Pet Mod [Gen 9] Crossover Chaos

423px-Junko.png

"Now, show me! Just what an earthling risking her life is capable of! And behold! This pristine spiritual force that rejects life and death!"
Origin: Touhou Project
Intended Tier: OU(maybe Ubers)
Type: Fire
Ability: Clear Body
Stats: 80/130/70/130/70/100 (580)
Physical: Purifying Fury, Revenge, Outrage, Comeuppance, Payback, Pursuit, Fire Lash, Endeavor, Flame Charge, Superpower, Frustration, Retaliate, Force Palm, Punishment
Special: Mystical Fire, Fire Blast, Incinerate, Burn Up, Overheat, Stored Power, Energy Ball, Aura Sphere, Flash Cannon, Dazzling Gleam, Hex, Focus Blast, Fiery Wrath, Doom Desire
Status: Nasty Plot, Will-O-Wisp, Grudge, Cosmic Power, Moonlight, Work Up, Spite, Trick, Parting Shot, Pain Split, Nature Power, Wish

Signature Move: Purifying Fury - Fire - Physical - 10 PP - 70 BP - 100% Acc - Power doubles if the target had any of their stats lowered, negative stat drops are then removed afterwards. If used on an ally with lowered stats, those are removed and the target gets a two stage increase on their highest stat. Fails otherwise.
Reasoning:
  • Junko is a sagacious spirit with the power to purify things, which she used on herself to become a being of pure fury and hatred, represented here by her fire-type(also inspired by the flame-like tails that are usually seen in her design). With Burn Up she is able to get rid of her typing altogether, becoming "purified" from classification.
  • A large part of her movepool is characterized by the resentment she harbored for Chang'e(and the lunarians in general), with moves like Revenge, Payback, Grudge and the like. Nasty Plot comes from the elaborate scheme she came up with to fill a part of the moon with fairies' life force energy(hence Energy Ball and Nature Power), making its inhabitants temporarily flee to somewhere else, leaving the Lunar Capital defenseless.
  • Clear Body was chosen as the ability since it is named "pure body" in a few languages.
  • Since she is fought on the moon she also gets Cosmic Power and Moonlight.
 
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Submissions are closed. You have one week to vote for your three favourite submissions.
leafsaber47's Bagpipe
leafsaber47's Floren
leafsaber47's Frostleaf
Falchion's Pit
Falchion's Diablo
Falchion's Lifeweaver
Orangesodapop's Flynn
Swagodile's King Boo
MCJD931's Metatron
MCJD931's Black Frost
MCJD931's Pixie
Mygavolt's Aversa
Mygavolt's Queen Gibdo
ShadowLantern's Junko
There will be a Balance Slate next week so think about what changes to previous winners should be made for a healthier metagame.
Visit the Crossover Chaos Discord to join in on discussions and share ideas.
 

Congratulations to Mygavolt, leafsaber47 and Orangesodapop for winning with Aversa, Bagpipe and Flynn. There was a tie between Flynn and Diablo, which I broke.

This week is going to be a Balance Slate. Make any suggestion for any winning Crossover that you think would make the metagame healthier or add flavour. Check the list of winning Crossovers. Voting will be held in the form of a survey to determine if a suggestion is implemented or not.

Make suggestions below in this format:
Effected Pokemon:
Balance Suggestion:
Reason:


Have fun!
 
Affected Pokémon: Azhdaha
Balance Suggestion: Add Draco Meteor, Dragon Pulse
Reason: I missed some spots with his moveset, anyway for an elemental dragon whose sub could use either attacking stat and in the source material outright summons meteors if the element in his second phase is Pyro these moves are a given; Probably gonna end up shafted in favor of physical movesets but even in that case, flavor is flavor. also side note but I think I see him more as OU material than Uber now but that’s probably just in a vacuum anyway
 
oh look, reposting these two again

Effected Pokémon: Reva
Balance Suggestion:
steel.png
>
steel.png
fighting.png

Reason:
A better offensive typing in exchange for a worse defensive typing. This gives Reva a very lucrative STAB Body Press, but this is offset by the fact she retains her inability to learn any strong Fighting-type moves such as Superpower or Close Combat. Her new part Fighting-type harkens to her status as a protective and brave paladin for her nation, similar in valour to Falinks and Cobalion, the latter of which now has the same type as her.

Effected Pokémon: Wriggle Nightbug-Augmented
Balance Suggestion: +Axe Kick
Reason: One of the missed opportunities of all time. This LW variant of Wriggle Nightbug is very much supposed to be a Kamen Rider reference. Not having what is considered the most notable move of Lokix, fellow Kamen Rider reference, Axe Kick, which harkens back to the Rider Kick often seen on Kamen Rider's many protagonists, would be very disappointing. Axe Kick also provide niche Fighting coverage that also helps nail Rock-types which deal 4x damage to her super-effectively.

and the others

Effected Pokémon: Alice Margatroid
Balance Suggestion: +Magic Coat, Light Screen, Reflect, Psych Up, Psychic, Dazzling Gleam
Reason: Mostly moves meant for flavour, notably a large amount of Psychic-type moves are suggested here — she's of a magician species after all. Psychic and Dazzling Gleam are pretty important as coverage moves to deter Fighting-types that try to check Alice without wasting Tera on her.

