Pet Mod [Gen 9] Crossover Chaos

anaconja

long day at job
is a Community Contributoris a Tiering Contributor
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Pokémon: Kazemaru
Franchise/Origin: Arknights
Intended Tier: OU
Type:

Stats: 95 / 125 / 95 / 50 / 70 / 95 | 530
Abilities: Protean
Moves:
Solar Blade, Leaf Blade, Razor Leaf, Energy Ball, Giga Drain, Mega Drain, Absorb, Leech Seed, Synthesis
Behemoth Blade, Smart Strike, Metal Burst
Night Slash, Knock Off, Taunt
Shadow Force, Phantom Force, Shadow Claw, Shadow Ball, Hex, Destiny Bond, Grudge, Curse
Fake Out, Cut, Slash, Swords Dance, Facade, Tera Blast, Substitute, Protect, Sleep Talk
Psycho Cut, Rest
Sacred Sword, Brick Break
Aerial Ace, Air Cutter, Air Slash
X-Scissor, U-Turn, Fury Cutter
Custom Moves:
Swift Strike | Ghost | Physical | 110 BP | 100% Acc | 15 PP | Slicing, Contact | 33% recoil.
Twin Shadows | Ghost | Physical | 120 BP | 100% Acc | 1 PP | Slicing, Contact | Requires Kazemarium Z and Swift Strike | User loses 50% HP and inflicts Curse on the target.
Justification:
  • kazemaru is a slicer attacker who uses her paper doll companion to fight with her
  • both swift strike and twin shadows have significant recoil
  • regen is supposed to replicate dollkeeper's effect without being grossly broken
Competitive Role: stallbreaker with regen sd
 
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...What I am about to do has not been approved by the Vatican
Pokémon: John Ward
Franchise:
Faith
Type:


Ability: Unwavering Belief, Purifying Salt
Unwavering Belief: Prevents the user from being affected by sound-based status moves (Soundproof variation)

Notable Moves: Crucifix, Shadow Ball, Hex, Spirit Shackle, Calm Mind, Dazzling Gleam, Hyper Voice, Tri-Attack, Calm Mind, Wish, Heal Bell, Scald, Aqua Ring, Life Dew
Crucifix:
|
| 90 BP | 100% accuracy | 15(24) PP | 20% flinch

Stats: 98 / 76 / 68 / 112 / 135 / 81 (552 BST)

Reasoning: John Ward is a priest who was tasked with an exorcism that led to a conspiracy of occult, demon summoning and death. His strong link to exorcisms and his faith give him Ghost-type and his signature ability, Unwavering Belief. Throughout the Faith trilogy, John is tempted to join the Eternal Order of the Second Death but rejects those temptations and remains stalwart in his faith. His other ability, Purifying Salt, comes from salt traditionally being used in exorcisms.

The primary weapon in the Faith series is John's holy crucifix. In the games, John's crucifix disrupts demons' attacks with its holy aura. Other moves in John's arsenal are demon/possession-related moves such as Hex, Spirit Shackle. Hyper Voice comes from John's commanding voice used throughout the games and Tri-Attack comes from the Holy Trinity. Other tools in a priest's kitbag include holy water (Scald, Aqua Ring and Life Dew). Finally, Wish, Calm Mind and Heal Bell come from John's prayer.
 
Subs for this slate have closed. You have one week to vote for your three favourites.
Falchion's Pit
Falchion's Diablo
Falchion's Lifeweaver
Falchion's Calamaria
Swagodile's King Boo
Swagodile's Dry Bones
leafsaber47's Vigna
leafsaber47's Yuki
leafsaber47's Flint
ShadowLantern's Pomme
ShadowLantern's The Devil
SpyderMarz's E.M.M.I.
SpyderMarz's Jevil
KeeganSkymin4444's Luna (Cavern of Dreams)
KeeganSkymin4444's Luna (Super Cat Tales 2)
KeeganSkymin4444's Luna (Shrek)
KeeganSkymin4444's Luna (bro wtf?)
Mygavolt's Ariadne
Anaconja's Kazemaru
ToadBrigade's John Ward

In other news, the Balance Slate has concluded. See here for details.
 
what's the percentage of people in real life earth that dislike and refuse to celebrate halloween again? can someone check?

ShadowLantern's The Devil
leafsaber47's Flint
Falchion's Diablo
 
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aw shit it's no "non-starter types" november

(New)
Character_Nahida_Full_Wish.png

"Let knowledge be yours."
Pokémon: Nahida
Franchise/Origin: Genshin Impact
Intended Tier: OU
Type:
grass.png

