Pet Mod [Gen 9] Crossover Chaos Expanded

Might as well close submissions.
Get your votes in by next weekend.
Falchion's Violet Parr
Falchion's Aqua
Falchion's Smaug
ToadBrigade's Kevin McAllister
Mygavolt's Arthur Boyle
Mygavolt's Ziltoid
Mygavolt's Millipede
Mygavolt's Ren Miyazawa
Pika Xreme's SiIva A.I.
(note that there are no Ls in this name)
 
...Welp, three of my submissions are tied for 2nd. Time for a full-blown tiebreaker vote.
Pika Xreme's SiIva A.I.
Falchion's Smaug
Mygavolt's Arthur Boyle

And with that, the winners are decided.

Slate 5: Vamlumtime’s Day is serious times



Congratulations to Pika Xreme, Falchion, and myself for winning with SiIva A.I., Smaug, and Arthur Boyle!
Pika Xreme has earned the title Sherlock Holmes Arrives Too Late.

This submission slate coincides with Valentine’s Day, which can be associated with at least four things: love, candy, flowers, and saints (like Saint Valentine). Each submission gets one bonus vote if it represents one of these terms, or two if it represents multiple.

Be sure to indicate that a submission fits the theme with the appropriate number of asterisks (e.g., *Slurpuff* / **Meganium**).

As always, have fun!​
 
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"IT'S TIME FOR A DEATH BATTLEEEEE!!!"
Pokémon: Boomstick
Franchise/Origin: Death Battle
Intended Tier: OU
Type: Normal/Fighting
Ability: Poison Heal, Steelworker, Speed Boost (HA)
Notable moves: Bullet Punch, Uproar, Shotgun Blast, Extreme Speed, Thief, Electro Ball, Bulk Up, Avalanche, Shadow Punch, Drain Punch, Sucker Punch, Dizzy Punch, Dynamic Punch, Moongeist Beam, Agility, Boomburst, Fake Out, Hyper Beam, Electro Hammer, Copycat, Taunt, Future Sight, Teleport, Surf, Baneful Bunker, Double-Edge, Payback, Power-Up Punch, Knock Off, Fire/Ice/Thunder Punch, Flash Cannon, Burning Jealousy, Heavy Slam, Body Slam, Body Press, Sacred Sword, Belch, Psyshock, Smart Strike, Grudge, Spite
Signature move: Shotgun Blast (80 BP, Steel, Physical, 24 PP, bypasses accuracy)
Z-Move: Super Shotgun (Shotgun Blast) (160 BP, Steel, Physical, User: +1 Atk, -1 Evasion; Target: -1 Def, -1 SpD)
Stats: 90/110/105/80/85/90 (550 BST)

Explanation: In Death Battle, Boomstick somewhat commonly gets random abilities from other characters, (such as gaining access to the Speed Force) so I decided to transfer that idea to his moveset, giving him access to just a few other mons' signature moves.
 
Last edited:

"Head of the Covert Ops Squad of the Knights of Biscotti: Yukikaze Panettone! Nin!"
Pokémon: Yukikaze Panettone
Franchise/Origin: Dog Days
Intended Tier: OU
Type: Fighting/Grass
Ability: Infiltrator / Leaf Guard / Fluffy
Custom moves:
  • Floral Shuriken - Grass, Special, 15 BP, 100% Acc, 20 PP | On the turn after the user switches in, this move has +1 priority and hits 2-5 times; otherwise, it has triple BP and hits twice.
  • Arrow Shot (from Ishtar)
Notable moves: Close Combat, Sacred Sword, Power-Up Punch, Mach Punch, Focus Blast, Petal Blizzard, Trop Kick, Sucker Punch, U-turn, Acrobatics, Hurricane, Extreme Speed, Quick Attack, Smart Strike, Protect
Other moves: Upper Hand, Solar Beam, Beat Up, Aerial Ace, Mega Kick, Mega Punch, Dizzy Punch, Slash, Detect
Z-Move: Shining Fox Fang - Fighting, Physical, 185 BP | Ignores Defense boosts and prevents the target from switching out. | Requires Sacred Sword and Panettonium Z
Stats: 80/115/50/105/75/130 | 555 BST


Reasoning: She has a Fist Seal, and her special techniques produce floral effects (primarily consisting of petals / slate bonus justification), hence Fighting/Grass. The former trait gives her an edge in unarmed combat, although she frequently arms herself with a tantō and/or shuriken, or sometimes even a longbow. When she and Hina Maxima (Brioche d'Arquien) destroyed the cursed sword behind the grand cataclysm of Cinque's first visit to Flonyard, she infused power into her tantō to make it a veritable Sacred Sword, and also managed to Protect herself from the cursed sword's counterattack before pinning it down with a whole bunch of sword-shaped energy to help Hina (d'Arquien) finish it off. This happened in tandem with the Covert Ops Squad, which she never really sics on anyone despite being their leader (mainly because they're just a bunch of trained canines), so Beat Up suits her better than any of the Order moves.
She is exceptionally fast, boasting a running speed on par with the cruise speed of Cinque's flame-propelled hoverboard, and the longbow attack she once used as cover fire for Cinque bears a striking resemblance to Solar Beam. Also, her ninjutsu involves wind as well as flower petals, thus Hurricane. Ability-wise, she gets Infiltrator to represent covert ops, Leaf Guard because she can make outfits out of leaves, and Fluffy because that's what her tail is considered, even by Flonyard standards.

JavaScript:
floralshuriken: {
  accuracy: 100,
  basePower: 15,
  basePowerCallback(pokemon, target, move) {
    if (pokemon.activeMoveActions > 1) {
      return move.basePower * 3;
    }
    return move.basePower;
  },
  category: "Special",
  name: "Floral Shuriken",
  desc: "If it is the user's first turn on the field, then this move usually goes first (priority +1) and hits two to five times. Otherwise, this move has triple base power and always hits two times.",
  shortDesc: "First turn out: 2-5 hits; usually goes first. After: 2 hits with triple BP.",
  pp: 20,
  priority: 1,
  flags: {protect: 1, mirror: 1},
  onModifyPriority(priority, source, target, move) {
    if (source.activeMoveActions > 1) {
      return priority - 1;
    }
  },
  multihit: [2, 5],
  onModifyMove(move, source, target) {
    if (source.activeMoveActions > 1) {
      move.multihit = 2;
    }
  },
  secondary: null,
  target: "normal",
  type: "Grass",
},



"M-Mare Bello Fiore, also a Guardian of Level 6, a-at your command."
Pokémon: Mare Bello Fiore
Franchise/Origin: Overlord
Intended Tier: OU
Type: Ground/Grass
Ability: Cloud Nine / Bulletproof
Hidden Ability: Terraforming - Upon switching in, the user summons a terrain depending on SpA and SpD IVs: Misty if both are odd, Psychic if SpA is even, Electric if SpD is even, and Grassy if both are even.
Notable moves: Earth Power, Earthquake, Land's Wrath, Energy Ball, Wood Hammer, Flower Trick, Grassy Glide, Stone Edge, Sucker Punch, Lava Plume, Nature Power, Leech Seed, Sleep Powder, Stun Spore, Defog, Stealth Rock, Spikes, Calm Mind, Wish, Protect, Life Dew, Purify, Teleport
Other moves: Rock Slide, Terrain Pulse, Weather Ball, Worry Seed, Grassy Terrain, Electric Terrain, Misty Terrain, Psychic Terrain, Rain Dance, Sunny Day, Sandstorm, Hail, Foresight, Coaching, Acupressure, Helping Hand, Wide Guard, Heal Pulse, Rototiller, Trailblaze, Snowscape
Stats: 95/95/105/110/110/85 | 600 BST
Mare.png


Reasoning: One of the two Guardians of the Sixth floor of Nazarick. A cross-dressing dark elf of neutral evil alignment. He has a meek disposition yet insane physical strength and half a mind to break bones with his staff. (Sucker Punch and Wood Hammer reflect this.)
  • Base Stats
  • Typing: He is capable of terraforming (Ground), and one of his jobs is Forest Mage (Grass).
  • Abilities: He possesses a spell called Control Cloud (Cloud Nine), has projectile immunity (Bulletproof) as a Floor Guardian, and is a neat freak with control over nature (Hidden Ability).
  • Movepool: His combat style involves the use of druidic powers (Ground, Grass, and Rock moves—Grassy Glide specifically corresponding to Woodland Stride, and Land's Wrath to Dragon Earth—as well as Nature Power, Terrain Pulse, and Defog) at a distance for offense (he also has a lava spell, hence Lava Plume), protection (Protect, Wide Guard), and support (Calm Mind, Coaching, Acupressure, Helping Hand, Wish, Heal Pulse, Life Dew, Purify). He can also Detect Life (Foresight) and Control Weather, plus he possesses a Ring of Ainz Ooal Gown, which allows him to Teleport around Nazarick.
Slate Bonus: Aura and Mare represent fauna and flora.