Effected Pokémon: Ishtar
Balance Suggestion: +Work Up, Torment, Taunt
Reason: Yes, she's supposed to be based on the Mesopotamian goddess mostly, but Rin Tohsaka is Ishtar's vessel, thus it was inevitable the Fuyuki girl's tsundere personality infected Ishtar as a pseudo-Servant. Taunt is very important here, as she can cripple many teams that rely more on defense than offense.

Effected Pokémon: Kaguya Houraisan
Balance Suggestion: +Meteor Beam
Reason: She's supposed to be the Kaguya from the Tale of the Bamboo Cutter — the same Japanese folktale that my favourite Ultra Beast (Nihilego is now in 2nd place), Celesteela, is based on. Kaguya and Celesteela already have something in common in Leech Seed shenanigans, so why not push it further with Meteor Beam, which covers most of the types that Grass-types are weak to and makes good use of her high base Sp. Atk stat of 145? This w/ a held Power Herb makes her a more formidable opponent for players facing her in bulky offense or balance teams and can delete walls as easily as she can delete scrubs in video games as the eternal NEET of Eientei (as fanon would like you to remember).
 
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Affected Pokémon: Flynn
Balance Suggestion: Add Hyper Voice, Giga Drain, Aromatherapy, Life Dew, and Revival Blessing
Reason: To add to the "WIP" movepool, these correspond to Antichthon, Energy Drain, Me Patra, Mediarahan, and Samarecarm, which he can use as an enemy in Apocalypse.
 
Affected Pokemon: Luigi
Balance Suggestions: Normal/Ghost -> Normal/Flying; +Return, Bounce, Air Slash, Thunderbolt, Thunder, Thunder Punch, Jump Kick, High Jump Kick, Sky Uppercut, Ominous Wind, Razor Wind, Stomp, Splash, Defog, Flash; -Poltergeist, Hex, Shadow Sneak, Spirit Shackle, Curse; HP +20, Attack +20, Def +5, SpA +10, SpD +10, Spe -30; -Opportunist, +Limber; replace Strobe Light with Poltergust (110 power, 95 accuracy, Flying type, Special, 20 PP, 20% chance to flinch)
Overview: Luigi is a bit off in terms of canonical representation. To begin, Luigi isn't a ghost, nor does he consistently use the powers of a ghost. If going off of Luigi's Mansion, he's mostly associated with wind and jumping high (his acrobatic prowess is why I gave him Limber rather than Opportunist, which makes no sense), and he's also been given innate electric powers in one instance. Luigi has never been portrayed as especially fast, in fact he's typically about identical if not a bit slower than Mario, including in Luigi's Mansion and Smash Bros, while typically being portrayed as on the bulkier side in the Mario & Luigi series. I added some basic moves Luigi should reasonably have, including Return (Luigi is generally just a nice person and it mirrors Frustration), Defog (easy inclusion), Flash (flashlight), and various jumping moves. Finally, I took Cookie Butter's move suggestion for a Strobe Light replacement, since what it does is covered by Thunder Wave and Flash, though I powered it up just a bit to give Luigi a bit of an edge, since even with a buff to his offenses he's still a bit weak, and he would be losing a fair bit of Speed on top of that.
 

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
Affected Pokémon: alice
Balance Suggestion: -30 atk, +30 spa, -doll placement, +spikes
Overview: id rather not deal with an extra hazard especially one that does 25%, also giving more spa bc it has 2 physical moves

Affected Pokémon: marie
Balance Suggestion: uu -> ou
Overview: idk how this is uu considering it has plot + basically all the coverage it needs and recovery and two hazards

Affected Pokémon: yuuma
Balance Suggestion: -30 hp, -30 atk
Overview: shes fuckin broke with great defensive typing and stats with sd sap crunch gunk, this should be much more manageable

Affected Pokémon: inaros
Balance Suggestion: uu -> ou
Overview: i dont see how this is uu it has rocky seed shore up and good defenses with sd its like tyranitarite rhyperior in gen 8 but it actually has longevity now

Affected Pokémon: irene
Balance Suggestion: super luck -> sword of ruin; +14 def, +20 spd
Overview: she uses a sword + her talent ignores def. its perfect
also some bulk buffs to put more meat on her cause atm shes definitely not ou lol

Affected Pokémon: bagpipe
Balance Suggestion: +28 atk, breech burst raises atk and def by 1 and lowers spe by 1 instead of lowering accuracy
Overview: also definitely not ou, custom change distinguishes it from dragon hammer cause otherwise dragon hammer has 100% acc and therefore is more consistent

Affected Pokémon: flynn
Balance Suggestion: -10 atk, +10 def, -10 spa, +10 spd
Overview: godslayer sword sounds pretty difficult to wall especially with sd + adapt so im lowering the atk stats. also 95 in both offenses and defenses is flavor tm for smt characters being self insert blank slates
 
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Pokémon: Uzi Doorman
Franchise/Origin:Murder Drones
Intended Tier:
(Uber)
Type:Dark/Steel
Regional Variation:
(Kalosian Uzi Doorman)
Ability:Defiant
Notable moves:Bitter Malice, and any other moves
Signature move: Railgun Blast
G-Max Move, Z-Move, Mega Evolution, etc.:
(Mega Uzi Doorman When holding Solverite)
Stats: 180/178/67/165/158/234

Reasoning: just needed some independent animation representation.
 