Abilities: Overgrow (HA: Download)
Other Moves:
4-move-physical.png
: Razor Leaf, Bullet Seed, Leaf Blade, Seed Bomb, Solar Blade, Grassy Glide, Trailblaze, Return, Last Resort, Natural Gift, Force Palm, Psycho Cut
4-move-special.png
: Solar Beam, Giga Drain, Frenzy Plant, Magical Leaf, Energy Ball, Grass Knot, Leaf Storm, Grass Pledge, Leaf Tornado, Swift, Tri Attack, Weather Ball, Terrain Pulse, Focus Blast, Dream Eater, Psychic, Psyshock, Stored Power, Dazzling Gleam, Moonblast
4-move-status.png
: Leech Seed, Sleep Powder, Stun Spore, Synthesis, Aromatherapy, Grass Whistle, Worry Seed, Grassy Terrain, Growth, Mimic, Metronome, Swords Dance, Encore, Mind Reader, Safeguard, Follow Me, Helping Hand, Nature Power, Recycle, Confide, Sunny Day, Rain Dance, Amnesia, Light Screen, Reflect, Calm Mind, Imprison, Skill Swap, Moonlight, Sweet Kiss
(Note: cannot learn Toxic)
Signature moves:
Scheme of Acuity -
grass.png
-
4-move-special.png
- 80 BP - 10 PP - 100% - Prevents the target from switching out while the user is active in battle.
Z-Move - Requires Scheme of Acuity and Buerium Z - Illusory Heartburst -
grass.png
-
4-move-special.png
- 160 BP - User summons unique Shrine Terrain that lasts until the user switches out or faints that gives immunity to Status moves for the user and its allies, along with effects given by usual Grassy Terrain. Bulldoze/Earthquake/Magnitude will always fail instead of having 50% power when used during rain. Grounded Pokémon recover 1/8 of their max HP at the end of each turn instead of 1/16 during harsh sunlight.
Start message: "The Shrine of Maya manifests in the battlefield!"
End message: "The Shrine of Maya disappeared from the battlefield."
HP restoration message: "<Pokémon>’s HP was restored."
Block move message (Status moves used on user and its team): "<Pokémon> is protected by the Shrine of Maya!"
Block move message (Earthquake/Bulldoze/Magnitude): "The attack was warded off by the shrine’s power!"
Stats: 84/101/72/125/108/110 (BST: 600)

Reasoning: The Archons of Teyvat are said to be made of pure energy of their respective element thus Nahida, the vessel of the current Dendro Archon Kusanali, is pure-Grass typing. Her primary ability is Overgrow, which gives her an additional boost to her Grass-type moves when she is low on HP and suits the high adherence of the Archons to their elements. Her Hidden Ability, Download is the one that is shared with the Porygon line; Nahida was artificially made by the previous Dendro Archon, Rukkhadevata, that was meant to replace them and was made from a branch from the Irminsul tree that holds all the knowledge of Teyvat, the branch being incorrupt to the point she is unable to learn any Poison, Ghost, or Dark moves. Download happens to be related to the fact that Nahida is the ruler of Sumeru, which happens to be the most technologically advanced nation of Teyvat, and she has attacks that involve keyboard and computer imagery and motions. Scheme of Acuity is technically supposed to be named after the title of Nahida’s Elemental Skill, All Schemes to Know, which traps enemies in magical plant energy thus its nature as a Spirit Shackle clone. This signature move happens to be very synergetic with Leech Seed, another Grass move granted to Nahida by her ability to manipulate and create plant life (and can use the pollen of flowering plants for use in Sleep Powder and Stun Spore). Leech Seed combined with the effects of Scheme of Acuity prevents targets from switching out to get rid of the Leech Seed unless they have Rapid Spin or VoltTurn. Her Z-Move, Illusory Heartburst, allows her to create a unique upgrade to Grassy Terrain (in similar fashion to how Desolate Land summons a stronger version of harsh sunlight), with the additional effect of Good as Gold, meant to support her and her allies by preventing something enemies may use on her and who’s she protecting. Unusually, this terrain (Shrine Terrain), is affected by weather as, as the Elemental Burst it is based on, Illusory Heart, gains additional effects depending on what elements her allies have, specifically reacting to party members with Pyro, Hydro, and Electro Visions, thus additional boosts gained during rain or sun, which boosts their respective elemental types (Hydro/Water/Rain, Pyro/Fire/Sun). Nahida happens to be very skilled in shaping and entering the dreams of the people in Teyvat, with her ability to learn Dream Eater. She also happens to be a telepath thus Psychic coverage to hit Poison-types that can come in to force Nahida out super effectively, as most non-legendary mons with the Telepathy ability happens to be part-Psychic. Moonlight and Moonblast are learned by fellow Grass-types Oddish, Gloom, Vileplume, and Bellossom, which support her tarot motif of the Moon tarot card, both relating to the celestial body the tarot card depicts and its interpretations.

Code:
Nahida (F) @ Buerium Z / Leftovers
Ability: Overgrow
EVs: 248 HP / 252 Def / 4 SpD
Bold / Modest Nature
- Substitute
- Leech Seed
- Scheme of Acuity
- Synthesis / Moonlight / Sleep Powder
Code:
Nahida (F) @ Leftovers
Ability: Download
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore / Sleep Powder
- Calm Mind
- Leaf Storm / Giga Drain
- Psychic / Focus Blast / Moonblast
Code:
Nahida (F) @ Choice Scarf / Choice Specs
Ability: Download
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Leaf Storm
- Psychic / Psyshock
- Moonblast / Focus Blast
- Giga Drain / Weather Ball

(Resub)

"My blood's only going to make this place hotter!"

Pokémon: Blaze
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fire.png
steel.png

Abilities: Blaze (HA: Flash Fire)
Other Moves:
4-move-physical.png
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge, Waterfall, Aqua Jet, Liquidation
4-move-special.png
: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon, Surf, Water Pulse, Brine, Scald, Echoed Voice, Hyper Voice
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day, Taunt, Block, Rain Dance
Signature moves:
Flare Chainsaw -
steel.png
-
4-move-physical.png
- 100 BP - 5 PP - 80% - High critical hit rate. 10% chance to burn target.
Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
fire.png
-
4-move-physical.png
- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.
Stats: 106/120/86/60/70/92 (BST: 534)

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

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

(Resub)

"Anything that seems to be given for free will eventually demand some price of you. That's the lesson I learned. And some of what you do appears to practically overturn that... I'll have to wait and see."
Pokémon: Highmore
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ghost.png
water.png