JavaScript:
terraforming: {
  shortDesc: "Summons an IV-based terrain: Grassy if even SpA+SpD; Electric if even SpD; Psychic if even SpA; Misty otherwise.",
  onStart(pokemon) {
    let terrain = 'mistyterrain';
    if (pokemon.set.ivs['spd'] % 2) {
      if (pokemon.set.ivs['spa'] % 2) terrain = 'grassyterrain';
      else terrain = 'electricterrain';
    } else if (pokemon.set.ivs['spa'] % 2) terrain = 'psychicterrain';
    this.field.setTerrain(terrain);
  },
  name: "Terraforming",
  rating: 4,
},



"Hey there, dog pudding. Are you feeding energy into that carnival cloud?" - Stinkoman
Pokémon: Worst End Boss Ever
Franchise/Origin: Homestar Runner (specifically Skills of an Artist)
Intended Tier: UU
Type: Poison/Fairy
Ability: Stench / Rough Skin
Hidden Ability: Rapid Fire - Special attacks hit twice when the user is at 20% HP or below. (Parental Bond variant)
Notable moves: Sludge Bomb, Dazzling Gleam, Flash Cannon, Flamethrower, Noxious Torque, Magical Torque, Gunk Shot, Play Rough, Heavy Slam (999.9 kg), Megahorn, Double-Edge, Toxic, Shift Gear
Other moves: Spin Out, Steel Roller, Horn Attack, Leer, Lock-On, Laser Focus
Stats: 50/100/150/80/150/50 | 580 BST


Reasoning: In Skills of an Artist 6, End Boss, Strong Bad tried to draw a pixel-style end boss, and this is how it turned out. Its most prominent features are dog poo and cotton candy, hence Poison/Fairy with Stench. The spikes on its body are represented in Rough Skin, and the tank at its base gives it Steel-type moves and Flamethrower.
In Stinkoman 20X6, the Worst End Boss Ever appears as the gatekeeper boss (despite its name) of Level 10, taking a mere 5 hits to defeat, thus the low base HP and the heavy involvement of 5s and 10s in its other base stats. Its Hidden Ability, Rapid Fire, is based on the quickening of its shots when it has taken 4/5 hits. Because it rams into things with its frontal spike, it gets Megahorn, Double-Edge, and Horn Attack. Lastly, the many eyes on its body call for Leer, Lock-On, and Laser Focus.
JavaScript:
rapidfire: {
  onPrepareHit(source, target, move) {
    if (source.hp > source.maxhp / 5 || move.category !== 'Special' || move.multihit || move.flags['noparentalbond'] ||
    move.flags['charge'] || move.flags['futuremove'] || move.spreadHit || move.isZ || move.isMax) return;
    move.multihit = 2;
    move.multihitType = 'rapidfire';
  },
  onSourceModifySecondaries(secondaries, target, source, move) {
    if (move.multihitType === 'rapidfire' && move.id === 'secretpower' && move.hit < 2) {
      // hack to prevent accidentally suppressing King's Rock/Razor Fang
      return secondaries.filter(effect => effect.volatileStatus === 'flinch');
    }
  },
  name: "Rapid Fire",
  desc: "When this Pokemon has 1/5 or less of its maximum HP, rounded down, its special attacks become multi-hit moves that hit twice. Does not affect Doom Desire, Dragon Darts, Dynamax Cannon, Endeavor, Explosion, Final Gambit, Fling, Future Sight, Ice Ball, Rollout, Self-Destruct, any multi-hit move, any move that has multiple targets, or any two-turn move.",
  shortDesc: "1/5 HP or less: Special attacks hit twice.",
  rating: 3,
},



"I trust you, but as soon as I think about what I have to do next, I can't hold your hand. No... I never had the right to stay with everyone in the first place."
Pokémon: Ariella Lu
Franchise/Origin: Unlimited Fafnir
Intended Tier: OU
Type: Dragon/Fighting
Ability: Born Assassin - If Ariella chooses to use an offensive Dark-type move, she changes into her Murderous form at the beginning of the turn, and remains as such until this Ability is suppressed.
Notable moves: Night Slash, Dark Pulse, Storm Throw, King's Shield, Magic Coat, Scale Shot, Gunk Shot, Earthquake, Draco Meteor, Dragon Pulse, Aura Sphere, Flash Cannon, Sludge Wave, Sludge Bomb, Acid Spray, Scald, Spikes, Toxic Spikes, Stealth Rock, Thunder Wave, Will-O-Wisp, Toxic, Defog, Haze, Corrosive Gas, Heal Bell, Reflect, Light Screen
Other moves: Upper Hand, Attract, Fly, Mud-Slap, Protect, Water Pulse, Psybeam, Confuse Ray, Chilling Water, Fire Spin, Swift, Magical Leaf, Icy Wind, Mud Shot, Rock Tomb, Air Cutter, Venoshock, Avalanche, Endure, Sunny Day, Rain Dance, Sandstorm, Snowscape, Bullet Seed, Air Slash, Sleep Talk, Seed Bomb, Electro Ball, Rock Blast, Dazzling Gleam, Grass Knot, Rest, Rock Slide, Power Gem, Substitute, Iron Defense, Tailwind, Shadow Ball, Heat Wave, Energy Ball, Surf, Flamethrower, Thunderbolt, Helping Hand, Pollen Puff, Earth Power, Ice Beam, Fire Blast, Hydro Pump, Blizzard, Stone Edge, Focus Blast, Leaf Storm, Hurricane, Hyper Beam, Thunder, Solar Beam, Tera Blast, Sand Tomb, Smack Down, Icicle Spear, Solar Blade, Weather Ball, Petal Blizzard, Whirlpool, Muddy Water, Electroweb, Scorching Sands, Feather Dance, Meteor Beam, Dragon Cheer, Pin Missile, Safeguard, Hail, Facade, Brine, Psycho Cut, Tri Attack, Venom Drench, Terrain Pulse, Rising Voltage, Double Team, Aurora Veil, Infestation, Nature Power, Confide, Shock Wave, Gastro Acid, Worry Seed, Incinerate, Hidden Power
Z-Move: Flurry of Knives - Dark, Physical, 35 BP | Hits 5 times. High critical hit ratio. | Requires Night Slash and Ariellium Z
Stats: 90/80/125/70/100/90 | 555 BST


[only differs in appearance by her lack of ribbon]
Form: Ariella Lu-Murderous (base form is Student)
Type: Dragon/Dark
Stats: 90/137/76/125/64/108 | 600 BST


Reasoning: An island called Midgard is home to an existence known as Type: Dragon ('D' for short), a branch of humanity with control over dark matter, the essence of dragons. Naturally, Ariella is a part of this existence, hence her Dragon typing. She can accordingly transmute dark matter into anything within her imagination and capacity, so her movepool primarily consists of TM/TR/Tutor moves from Gen V onward that are universal and/or can be logically connected to such transmutation.
Whenever she holds a weapon, she views human lives as trash, thereby becoming a murder machine (so to speak) that not even professional assassins can handle. To suppress this side of herself, she has taken up martial arts and chosen as a D for her fictional armament (a tool to facilitate her control over dark matter) to be a mere gauntlet. As such, she primarily serves as the defensive backbone of the Brynhildr class. This is why she has a Fighting-type base form with Storm Throw, Quash, and a whole bunch of protection moves.
In Volume 9 of the light novel, she reveals her dark side to Yuu Mononobe while plotting to kill Charlotte B. Lord, by transmuting dark matter into a knife for herself to wield, which is where Night Slash comes in. (Her Z-Move is inspired by a technique where she transmutes multiple knives at once and propels them forward by transmuting air.) As for Dark Pulse, she mentions that her change in demeanor can be brought about by any weapon, which is best represented in a special Dark-type attack as opposed to the physical one.

abilities.ts
JavaScript:
bornassassin: {
  onModifyMovePriority: 1,
  onModifyMove(move, attacker, defender) {
    if (attacker.species.baseSpecies !== 'Ariella Lu' || attacker.transformed) return;
    if (move.category === 'Status' || move.type !== 'Dark') return;
    const targetForme = 'Ariella Lu-Murderous';
    if (attacker.species.name !== targetForme) attacker.formeChange(targetForme);
  },
  // Reversion implemented in Neutralizing Gas and Gastro Acid
  name: "Born Assassin",
  desc: "If this Pokemon is Ariella Lu, it changes to Murderous Forme before using a Dark-type attack, and changes to Student Forme when this Ability is rendered ineffective (e.g., via Gastro Acid).",
  shortDesc: "If Ariella Lu, changes Forme to Murderous before Dark-type attacks and Student when this Ability is nullified.",
  rating: 4,
},
neutralizinggas: {
  inherit: true,
  onPreStart(pokemon) {
    if (pokemon.transformed) return;
    this.add('-ability', pokemon, 'Neutralizing Gas');
    pokemon.abilityState.ending = false;
    const strongWeathers = ['desolateland', 'primordialsea', 'deltastream'];
    for (const target of this.getAllActive()) {
      if (target.hasItem('Ability Shield')) {
        this.add('-block', target, 'item: Ability Shield');
        continue;
      }
      // Can't suppress a Tatsugiri inside of Dondozo already
      if (target.volatiles['commanding']) {
        continue;
      }
      if (target.illusion) {
        this.singleEvent('End', this.dex.abilities.get('Illusion'), target.abilityState, target, pokemon, 'neutralizinggas');
      }
      if (target.volatiles['slowstart']) {
        delete target.volatiles['slowstart'];
        this.add('-end', target, 'Slow Start', '[silent]');
      }
      if (strongWeathers.includes(target.getAbility().id)) {
        this.singleEvent('End', this.dex.abilities.get(target.getAbility().id), target.abilityState, target, pokemon, 'neutralizinggas');
      }
      if (pokemon.species.name === 'Ariella Lu-Murderous') pokemon.formeChange('Ariella Lu');
    }
  },
},
powerofalchemy: {
  inherit: true,
  onAllyFaint(target) {
    if (!this.effectState.target.hp) return;
    const ability = target.getAbility();
    const additionalBannedAbilities = [
      'noability', 'bornassassin', 'commander', 'flowergift', 'forecast', 'hungerswitch', 'illusion', 'imposter', 'neutralizinggas', 'powerofalchemy', 'receiver', 'trace', 'wonderguard',
    ];
    if (target.getAbility().isPermanent || additionalBannedAbilities.includes(target.ability)) return;
    if (this.effectState.target.setAbility(ability)) {
      this.add('-ability', this.effectState.target, ability, '[from] ability: Power of Alchemy', '[of] ' + target);
    }
  },
},
receiver: {
  inherit: true,
  onAllyFaint(target) {
    if (!this.effectState.target.hp) return;
    const ability = target.getAbility();
    const additionalBannedAbilities = [
      'noability', 'bornassassin', 'commander', 'flowergift', 'forecast', 'hungerswitch', 'illusion', 'imposter', 'neutralizinggas', 'powerofalchemy', 'receiver', 'trace', 'wonderguard',
    ];
    if (target.getAbility().isPermanent || additionalBannedAbilities.includes(target.ability)) return;
    if (this.effectState.target.setAbility(ability)) {
      this.add('-ability', this.effectState.target, ability, '[from] ability: Receiver', '[of] ' + target);
    }
  },
},
trace: {
  inherit: true,
  onUpdate(pokemon) {
    if (!pokemon.isStarted || this.effectState.gaveUp) return;