Pokémon: Uzi Doorman
Franchise/Origin:Murder Drones
Intended Tier:
(Uber)
Type:Dark/Steel
Regional Variation:
(Kalosian Uzi Doorman)
Ability:Defiant
Notable moves:Bitter Malice, and any other moves
Signature move: Railgun Blast
G-Max Move, Z-Move, Mega Evolution, etc.:
(Mega Uzi Doorman When holding Solverite)
Stats: 180/178/67/165/158/234

Reasoning: just needed some independent animation representation.
Welcome to Crossover Chaos! We're currently holding a Balance Slate to make adjustments to the metagame. Luckily, it's almost over and submissions for new characters will start in about 24 hours. Please keep in mind that this Pet Mod is just for video game characters at the moment. While you wait for the next round of submissions, check out previous winners to see what other submissions look like, such as how many moves they have and and details needed for custom moves and Mega forms.
 
Pokémon: Uzi Doorman
Franchise/Origin:Murder Drones
Intended Tier:
(Uber)
Type:Dark/Steel
Regional Variation:
(Kalosian Uzi Doorman)
Ability:Defiant
Notable moves:Bitter Malice, and any other moves
Signature move: Railgun Blast
G-Max Move, Z-Move, Mega Evolution, etc.:
(Mega Uzi Doorman When holding Solverite)
Stats: 180/178/67/165/158/234

Reasoning: just needed some independent animation representation.
Welcome to Crossover Chaos! We're currently holding a Balance Slate to make adjustments to the metagame. Luckily, it's almost over and submissions for new characters will start in about 24 hours. Please keep in mind that this Pet Mod is just for video game characters at the moment. While you wait for the next round of submissions, check out previous winners to see what other submissions look like, such as how many moves they have and and details needed for custom moves and Mega forms.
(also that's not a video game character, this mod is meant purely for characters originating from video games)
 
not a pokemon change but i think this is an important one to bring up
Affected Mechanic: Terastallization
Balance Suggestion: Ban
Overview: This should've been banned from the get-go imo. Balancing mons around Tera in Pet Mods is extremely difficult and makes it an extremely volatile mechanic to have around. Looking at the current roster, there seems to be some Pokemon that are pushed over the edge by Tera, namely Golden Freddy and Twinrova -- although its likely others are as well.
 

It's time for Crossover Chaos' annual
Halloween Theme

This slate's theme is going to just be a general Halloween theme. Bonus submissions can be from horror games, be 'spooky' characters such as bats or skeletons, be dressed up in a costume (including variants) or be related to Halloween in any way.

Balance Slate
Thanks for all of the suggestions to improve the Crossover Chaos metagame. I've compiled all the suggestions in this survey for anyone to fill out. Suggestions that receive a majority 'yes' vote will be implemented into the Pet Mod.

Have Fun!
 
Resubmissions from Slate 15:



"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.

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(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.

Slate Bonus: Again, Diablo is the god of evil, and has an explicitly demonic theme despite being a prehistoric creature.

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.

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"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.

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NEW SUBMISSION:



"You are a cutie...I am not sure if I should catch and release!"
Pokémon: Cala Maria
Franchise/Origin: Cuphead
Intended Tier: UU
Type: Water/Ghost
Ability: Cute Charm, Marvel Scale (Hidden)
Notable moves: Whirlpool, Aqua Jet, Water Gun, Chilling Water, Flip Turn, Water Pulse, Brine, Scald, Octazooka, Waterfall, Surf, Hydro Pump, Water Spout, Soak, Water Sport, Aqua Ring, Life Dew, Confuse Ray, Curse, Grudge, Spite, Astonish, Ominous Wind, Hex, Shadow Ball, Charge Beam, Electro Ball, Thunder Wave, Thunder Shock, Eerie Impulse, Shock Wave, Discharge, Thunderbolt, Thunder, Charge, Growl, Disarming Voice, Baby-Doll Eyes, Sing, Encore, Hyper Voice, Charm, Attract, Round, Draining Kiss, Dazzling Gleam, Perish Song, Icy Wind, Ice Beam, Blizzard, Fake Tears, Snarl, Foul Play, Taunt, Dark Pulse, Nasty Plot
Signature moves:
  • Petrify (Ghost, Status, 24 PP max, 80% accuracy) - Inflicts paralysis and a trapping effect for 3 turns if successful. Has +1 priority; if the opponent was about to use a move before being affected by this move, the attack will fail.