Abilities: Regenerator / Reaper (HA: Levitate)
Signature ability - Reaper - Heals the user for a fixed 50 HP after the user has used a damaging move.
Other Moves:
4-move-physical.png
: Shadow Claw, Shadow Sneak, Phantom Force, Dive, Razor Shell, Liquidation, Flip Turn, Aqua Cutter, Cut, Slash, False Swipe, Feint, Retaliate, Revenge, Aerial Ace, Stone Edge, Fury Cutter, Psycho Cut, Icicle Spear, Feint Attack, Pursuit, Assurance, Night Slash, Payback, Throat Chop, Spirit Break
4-move-special.png
: Night Shade, Shadow Ball, Hex, Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Scald, Chilling Water, Razor Wind, Weather Ball, Wring Out, Air Slash, Earth Power, Ancient Power, Giga Drain, Psychic, Mirror Coat, Extrasensory, Psyshock, Blizzard, Ice Beam, Icy Wind, Dark Pulse
4-move-status.png
: Confuse Ray, Destiny Bond, Spite, Grudge, Rain Dance, Disable, Swords Dance, Pain Split, Acid Armor, Stealth Rock, Will-o-Wisp, Light Screen, Reflect, Imprison, Haze, Snowscape, Memento, Torment
Signature move:
Foam Scythe -
ghost.png
-
4-move-physical.png
- 90 BP - 10 PP - 100% - Slicing move (boosted by Sharpness). Heals the user for 50% of the damage dealt to the target.
Stats: 92/113/95/56/70/85 (BST: 511)


"An Ægir girl who went out of control after ingesting Seaborn cells. Her throat makes no voice, for the prayers of we many have blocked it. She is drowned in power, becoming what she once detested the most."
Form: Highmore-Paranoia Illusion (via Gigantamax)
G-Max Move:
G-Max Paranoia -
ghost.png
- Lowers the Defense and Speed stats of all opponents in a Double Battle by 1 stage each.

Reasoning: Primary Ghost-type due to being based on coral and the type that Highmore shares with Cursola, another fellow tormented soul, whose base stat total is just one point lower than Highmore’s. Her secondary Water type references her status as a member of the Aegir race in Arknights, and calls back to Johtonian Corsola, which has the Water type as well. Her Primary Ability, Regenerator, is the Hidden Ability of Johtonian Corsola, and her Secondary Ability, Reaper, heals a fixed 50 HP upon landing a damaging move, and is to provide consistency with other members of the Reaper Guard subclass to give their unique gimmick some substance as others have done with the Guard subclass. Her Hidden Ability, Levitate, not just makes her a Water-type with a coveted Ground resist but an even more coveted non-Flying Ground immunity. This is the only ability of Highmore’s to come full sale from her appearance as the final boss of Integrated Strategies #3, the Paranoia Illusion, her Gigantamax form here, as her enemy form can float over the Doctor’s defences if she isn’t grounded by something like Texas’s Sword Rain. Her self-healing properties that both Regenerator and Reaper carry are already present in both her playable Operator version and her Paranoia Illusion boss form. The reason why it is a Hidden Ability is because Levitate is mainly derived from this boss form of hers, not so much her playable Operator form. Foam Scythe is a Bitter Blade variation to provide her a reliable source of physical Ghost-type STAB, which similarly restores her health upon damaging an enemy with her sickle as in her source material (in addition to Reaper). Her G-Max Move, as an eldritch Seaborne no longer having human sense, gets G-Max Paranoia, which replaces the spot where Max Phantasm would have been if her Gigantamax and G-Max Move weren’t there. G-Max Paranoia replicates the adverse effects her enemy form inflicts onto her targets via decreasing their attack speed directly, and potentially reducing their defensive stats by Arknights’ Corrosion Damage mechanic. As a sickle-wielding user, she gains slicing moves like Slash, Aerial Ace, Psycho Cut, and Night Slash. Icicle Spear is important Physical Ice-type coverage for her, as the same move is learnt by both Corsola forms and Cursola. Her only forms of recovery are unreliable thanks to her nature as a Reaper Guard, which cannot be healed by Medic Operators, stuck with only Rest and Pain Split to help her recover health (outside of HP-draining moves/Reaper, of course).

Code:
Highmore (F) @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Foam Scythe
- Liquidation
- Icicle Spear / Stone Edge
- Flip Turn / Shadow Sneak
Code:
Highmore (F) @ Leftovers / Colbur Berry
Ability: Reaper / Regenerator
EVs: 248 HP / 8 SpA / 252 Def
Bold / Impish Nature
- Foam Scythe / Liquidation / Scald
- Haze / Flip Turn
- Pain Split
- Will-o-Wisp / Toxic / Haze
Code:
Highmore (F) @ Focus Sash / Custap Berry
Ability: Levitate / Reaper
EVs: 4 Def / 252 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Shadow Sneak / Foam Scythe
- Memento / Destiny Bond
- Haze / Imprison
 
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Resubmissions from Slate 15:


(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.

----------

Resubmission from Slate 16:



"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.

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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52E8C55E-755C-43A5-92B2-A62C98A0A8C3.jpeg

Type: Dragon/Water
Abilities: Friend Guard/Steadfast/Multiscale
Stats: 85/50/95/40/90/121
Moves: Dragon Tail, Dragon Rush, Dragon Claw, Breaking Swipe, Dragon Pulse, Dragon Breath, Flip Turn, Aqua Tail, Liquidation, Dive, Chilling Water, Water Gun, Bubble, Bubblebeam, Water Pulse, Dual Wingbeat, Wing Attack, Fly, Bounce, Rollout, Fling, Megahorn, Return, Body Slam, Horn Attack, Quick Attack, Tackle, Dragon Dance, Aqua Ring, Life Dew, Roost, Tailwind, Baby Doll Eyes, Tail Whip, Teeter Dance, Follow Me, Helping Hand, Hold Hands, Agility, Rest, Sleep Talk, Protect
Overview: Fynn is the protagonist of Cavern of Dreams; a kind dragon who braves the titular locale to rescue his stolen siblings. The game has no combat, because Fynn is inherently opposed to hurting others, and Fynn himself can't be killed by most enemies or hazards, only knocked away. Fynn is quite mobile, though, which ultimately leads to a fast and bulky role with several support moves to help in disrupting his more strictly powerful opposition.
 

