) - Fairy-type Draco Meteor clone; lowers the user's Special Attack by two stages.
Mega Evolution: Steel/Fairy with the ability Sheer Force, +45 each to Def and SpD and +20 each to Atk and SpA, but -30 Spd. This is basically him donning the Three Sacred Treasures, as seen here.
Stats: 75 HP/100 Atk/75 Def/100 SpA/75 SpD/100 Spe = 525

Reasoning:
Flying/Fairy should be obvious, being the same type combination as the equally angelic Togekiss; Flying is the primary type however due to Pit being native to Skyworld, a realm above the clouds, and often associated with the air (even if the Power of Flight only lasts for five minutes at a time). Justified is due to his heroic nature, Reckless because he tends to rush into dangerous situations, and Simple thanks to being rather ditzy and unlucky at times despite his competence but also pulling off feats of ludicrous power befitting its effect being double the usual potency of stat changes. The presence of Steel and Fighting moves as coverage options for him are due to his skills in combat and use of all kinds of weaponry, especially in Kid Icarus: Uprising, while Fire and especially Flare Blitz are a reference to how his wings will start to burn if he uses the Power of Flight for longer than its alotted time period (which he does at least once in Uprising to save someone else's life), as well as how angels in Christian folklore often had fiery wings and sun-based abilities. His Mega Evolution, as noted, involves the Three Sacred Treasures, which was his Final Smash in Super Smash Bros. for the Wii U, while the Final Strike is the final form of the Great Sacred Treasure he uses in the final boss battle in Uprising (which is also the source for the Guardian Orbitars he uses in SSB4 and Super Smash Bros. Ultimate); its Sheer Force ability is due to it being the ultimate weapon against the final boss in question, who was powerful enough to force him to go all-out in an ultimately successful bid to stop them.

Competitive Info:
The hero of Skyworld and the captain of Palutena's personal guard, Pit is a powerful warrior despite his youthful appearance. Equally capable at both close- and long-ranged combat, he is decently quick despite his mediocre defenses, and packs such formidable STAB options as Play Rough, Moonblast, Hurricane, and Brave Bird, along with Steel, Fighting, and Fire coverage to take down almost anything with a type advantage against him (with his only blind spot being Electric). His two signature moves also cater to different styles of combat: Guardian Orbitars is useful for team utility against teams with a heavy reliance on special sweepers, while Final Strike gives him a lethal special STAB option to wipe the floor with anything not resistant to Fairy - especially since Reckless would enable him to absolutely devastate any non-resistant foe alongside Brave Bird and Flare Blitz, even if he will usually only be able to do so once or twice without team support. As for his other abilities, Justified is useful for switch-ins into Dark-type attacks for physical sets, though even with Roost, his survival might not be guaranteed and a mistimed prediction might put him in a bad spot; Simple, meanwhile, pairs well with boosting moves to allow him to ramp up his offensive power to sky-high levels before unleashing divine retribution at the right moment, though it should go without saying that using Final Strike with it is definitely not the best of ideas.
Upon Mega-Evolving and donning the Three Sacred Treasures, Pit's defenses are boosted to the point where he can trade hits with powerful opponents, especially with only two type weaknesses instead of five alongside a welcome boost in offensive firepower. These boons do not come for free, however: with a lower Speed stat and no answer to either Ground- or Fire-types, his best hope is to take advantage of whatever boosts he can bring to the table and pray to Lady Palutena that he can claim victory against the opposition before he's finished first.

----------


(Image source by KaijuSamurai)

"RAGE."
Pokémon: Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Outrage
Signature moves:
  • Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. 30% chance to inflict a burn. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
G-Max Move: G-Max Infernal Chasm - Fire-typed. Literally his Infernal fatality, albeit instead of sending the opponent down into the depths of the Earth's crust, the fissure Diablo summons shoots up an absolutely massive geyser of lava that engulfs all opponents on the field that can be targeted; any opponent hit by this move has a 50% chance to be burned. Non-grounded opponents take only half damage and will not be burned, but opponents using Dig will receive double damage and a guaranteed burn.
Stats: 65 HP/115 Atk/65 Def/115 SpA/65 SpD/100 Spe = 525

Reasoning:
The premise of Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.

Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with a decent turn of speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one blosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, and the deleterious effects that each of them may have on the opposition will only give him even more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.

