(New Submission)
"The missions change. They always do."
(Resub) Reworked
"CHAOS, CHAOS, CATCH ME IF YOU CAN!"
"The missions change. They always do."
Pokémon: Master Chief
Franchise/Origin: Halo
Intended Tier: OU (though UU possibly)
Type:
Abilities: Bulletproof, Weak Armor (Intimidate)
Bullet Punch, Iron Head, Meteor Mash, Smart Strike, Gigaton Hammer, Anchor Shot, Spin Out, Knock Off, Night Slash, U-Turn, Mach Punch, Submission, Close Combat, Reversal, Explosion, Mega Punch, Slash, Spike Cannon, Thunder Punch, Aura Wheel (if possible, it stays an Electric type move all the time)
Flash Cannon, Mirror Shot, Steel Beam, Aura Sphere, Focus Blast, Energy Ball, Power Gem, Meteor Beam, Flamethrower, Fire Blast, Snipe Shot, Water Pulse, Air Slash, Electro Ball, Charge Beam, Psybeam, Dragon Pulse, Dark Pulse,
Iron Defense, Shift Gear, Gear Up, Recover, Swords Dance, Disable, Mean Look, Lock-On, Laser Focus, Focus Energy, Quick Guard, Wide Guard, Spikes, Reflect, Light Screen, Amnesia, Torment, Thunder Wave,
Stats: 90/95/70/80/110/95 (Total: 540)
Reasoning: Master Chief is an extremely versatile fighter in his series, so I gave him a wide variety of tools and pretty balanced stats to replicate that. He's got plenty of moves that represent the weapons in Halo, such as the Needler (Spike Cannon, Power Gem, Spikes) the Gravity Hammer (Gigaton Hammer), the Flamethrower (um, Flamethrower, Fire Blast), the Energy Sword (Slash, Night Slash, Swords Dance) and many more. He's got several vehicles that he utilizes in Halo, hence Spin Out, U-Turn, Aura Wheel, Shift Gear, etc, being added to the movepool. There are a lot of moves that reference minor things in the series as well. Competitively, Master Chief could make use of Weak Armor either a physical or special sweeper. Running physical moves is stronger due to his higher Attack, but a special set allows for more coverage and versatility. Master Chief also has some useful status moves, such as dual screens (referencing the force fields in Halo), lots of setup moves, and even Recover. A utility set with Intimidate might be tricky to pull off with Chief's low defense, but it has potential.
Slate Bonus Reasoning: There's actually a Halo TV series that released on Paramount+ in 2022.
Franchise/Origin: Halo
Intended Tier: OU (though UU possibly)
Type:
Abilities: Bulletproof, Weak Armor (Intimidate)
Reasoning: Master Chief is an extremely versatile fighter in his series, so I gave him a wide variety of tools and pretty balanced stats to replicate that. He's got plenty of moves that represent the weapons in Halo, such as the Needler (Spike Cannon, Power Gem, Spikes) the Gravity Hammer (Gigaton Hammer), the Flamethrower (um, Flamethrower, Fire Blast), the Energy Sword (Slash, Night Slash, Swords Dance) and many more. He's got several vehicles that he utilizes in Halo, hence Spin Out, U-Turn, Aura Wheel, Shift Gear, etc, being added to the movepool. There are a lot of moves that reference minor things in the series as well. Competitively, Master Chief could make use of Weak Armor either a physical or special sweeper. Running physical moves is stronger due to his higher Attack, but a special set allows for more coverage and versatility. Master Chief also has some useful status moves, such as dual screens (referencing the force fields in Halo), lots of setup moves, and even Recover. A utility set with Intimidate might be tricky to pull off with Chief's low defense, but it has potential.
Slate Bonus Reasoning: There's actually a Halo TV series that released on Paramount+ in 2022.
"CHAOS, CHAOS, CATCH ME IF YOU CAN!"