"He was inside the model, he was outside the model, and just...just who was pulling all the strings?" - Narrator
Pokémon: Bob
Franchise/Origin: A Fisherman's Tale
Intended Tier: OU
Type: Grass/Water
Ability: Long Reach / Water Absorb / Reckless
Notable moves: Wood Hammer, Seed Bomb, Bullet Seed, Wave Crash, Liquidation, Body Press, Circle Throw, Head Smash, Flare Blitz, Wild Charge, Rock Slide, Rock Tomb, Anchor Shot, Double-Edge, Body Slam, Giga Drain, Energy Ball, Surf, Chilling Water, Whirlpool, Flamethrower, Discharge, Sludge Bomb, Nature Power, Growth, Curse, Leech Seed, Synthesis, Will-O-Wisp, Thunder Wave, Teleport, Tidy Up
Other moves: Dive, Rock Smash, Thief, Fling, Strength, Secret Power, Tackle, Bind, Crush Grip, Giga Impact, Natural Gift, Mega Drain, Absorb, Brine, Hyper Beam, Substitute, Worry Seed, Mimic, Recycle, Flash, Minimize, Double Team
Stats: 83/100/100/90/115/65 | 553 BST
Bob v2.png


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



Loves the cold and sharing the things she loves.
Pokémon: Selicy
Franchise/Origin: One Step from Eden
Intended Tier: OU
Type: Ice
Ability: Infiltrator / Sharpness / Snow Cloak
Event Ability: Arborist (Steelworker for Grass-type moves)
Custom moves:
  • Ice Needle - Ice, Physical, 45 BP, 95% Acc, 10 PP | Hits 2 times, with each hit having a 10% chance to freeze.
  • Cold Medicine - Ice, Status, 20 PP | Target regains up to 40 HP. If not Ice-type, the target also takes 100 damage.
Notable moves: Ice Beam, Freeze-Dry, Triple Axel, Icicle Crash, Ice Spinner, Icicle Spear, Ice Shard, Leaf Storm, Energy Ball, Thunderbolt, Volt Switch, Focus Blast, Earth Power, Fire Blast, Hydro Pump, Air Slash, Psyshock, Misty Explosion, Wood Hammer, Leaf Blade, Close Combat, Earthquake, Flare Blitz, Razor Shell, X-Scissor, Psycho Cut, Cross Poison, Knock Off, U-turn, Flip Turn, Explosion, Nasty Plot, Swords Dance, Spikes, Stealth Rock, Toxic Spikes, Taunt
Other moves: All TM/TR moves from Gen 8 onward + Branch Poke, Quick Attack, Present
Stats: 83/105/64/101/77/125 | 555 BST
Selicy v2.png


Reasoning: Selicy is Ice-type because duh, gets Infiltrator because moving to the other side of the field plays a vital role in her combat style, gets Sharpness because people call her Slicey, and gets Snow Cloak because she blends in with the snow. Her Event Ability alongside Wood Hammer, Branch Poke, and Present are based on the festive counterpart of her boss battle, in which she wears a Santa outfit and fights with Christmas trees instead of icicles. Added Ice STAB is obligatory, as are TM/TR moves for the same reason as Reva. Her stats are mostly inspired by Weavile and Chien-Pao, similarly fast and frail ice users.



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, 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


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.
 


"Olympus, I accept this message!"
Pokémon: Zagreus
Franchise:
Hades
Type:


Ability: Sturdy, Godly Boon
Godly Boon: Zagreus gains +1 Atk and SpA on switch-in.

Notable Moves: Flare Blitz, Flame Charge, Flamethrower, Fire Blast, Darkest Lariat, Dark Pulse, Sacred Sword, Wild Charge, Thunderbolt, Thunder, Wave Crash, Surf, Play Rough, Draining Kiss, Sludge Bomb, Extreme Speed, Icicle Spear, Ice Beam, Blizzard, King's Shield, Counter, Mirror Coat, Spirit Shackle, Triple Arrows, Shadow Ball, Bullet Punch, Flash Cannon, Swords Dance, Taunt, Parting Shot, Acupressure, universal moves such as Substitute.
Stats: 100 / 92 / 86 / 84 / 74 / 114 (560 BST)

Reasoning: Zagreus, Prince of the Underworld, emerges from the Temple of Styx to partake in Pokemon battles. The young prince brings with him his infernal arms to exact violence on those who stand before him as he did to those who stood in his way while fleeing the underworld. At the same time, his family on Olympus lend him their aid, still thinking the princeling is attempting to escape the Realm of the Dead once more. No doubt the hot-headed prince will once again meet his end and return to the blood-red Pool of Styx multiple times in a variety of violent ways.