----------




"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Intended Tier: UU
Type: Psychic/Grass
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Wish, Calm Mind, Healing Wish, Heal Pulse, Confusion, Teleport, Psybeam, Psychic, Stored Power, Psyshock, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Aromatic Mist, Dazzling Gleam, Crafty Shield
Signature moves:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Psychic, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers both a Protect effect for the rest of the turn and healing by 25% of the target's maximum HP.
Z-Move: Tree of Life - Status, requires Jungle Healing. Creates a tree-shaped energy construct like his ultimate. For the next five turns, not only are any allies including himself healed by 50% of their max HP (i.e. free Recover per turn), but any incoming attack damage is also reduced by 25% until the effect expires.
Stats: 120 HP/65 Atk/120 Def/65 SpA/120 SpD/40 Spe = 530

Reasoning:
An ex-employee of the Vishkar Corporation, Niran was born into a wealthy family in Thailand which sent him to the prestigious Vishkar Academy, where he delved into research on the pharmaceutical applications of biolight technology. When Vishkar tried to claim this innovation for their own use, Niran left for a life on the run, taking his research with him. Now a free-spirited philanthropist called Lifeweaver, he is listed in-game as a Support hero loaded with incredible utility, able to heal allies, sculpt terrain, and reposition himself and his team in unorthodox ways.
As for justifications for typing and abilities, Psychic is because of its effectiveness against Poison, its association with Light Screen and Reflect, and the fact that a number of Pokemon associated with healing were of that type before Fairy came along. Grass is because of the plant motif for most of his abilities, born from his admiration of his family's gardens during his youth - the Tree of Life that is his Z-Move is his ultimate in-game. As for his abilities, Triage relates to his healing abilities, Filter references the protective aspects of his character and some of his abilities, and Friend Guard is there to reference his Support class in general. As a bonus, I also made sure to reference every single one of his abilities in Overwatch 2 (the game where he was introduced) in at least one of the moves I gave him:
  • Healing Blossom = Wish, Healing Wish, Pollen Puff
  • Thorn Volley = Bullet Seed, Magical Leaf, Leaf Storm, Pin Missile
  • Petal Platform = One of his signature moves, plus Crafty Shield
  • Rejuvenating Dash = Agility, Teleport
  • Life Grip = One of his signature moves, plus Ally Switch (especially when paired with Wish and Healing Wish)
  • Tree of Life = Jungle Healing and the aforementioned custom Z-Move
Competitive Info:
Lifeweaver is slow as molasses and has little in the way of direct damage output, but makes up for it by being nigh indestructible. Even the fact that he has a whopping seven type weaknesses, especially that 4x weakness to Bug, is easily remedied by simply running Filter, and Synthesis and Recover are reliable healing options for if he has to run either of his other two abilities instead. Of course, his sheer defensive bulk should hopefully ensure that even a super-effective hit wouldn't be quite enough to insta-kill him, which is important because he's going to have to move second at best the vast majority of the time. Most of his utility comes from the variety of healing and ally-buffing moves and general support shenanigans he brings to the table, compensating for his paltry offensive firepower. In particular, his ability to negate entry hazards temporarily opens up a lot more versatility in terms of move and item usage without any specific need for moves to put a stop to them, and his Tree of Life Z-Move especially remains in effect even when he has to switch out and have someone else take his place, essentially giving anyone on his side of the field a little more freedom to do what they do best without having to worry about being struck down. Being forced to rely on chip damage to actually hurt anyone is further reflective of his Support hero class, but this is ancillary to the more useful effects inflicted by these same attacks such as debuffs, switch-outs, etc. In short, Niran is a dedicated healer who tends to struggle during one-on-one fights, but whose optimization for team battles means his presence alone can potentially turn the tide of even the most hopeless skirmish.
 
Last edited:
0848D9C6-B6C2-4001-A469-B13CE4040D6C.jpeg

Tokyo’s Protector
Pokémon: Flynn
Franchise/Origin: Shin Megami Tensei
Intended Tier: OU
Type:
Normal / Fighting
Stats: 90/105/85/105/85/110 (580)
Ability: Smirk, Adaptability
Gains the laser focus effect on hitting a super effective attack, or avoiding/blocking an attack

Notable moves: Flamethrower, Ice Beam, Thunderbolt, Hurricane, Sacred Sword, Meteor Mash, Double Edge, Body Slam, Shadow Claw, Poison Jab, Swords Dance, Nasty Plot, Focus Blast, Knock Off, Cosmic Power, Recover, gen 9 universals (WIP)
Signature moves: Godslayer Sword
80 BP 8pp Physical Normal Type Attack, Contact.
Is calculated as typeless damage

Reasoning: your protag in smt iv and Iva is always better magic build imo, physoids coping. Anyways, smirk is an in game mechanic that has those same conditions, but with added dodging literally every attack and weakness immunity but that’s stupid and I didn’t add that. Adaptability is to represent the physical and gun builds you can have. The varied movepool is to represent the fact you can basically use any move in the game through demon whispering
 