    const additionalBannedAbilities = [
      // Zen Mode included here for compatability with Gen 5-6
      'noability', 'bornassassin', 'commander', 'flowergift', 'forecast', 'hungerswitch', 'illusion', 'imposter', 'neutralizinggas', 'powerofalchemy', 'receiver', 'trace', 'zenmode',
    ];
    const possibleTargets = pokemon.adjacentFoes().filter(target => (
      !target.getAbility().isPermanent && !additionalBannedAbilities.includes(target.ability)
    ));
    if (!possibleTargets.length) return;

    const target = this.sample(possibleTargets);
    const ability = target.getAbility();
    if (pokemon.setAbility(ability)) {
      this.add('-ability', pokemon, ability, '[from] ability: Trace', '[of] ' + target);
    }
  },
},
moves.ts
JavaScript:
entrainment: {
  inherit: true,
  onTryHit(target, source) {
    if (target.ability === source.ability) return false;

    const additionalBannedTargetAbilities = [
      // Zen Mode included here for compatability with Gen 5-6
      'bornassassin', 'commander', 'flowergift', 'forecast', 'hungerswitch', 'illusion', 'imposter', 'neutralizinggas', 'powerofalchemy', 'receiver', 'trace', 'wonderguard', 'zenmode',
    ];

    if (target.getAbility().isPermanent || additionalBannedTargetAbilities.includes(target.ability) ||
      source.getAbility().isPermanent) {
      return false;
    }
  },
},
gastroacid: {
  inherit: true,
  condition: {
    // Ability suppression implemented in Pokemon.ignoringAbility() within sim/pokemon.ts
    onStart(pokemon) {
      if (pokemon.hasItem('Ability Shield')) return false;
      if (pokemon.species.name === 'Ariella Lu-Murderous') pokemon.formeChange('Ariella Lu');
      this.add('-endability', pokemon);
      this.singleEvent('End', pokemon.getAbility(), pokemon.abilityState, pokemon, pokemon, 'gastroacid');
    },
    onCopy(pokemon) {
      if (pokemon.getAbility().isPermanent) pokemon.removeVolatile('gastroacid');
    },
  },
},
roleplay: {
  inherit: true,
  onTryHit(target, source) {
    if (target.ability === source.ability) return false;

    const additionalBannedTargetAbilities = [
      // Zen Mode included here for compatability with Gen 5-6
      'bornassassin', 'commander', 'flowergift', 'forecast', 'hungerswitch', 'illusion', 'imposter', 'neutralizinggas', 'powerofalchemy', 'receiver', 'trace', 'wonderguard', 'zenmode',
    ];

    if (target.getAbility().isPermanent || additionalBannedTargetAbilities.includes(target.ability) ||
      source.getAbility().isPermanent) {
      return false;
    }
  },
},
skillswap: {
  inherit: true,
  onTryHit(target, source) {
    const additionalBannedAbilities = ['bornassassin', 'hungerswitch', 'illusion', 'neutralizinggas', 'wonderguard'];
    const targetAbility = target.getAbility();
    const sourceAbility = source.getAbility();
    // TODO: research in what order these should be checked
    if (
      target.volatiles['dynamax'] ||
      targetAbility.isPermanent || sourceAbility.isPermanent ||
      additionalBannedAbilities.includes(target.ability) || additionalBannedAbilities.includes(source.ability)
    ) {
      return false;
    }
    const sourceCanBeSet = this.runEvent('SetAbility', source, source, this.effect, targetAbility);
    if (!sourceCanBeSet) return sourceCanBeSet;
    const targetCanBeSet = this.runEvent('SetAbility', target, source, this.effect, sourceAbility);
    if (!targetCanBeSet) return targetCanBeSet;
  },
},
 
Last edited:
RESUBMISSIONS FROM SLATE #1:


"Good thing we won't stand out. Wouldn't want to attract any unnecessary attention."
Pokémon: Violet Parr
Franchise/Origin: The Incredibles
Intended Tier: OU
Type: Psychic/Fighting
Ability: Justified, Clear Body, Bulletproof (Hidden)
Notable moves: Agility, Ally Switch, Barrier, Calm Mind, Confusion, Expanding Force, Guard Split, Guard Swap, Imprison, Kinesis, Light Screen, Magic Coat, Mirror Coat, Psychic, Psyshock, Psywave, Reflect, Telekinesis, Trick, Zen Headbutt, Arm Thrust, Aura Sphere, Body Press, Brick Break, Bulk Up, Close Combat, Counter, Final Gambit, Focus Blast, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Low Kick, Low Sweep, Quick Guard, Reversal, Superpower, Vacuum Wave, Thunderbolt, Thunder Wave, Thunder, Zap Cannon, Leer, Wide Guard, Baton Pass, Protect, Safeguard, Dazzling Gleam, Sucker Punch, Iron Defense, Mega Punch, Mega Kick, Charm, Attract, Facade, Helping Hand, Payback, Obstruct, Fling, Shadow Ball, Psychic Terrain, Endure, Body Slam, Uproar, Energy Ball, Foul Play, Slack Off, Magnet Bomb, Curse
Signature moves:
  • Force Field (Psychic, Status, 24 PP max) - Baneful Bunker clone that causes confusion instead of poisoning. Can be cast on any ally on her side of the field, not just herself.
  • Disappear (Psychic, Status, 16 PP max, +1 priority) - For the remainder of the turn, any attacks that target Violet will have their accuracy reduced by 50%. Does not apply to attacks that are guaranteed to hit or ignore accuracy or evasiveness modifiers.
  • Force Blade (Fighting, Special, 16 PP max, 80 BP, 100% Accuracy, slicing move) - Psyshock clone, deals physical damage. Literally this moment from the opening of Incredibles 2.
Stats: 60 HP/45 Atk/145 Def/80 SpA/145 SpD/40 Spe = 515


A Supers’ first job is to protect citizens from mayhem—even if some of those citizens are now the ones causing said mayhem! Forced to retreat further into the shadows, Violet uses her new super abilities to defend the people of Metroville from themselves. And if being a super-secret superhero with advanced electromagnetic mastery can help her survive high school as well, then all the better!
Mega Evolution: Based on her incarnation in the mobile game, Disney Mirrorverse, pictured above. Violet gains +65 Attack, +45 Special Attack, and +40 Speed, but loses -25 for both Defense and Special Defense. Her typing remains unchanged, but her ability becomes Adaptability.

Reasoning:
Violet Parr is the daughter of Robert Parr a.k.a. Mr. Incredible, and Helen Parr a.k.a. Elastigirl, and despite her lack of experience and the demeanor of a shy, awkward teenager (at least before her character development), she's every bit as formidable a fighter as her parents are. Able to turn invisible and project indestructible force fields, her potential as a superhero used to be stifled by her intense self-esteem issues, but her adventures with her family have helped her grow out of them just enough to become a heroine in her own right. Her type combination for this sub is as such Psychic/Fighting instead of pure Psychic, reflecting how she isn't afraid to throw hands if she has to (especially in Incredibles 2), and also because Fighting is referred to in Japan as the "Hero" type. Her abilities reference her heroic nature, her invisibility, and her force fields respectively, while her stats are as you'd expect for a fourteen-year-old who can summon virtually unbreakable barriers at will. I gave her a much higher Special Attack than Attack because she wouldn't be able to punch any harder than a regular person, but her force fields when used offensively are a different story.

Competitive Info:
Violet is an absolute monster on the defensive front, boasting insane dual defense stats and a type combination that has only three weaknesses (each of which she can easily patch up with the right coverage, though the type weaknesses of Flying, Ghost, and Fairy don't overlap - choose wisely!) and no double weaknesses, though it also resists just two types. Depending on her choice of ability, this can make her incredibly difficult to take down without exceptional prediction, and she can thus take her sweet time to make use of support moves like Baton Pass, Safeguard, Imprison, Helping Hand, Thunder Wave, or her signature Force Field, strengthen her barriers even further with Iron Defense or Calm Mind depending on which kind of attacks she needs to fend off, or use Slack Off (in true teenager fashion!) to give herself more room to breathe. Calm Mind is also useful as a way to bring her mediocre Special Attack up to Parr, enabling her to make use of powerful special STAB attacks such as Focus Blast, her signature Force Blade, Psyshock, and Psychic, along with coverage such as Energy Ball, Shadow Ball, Magnet Bomb, and Thunder. While this gives her the potential to serve as an offensive tank who can reliably boost herself and trade hits with equally strong opponents, that doesn't mean she can afford to be careless - Violet has no way of dealing with status effects at all, and anything that either inflicts damage to her over time (e.g. burns, poisoning) or prevents her from moving (e.g. paralysis, freezing) can land her in serious trouble.
Mega-Evolution actually results in Violet becoming slightly weaker defensively, but that's because this form plays more heavily into the aforementioned possibility of her becoming a more active combatant. That is to say, her offensive stats are boosted significantly, her STAB especially thanks to Adaptability, and she also gains just enough Speed to justify running Agility over Calm Mind. She does retain the same flaws as her standard form, her dislike of momentum-hindering statuses especially, but her vastly improved attack power combined with her only barely nerfed defense stats and few glaring type weaknesses might just give her the capability she needs to proactively disrupt equally formidable opponents and summarily destroy them.