In Hades, Zagreus has access to five weapons: a sword, spear, shield, bow, fists and a rail gun. These are represented by Sacred Sword, Icicle Spear, King's Shield, Spirit Shackle, Bullet Punch and Flash Cannon. His physical STAB moves, Flare Blitz and Darkest Lariat come from his dash attack and Dark Pulse from his cast attack. Each time he enters a chamber Zagreus is prone to taunting his enemies, particularly bosses, before the fight begins and then leaves the chamber with a quip, giving him the moves Taunt and Parting Shot (these moves show up a lot in my subs don't they). Throughout his many attempts to escape the Underworld, he receives boons from the Gods on Olympus, who hope he will eventually escape his father's realm and join them as one, big, happy family. These boons are re-imagined as his signature ability, Godly Boon, which gives him extra stats on switch-in. Also Sturdy because of Death Defiance but let's be honest, no one will use that one. He has a plethora of coverage moves due to aspects, keepsakes, poms, Charon's items, and especially the boons he receives from the Greek gods. The gods include Zeus (electric), Poseidon (water), Athena (counter moves), Artemis (arrows), Aphrodite (fairy), Ares (steel), Dionysus (poison), Hermes (extreme speed) and Demeter (ice. No, he has no RNG elements besides Acupressure (a boon from the Greek god, Chaos) which is bad anyway.
 
Sorry for the delay with voting. I'll be extremely busy over the next month so there may be another delay at some point. Things should be back to normal after that. Anyways, onwards with voting. You have (probably) one week to vote for your three favourite submissions.

leafsaber47's Nahida
leafsaber47's Blaze
leafsaber47's Highmore
Falchion's Diablo
Falchion's Lifeweaver
Falchion's Cala Maria
KeeganSkymin4444's Fynn
Mygavolt's Bob
Mygavolt's Selicy
Mygavolt's Ariadne
ToadBrigade's Zagreus
 
I seriously hope I played my cards right...

Mygavolt's Selicy
leafsaber47's Nahida
KeeganSkymin4444's Fynn
 
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Congratulations to KeeganSkymin4444, leafsaber47 and Mygavolt for winning with Fynn, Nahida and Ariadne. Mygavolt has earned the title, Nicktoon MLB, and leafsaber47 has earned the title, Ergheiz.

Crossover Chaos Expanded is back! This slate is doubling down on crossovers and any submission that has appeared in media outside of video games will be eligible for a bonus vote. Characters from games like Castlevania, Last of Us, Super Mario will receive a bonus vote.

Remember, this Pet Mod is for video game characters and Expanded is for any other media, such as movies, TV shows or ads.

Have Fun!

Have fun!

 
kirby planet robobot

(Resub)

"Poyo!"
Pokémon: Kirby
Franchise/Origin: Kirby
Intended Tier: Ubers
Type:
normal.png

Signature ability - Copy Ability - Hardcoded (almost unchangeable) - If the user’s primary type is not Normal-type, the user changes forms. If holding a Z-Crystal or a Copy Essence of a non-Normal type (there is no Normal Copy Essence), the user’s primary type (form) is also changed. Terastallisation also changes the user’s form along with its type when used. Ability cannot be replaced, copied by another target, or suppressed.
fighting.png
- Fighter
flying.png
- Wing
poison.png
- Poison
ground.png
- Sand
rock.png
- Stone
bug.png
- Beetle
ghost.png
- Ninja
steel.png
- Cutter
fire.png
- Fire
water.png
- Water
grass.png
- Leaf
electric.png
- Spark
psychic.png
- ESP
ice.png
- Ice
dragon.png
- Crash
dark.png
- Suplex
fairy.png
- Bomb
Other Moves:
4-move-physical.png
: Bide, Body Slam, Cut, Double-Edge, Egg Bomb, Explosion, Headbutt, Mega Kick, Mega Punch, Pay Day, Rage, Self-Destruct, Skull Bash, Strength, False Swipe, Giga Impact, Rock Climb, Retaliate, Tail Slap, Counter, Low Kick, Seismic Toss, Submission, Dynamic Punch, Reversal, Rock Smash, Brick Break, Focus Punch, Revenge, Sky Uppercut, Superpower, Close Combat, Drain Punch, Low Sweep, Power-Up Punch, Body Press, Fly, Sky Attack, Wing Attack, Aerial Ace, Bounce, Brave Bird, Pluck, Acrobatics, Sky Drop, Poison Sting, Cross Poison, Gunk Shot, Poison Jab, Dig, Earthquake, Fissure, Magnitude, Sand Tomb, Bulldoze, Drill Run, High Horsepower, Stomping Tantrum, Rock Slide, Rollout, Rock Blast, Rock Tomb, Rock Wrecker, Stone Edge, Smack Down, Leech Life, Pin Missile, Fury Cutter, Megahorn, U-turn, X-Scissor, Pounce, Shadow Claw, Phantom Force, Poltergeist, Metal Claw, Steel Wing, Gyro Ball, Iron Head, Metal Burst, Heavy Slam, Smart Strike, Fire Punch, Flame Wheel, Blaze Kick, Flare Blitz, Flame Charge, Heat Crash, Waterfall, Dive, Aqua Jet, Razor Shell, Liquidation, Bullet Seed, Leaf Blade, Razor Leaf, Power Whip, Seed Bomb, Solar Blade, Trailblaze, Thunder Punch, Wild Charge, Zing Zap, Psycho Cut, Zen Headbutt, Psyshield Bash, Ice Punch, Ice Ball, Icicle Spear, Avalanche, Ice Spinner, Outrage, Dragon Rush, Beat Up, Thief, Assurance, Fling, Payback, Foul Play, Brutal Swing, Darkest Lariat, Power Trip, Throat Chop, Play Rough, Spirit Break
4-move-special.png
: Hyper Beam, Razor Wind, Swift, Tri Attack, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Aura Sphere, Focus Blast, Vacuum Wave, Gust, Air Cutter, Air Slash, Hurricane, Sludge Bomb, Acid Spray, Clear Smog, Sludge Wave, Venoshock, Mud-Slap, Mud Shot, Earth Power, Scorching Sands, Ancient Power, Power Gem, Signal Beam, Silver Wind, Bug Buzz, Struggle Bug, Infestation, Pollen Puff, Night Shade, Shadow Ball, Ominous Wind, Hex, Flash Cannon, Mirror Shot, Fire Blast, Fire Spin, Flamethrower, Heat Wave, Overheat, Incinerate, Inferno, Bubble Beam, Hydro Pump, Water Gun, Whirlpool, Muddy Water, Water Pulse, Water Spout, Brine, Scald, Chilling Water, Mega Drain, Solar Beam, Giga Drain, Magical Leaf, Energy Ball, Grass Knot, Leaf Storm, Leaf Tornado, Thunder, Thunderbolt, Shock Wave, Charge Beam, Discharge, Electro Ball, Electroweb, Volt Switch, Dream Eater, Psybeam, Psychic, Psywave, Future Sight, Mirror Coat, Psyshock, Stored Power, Blizzard, Ice Beam, Icy Wind, Frost Breath, Freeze-Dry, Dragon Rage, Dragon Breath, Draco Meteor, Dragon Pulse, Dark Pulse, Night Daze, Snarl, Dazzling Gleam, Disarming Voice, Draining Kiss, Misty Explosion
4-move-status.png
: Defense Curl, Flash, Focus Energy, Metronome, Mimic, Roar, Screech, Swords Dance, Whirlwind, Baton Pass, Encore, Psych Up, Safeguard, Scary Face, Swagger, Helping Hand, Nature Power, Recycle, Stockpile, Swallow, Wish, Copycat, Work Up, Detect, Bulk Up, Victory Dance, Defog, Roost, Tailwind, Toxic, Toxic Spikes, Venom Drench, Spikes, Sandstorm, Rock Polish, Stealth Rock, Confuse Ray, Iron Defense, Sunny Day, Will-o-Wisp, Rain Dance, Grassy Terrain, Thunder Wave, Eerie Impulse, Electric Terrain, Agility, Amnesia, Light Screen, Reflect, Rest, Teleport, Calm Mind, Cosmic Power, Imprison, Trick, Guard Swap, Power Swap, Trick Room, Ally Switch, Magic Room, Telekinesis, Wonder Room, Psychic Terrain, Speed Swap, Aurora Veil, Snowscape, Dragon Dance, Fake Tears, Snatch, Taunt, Torment, Embargo, Nasty Plot, Quash, Charm, Baby-Doll Eyes, Misty Terrain
Signature moves:
Inhale -
normal.png
-
4-move-special.png
- 80 BP - 10 PP - 100% - Perfect accuracy. User’s type becomes the primary type of the target, or the target’s secondary type if the target’s primary type is Normal-type. User does not change type if the target is a pure Normal-type. Ignores Ghost's immunity to Normal-type moves.
Star Spit -
normal.png
-
4-move-physical.png
- - BP - 10 PP - 100% - Physical variant of Spit Up.
Stats: 90/110/110/110/110/70 (BST: 600)