"You dare to gaze?! How 'bout stone boots so you can swim with the fishes!"
Mega Evolution: Based on her appearance during Phase 2 of her boss battle, seen above, Cala exchanges her Water type for Electric, gaining 40 points for Special Attack, and 30 points each for Defense and Special Defense. Her ability is now Intimidate.
Stats: 110 HP/60 Atk/90 Def/100 SpA/90 SpD/50 Spe = 500

Reasoning:
One of the most well-known and honestly best-designed bosses from Cuphead, Cala's Water-type is obviously due to her being a mermaid, while the ghosts of sailors she's eaten, which she spits out as one of her attacks in her first stage, justifies the Ghost type somewhat, but more importantly, there's also the fact that her scary-looking, monstrous second stage is a freaking gorgon, as well as the fact that she becomes a disembodied head in her third stage... is she some kind of undead creature, perhaps? The electric eels she uses to transform into her second stage justify her Mega Evolution's Electric typing, and the fact that she can learn a variety of Electric attacks is because she uses the eels themselves as her primary means of attack during this stage, as well as a bunch of Ice-type attacks as the closest thing to the petrification effect of her gorgon gaze (Water-types in canon can learn plenty of Ice attacks anyway), topped off with a couple of sound-based moves in the vein of Primarina given the connection between mermaids and singing in popular culture (and indeed, she does get a song of her own in the Netflix cartoon). Her abilities are obvious picks based on her appearance and behavior in all of the stages in her boss battle, though I had to pick only the first two because there was only enough room for the normal form and the Mega Evolution. Her high HP, special attack, and defenses but low speed and physical attack reference the fact that she remains in one place throughout her boss fight, attacks from a distance with projectile volleys straight out of a bullet hell, and takes a lot of punishment before finally being forced to hand over the soul contract she made to the Devil (hence the Dark-type moves she can also learn), the latter of which is common to all the other bosses of the game.

Slate Bonus: Gorgons are as spooky as the usual ghosts, ghouls, and goblins - at least to me anyway.

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her Water-type STAB options are largely on the special side with Hydro Pump, and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs; her only Ghost-type option is the obvious Shadow Ball but with quite a bit of power to back it up, it's likely she doesn't mind. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her signature move, Petrify, which can easily turn even the fiercest foe into setup or cannon fodder. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.
Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.
 
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(Shiny)
Pokémon: King Boo
Franchise/Origin: Super Mario Bros.
Intended Tier: OU
Type: Ghost/Dark
Regional Variation: (Optional)
Ability: Berserk / Supreme Overlord (HA)
Notable moves: Will-o-Wisp, Shadow Ball, Fire Blast, Flamethrower, Blue Flare (referencing his ability to breathe blue fire), Poltergeist, Shadow Sneak, Dark Pulse, Sucker Punch, Astral Barrage, Bitter Malice, Infernal Parade, Moongeist Beam, Thunderbolt, Ice Beam, Power Gem, Focus Blast
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 120/100/80/120/80/60 (560)



Pokémon: Dry Bones
Franchise/Origin: Super Mario Bros.
Intended Tier: UU
Type: Ghost/Ground
Regional Variation: (Optional)
Ability: Sturdy / Regenerator
Notable moves: Shadow Bone, Bonemerang, Bone Rush, Poltergeist, Stealth Rock, Recover, Rock Slide, Ice Spinner (reference to him being the boss of the Curling event in the Mario & Sonic series)
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 60/95/110/55/80/40
 
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any old folks remember the rumour about diamond & pearl having uniquely new starters with no grass, fire, or water types?

(New)

"If there's something you want out of life, you gotta work hard for it. Like, I want to become stronger, so I train. I want to have a deadly sharp weapon, so I customize the one I got. People talk like they do, but I'll keep working as hard as I can to get what I want!"
Pokémon: Vigna
Franchise/Origin: Arknights
Intended Tier: UU
Type:
dark.png
fighting.png

Abilities: Fierce Stabbing (HA: Punk Rock)
Signature ability - Fierce Stabbing - The user has a 10% chance for its Attack to be raised by 1 stage every time they attack a target with a damaging move. Each strike of a multi-strike move has an independent chance of activating its Attack-raising effect.
Other Moves:
4-move-physical.png
: Feint, Chip Away, Rock Climb, Retaliate, Poison Jab, Feint Attack, Sucker Punch, Pursuit, Close Combat, Counter, Revenge, Superpower, Lunge, Wild Charge, Knock Off, Stone Edge, Fury Attack, Liquidation, Waterfall, Aerial Ace, Slash, Night Slash
4-move-special.png
: Hyper Voice, Sonic Boom, Snarl, Dark Pulse, Focus Blast, Shadow Ball, Round, Boomburst, Overdrive, Uproar, Swift, Surf, Water Pulse
4-move-status.png
: Parting Shot, Supersonic, Taunt, Swords Dance, Work Up, Spite, Embargo, Will-O-Wisp, Lucky Chant, Focus Energy, Flatter, Swagger, Obstruct, Leer, Screech, Encore, Coaching, Psych Up, Nasty Plot, Sunny Day, Rain Dance
Stats: 86/106/84/64/50/110 (BST: 500)