Last edited:
(Luigi's Mansion design is the Shiny)
Pokémon: King Boo
Franchise/Origin: Super Mario Bros.
Intended Tier: OU
Type: Ghost/Dark
Regional Variation: (Optional)
Ability: Levitate / Intimidate / Regenerator (HA)
Notable moves: Poltergeist, Shadow Sneak, Crunch, Play Rough, Iron Head, Knock Off, Flamethrower, Will-o-Wisp, Thunderbolt, Sucker Punch, Foul Play, Destiny Bond, Taunt, Trick Room, Hex, Shadow Ball
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 55 HP/135 Attack/135 Defense/135 Special Attack/55 Special Defense/55 Speed (Yes, thet stats are intentionally similar to Flutter Mane's
 
"I am Metatron! I am one with God!"
1696605213160.png
Pokémon: Metatron
Franchise/Origin: Shin Megami Tensei
Intended Tier: Ubers
Type: Psychic/Steel
Ability: Heatproof/Levitate/Lesser YHWH

Lesser YHWH
: This Pokemon is immune to status ailments. Moves with 25 BP or less gain 50% BP. (Purifying Salt without the ghost resistance combined with Technician.)

Notable moves:

Physical: Steel Wing, Wing Attack, Dual Wingbeat, Aerial Ace, Flame Charge, Fire Punch, Flare Blitz, Sacred Sword, Sky Uppercut, Drain Punch, Close Combat

Special: Thunderbolt, Moonblast, Aura Sphere, Flamethrower, Fire Blast, Mystical Fire, Psychic, Psyshock, Stored Power, Future Sight, Flash Cannon, Hydro Pump, Ice Beam, Shadow Ball, Volt Switch, Thunder

Status: Calm Mind, Agility, Recover, Wish, Autotomize, Teleport, Block, Defog, Cosmic Power

Signature move: Fire of Sinai (25 BP| Special | Hits 2-5 Times | Fire | 100% Accuracy)

Stats: 120HP/70Atk/100Def/150SpA/120SpD/90Spe (660)

Reasoning: Metatron in the SMT games, as an angel, primarily recieves Light moves and resistances. However, as there is not really an equivalent to "Light" in Pokemon, I gave him Psychic (the closest thing there is, other than fairy, which I feel doesn't fit) and Steel (for obvious reasons). I've built Metatron as a bulky, special attacking setup sweeper, who is almost certainly too powerful for OU, as he should be. Heatproof fits Metatron's usual resistances in Megaten titles, as he usually resists all four of the standard four elements, (Fire, Ice, Wind, Electric), so it only makes sense for him to have an ability that eliminates Psychic/Steel's fire weakness. Levitate... well, he clearly has wings. Lesser YHWH (named after his Boss Trait in the Day 8 Chaos Route of Devil Survivor) makes him immune to status conditions, befitting quite a few of his major apperances, and a Technician Boost on Fire of Sinai, which is Fire-type here as there is no equivalent to Almighty in pokemon, and the name says "Fire" in the name. In SMT, it's Metatron's iconic signature multi-hit Almighty attack that hits 2-5 times, so making it a Special Bullet Seed makes all too much sense. Metatron as I've made him can go two ways- being a defensive utility mon that can soak up hits, remove hazards, and support with Wish-Teleport, or being a bulky setup sweeper.

Metatron is CERTAINLY too powerful for OU by design, and to keep him in check, I've kept him out of Base 100 speed. His defenses are pretty evenly spread, (with a bias towards Spc. Def) making him able to tank both Physical and Special attacks, and he has a great defensive typing with two abilities which can cover his weaknesses, or a third that makes him outright immune to status conditions on top of giving a Psuedo-STAB boost to his Fire of Sinai. Being 100 speed on top of that would simply be too much, possibly even for Ubers.

For sets, a variety of items can benefit him, such as Leftovers for longevity, Assault Vest for going all in on Specially Defensive Sweeping, Loaded Dice for Fire of Sinai, and more. Moveset wise, I can see Calm Mind sets, Wish-Teleport sets, as well as even use for Autotmize to make up for Metatron's lower speed.

"I've become hee ho evil! I'm Black Frost, heeeeee hoooooo!"
1696607078717.png

Pokemon: Black Frost
Franchise/Origin: Shin Megami Tensei
Intended Tier: OU
Type: Dark/Ice
Ability: Flash Fire/Ice Body/High Fire Pleroma

High Fire Pleroma:
This Pokemon's Fire-Type moves have their power increased by 50%. (Fire-Type Dragon's Maw)

100HP/30Atk/60Def/120SpA/60SpD/110Spe/480BST

Notable Moves:

Physical: Fire Punch, Ice Punch, Drain Punch, Sky Uppercut, Knock Off, Close Combat, U-turn

Special: Flamethrower, Ice Beam, Blizzard, Dark Pulse, Shadow Ball, Fire Blast, Thunderbolt, Moonblast, Dazzling Gleam

Status: Nasty Plot, Taunt, Calm Mind, Iron Defense, Cosmic Power, Snowscape, Sunny Day