----------


"Go ahead and praise me! Tell me how great a goddess I am!"
Pokémon: Aqua
Franchise/Origin: KonoSuba: God's Blessing on This Wonderful World!
Intended Tier: Ubers
Type: Fairy/Water
Ability: Truant, Triage, Healer (Hidden)
Notable moves: Aromatic Mist, Baby-Doll Eyes, Charm, Crafty Shield, Dazzling Gleam, Disarming Voice, Draining Kiss, Misty Explosion, Misty Terrain, Moonblast, Moonlight, Play Rough, Spirit Break, Aqua Cutter, Aqua Ring, Bouncy Bubble, Brine, Bubble, Bubble Beam, Chilling Water, Flip Turn, Hydro Pump, Jet Punch, Liquidation, Muddy Water, Rain Dance, Scald, Soak, Sparkling Aria, Surf, Water Pulse, Water Sport, Water Spout, Waterfall, Wave Crash, Whirlpool, Amnesia, Calm Mind, Confusion, Cosmic Power, Eerie Spell, Extrasensory, Future Sight, Heal Pulse, Healing Wish, Light Screen, Magic Coat, Mist Ball, Mystical Power, Reflect, Rest, Role Play, Trick, Trick Room, Purify, Refresh, Icy Wind, Ice Beam, Blizzard, Haze, Assurance, Brutal Swing, Comeuppance, Dark Pulse, Fake Tears, Feint Attack, Flatter, Foul Play, Knock Off, Lash Out, Nasty Plot, Parting Shot, Punishment, Quash, Snatch, Switcheroo, Taunt, Torment, Flail, Splash, Tackle, Attract, Safeguard, Slack Off, Growl, Sing, Encore, Hyper Voice, Mist, Heal Pulse, Wish, Mean Look, Imprison, Follow Me, Belly Drum, Swagger, Swords Dance, Tearful Look, Work Up, Defog, Revival Blessing
Signature moves:
  • Exorcism (Fairy, Special, 32 PP max, 70 BP, 100% Accuracy) - Freeze-Dry clone that can cause flinching. Deals super-effective damage against Ghost-types.
Stats: 80 HP/135 Atk/70 Def/135 SpA/70 SpD/110 Spe = 600


"'God Blow' is a lethal fist that carries a goddess's rage and sorrow! Any it strikes will perish!"

Z-Move: God Blow - Physical, 185 BP, Requires Spirit Break. A devastating punch that carries a goddess' rage and sorrow, able to both purify undead enemies and inflict physical damage. All of the target's stat changes are returned to normal. This attack also deals super-effective damage against Ghost-types.

Reasoning:
Ah yes, the stupid, useless, bratty goddess. If I could trade this sub for a special ability, I would've done it a long time ago... Anyway, the type combination is because Aqua is a goddess first and a water-themed figure second - Fairy is the type associated with divinity thanks to Legendaries such as Xerneas and Zacian, and to some extent more angelic Pokémon such as Togekiss. Her abilities are Truant because she's a total slacker (and a drunkard besides, but Poison Heal is actually useful), and Triage and Healer because some of her most important powers are associated with, well, healing. I statted her as though she was a Legendary which is why her BST is 600 rather than somewhere in the 500-520 range like most of my other pet mod subs, though as discussed below, she's very much a "glass cannon" and will more than likely break down crying if faced with a faster opponent.

Slate Bonus: Aqua being a kinda-sorta priestess counts towards the "saint" category, doesn't it? I mean, she is associated with holy water, so...

Competitive Info:
Tempting though it was to make this sub a deliberate shitmon to play into all the useless goddess jokes, I've seen enough of the anime Aqua is from to conclude that she isn't useless so much as overspecialized - sure, you could try to use her for support, and in fairness she does have a lot of support moves to her credit (including the fabled Revival Blessing!) as well as two abilities associated with healing... but compared to other 'mons with the BST of a Legendary, she's about as sturdy as wet paper, so she would indeed be more of a liability than an asset if forced into a more passive role, seeing as she'll very likely go down screaming before she can even get the chance to actually help anybody. Her abilities themselves are likewise suboptimal: Healer is only useful in team battles and doesn't affect herself, and as for Triage, there are very few moves she can learn for which it makes any difference (and trying to use Slack Off or Rest with this ability, though very much in-character for her, is as strategically questionable as you'd expect, and almost as bad as running her with Truant at all).
What, then, is Aqua useful for? Simple: utterly fucking obliterating any unprepared infidel unlucky enough to be standing in front of her. Aqua's stat spread plays into her infinite mana supply and the surprisingly powerful attacks she can unleash, and she's armed with both physical and special STAB such as Spirit Break (and accompanying Z-Move God Blow), Moonblast, Draining Kiss (with Triage making this a priority move!), signature move Exorcism, Surf, Liquidation, Scald, Wave Crash, and Hydro Pump, as well as coverage of the Psychic, Ice, and Dark types. As such, Aqua's most preferred status moves, if any, would probably be self-buffs such as Nasty Plot, Swords Dance, Work Up, or even Belly Drum (not that she cares about losing half her HP, what with being so fragile anyway), though it'd be even better if someone else buffed her beforehand so she can give the enemy team what for straight away (especially since her stats would also make her a good shoe-in for a two-STAB, two-coverage Assault Vest or Choice item set). For all her divine power, though, Aqua's faults remain quite glaring even when used the right way: aside from the fact of life that is her being very much a glass cannon with a nice butt, despite having coverage options against Poison and Grass in the form of Psychic and Ice respectively, she's virtually helpless against Electric-types, especially if they can outspeed her. She also can't stand statuses that hobble her offensive power or stop her from moving, often forcing her to run a status-cleansing move such as Refresh, and she'd also be walled pretty hard by Steel-types, other Water-types, or enemies with Water Absorb or some other Water immunity (e.g. giant frogs). Still, you could do worse with this hard-drinking brat, and in the hands of someone who'd have better chemistry with her than Kazuma does, her goddess power would be nothing short of devastating.

Resubs only this slate 'cuz I don't have the time for any new entries right now. Way too many IRL shenanigans going on lately. lol. lmao. rip
 
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Pokémon: **Biollante**
Origin: Godzilla (Heisei-era)
Intended Tier: OU
Type: Grass/Ghost
Ability: Regenerator / Sharpness
Stats: 130 HP / 130 Attack / 70 Defense / 95 Special Attack / 70 Special Defense / 60 Speed (555)

Notable Moves: Leaf Blade, Petal Blizzard, Power Whip, Shadow Claw, Gunk Shot, Aqua Cutter, Dig, Slash, Crunch, Thunder Fang, Dragon Claw, Outrage, Thrash, Wrap, Energy Ball, Shadow Ball, Sludge Bomb, Surf, Recover, Leech Seed, Roar, Recycle, Grassy Terrain,

Reasoning: The combination of a dead scientist's soul, a rose bush, and Godzilla's cells created the fearsome Plant Beast, Biollante! She's a spirit inhabiting a flower, so I feel like Grass/Ghost is natural. She has powerful regenerative abilities, as well as spearlike vines sharp enough to puncture clean through Godzilla's body. She also formed in a lake, hence the Water coverage, and has some big nasty teeth, hence biting moves. Being part-reptile I think a bit of Dragon coverage is also due. Recycle and Grassy Terrain because the human component of her had been a scientist working on reversing desertification.
 

Pokémon: Kevin McAllister
Franchise: Home Alone
Type:


Ability: Prankster, Emergency Exit
Signature Move: Toy Cars
Toy Cars:
|
| -- BP | --% accuracy | 20(32) PP | Sets the sharp steel hazard (G-Max Steelsurge hazard)

Notable Moves: Spikes, Stealth Rock, Sticky Web, Copy Cat, Hyper Voice, Chatter, Taunt, Disable, Will-o-Wisp, Flamethrower, Attack Order, Thunder Wave, Discharge, Rock Tomb, Tidy Up, Fake Out, Knock Off, Foul Play, Trick.
Stats: 55 / 75 / 75 / 65 / 65 / 75 (552 BST)

Reasoning: Kevin McAllister is his family's youngest sibling (and most forgotten) member from the Home Alone movies. He is often left behind while his family go on holiday. While left to his own devices, he weaponises his surroundings to protect himself from a pair of robbers. It goes without saying that Kevin gets the ability Prankster but he also has Emergency Exit since he typically runs away while taunting his victims.

Since he lays traps throughout his films, he learns the three standard hazard moves, Spikes, Stealth Rock and Sticky Web. Kevin's signature move, Toy Cars, is another trap he sets for the Wet Bandits and also reintroduces the sharp steel hazard that GameFreak has seemingly forgotten. Another trick that Kevin has in his arsenal is the ability to record sound from movies and replay it. They even made a toy based on this for the second Home Alone movie. The moves Copy Cat, Hyper Voice and Chatter come from this. Kevin has rigged flamethrowers and burning door knobs (Flamethrower, Will-o-Wisp), dropped irons (Magnet Bomb), laid out icy steps/oneliners (Chilly Reception), produces taunts (Taunt/Parting Shot), released Tarantulas (Attack Order), electrified taps (Thunder-Wave, Discharge), drops bricks (Rock Tomb). At the end of each film, Kevin cleans up all evidence of his traps, giving him Tidy Up.
 
Submissions are closed! Forget the number of asterisks; every submission that fits the slate theme gets exactly 1 bonus vote.
As usual, get your votes in by next weekend.
ImaginaryNeon's Boomstick
Mygavolt's Yukikaze
Mygavolt's Mare Bello Fiore
Mygavolt's Worst End Boss Ever
Mygavolt's Ariella Lu
Falchion's Violet Parr
Falchion's Aqua
Pika Xreme's Biollante
ToadBrigade's Kevin McAllister
 
Pika Xreme's Biollante
Falchion's Aqua
ToadBrigade's Kevin McAllister


Also guys, it literally costs NOTHING to put votes in... I'm still upset and disappointed over the one time when I was literally the only one who voted, y'know :/
 
i've got nothing since i haven't worked on a new ccex submission in a while, so here are some votes anyways

Mygavolt's Mare Bello Fiore
Falchion's Aqua
Pika Xreme's Biollante
 
Slate 6: Anything Goes



Congratulations to Falchion, Pika Xreme, and ToadBrigade for winning with Aqua, Biollante, and Kevin McAllister! Falchion has (fittingly) earned the rank Isekai Quartet, and ToadBrigade has earned the rank Sherlock Holmes Arrives Too Late.