Reasoning: Dark-type due to being a Sarkaz. Fighting-type was given to make Vigna more unique amongst other Dark-types and is an attempt to reference the "JoJo stand"-like behavior of the demonic apparition behind her in her Elite 2 promotion artwork, and the general colour theme of Fighting type assets (icons/symbols/etc.) (pre-BDSP) match the colour scheme of Vigna. Her signature ability Fierce Stabbing incentivizes usage of her moderately high Attack stat and the numerous amounts of physical moves she carries and behaves somewhat like the talent in Arknights with the same name (due to the 10% chance secondary effect). Due to her love of rock-and-roll and the implication that she often carries a guitar and other band equipment with her across the world of Terra, she gained Punk Rock as her Hidden Ability and was given a myriad of sound-based moves that gain bonuses from it (and Punk Rock helps her fight against opponents’ sound-based attacks as well, especially if she uses Substitute sets). The rockstar trait she shares with Toxtricity allows her to share various moves together including Overdrive, a sound-based move, and Poison Jab, which is named Poison Stab in Japanese, thus being able to use the move by stabbing targets with her lance. With such a unique coverage-filled movepool, Vigna can competently cover all conditions in Pokémon contests, if that suits someone’s fancy.

Code:
Vigna (F) @ Life Orb / Loaded Dice
Ability: Fierce Stabbing
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- Poison Jab / Fury Attack
- Swords Dance
Code:
Vigna (F) @ Choice Band
Ability: Fierce Stabbing
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Knock Off
- Poison Jab / Stone Edge
- Parting Shot
Code:
Vigna (F) @ Mental Herb / Focus Sash
Ability: Fierce Stabbing
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Encore / Swords Dance
- Parting Shot

Theme Slate Reasoning: Arknights' Sarkaz race of Teekaz perfectly mirrors the demons and devils of Abrahamic legend, thus Vigna, of the Sarkaz race, gets slate bonus. Additionally, she's a die-hard rock and metal music fan, and we know how well both genres of music have been wont to get unfairly labeled as "Satanic" by the moral committees in real life just like the Halloween festivities.

(New)

"Ah, it's you! Good timing! My beauty knows no such thing as stopping! 'Stop,' you say?! No — it will not stop!"
Pokémon: Yuki
Franchise/Origin: Princess Connect
Intended Tier: UU, with potential OU niche
Type:
fairy.png
psychic.png

Abilities: Dazzling (HA: Magic Bounce)
Other Moves:
4-move-physical.png
: Play Rough, Double Slap, Pound, Covet, Last Resort, Wake-Up Slap, Acrobatics, Rock Blast, Trailblaze, Grassy Glide, Fling, Foul Play, Psycho Cut
4-move-special.png
: Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Moonblast, Misty Explosion, Confusion, Psybeam, Psychic, Mirror Coat, Extrasensory, Psyshock, Stored Power, Expanding Force, Swift, Tri Attack, Hyper Voice, Echoed Voice, Focus Blast, Power Gem, Signal Beam, Shadow Ball, Mirror Shot, Mystical Fire, Water Pulse, Petal Dance, Magical Leaf, Energy Ball, Grass Knot
4-move-status.png
: Charm, Moonlight, Sweet Kiss, Misty Terrain, Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Trick, Psychic Terrain, Flash, Metronome, Psych Up, Safeguard, Follow Me, Copycat, Simple Beam, Confide, Confuse Ray, Sunny Day, Rain Dance, Grassy Terrain, Mist, Snowscape, Flatter
Signature moves:
Z-Move - Requires Dazzling Gleam and Yukium Z - Beautiful Submission -
fairy.png
-
4-move-special.png
- 150 BP - Hits all opponents in a Double Battle. Decreases hit targets’ Sp. Def stat by 2 stages.
Stats: 67/45/76/116/84/87 (BST: 475)

Reasoning: Dual-Fairy/Psychic type due to his elven avatar and usage of a giant mirror as a weapon – Bronzor is a partial Psychic type based on a bronze mirror, which precedes the looking glass mirrors more commonly seen in modern times. Gardevoir, which shares the same dual typing as Yuki Nijimura, often seen as feminine, has a 50% chance to be male – and Yuki Nijimura fits as the effeminate sole male participant in the princess contest plot that Princess Connect revolves around. Dazzling as an ability reinforces his vain obsession of beauty – along with distracting foes with bright lights as attacks during battle. Magic Bounce is his Hidden Ability due to the Japanese name of the ability being translated to Magic Mirror (in katakana), which suits the weapon he chooses to bring to battle, since he often uses the reflective properties of the mirror to look at his reflection as a hobby. With Magic Bounce, he creates reflections of his foes’ status moves. Mirror Coat and Mirror Shot both include the word Mirror in it as well and Mirror Coat especially because of how the move reflects back special attack damage to targets. His Z-Move is based on his Union Burst in his source material proper, “Bow Down to my Beauty!” – reworded to better fit as a move name. In the source material, it lowers the physical Defense stat of its targets, but here reduces their Sp. Def instead to be more competitively balanced. He often compares his vanity to jewellery, and often collects the things too, so he gets Power Gem as an unusual coverage move. Another unusual coverage move Yuki can use is Petal Dance due to petals often a common element in his Ooedo alternate costume, though Energy Ball would fit him more for competitive battles because Petal Dance ≠ Outrage. His base stats are sourced from his source material with his Ultimate Equipment and sporting a 5-star rank/rarity/etc.