Z-Move: (Satan Magatama) -> Emperor of Kabukicho | 190 BP | Dark-Type | 10% Chance of Freeze, 10% Chance to Burn | Must know Dark Pulse

Reasoning: Black Frost in SMT games usually wields both Ice and Fire damage as well as Dark, but in Pokemon you can only have two types. Dark/Ice fits best for Black Frost (Evil Jack Frost. No-brainer of a typing really), so to emulate his Fire immunity and damage, he gets Flash Fire and High Fire Pleroma. High Fire Pleroma will ensure Black Frost always has his Fire Psuedo-STAB at the cost of Flash Fire's Fire immunity, whereas Flash Fire can get Black Frost the boost, but it is not nearly as much a guarantee to have it when the time comes, for the trade off of gaining a Fire immunity. Black Frost's BST is quite low, but I'm betting the distribution of his stats and his abilities will make him be able to stand in OU, similarly to Clodsire in Gen 9 OU.

The Emperor of Kabukicho Z-Move and Satan Magatama (if for whatever reason not having a "Z" name should be avoided, name it Blackfrostium Z, I just thought it would be a nice reference) item is a reference to his appearance in Nocturne, and a Dark Move with a chance to freeze and burn fits Black Frost. Though, given Z-Moves nature as Psuedo-Nukes the status chance may be redundant. We'll see. This shouldn't be too hard to implement, as moves that can inflict multiple statuses are nothing new (Tri Attack, G-Max Stun Shock)

"I'm Pixie of the Fairy Clan!"
1696609450576.png

Pokemon: Pixie
Franchise/Origin: Shin Megami Tensei
Intended Tier: UU
Type: Electric/Fairy
Ability: Levitate

70HP/80Atk/70Def/100SpA/80SpD/100Spe/500BST

Physical: Rapid Spin, Thunder Punch, Play Rough, Knock Off

Special: Thunderbolt, Moonblast, Flamethrower, Parabolic Charge, Hurricane, Volt Switch, Thunder, Air Slash

Status: Defog, Wish, Taunt, Stealth Rock, Spikes, Calm Mind

Reasoning: Pixie is usually a low-level demon, most often your first one recruited in a given SMT game. Given how she's basically always in the Fairy Race, and almost always has Zio as one of the first moves, making her Electric/Fairy was a given, and Levitate made sense because well... I don't think I need to explain that to you. She has decent Special Attack, moves, and coverage, but I imagine most will use her more as a utility pivot with Wish support. Giving her healing moves made sense given how she's often a low-level healer, but I did refrain from giving her Teleport to keep her from being too good for UU, as the Wish-Teleport synergy might be too much, even with her bulk being average at best.

Yes, I know that High Pixie exists, so she's better as the NFE compared to High Pixie. Do I care? No, especially given Pixie is way more iconic and recognizable. Argue with the wall.
 
Last edited:

A cruel, high-ranking Plegian officer with a sultry aura.

Pokémon: Aversa
Franchise/Origin: Fire Emblem: Awakening
Intended Tier: OU
Type: Dark/Flying
Ability: Shadowgift - Steelworker for Ghost-type moves; cannot be removed
Hidden Ability: Galeforce - On KO, grants +1 Priority to the user's next move (Moxie variant)
Custom moves:
  • Nosferatu (Dark-type Giga Drain)
  • Waste (Dark-type, Special, non-contact Gear Grind)
  • Goetia - Dark, Special, 120 BP, 75% Acc, 10 PP
Notable moves: Hurricane, Thunderbolt, Fire Blast, Dark Pulse, Shadow Ball, Hex, Dragon Pulse, Nasty Plot, Roost, Will-O-Wisp, Thunder Wave, Defog
Other moves: Foul Play, Punishment, Dual Wingbeat, Icicle Spear, Branch Poke, Thunder, Shock Wave, Thunder Shock, Air Slash, Air Cutter, Gust, Ruination, Attract, Captivate, Charm
Stats: 85/70/70/120/80/120 | 545 BST
Aversa.png

Reasoning: Aversa is a dark flier whose special skill is Shadowgift, which technically only allows her to wield dark tomes without being a dark mage or sorcerer, but this would not translate well as a Pokémon Ability effect. Galeforce is the Level 15 skill of dark fliers and normally allows a unit to act again after KOing an opposing unit, once per turn.
Other than dark magic (one type of which is Ruin, hence Ruination), Fire Emblem Awakening has fire, lightning, and wind magic, as well as a special tome effective against dragons. Dark fliers are also capable of wielding lances, which are represented in Icicle Spear and Branch Poke (one of them is wooden). Nasty Plot, Foul Play, Punishment, Attract, Captivate, and Charm are based on her personality traits as a sadistic seductress with machinations. Base stats = growth rates * 2 (except HP, which is left alone)



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

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,
}
 

Users Who Are Viewing This Thread (Users: 1, Guests: 4)

Top