You have 2-3 weeks to submit whatever. Have fun!
 
Happy Women's History Month, everyone!

RESUBMISSION FROM SLATE #1:


"Good thing we won't stand out. Wouldn't want to attract any unnecessary attention."
Pokémon: Violet Parr
Franchise/Origin: The Incredibles
Intended Tier: OU
Type: Psychic/Fighting
Ability: Justified, Clear Body, Bulletproof (Hidden)
Notable moves: Agility, Ally Switch, Barrier, Calm Mind, Confusion, Expanding Force, Guard Split, Guard Swap, Imprison, Kinesis, Light Screen, Magic Coat, Mirror Coat, Psychic, Psyshock, Psywave, Reflect, Telekinesis, Trick, Zen Headbutt, Arm Thrust, Aura Sphere, Body Press, Brick Break, Bulk Up, Close Combat, Counter, Final Gambit, Focus Blast, Focus Punch, Force Palm, Hammer Arm, Jump Kick, Low Kick, Low Sweep, Quick Guard, Reversal, Superpower, Vacuum Wave, Thunderbolt, Thunder Wave, Thunder, Zap Cannon, Leer, Wide Guard, Baton Pass, Protect, Safeguard, Dazzling Gleam, Sucker Punch, Iron Defense, Mega Punch, Mega Kick, Charm, Attract, Facade, Helping Hand, Payback, Obstruct, Fling, Shadow Ball, Psychic Terrain, Endure, Body Slam, Uproar, Energy Ball, Foul Play, Slack Off, Magnet Bomb, Curse
Signature moves:
  • Force Field (Psychic, Status, 24 PP max) - Baneful Bunker clone that causes confusion instead of poisoning. Can be cast on any ally on her side of the field, not just herself.
  • Disappear (Psychic, Status, 16 PP max, +1 priority) - For the remainder of the turn, any attacks that target Violet will have their accuracy reduced by 50%. Does not apply to attacks that are guaranteed to hit or ignore accuracy or evasiveness modifiers.
  • Force Blade (Fighting, Special, 16 PP max, 80 BP, 100% Accuracy, slicing move) - Psyshock clone, deals physical damage. Literally this moment from the opening of Incredibles 2.
Stats: 60 HP/45 Atk/145 Def/80 SpA/145 SpD/40 Spe = 515


A Supers’ first job is to protect citizens from mayhem—even if some of those citizens are now the ones causing said mayhem! Forced to retreat further into the shadows, Violet uses her new super abilities to defend the people of Metroville from themselves. And if being a super-secret superhero with advanced electromagnetic mastery can help her survive high school as well, then all the better!
Mega Evolution: Based on her incarnation in the mobile game, Disney Mirrorverse, pictured above. Violet gains +65 Attack, +45 Special Attack, and +40 Speed, but loses -25 for both Defense and Special Defense. Her typing remains unchanged, but her ability becomes Adaptability.

Reasoning:
Violet Parr is the daughter of Robert Parr a.k.a. Mr. Incredible, and Helen Parr a.k.a. Elastigirl, and despite her lack of experience and the demeanor of a shy, awkward teenager (at least before her character development), she's every bit as formidable a fighter as her parents are. Able to turn invisible and project indestructible force fields, her potential as a superhero used to be stifled by her intense self-esteem issues, but her adventures with her family have helped her grow out of them just enough to become a heroine in her own right. Her type combination for this sub is as such Psychic/Fighting instead of pure Psychic, reflecting how she isn't afraid to throw hands if she has to (especially in Incredibles 2), and also because Fighting is referred to in Japan as the "Hero" type. Her abilities reference her heroic nature, her invisibility, and her force fields respectively, while her stats are as you'd expect for a fourteen-year-old who can summon virtually unbreakable barriers at will. I gave her a much higher Special Attack than Attack because she wouldn't be able to punch any harder than a regular person, but her force fields when used offensively are a different story.

Competitive Info:
Violet is an absolute monster on the defensive front, boasting insane dual defense stats and a type combination that has only three weaknesses (each of which she can easily patch up with the right coverage, though the type weaknesses of Flying, Ghost, and Fairy don't overlap - choose wisely!) and no double weaknesses, though it also resists just two types. Depending on her choice of ability, this can make her incredibly difficult to take down without exceptional prediction, and she can thus take her sweet time to make use of support moves like Baton Pass, Safeguard, Imprison, Helping Hand, Thunder Wave, or her signature Force Field, strengthen her barriers even further with Iron Defense or Calm Mind depending on which kind of attacks she needs to fend off, or use Slack Off (in true teenager fashion!) to give herself more room to breathe. Calm Mind is also useful as a way to bring her mediocre Special Attack up to Parr, enabling her to make use of powerful special STAB attacks such as Focus Blast, her signature Force Blade, Psyshock, and Psychic, along with coverage such as Energy Ball, Shadow Ball, Magnet Bomb, and Thunder. While this gives her the potential to serve as an offensive tank who can reliably boost herself and trade hits with equally strong opponents, that doesn't mean she can afford to be careless - Violet has no way of dealing with status effects at all, and anything that either inflicts damage to her over time (e.g. burns, poisoning) or prevents her from moving (e.g. paralysis, freezing) can land her in serious trouble.
Mega-Evolution actually results in Violet becoming slightly weaker defensively, but that's because this form plays more heavily into the aforementioned possibility of her becoming a more active combatant. That is to say, her offensive stats are boosted significantly, her STAB especially thanks to Adaptability, and she also gains just enough Speed to justify running Agility over Calm Mind. She does retain the same flaws as her standard form, her dislike of momentum-hindering statuses especially, but her vastly improved attack power combined with her only barely nerfed defense stats and few glaring type weaknesses might just give her the capability she needs to proactively disrupt equally formidable opponents and summarily destroy them.

----------

NEW SUBMISSIONS:



"There's no different angle, no clever solution, no trickity trick that's gonna move that rock. You gotta face it head-on."
Pokémon: Toph Beifong
Franchise/Origin: Avatar: The Last Airbender
Intended Tier: OU
Type: Rock/Ground
Ability: Tremor Sense*, Inner Focus, Steelworker (Hidden)
The user is immune to any reduction to their accuracy (similar to Keen Eye, but with the added bonus of negating any effect that decreases accuracy without using stat changes such as Wonder Skin, Sand Veil, etc.), and their damaging moves will also ignore any ability or item that negates type-specific damage (Earth Eater, Air Balloon, etc.). Does not apply to any immunities granted by the typing of their target (their Ground-type attacks still can't affect Flying-type opponents, for example).
Notable moves: Accelerock, Diamond Storm, Head Smash, Power Gem, Rock Blast, Rock Polish, Rock Slide, Rock Throw, Rock Tomb, Rock Wrecker, Smack Down, Stealth Rock, Stone Edge, Wide Guard, Bulldoze, Dig, Drill Run, Earth Power, Earthquake, Fissure, Headlong Rush, Magnitude, Mud Bomb, Mud Shot, Mud Slap, Shore Up, Spikes, Stomping Tantrum, Bullet Punch, Hard Press, Iron Defense, Metal Burst, Meteor Mash, Shelter, Smart Strike, Steel Roller, Payback, Scary Face, Thrash, Giga Impact, Low Kick, Fling, Endure, Brick Break, Rest, Taunt, Body Press, Substitute, Helping Hand, Outrage, Spite, Knock Off, Focus Punch, Lash Out, Double-Edge, Agility, Brutal Swing
Signature moves:
  • Earthbend (Rock, Physical, 100 BP, 16 PP max, 95% accuracy) - Rock-type Flying Press clone that deals either Rock- or Ground-type damage depending on which is more effective. Single-target, does not make contact.
Stats: 55 HP/125 Atk/80 Def/90 SpA/80 SpD/80 Spe = 510


"I am the greatest Earthbender in the world! Don't you two dunderheads ever forget it!"

Z-Move: Metalbend - Physical, Steel, 200 BP, requires Meteor Mash. In the same manner as Flying Press, this attack deals either Steel- or Ground-type damage depending on which is more effective.

Reasoning:
I don't think I need to explain Toph's type combination - she once said that she's the greatest Earthbender in the world, and she meant it. Her ability set is based on the skillset she has in the show proper, though I gave her Tremor Sense as a custom ability - hopefully it's viable as basically Keen Eye but better. As for Inner Focus, that's also inspired by her vibration-sense as well as her blindness and take-no-crap attitude, adapting to whatever circumstances are thrown at her with bravado and gusto. Steelworker being her HA references her being the inventor of Metalbending alongside the Steel-type moves she's able to learn, and the rest of the moves she can learn are borrowed from the various moves and TMs learned by Tyranitar, which I believe would absolutely be her ace if she were a Pokemon trainer.