Code:
Yuki (M) @ Yukium Z / Leftovers
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Calm Nature
- Dazzling Gleam / Moonblast
- Stored Power
- Calm Mind
- Moonlight
Code:
Yuki (M) @ Choice Scarf
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Psychic / Psyshock
- Focus Blast / Shadow Ball
- Trick

(Resub)

"Some of the people here. Don't you think they're a little too tall? ...No, I don't care. Not actually. How tall you are and how strong you are don't relate. I just need to bring every last one of them down."

Pokémon: Flint
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fighting.png
flying.png

Abilities: Iron Fist (HA: Featherweight)
Signature ability - Featherweight - +1 priority to punching moves (the same ones boosted by Iron Fist) as long as user has not been attacked by direct damage. This effect will reactivate if the user is switched out. This will make Mach Punch and Bullet Punch have the same priority as Extreme Speed.
Other Moves:
4-move-physical.png
: Counter, Mach Punch, Reversal, Rock Smash, Arm Thrust, Brick Break, Focus Punch, Revenge, Sky Uppercut, Close Combat, Drain Punch, Power-Up Punch, Sky Attack, Brave Bird, Acrobatics, U-turn, Lunge, Feint Attack, Pursuit, Thunder Punch, Fire Punch, Shadow Punch, Needle Arm, Petal Blizzard, Grassy Glide, Trailblaze, Comet Punch, Mega Punch, Strength, Quick Attack, Endeavor, Feint, Chip Away, Retaliate, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Bullet Punch, Aqua Jet, Thief
4-move-special.png
: Focus Blast, Final Gambit, Gust, Hurricane, Heat Wave
4-move-status.png
: Detect, Bulk Up, Quick Guard, Roost, Tailwind, Taunt, Torment, Snatch, Switcheroo, Quash, Sunny Day, Grassy Terrain, Sand Attack, Leer, Swords Dance, Work Up, Laser Focus, Agility, Rain Dance
Stats: 100/105/82/63/50/141 (BST: 541)

Reasoning: Fighting-type due to the use of boxing gloves and teaching herself marital arts that include swift and precise punches. Due to her punching skills, she gained Iron Fist as her primary ability which used to be Hitmonchan's signature ability in Generation IV. Featherweight has the same name as her Trait in Arknights but behaves more like Gale Wings due to her being a Liberi and thus the Flying-type as her secondary type. Both abilities synergise perfectly with Scarlet/Violet’s new Punching Glove item, which further boosts her punching moves as well as giving her the added benefit of Protective Pads; after all, she does wear her own set of punching/boxing gloves. She still keeps her Flying-type unlike Sirfetch'd due to still being nimble enough to keep her blinding speed in combat due to not using such heavy armaments like the realmon evolution of Galarian Farfetch'd does. Fighting types often carry high amounts of coverage and such represents her massive movepool which also complements her abilities very well. She carries two of the elemental punches and Bullet Punch for a weapon to use against Fairy-types. She obviously lacks most Special moves, but still has a respectable amount of Status moves that help her and her teammates get an edge in battle, with Tailwind and Quick Guard to reference her supporting nature that is wont in a tower defense game like Arknights. Her stats, calculated straight from Arknights in her Elite 2 promotion, gives her a very high Speed stat of 141, which came from her ASPD of 0.78, one of the fastest ASPD stats in Arknights by far, in direct contrast to the fat penguin Dedede and his subpar base 70 Speed.

Code:
Flint (F) @ Punching Glove
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch / Bullet Punch
- Thunder Punch
- Drain Punch / Brave Bird
Code:
Flint (F) @ Focus Sash
Ability: Featherweight
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- Power-Up Punch
Code:
Flint (F) @ Punching Glove / Choice Band
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Mach Punch / Bullet Punch
- Drain Punch
- Thunder Punch
- U-turn
 
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Resubs:

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: UU
Type: Normal
Ability: Soundproof / Levitate / Popstar (HA)
Popstar - Punk Rock clone.
Stats: 70/80/60/117/95/113 (535)
Quick Attack, Hyper Voice, Sing, Low Kick, Perish Song, Sparkling Aria, Torch Song, Overdrive, Encore, Counter, Quick Guard, Echoed Voice, Supersonic, Uproar, Disarming Voice, Stomp, Fake Out, Snarl, Obstruct, Taunt, Low Sweep, Sucker Punch, Double Hit, Iron Tail, 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(can be extended to 8 turns when holding Throat Spray. Item is consumed afterwards).
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.