Reasoning: Pure Normal-type due to Kirby’s Signature Ability behaving similarly to Silvally and Arcecus’s abiltieis which have the Normal-type as default. This is also the same type as Ditto, another cartoonish creature with a simple design. Copy Abilities are a pivotal part of many Kirby games, thus its presence here as his only ability. Each of the seventeen other Pokémon types are represented by a Copy Ability seen at least in these seven (eight w/ RtDLDX) Kirby games: Nightmare in Dream Land, Amazing Mirror, Squeak Squad, Return to Dream Land (Deluxe), Triple Deluxe, Planet Robobot, and Star Allies (because reasons, lol). This also serves to represent the form change concepts but to a higher degree than Silvally and Arceus. Most of his massive movepool is full of machine moves as a homage to Mew, but unlike Mew, cannot learn any tutor moves or otherwise because tutor moves didn’t exist in Generation I - he existed for four years before Red and Green released in Japan in 1996. Most of the machine moves he cannot learn were once exclusive to certain kinds of users or require the use of a tail, claws, or horns. Inhale and Star Spit serve as his signature moves to showcase the modus operandi of his gameplay seen since Kirby’s Dream Land in 1992. Inhale also pays more respect to his Copy Abilities by giving him a damaging version of Reflect Type that allows him to have a non-Normal type while holding non-Copy Essence items, which serve in a similar behaviour to Arceus’s Plate. And like Arceus, he can hold Z-Crystals to achieve the same type-changing effect. Non-machine moves he can learn include Stockpile and Swallow, which goes with Star Spit’s nature as a Physical Spit Up clone, and Victory Dance because of the Kirby Dance. His non-HP and non-Speed base stats are all equal (110) to reflect Mew’s base stats (and has the same BST as Mew as well with a BST of 600). His HP stat is 90, exactly six-tenths of King Dedede’s, as in their first fight in Kirby’s Dream Land Kirby had 6 energy points while Dedede had 10. While in the west we know him as a jolly boy, in Japan, he’s treated with a more gender-neutral approach, which is why he might end up as a genderless mon in Crossover Chaos.

Code:
Kirby-Ground @ Ground Copy Essence / Groundium Z
Ability: Copy Ability
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Ice Spinner / Icicle Spear
- Stone Edge
- Earthquake
- Victory Dance
Code:
Kirby @ Life Orb
Ability: Copy Ability
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
- Inhale
- Focus Blast
- Shadow Ball / Ice Beam
- U-turn / Volt Switch

Theme Slate Reasoning: Kirby: Right Back at Ya (or Hoshi no Kaabii). The Kirby anime. Tuff' Nuff' said.