Competitive Info:
Like I said, Toph is the self-proclaimed greatest Earthbender in the world, and she's more than capable of backing it up. The fact that her name is a homonym of "tough" is not coincidental, and while not quite a jack-of-all-stats she does come rather close for such a dedicated offensive powerhouse. Her obvious draw, Tremor Sense, prevents her from being wrong-footed by accuracy debuffs or damage-negating shenanigans outside of type immunities, thereby leaving her free to unleash impressive Ground- and Rock-type STAB damage as well as Steel pseudo-STAB, allowing her to hit a whopping ten different types super-effectively and all but four types for neutral damage at worst. Headlong Rush, Earthquake, Head Smash, Smack Down, Meteor Mash, Smart Strike, Earthbend (and Metalbend)... The list goes on and on, and if she can boost her speed with Rock Polish or Agility or get someone else to lend her a speed boost, even better. Fighting- and Dark-type coverage simply sweeten the deal, really leaning into her philosophy of, as she once put it herself, "facing [things] head-on". She even has a few support moves at her disposal such as Stealth Rock and Taunt, and with enough speed boosts behind her she can theoretically make good use of them, but with a stat spread like hers', she's arguably better off as a front-line revenge killer, switching into unprepared opponents and wreaking tremendous havoc with her broad range of damage-dealing attacks. For all her destructive potential, though, her type combination is unfortunately but predictably saddled with far too many type weaknesses for her personal comfort, and in particular, she has no real answer to her painful double-weaknesses to Water and Grass and will often be forced to retreat in the face of either of them - which is at least canon-consistent in the case of Water, seeing as the poor girl never learned to swim. And unlike those other Rock/Ground-types in metagames elsewhere, her defenses aren't as great as she'd have you believe, and her speed without EV training or in-battle boosting leaves much to be desired, so she'd be wise to rely on allies that can reliably cover for and support her as much as her own skillset should she wish to keep herself relevant.


"I don't need to be at peace. I don't care if I have to bloody my hands. Even if it means living a life that could end at any moment."
Pokémon: Yor Forger (nee Briar)
Franchise/Origin: Spy X Family
Intended Tier: UU (Default); Ubers (Mega)
Type: Dark/Normal
Ability: Poison Heal, Moxie, Klutz (Hidden)
Notable moves: Assurance, Beat Up, Brutal Swing, Comeuppance, Darkest Lariat, Fake Tears, Feint Attack, Fling, Foul Play, Hone Claws, Knock Off, Lash Out, Night Slash, Payback, Punishment, Snarl, Snatch, Sucker Punch, Taunt, Thief, Throat Chop, Torment, Bullet Punch, Hard Press, Iron Head, Metal Burst, Metal Claw, Meteor Mash, Smart Strike, Cross Poison, Gunk Shot, Poison Jab, Poison Sting, Toxic, Toxic Spikes, Leer, Fury Cutter, Scary Face, Slash, Retaliate, Take Down, Low Kick, Facade, Aerial Ace, Low Sweep, Endure, False Swipe, Brick Break, Zen Headbutt, X-Scissor, Reversal, Acrobatics, Mega Kick, Double Kick, Jump Kick, High Jump Kick, Axe Kick, Close Combat, Karate Chop, Psycho Cut, Cross Chop, Shadow Claw, Trick
Signature moves:
  • Thorn's Blade (Dark, Physical, 100 BP, 8 PP max, 80% accuracy) - Dark-type Cross Chop clone, increased critical hit ratio.
Stats: 85 HP/120 Atk/60 Def/55 SpA/60 SpD/100 Spe = 480


"I apologize for the intrusion, but... may I have the honor of taking your life?"
Mega Evolution: Changes Yor's typing to Dark/Steel, and replaces her ability with Super Luck. Her stat spread in this form is 85 HP/155 Atk/60 Def/65 SpA/60 SpD/155 Spe = 580

Reasoning:
When I first prepared this sub, I was tempted to go straight to Yor's Thorn Princess persona and make her Dark/Steel due to her being a knife-toting assassin, which despite being thematically apropos would basically make her a genderbent Kingambit with a jet turbine strapped on. Ultimately, while I do still like the idea of her being as hilariously overpowered as she is in canon, I ultimately went with that version of her being a Mega Evolution instead, with her normal housewife-y self being the default form. Without her weaponry she's better off as a Dark/Normal-type since she still keeps her assassin-like mentality even in the safety of home (much to Anya's discomfort), but to avoid losing the Steel-type immunity to Poison I gave her Poison Heal as one of her abilities, which doubles as a handy reference to her canonical poison resistance and, by extension, her high tolerance of alcohol and the drinking habit resulting from it (that and her use of poisons in assassination led to me giving her a few Poison-type moves as well). Moxie and Klutz refer respectively to her assassination skill and her having only one brain cell, which is also why I opted to make her special stats absolutely abysmal - her only focus in battle is on her own survival, which part of her opponent to stab first, or both if it has to come to it, so any complex knowledge that magical abilities and the like would theoretically require wouldn't matter to her.

Competitive Info:
A hyper-offensive killing machine in a housewife's clothing, Yor is lightning-fast, precise, and very, very deadly. Her impressive Attack stat is backed up by a number of moves with an increased critical hit ratio, with her main STAB in this regard arguably being Night Slash as well as her signature move in Thorn's Blade, which is basically Night Slash except stronger but less accurate. While her secondary type of Normal can only deal neutral damage at best with its STAB moves such as Slash, Take Down, and Mega Kick, she does learn moves of a broad range of coverage types to compensate, namely Steel, Poison, Fighting, Psychic, and even one move each for Ghost and Bug along with two for Flying, giving her a variety of options to cover her three weaknesses as well as most of the types that resist her STAB. Her abilities aren't much compared to all this but Moxie is arguably your best option, enabling her to wreak even more havoc with each successive assassination, though there's also something to be said for using a combination of Klutz and Trick to slap a harmful or restrictive item such as a Flame Orb or Choice Specs on an unsuspecting opponent before going to town. Being built for a hyper-offensive playstyle, though, Yor pays dearly for it by being ludicrously fragile, and as quick on her feet as she is, she has to be wary of priority moves and especially faster opponents who can get a hit in before she can get the chance to hit them back.
As noted above, Mega-Evolving Yor basically turns her into a sexy Kingambit riding a Formula One - in other words, she owes a lot to the Big Blade Pokémon in terms of playstyle in this form, but sacrifices most if not all of her physical defense in favor of an absolutely ridiculous Speed stat, enabling her to make use of her Dark and Steel STAB along with whatever coverage she has on her to shred her targets to ribbons before they can even get the chance to react. I purposely avoided giving her Swords Dance for this reason, and with such a high Attack stat as it is, she arguably doesn't need it. As oppressive as she can be in the right hands, though, even the Thorn Princess isn't without faults in terms of game play, the biggest of which is that her nonexistent defensive bulk is completely unchanged even after Mega Evolution. With no way of countering Ground or Fire, the two new type weaknesses she gains in exchange for neutralizing her default form's vulnerabilities to Bug and Fairy, one successful super-effective attack may be all her erstwhile victim needs to turn the tables on her.


Image source by @UmbralGrey

Quick, before the meme is no longer relevant!
Pokémon: Sadako Yamamura
Franchise/Origin: The Ring
Intended Tier: OU
Type: Ghost/Psychic
Ability: Intimidate, Download, Protean (Hidden)

Notable moves: Astonish, Bitter Malice, Confuse Ray, Curse, Destiny Bond, Grudge, Hex, Night Shade, Ominous Wind, Phantom Force, Poltergeist, Shadow Ball, Shadow Sneak, Spite, Confusion, Dream Eater, Expanding Force, Extrasensory, Future Sight, Heal Block, Hypnosis, Imprison, Kinesis, Miracle Eye, Mist Ball, Mystical Power, Psybeam, Psychic, Psychic Noise, Psychic Terrain, Psyshock, Psystrike, Psywave, Telekinesis, Teleport, Mean Look, Pain Split, Payback, Fake Tears, Scary Face, Water Pulse, Eerie Impulse, Acid Spray, Thief, Chilling Water, Charge Beam, Venoshock, Endure, Volt Switch, Rain Dance, Foul Play, Waterfall, Dazzling Gleam, Thunder Wave, Poison Jab, Taunt, Toxic Spikes, Dark Pulse, Gunk Shot, Will-O-Wisp, Nasty Plot, Toxic, Lunge, Lash Out, Temper Flare, Muddy Water, Sludge Wave

Signature moves:
  • Vengeful Spirit (Ghost, Status, 8 PP max) - Perish Song clone (target faints after 3 turns). Not sound-based, but only affects a single target.
Stats: 90 HP/55 Atk/110 Def/135 SpA/110 SpD/30 Spe = 520

Reasoning:
This sub was originally going to be Ghost/Electric purely because of the fact that Sadako's main thing is her haunting technology, with the infamous scene of her coming out of the protagonist's television in the first Ring movie being spoofed to Hell and back across popular culture (the meme with her video being shown on a ceiling-mounted TV, pictured above, being just the most recent take on it). However, I decided to change her typing after looking up more about her lore - which, as discussed in this article on Bogleech.com, apparently went wildly off the deep end as time went on... or maybe it always was Like That and we didn't notice until now. The most important thing mentioned, and the justification for my changing her secondary type to Psychic, is that Sadako's mortal self literally had psychic abilities in both the original novel the movies were based on and almost every adaptation of the source material, and these were so strong that when Bad Things happened to her, her troubled emotions in her last living moments ended up taking on a life of their own and that's how we got the "ghost" girl everyone knows and loves now. I still kept the Ghost typing because even though Sadako isn't actually the straightforward ghost people usually think she is, the fact remains that she was once a human being who got monster-ified via all the shit she had to go through, and Ghost-types have been known to come from damn near anything in Pokémon's canon. I did give her some Electric-type moves (as well as Dazzling Gleam) as a nod to her technological association, but that's in addition to the other coverage moves associated with her various iterations and character traits - the Water-type stuff comes from the well she was abandoned in, the Dark-type moves are due to her viciousness and hatred, and there's even some Poison-type moves due to the fact that at one point, she manifested as a virus (yes, really). She even gets Temper Flare as a nod to her anger issues and, as that's a Fire-type move, Will-O-Wisp to go with it, as it made sense for a modern take on an onryo to have an association with the Japanese spirit flames of old.
Ability- and stats-wise, I decided to set Sadako up as a slow special tank because of her taking seven days for her curse to work, but also said curse being lethally effective, along with the sheer difficulty in terms of dispatching her (how else was she able to get so many movies and such?). Intimidate should be obvious and Download once again ties back to her tech-based roots, but Protean was suggested by Pika Xreme because of how much she's adapted over the years into all sorts of forms even more off-the-wall than she already was originally. My original choice of HA for her was Anger Point but honestly that's the worst possible choice of ability you can give her if you want to use her in serious play, even if it would've been flavor-appropriate. So Protean it is, though I'm still not sure if that'd make her a little too overpowered.