FHXg0G-VEAUTQbb.png

"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: 96/127/100/127/146/70 (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: Demons and devils are popular Halloween iconography alongside your typical ghosts, vampires and witches.
 
250px-Metroid_Dread_E.M.M.I._Artwork.png

"An Extraplanetary Multiform Mobile Identifier—or E.M.M.I.—is a highly agile research robot equipped with the ability to extract DNA."
Pokémon: E.M.M.I
Franchise/Origin: Metroid: Dread
Intended Tier: OU
Type:
dark.png

Abilities: Unnerve, Steelworker, Galvanize (HA)
Notable moves: Pursuit, Drill Run, Explosion, Smart Strike, Charge, Ice Beam, Wild Charge, Thunder Punch, Sucker Punch, Crush Claw, Slash, Night Slash, Lash Out, Zap Cannon, Flash Cannon, Thunderbolt, Iron Head, Hyper Beam, Anchor Shot, Metal Sound, Thunder Wave, Shift Gear, Iron Defense, Body Press
Stats: 70/120/105/95/50/140 Total: 580
Reasoning: The E.M.M.I. in Metroid: Dread are robots intended to be used for research, but have been corrupted and turned hostile. A big chunk of the gameplay is sneaking by and avoiding these dangerous foes. If they see you, they begin relentlessly pursuing you, blocking off all the exits until it either kills you or you lose it. The main aspect of E.M.M.I. encounters is the fear factor, which ties into this Halloween theme. (Also Metroid Dread came out in October) Unnerve also is based on this scary theme.
Pursuit, Sucker Punch, and Wild Charge are given because of how it chases you in the game. Ice Beam, Zap Cannon, Explosion, and Flash Cannon are all based on abilities they can carry. E.M.M.I. also have a sharp spike that comes out of its eye used for DNA extraction. Drill Run and Smart Strike represent this. Anchor Shot and Thunder Wave mimic how it traps you. It also has several slashing attacks based on its claws. Everything else is there for the sake of viability.

Competitively, E.M.M.I can be used to fill a variety of roles, with plenty of physical moves as well as special, some useful utility, and good setup moves. Its biggest strength is its speed, allowing it to be a pretty successful revenge killer as well as being able to come in and tank a physical hit.
OIP.Ho7UuCwQ6mPAYNWo6qo0aQHaGS.jpeg

"CHAOS, CHAOS, CATCH ME IF YOU CAN!"
Pokémon: Jevil
Franchise/Origin: Deltarune
Intended Tier: UU
Type:

Abilities: Early Bird, Dancer (HA)
Notable moves: Diamond Storm, Phantom Force, Shadow Sneak, Slash, Night Slash, X-Scissor, Poison Jab, Rapid Spin, Mortal Spin, Dragon Tail, Aqua Tail, Iron Tail, Hurricane, Shadow Ball, Dark Pulse, Power Gem, Swords Dance, Hypnosis, Whirlwind, Victory Dance, Quiver Dance, Heart Swap
Signature move: Devilsknife:
4-move-physical.png
Power: 60 Acc: 100% PP: 16
Hits 2 times.
Stats: 130/135/70/60/65/80 Total: 540
Reasoning: Jevil is an optional boss fight in chapter 1 of Deltarune. I made him a Ghost type with Early Bird (referencing how you have to try and tire him out to spare him) and Dancer (because his idle animation is him dancing). He has a variety of attacks in his fight, so I reflected that by giving him a ton of coverage. He also wields attacks based on the suites of a deck of cards. I gave him Diamond Storm and Heart Swap for those. Spinning around is a theme during the fight, so I gave him Rapid Spin, Mortal Spin, Hypnosis, Hurricane, and Whirlwind. You can get one of two items when the fight is over. If you spare him, you receive Jevilstail, hence all moves with the word tail in them. However, if you defeat him, you get his signature weapon, the Devilsknife. I turned that into a move that hits twice similarly to how his attack inn the game works. I also gave him a few slashing moves. Lastly, all the dance moves I gave him for the same reason I gave him Dancer. Everything else I gave him just cause it sorta fit and he needed good moves.

Jevil's competitive strengths include his high base HP and Attack. He can come in, use a spin to remove hazards while surviving long enough to secure a kill. Dancer and Whirlwind can cripple a few setup sweepers, become a setup sweeper himself with Swords/Victory Dance or even by stealing the opponent's stat boosts with Heart Swap. He could make use of Early Bird with Rest (a universal move) to restore his large amount of HP. Overall, Jevil is a good mon that's very customizable (alluding to how he claims he can do anything), but is limited by a pretty bad ability selection compared to most of CC, so it makes sense to put him in UU.
 