(Resub)

"My blood's only going to make this place hotter!"

Pokémon: Blaze
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fire.png
steel.png

Abilities: Blaze (HA: Flash Fire)
Other Moves:
4-move-physical.png
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge, Waterfall, Aqua Jet, Liquidation
4-move-special.png
: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon, Surf, Water Pulse, Brine, Scald, Echoed Voice, Hyper Voice
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Slack Off, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day, Taunt, Block, Rain Dance
Signature moves:
Flare Chainsaw -
steel.png
-
4-move-physical.png
- 100 BP - 5 PP - 80% - High critical hit rate. 10% chance to burn target.
Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
fire.png
-
4-move-physical.png
- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.
Stats: 106/120/86/60/70/92 (BST: 534)

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

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

Theme Slate Reasoning: Blaze appears in the TV anime Arknights: Perish in Frost, an animated adaptation of Arknights's main story chapters 4 to 6. This also includes her voice actress reprising her role in the anime. One of the trailers has her fighting the most popular (and deceased) character from Reunion Movement, a major antagonistic faction of the world of Terra, FrostNova.

(New)

"HKCAWS, at your service. No need for any particular ceremonies... You provide the funds, I'll get to work."
Pokémon: CAWS
Franchise/Origin: Girls' Frontline
Intended Tier: UU
Type:
steel.png
ice.png

Abilities: Anticipation (HA: Defiant)
Other Moves:
4-move-physical.png
: Magnet Bomb, Metal Burst, Heavy Slam, Avalanche, Ice Shard, Icicle Crash, Triple Axel, Knock Off, Assurance, Payback, Foul Play, Lash Out, Counter, Low Kick, Reversal, Revenge, Superpower, Low Sweep, Body Press, Flare Blitz, Heat Crash, Bulldoze, Stomping Tantrum, Double-Edge, Tackle, Present, Endeavor, Double Hit, Rock Climb, Rock Slide, Rock Tomb, Waterfall, Liquidation
4-move-special.png
: Flash Cannon, Mirror Shot, Steel Beam, Ice Beam, Blizzard, Icy Wind, Snarl, Final Gambit, Flame Burst, Burning Jealousy, Air Cutter, Sonic Boom, Weather Ball, Mirror Coat, Stored Power, Brine
4-move-status.png
: Iron Defense, Metal Sound, Haze, Snowscape, Aurora Veil, Snatch, Taunt, Torment, Embargo, Quash, Parting Shot, Sunny Day, Will-O-Wisp, Defog, Spite, Leer, Swords Dance, Lock-On, Me First, Work Up, Laser Focus, Light Screen, Reflect, Ally Switch, Stealth Rock, Wide Guard, Rain Dance
Signature moves:
Buckshot Blast -
steel.png
-
4-move-physical.png
- 100 BP - 5 PP - 80% - Critical hits deal 50% more damage than usual. (from x1.5 to x2.25) (stacks with Sniper) Hits both opponents in Double Battles.
Stats: 124/87/160/52/55/52 (BST: 530)

Reasoning: Primary Steel-type due to being a T-Doll, a humanoid android. Secondary Ice-type due to her penguin-like design, and Ice-type is the type that is shared with Eiscue. As a shotgun T-Doll, she carries various defensive and tackling moves as a tank who's also a heavyweight. Her primary ability is Anticipation due to her pessimism. Her Hidden Ability is Defiant, the same hidden ability as the Piplup line (before it was replaced with Competitive come Scarlet/Violet), the only other line of penguin realmons. Defiant also ties into CAWS's tendency to hide heal real strength in battle unless under much pressure, increasing her chance of actually dealing great amounts of damage if put under combative pressure. Present, a move that was added mainly for flavour reasons (it’s garbage otherwise) is due to one of her costumes being Christmas themed, titled “120 Winter Gifts", holding a sack like Delibird, whose signature move is Present. Most other moves include STAB to make sure her Ice-typing actually gets some respectable use, Wide Guard, Aurora Veil, and the two Psychic-type screens for protecting her teammates like in combat in Girls' Frontline itself. Fire-type coverage was given mainly due to her skill containing the word “Flames" in it and gives CAWS the ability to unexpectedly tackle other Steel-types without having Earthquake, which she does not learn.

Code:
CAWS (F) @ Assault Vest
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Careful Nature
- Triple Axel / Icicle Crash
- Buckshot Blast
- Body Press
- Knock Off
Code:
CAWS (F) @ Leftovers
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Impish Nature
- Triple Axel / Icicle Crash
- Taunt / Stomping Tantrum
- Body Press
- Iron Defense
Code:
CAWS (F) @ Leftovers
Ability: Defiant
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Buckshot Blast / Knock Off
- Knock Off / Parting Shot
- Defog / Haze
- Taunt / Stealth Rock

(Resub)

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

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

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

Code:
Aris Tendou (F) @ Choice Specs
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Supernova Cannon / Flash Cannon
- Aura Sphere
- Dark Pulse
- Volt Switch / Tera Blast
Code:
Aris Tendou (F) @ Leftovers / Air Balloon
Ability: Berserk
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Calm Mind
- Flash Cannon
- Earth Power / Iron Defense
- Recover
Code:
Aris Tendou (F) @ Leftovers / Room Service
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
IVs: 0 Spe
Quiet Nature
- Flash Cannon
- Dark Pulse
- Aura Sphere
- Recover
 
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Resubmissions from Slate 15:


(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: Primal Rage actually has a comic adaptation! This four-issue comic was published in 1996 as a tie-in to the game, with a story by Chris Knowles and art by Kevin Rasel.