Competitive Info:
Don't be fooled by the silliness and/or cuteness of most of the memes and fanart featuring her - Sadako is more than implacable enough to make up for her nonexistent speed, and once she's set her sights on you, she'll come for you no matter how fast or far you go while trying to escape her. Her defenses on both the physical and special fronts are equally high, her HP isn't far behind, and with her frightening special attack stat she can also make good on the effect of her curse with Shadow Ball, Psychic, and other powerful STAB moves along with a variety of coverage options (Protean aside, obviously) - Dazzling Gleam, Dark Pulse, and Temper Flare in particular enable her to surprise all three of the types that resist her STAB (which includes the only two types she herself is weak to), and she's able to strike all other types for neutral damage at the minimum, enabling her to "soften up" the opposition and allow her teammates to pick off weakened foes at their discretion. Equally important, however, are the status-inducing moves she can learn - most notably Toxic, Will-O-Wisp, Thunder Wave, Confusion, Taunt, Mean Look, and even Hypnosis, the latter of which synergizes with Dream Eater as a recovery move. She doesn't get Perish Song (which would be flavor-appropriate except that she doesn't even speak IIRC), but just as effective is her signature move, Vengeful Spirit, which is a single-target version of that except it isn't walled by Soundproof (not that this matters much). Sadako can thus become extremely frustrating to face if she isn't dealt with quickly, since you won't be able to tell whether she's decided to shut your party members down with any one of the harmful effects she can inflict or simply attack them outright. The most effective way to take her down is to either cripple her with status before she can do the same to you - paralysis in particular is especially useful if you want to keep her from using her deadliest moves - or to simply bring in a faster attacker to take advantage of the fact that both of her sole two type weaknesses are 4x effective, with Dark-types being especially good for the latter strategy as long as she isn't packing Dazzling Gleam.
One final note: If CCEX ends up allowing for the use of Trick Room, I imagine that Sadako would be a good fit for strategies revolving around it, as the speed inversion that comes with it can make her even more effective as a status-abuser, though you could also set her up as a Trick Room special attacker since she can also learn Nasty Plot and can further enhance her destructive potential by running Download and switching in to someone with piss-poor Special Defense. Maybe someday this pet mod will be able to bring in a dedicated Trick Room user, if only to enable Sadako to get rid of her curse's grace period and stir up absolute mayhem.
 
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"It just exploded, like everything does when it sings to me!" - Charlie
Pokémon: Millipede
Franchise/Origin: Charlie the Unicorn
Intended Tier: OU
Type: Bug/Psychic
Ability: Aftermath / Queenly Majesty / Swarm
Notable moves: Attack Order, Leech Life, Skitter Smack, Bug Buzz, Infestation, Psychic Fangs, Psychic, Psyshock, Dazzling Gleam, Mystical Fire, Hurricane, Power Whip, Knock Off, Crunch, Dual Wingbeat, Explosion, Heal Order, Coil, Teleport, Light Screen, Reflect, Substitute
Other moves: Bug Bite, Signal Beam, Bite, Dig, Defend Order, Attract, Charm, Captivate, Swagger, Sing, Follow Me, Instruct
Stats: 200/115/55/90/75/65 | 600 BST


Reasoning: She's a gargantuan millipede in space, therefore Bug/Psychic. (Deoxys and Beheeyem support the latter association.) In part 4 of the series, Charlie is sent to the moon to deal with her, namely by listening to her musical number to make her explode.
I am a millipede I am amazing, I command you to gaze upon my FACE (Follow Me)
You'll never find someone charming as I am (Attract, Charm, Captivate), I'm the swankiest bug out in space (Swagger)
I'm a star, I'm a God, I'm a thing to behold, there is none as resplendent as I
With my sleek little legs and my three hundred eggs, my majesty none can deny (Queenly Majesty)
Because I am a millipede I am mysterious, when I vanish I never leave a trace (Teleport)
You will not find a bug with such illusions, I'm the creature of fathomless grace
{Break} (minions come in to chant, thus the Order moves, Swarm, Infestation, and Substitute)
I am a millipede I am a champion, no one else in the universe keeps pace
You'll never find someone quite as enchanting, while I'm here there's just no second place I'm an idol, a king, an object of awe, there's none such as gleaming as I (Dazzling Gleam)
I've got glamor to spare, right when you stare
I'm the who what when where and the why
JOIN ME!
I am a millipede I am astounding, wisdom flows from my personas like lace
You'll never find someone darling as I am
I'm the swankiest, tutelary pest (Instruct), certainly the best bug out in space!
Dig represents her burrowing through the moon during the song intro. She gains wings towards the end of the song, hence her Flying coverage. Her other moves are borrowed from Sizzlipede and/or standard for her types.



"Cocytus, guardian of level 5, at your command."
Pokémon: Cocytus
Franchise/Origin: Overlord
Intended Tier: UU
Type: Bug/Ice
Ability: Snow Warning / Bulletproof / Slush Rush
Notable moves: Lunge, First Impression, Icicle Crash, Triple Axel, Ice Spinner, Icicle Spear, Ice Shard, Close Combat, Sacred Sword, Iron Tail, Leaf Blade, Swords Dance, Taunt
Other moves: X-Scissor, Ice Punch, Avalanche, Sheer Cold, Blizzard, Ice Beam, Frost Breath, Icy Wind, Body Press, Revenge, Rock Smash, Smart Strike, Night Slash, Brutal Swing, Payback, Aerial Ace, Air Slash, Psycho Cut, Breaking Swipe, Body Slam, Slam, Slash, Retaliate, Chip Away, Double Hit, Vise Grip, Cut, False Swipe, Bind, Block, Detect, Hail, Quash
Z-Move: Immovable Wisdom King Strike - Bug, Physical, 200 BP | Lowers the target's Speed by 1 stage. | Requires Lunge and Cocytium Z
Stats: 120/115/100/65/90/80 | 570 BST


Reasoning: Guardian of the Fifth floor of Nazarick. He is a neutrally aligned humanoid insect with the spirit of a warrior.
  • Base Stats
  • Type: Race-wise, he is an Insect Fighter and a Vermin Lord (Bug). Job-wise, he is partly a Knight of Niflheim (Ice).
  • Abilities: He exudes a cold aura (Snow Warning), has projectile immunity (Bulletproof) as a Floor Guardian, and can move at supersonic speeds despite his bulky appearance (Slush Rush).
  • Movepool: His combat style mostly revolves around cold manipulation and weapon mastery. (Close Combat comes from his tendency to underestimate opponents.) He also uses his limbs, primarily his tail, if needed. Immovable Wisdom King Strike is not only his strongest technique, but also capable of speed reduction.



"Say~ could we just pretend that we never saw each other? You see, I'm here for work too~ having to fight you would be very troublesome~ because I'm full and all"
Pokémon: Entoma Vasilissa Zeta
Franchise/Origin: Overlord
Intended Tier: UU
Type: Bug
Ability: Compound Eyes / Disguise
Movepool: Attack Order, U-turn, Close Combat, Rock Blast, Power Whip, Night Slash, Bug Buzz, Infestation, Secret Sword, Thunderbolt, Discharge, Fire Blast, Hurricane, Air Slash, Swords Dance, Bulk Up, Sticky Web, Protect, Heal Order, Defend Order, Substitute, Spider Web
Z-Move: Breath of Fly - Bug, Physical, 170 BP | Inflicts poison and the effect of Infestation | Requires Attack Order and Vasilissium Z
Stats: 100/77/75/87/83/78 | 500 BST
Entoma.png



(click for a bigger image than this stupid Fandom embed)
Form: Entoma-Busted
Ability: Disguise / Disguise

Reasoning: Member number six of the "Pleiades Six Stars," the battle maid squad of the Great Tomb of Nazarick. She is a neutral evil, man-eating bug disguised as a young maid.
  • Base Stats
  • Type: She is an arachnoid insect master. What more to say?
  • Abilities: Compound Eyes give her an extended field of vision. Disguise stems from the fact that her human-like "face" is a Mask Bug and that she uses a Lip Bug to replicate a human voice that matches her appearance.
  • Movepool: As an insect master, she can use bugs as bullets, a sword, a shield, a bladed whip, and summoned creatures. As a shaman, she can use talismans to generate lightning, explosions, piercing winds, summons, and physical enhancement. She can also shoot webs from her mouth and has a trump card that involves spewing a swarm of flies to infest the victim with flesh-eating maggots.