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D27685FA-7489-428B-B071-BE93342FD588.jpeg

Type: Flying/Fire
Abilities: Insomnia/Moody
Stats: 56/30/66/35/56/92 (Total: 335)
Notable Moves: Sketch
Overview: The antagonist of Cavern of Dreams, sealed within its depths out of fear. Holds the power to create anything at will, and has turned to painting and art for some form of comfort and expression, thus Sketch. She is a bat and is generally capable of flight, but she is also classified as the Fire element by the game's encyclopedia and uses explosive attacks in the final confrontation. Thanks to her access to every move, she's likely to either provide support with hazards and other such options, or empower herself with Geomancy or Shell Smash, with Spore to help enable these strategies. Moody would certainly be banned from OU, but Insomnia might prove useful against opposing Spore users.


67B89D63-3496-4E6D-BDC8-796E9C00DE65.png

Type: Fairy
Abilities: Clear Body/Magic Guard
Stats: 79/75/85/105/91/65 (Total: 500)
Notable Moves: Moonblast, Dazzling Gleam, Play Rough, Earth Power, Earthquake, Fissure, Psychic, Surf, Knock Off, Nature Power, Fury Swipes, Scratch, Fake Out, Calm Mind, Moonlight, Lunar Blessing, Gravity, Teleport, Assist, Detect, Double Team
Overview: A mysterious playable cat associated with the moon and holding incredible power within. Her moon association provides her the Fairy type. By remaining still, Luna is capable of becoming intangible, thus Clear Body and Magic Guard as abilities. As for her attacks, she is capable of leveraging power significant enough to call upon earthquakes, which is likely somehow related to gravitational force, though it isn't exactly clear. Regardless, she is capable of using Earthquake, Earth Power, Fissure, Surf, and Gravity due to this. Her primary game plan is to set up with Calm Mind, or simply utilize powerful Life Orb boosted attacks without fear of recoil in tandem with Knock Off and Teleport.


F3E06D91-4476-4F81-B509-9380E492E5F8.jpeg

Type: Psychic
Abilities: Magician/Curious Medicine
Stats: 85/105/74/101/76/109 (Total: 550)
Signature Move: Broomstick Slap
– Type: Psychic
– Classification: Physical
– Power: 95
– Accuracy: 100
– Effect: No additional effect.
Signature Z-Move: Broomstick SLAM
– Type: Psychic
– Classification: Physical
– Power: 185
– Move Required: Broomstick Slap
– Effect: Deals 1/8th Max HP in damage to adjacent targets.
Notable Moves: Eerie Spell, Psychic, Poison Jab, Sludge Bomb, Hurricane, Play Rough, Strange Steam, Moonblast, Mystical Fire, U-Turn, Attack Order, Close Combat, Storm Throw, Circle Throw, Work Up, Whirlwind, Substitute, Protect, Poison Gas
Overview: A witch found exclusively within Shrek Super Slam, a game with a cult following. Luna is actually considered to be one of the better characters in the game's competitive scene. She has access to a variety of options relating to her attacks, including ones related to potions, spells, bat swarms, and even sneezing. As far as her role, it's that of a fast pivoting attacker, utilizing her effective physical Psychic STAB along with her variety of coverage options to help take down her opponents.


2194803E-7D1E-4B02-AF58-AB8D974F079F.jpeg
41A042F5-1392-4309-8D33-58A302BEF471.jpeg

Type: Fairy/Rock
Ability: Levitate
Stats: 110/88/88/99/88/77 (Total: 550)
Signature Move: Meteos Launch
– Type: Normal
– Classification: Special
– Power: 80
– Accuracy: 100
– Effect: Increases by 20 power each use, up to 120 power. Type changes based on the user's primary type.
Notable Moves: Moonblast, Meteor Beam, Power Gem, Rock Slide, Stone Edge, Psychic, Heat Wave, Thunderbolt, Flash Cannon, Energy Ball, Dark Pulse, Moonlight, Rock Polish, Cosmic Power, Lunar Dance, Teeter Dance
Overview: A pair of moons that orbit one another, the inhabitants of which utilize the Meteos that have fallen onto it as a weapon to fight against the entity that sent them. Meteos is a puzzle game, where matching Meteos launches segments of the puzzle board off the top of the screen, which is the objective necessary to attack the opposing planets/bosses. Each planet has a different distribution of Meteos that appear, with Luna=Luna having a relatively balanced distribution of a variety of Meteos in their two appearances; though their latter appearance gives them a larger amount of Glow Meteos, which helps justify the typing and various moves they get. The other coverage options they have reference the other types of Meteos they utilize. As far as what they do, their primary set is likely Meteor Beam, Meteos Launch or Moonblast, and then either coverage or Moonlight as needed.

(Luna=Luna likely doesn't qualify for the slate bonus, though the other ones all likely do)
 
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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, 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: 148/85/100/94/64/70 | 561 BST
Ariadne v3.png


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. 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.)
Base stats: HP maxes out at 500; Attack ends in 5 like the damage output of its jaw-snapping attack; Defense is a multiple of 4 (it has 4 defense in-game); Special Attack has digits from its acid shot and web ball attacks; Special Defense ends with 4; and Speed equals its Rin drop when refought.
 

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