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.

----------

Resubmission from Slate 16:



"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: Did I mention the Netflix Cuphead cartoon? Yeah? Okay then.

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.

----------

New Submission:



He's bigger, faster, and stronger too
He's the first member of the D.K. crew!
Pokémon: Donkey Kong
Franchise/Origin: Donkey Kong (I'm going with the Donkey Kong Country version for this sub)
Intended Tier: OU
Type: Ground/Fighting
Ability: Gluttony, Iron Fist, Moxie (Hidden)
Notable moves: Bulldoze, Earth Power, Earthquake, Fissure, Headlong Rush, High Horsepower, Magnitude, Stomping Tantrum, Arm Thrust, Axe Kick, Body Press, Brick Break, Bulk Up, Circle Throw, Close Combat, Counter, Cross Chop, Double Kick, Drain Punch, Dynamic Punch, Final Gambit, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Karate Chop, Low Kick, Low Sweep, Mach Punch, Power-Up Punch, Revenge, Reversal, Rock Smash, Rolling Kick, Seismic Toss, Sky Uppercut, Superpower, Vacuum Wave, Wake-Up Slap, Bullet Seed, Grass Knot, Grassy Glide, Jungle Healing, Power Whip, Seed Bomb, Trailblaze, Wood Hammer, Bullet Punch, Comet Punch, Dizzy Punch, Fire Punch, Mega Punch, Growl, Roar, Agility, Belly Drum, Mega Kick, Giga Impact, Rest, Thief, Beat Up, Helping Hand, Surf, Bounce, Brutal Swing, Knock Off
Signature moves:
  • Ground Pound (Ground, Physical, 24 PP max, 90 BP, 100% accuracy, punching move, hits all adjacent enemies) - 25% chance of causing any enemy hit to flinch
Z-Move: Banana Slamma - Physical, Ground, 200 BP, requires Ground Pound. Hits all enemies and has a 50% chance to flinch anyone it hits.
Stats: 75 HP/110 Atk/105 Def/70 SpA/60 SpD/90 Spe = 510

Reasoning:
He's the leader of the bunch, you know him well - and he's finally here to kick some tail! I don't think I need to explain the Fighting type, but the Ground type does need a little clarification. First off, I still feel reluctant to sub a monotype sub and did want DK to have more than one STAB type to be at his most effective; his abilities in his games are surprisingly diverse for a big punchy ape, but the most consistent seems to be slamming stuff into the ground or hitting the ground itself - the ground pound from Returns and Tropical Freeze, the burying Headbutt in Smash, etc. The other reason for my picking Ground is because the winning subs already include Funky Kong, who is himself part Ground in this mod; I figured that for the sake of provinciality, all the Kongs being part-Ground would be a fun idea and if this sub wins, it'd be interesting to see the pattern continue with future DKC subs like Diddy, Dixie, etc.
For his stats, I set him up as a fast physical tank because of his mobility in his platformer games and reliance on simply beating the shit out of his enemies rather than trying anything special, although I did give him a bunch of Grass moves as well to reference the jungle aesthetic and especially the Coconut Gun he uses in DK64. For his abilities, Iron Fist and Moxie are fairly self-explanatory, but Gluttony is there because it basically allows Pokémon with it to use berries sooner, which I felt fit his love of fruit. Too bad the Nanab Berry isn't usable in battle at all, but c'est la vie.

Slate Bonus: Five words: Donkey Kong Country (TV series). That is all.

Competitive Info:
The pitch in my head for this sub after I decided the type combo can basically be summed up as, "REJECT GREAT TUSK, BECOME MONKE." Indeed, the stat distribution I came up with for him as well as his type combo seems to add up to DK being literally Great Tusk but worse, at least on paper. The tradeoff for the BST drop, however, is that by ditching Protosynthesis for three less exclusive abilities, he gains greater versatility, allowing him to pull off a wider range of attack-oriented shenanigans than you'd expect from someone whose entire shtick is literally pounding anyone who pisses him off into the dirt. Iron Fist is the most obvious choice, and is best used with either Hammer Arm for power or Drain Punch for reliability alongside his signature move, Ground Pound, with Fire Punch as a nice coverage option with a good neutral damage spread and a useful burn chance. While researching for this very sub, I also found out that Iron Fist actually boosts Headlong Rush, but nobody with Iron Fist can learn that move, possibly because such a combination would be hilariously broken even without STAB; still, the option is there unless vetos force me to nix it. To this end, I purposely gave DK absolutely nothing to counter Flying-types with, partly since many of the tougher bosses he's had to face in his games tended to be airborne. Moxie is useful if you instead want to run him as a Close Combat/Earthquake sweeper with Agility instead of an attack-boosting move, since knocking out even one opponent can potentially lead to a devastating domino effect, although this might leave him vulnerable to being forced to switch out. Gluttony, on the other hand, is viable for more defensive sets that can make use of berries that either recover his HP or improve his defenses, especially with Bulk Up or even Jungle Healing for partial support duty, although Unnerve users can easily screw with that strategy as well. While his type coverage includes answers to Grass and Ice (Fire Punch), Water (offensive Grass-type moves), and Psychic (Brutal Swing, Knock Off, or Beat Up), as already noted, I avoided giving him anything to deal with Flying, and he can only deal neutral damage at best to Fairy if he isn't running Bullet Punch. Between that and his terrible special defense stat, faster special attackers of either type can counter him to great effect, though even they can never be too careful - nobody appreciates a Fire Punch to the face, especially one boosted by Iron Fist.
 
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