Pokémon: Jevil
Franchise/Origin: Deltarune
Intended Tier: UU
Type:
Abilities: Early Bird, Dancer, Psychic Surge
Shadow Sneak, Phantom Force, Astonish, Psyblade, Psycho Cut, Slash, Double-Edge, Fake Out, Rapid Spin, Poison Jab, Mortal Spin, Diamond Storm, Night Slash, Sucker Punch, Knock Off, X-Scissor, Ice Spinner, Triple Axel, Aqua Tail, Iron Tail, Dragon Tail
Shadow Ball, Hex, Psychic, Eerie Spell, Extrasensory, Psybeam, Dark Pulse, Power Gem, Expanding Force, Hurricane, Dazzling Gleam, Fire Spin, Thunderbolt, Thunder, Uproar
Curse, Spite, Confuse Ray, Destiny Bond, Swords Dance, Tickle, Encore, Tail Whip, Disable, Acupressure, Metronome, Teeter Dance, Whirlwind, Victory Dance, Quiver Dance, Hypnosis, Heart Swap, Psychic Terrain, Trick, Trick Room, Wonder Room, Gravity, Imprison, Electric Terrain, Will-O-Wisp, Sunny Day, Rain Dance, Taunt, Torment, Embargo,
Signature move: Devilsknife:
Power: 60 Acc: 100% PP: 16
Hits 2 times.
Stats: 130/135/70/55/65/75 Total: 530
Reasoning: Jevil is an optional boss fight in chapter 1 of Deltarune. I decided that the best types that fit him were Ghost and Psychic because... well it just works. His abilities all reference things, like Early Bird represents how you can tire Jevil out to win his fight, Dancer represents his idle animation during the fight, and Psychic Terrain alludes to the mysterious battlefield you fight him on. During the fight, he attacks you with the suites of a deck of cards, so I gave him Diamond Storm, Heart Swap, and stuff like that. A theme in the fight is spinning around, so he gets moves like Whirlwind, Hypnosis and Rapid Spin to reflect that. If you defeat him through mercy, you receive Jevilstail, and if you defeat him through violence, you get his trademark weapon, the Devilsknife. The former is represented through several tail-related moves, and the latter has been turned into a move that hits more than once, similar to how it works in game. I also gave him some slashing attacks. Competitively, Jevil hits like a truck physically and has a lot of HP (just like in Deltarune), and has great physical coverage. He's also got amazing utility, with Fake Out, Rapid Spin, Will-O-Wisp, and more. A lot of his status moves are pretty situational, but they've all got some use. In short, Jevil has quite a few weaknesses, such as a poor defensive typing and low stats on everything that isn't HP or Attack, but he's very well rounded and an easy fit to any team.
Franchise/Origin: Deltarune
Intended Tier: UU
Type:
Abilities: Early Bird, Dancer, Psychic Surge
Hits 2 times.
Stats: 130/135/70/55/65/75 Total: 530
Reasoning: Jevil is an optional boss fight in chapter 1 of Deltarune. I decided that the best types that fit him were Ghost and Psychic because... well it just works. His abilities all reference things, like Early Bird represents how you can tire Jevil out to win his fight, Dancer represents his idle animation during the fight, and Psychic Terrain alludes to the mysterious battlefield you fight him on. During the fight, he attacks you with the suites of a deck of cards, so I gave him Diamond Storm, Heart Swap, and stuff like that. A theme in the fight is spinning around, so he gets moves like Whirlwind, Hypnosis and Rapid Spin to reflect that. If you defeat him through mercy, you receive Jevilstail, and if you defeat him through violence, you get his trademark weapon, the Devilsknife. The former is represented through several tail-related moves, and the latter has been turned into a move that hits more than once, similar to how it works in game. I also gave him some slashing attacks. Competitively, Jevil hits like a truck physically and has a lot of HP (just like in Deltarune), and has great physical coverage. He's also got amazing utility, with Fake Out, Rapid Spin, Will-O-Wisp, and more. A lot of his status moves are pretty situational, but they've all got some use. In short, Jevil has quite a few weaknesses, such as a poor defensive typing and low stats on everything that isn't HP or Attack, but he's very well rounded and an easy fit to any team.
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