"In the past, I always believed I did not deserve forgiveness and treated pain and suffering as a kind of punishment, but...in the end, that was relying on others too."
Pokémon: Mitsuki Mononobe
Franchise/Origin: Unlimited Fafnir
Intended Tier: OU
Type: Dragon/Ghost
Ability: Sniper
Notable moves: Spirit Shackle, Scale Shot, Arrow Shot (from Ishtar), Rock Blast, Gunk Shot, Earthquake, Draco Meteor, Dragon Pulse, Shadow Ball, Snipe Shot, Scald, Focus Blast, Flash Cannon, Sludge Bomb, Sludge Wave, Acid Spray, Fire Blast, Earth Power, Scorching Sands, Meteor Beam, Spikes, Toxic Spikes, Stealth Rock, Defog, Thunder Wave, Will-O-Wisp, Toxic, Corrosive Gas
Other moves: Attract, Fly, Mud-Slap, Protect, Water Pulse, Psybeam, Confuse Ray, Chilling Water, Fire Spin, Swift, Magical Leaf, Icy Wind, Mud Shot, Rock Tomb, Air Cutter, Venoshock, Avalanche, Endure, Sunny Day, Rain Dance, Sandstorm, Snowscape, Bullet Seed, Air Slash, Sleep Talk, Seed Bomb, Electro Ball, Reflect, Light Screen, Dazzling Gleam, Grass Knot, Rest, Rock Slide, Power Gem, Substitute, Iron Defense, Aura Sphere, Tailwind, Heat Wave, Energy Ball, Surf, Flamethrower, Thunderbolt, Helping Hand, Pollen Puff, Ice Beam, Hydro Pump, Blizzard, Stone Edge, Leaf Storm, Hurricane, Hyper Beam, Thunder, Solar Beam, Tera Blast, Haze, Sand Tomb, Smack Down, Icicle Spear, Solar Blade, Weather Ball, Petal Blizzard, Whirlpool, Muddy Water, Electroweb, Feather Dance, Dragon Cheer, Pin Missile, Safeguard, Hail, Facade, Brine, Psycho Cut, Tri Attack, Venom Drench, Terrain Pulse, Rising Voltage, Double Team, Aurora Veil, Infestation, Nature Power, Confide, Heal Bell, Shock Wave, Gastro Acid, Worry Seed, Incinerate, Hidden Power
Z-Move: Last Quark - Ghost, Physical, 200 BP | Requires Spirit Shackle and Mitsukium Z
Stats: 70/125/90/100/80/90 | 555 BST
Mitsuki Mononobe.png


Reasoning: An island called Midgard is home to an existence known as Type: Dragon ('D' for short), a branch of humanity with control over dark matter, the essence of dragons. Naturally, Mitsuki is a part of this existence, hence her Dragon typing. She can accordingly transmute dark matter into anything within her imagination and capacity, so her movepool primarily consists of TM/TR/Tutor moves from Gen V onward that are universal and/or can be logically connected to such transmutation.
Mitsuki is a unique D in her ability to transmute antimatter, represented by Ghost typing à la Giratina. Her fictional armament is a bow called Brionac, which inspires Sniper and arrow-related moves.
 
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yes i'm steel alive


"Star...ting!"
Pokémon: Frankenstein
Franchise/Origin: Fate/Apocrypha
Intended Tier: UU, with potential OU niche
Type:
electric.png
steel.png

Stats: 70 / 95 / 118 / 75 / 85 / 85 (BST: 528)
Abilities: Energy Conserver / Lightning Rod (HA: Galvanize)
Signature ability Energy Conserver – User’s Electric-type moves have a 40% chance of not using up PP. If the user uses any Electric-type moves on a Pokémon with Pressure, Pressure will still make moves use at least 1 PP regardless of if the user’s ability effect activates or not.
4-move-physical.png
: Spark, Wild Charge, Supercell Slam, Metal Burst, Smart Strike, Steel Roller, Hard Press, Double-Edge, Horn Attack, Self-Destruct, Double Hit, Thrash, Retaliate, Counter, Reversal, Revenge, Superpower, Body Press, Bulldoze, Stomping Tantrum, Rock Slide, Rock Tomb, Stone Edge, Astonish, Zen Headbutt, Outrage, Knock Off, Foul Play, Brutal Swing, Throat Chop, Lash Out
4-move-special.png
: Thunder, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Discharge, Volt Switch, Rising Voltage, Flash Cannon, Steel Beam, Sonic Boom, Hyper Voice, Final Gambit, Shadow Ball, Magical Leaf, Extrasensory, Synchronoise, Psychic Noise, Snarl
4-move-status.png
: Thunder Wave, Charge, Magnet Rise, Eerie Impulse, Electric Terrain, Electrify, Ion Deluge, Iron Defense, Focus Energy, Screech, Swords Dance, Endure, Pain Split, Work Up, Laser Focus, Detect, Stealth Rock, Destiny Bond, Spite, Grudge, Rain Dance, Magic Coat, Memento, Torment, Nasty Plot, Quash, Moonlight, Crafty Shield

Z-Move - Requires Wild Charge and Frankenium Z - Blasted Tree -
electric.png
-
4-move-physical.png
- 250 BP - Hits all adjacent enemies. User takes recoil damage equal to 50% of the damage dealt to all hit targets.

Reasoning: Primary Electric-type due to her Noble Phantasms using a lightning theme, and the nature of the Frankenstein monster being brought to life stereotypical from a bolt of lightning being a part of her electricity-themed Noble Phantasms. Her secondary Steel-type is due to her cyborg-like nature (there are electrical wires in her arm). Her primary ability is Energy Conserver, a very unique ability that owes to her deep-rooted obsession with wanting every light she notices that are on to be turned off – she is very particular about the conservation of electricity as if she wants to turn off every light or any other electricity-using device like some people would do to save on money in any way possible, even if they have to cause any issues with others when trying to do so. Her secondary ability is Lightning Rod, owing to the safety equipment that is the ability’s namesake that directs lightning strikes, the same things of which one brought her to life — she has a noticeable horn attached to her forehead most likely made out of metal like the brass metal that the colour of her horn is in. Lightning Rod, for a chunk of the ability itself, was mostly a nod to the infamous Pokémon anime moment where Ash Ketchum’s Pikachu “aims for the horn” of a Rhydon he’s fighting to defeat it despite Rhydon’s Electric immunity. Her Hidden Ability is Galvanize, as her Galvanism skill has a similar name and provides her with a power boost and to fix the Electric-type’s deep-rooted issues with reliable Physical STAB. Her Z-Move is her Blasted Tree Noble Phantasm, which depending on the amount of electricity used from her body for the Noble Phantasm ranges from not injuring her, to injuring her quite a bit like Mordred’s Clarent Blood Arthur does, one of her foes during the Great Holy Grail War, to even killing her outright (ala Self-Destruct in a way, which Fran learns). Her Scream of Terror skill results in the various sound-based moves she can learn, notably Hyper Voice that synergises well with her Hidden Ability, Galvanize. The base stats of hers are based on her Servant parameters, with her high Endurance stat pointing to her resilience during the Great Holy Grail War to force an victory by endurance.

Code:
Frankenstein (F) @ Frankenium Z / Normal Gem
Ability: Energy Conserver / Galvanize
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Stealth Rock
- Memento / Destiny Bond
- Thunder Wave / Self-Destruct
Code:
Frankenstein (F) @ Heavy-Duty Boots / Leftovers
Ability: Energy Conserver
Tera Type: Dark / Flying
EVs: 252 HP / 4 Def / 252 Spe
Calm / Careful Nature
- Knock Off / Foul Play / Discharge
- Volt Switch
- Thunder Wave / Stealth Rock / Magic Coat
- Moonlight
Code:
Frankenstein (F) @ Air Balloon
Ability: Galvanize
Tera Type: Dark / Flying
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Double-Edge / Thrash
- Knock Off
- Body Press
- Iron Defense


"I'll protect you. I will protect you with my own body as a shield. So please... become my assistant."
Pokémon: Siesta
Franchise/Origin: The Detective is Already Dead (JP: Tantei wa Mou Shindeiru)
Intended Tier: OU
Type:
ghost.png
steel.png

Stats: 87 / 96 / 60 / 84 / 105 / 108 (BST: 540)
Abilities: Aura Break / Stakeout (HA: Comatose)
4-move-physical.png
: Shadow Sneak, Phantom Force, Poltergeist, Magnet Bomb, Metal Burst, Smart Strike, U-turn, First Impression, Lunge, Pursuit, Assurance, Counter, Low Kick, Reversal, Revenge, Close Combat, Low Sweep, Acrobatics, Double-Edge, Quick Attack, Endeavor, Feint
4-move-special.png
: Night Shade, Shadow Ball, Flash Cannon, Mirror Shot, Steel Beam, Dazzling Gleam, Final Gambit, Energy Ball, Sonic Boom, Extrasensory, Snipe Shot
4-move-status.png
: Destiny Bond, Memento, Torment, Quash, Sunny Day, Mist, Snowscape, Focus Energy, Swords Dance, Foresight, Mind Reader, Follow Me, Nature Power, Wish, Me First, Work Up, Calm Mind, Healing Wish, Wide Guard, Rain Dance

Reasoning: Siesta's final typing was very difficult to pull off - her primary Ghost-type is a figurative notion of her coming back out of nowhere to meet Kimihiko Kimizuka and his company three years after he returned to normalcy in high school despite what seemed to be her death back then; many of the characters initially believed Siesta's defiance of death wasn't true. The secondary Steel type is a light novel spoiler, her current body is partially robot-like due to being half-android (cyborg). Her abilities are less difficult to choose; her primary ability of Aura Break is shared with Zygarde due to it being hailed as a mediator of crises prevention, hence her former status as a Twelve Tuners member: an organization with quite similar actions to Zygarde's modus operandi. Stakeout was chosen to reflect on her more mundane detective skills; Stakeout was intended to justify Gumshoos's actual concept of being a detective, which was its line's former signature ability. Comatose reference her actual status, while a spoiler nonetheless, it defines Siesta as being “alive and dead at the same time", which presents a classic Schrodinger's cat dilemma. Her base stats have several factors: 87 as her base HP stat represents the last two numbers of the year 1887, the year in which Sherlock Holmes, the most famous fictional detective, first appeared to the world, which is alluded to by Siesta nicknaming Kimihiko Watson like an “assistant", her Sp. Def base stat of 105 is shared with Blastoise, which famously got into the detective spotlight from Twitch Plays Pokémon with its constant use of the move Odor Sleuth in a randomized Fire Red run, which Siesta indirectly knows through the learning of Foresight, which often has a magnifying glass in its animations in the core series. The rest of Siesta's base stats are all multiples of 12, to harken back to her former affiliation with the Twelve Tuners, which use that aforementioned number as symbolism similar to the Olympian gods. Some of her other moves also tie into Siesta's powers: Phantom Force gives her a decently powerful yet risky STAB move that is due to one of her Seven Tools giving her the power of intangibility similar to that of actual ghosts, implying her ability to phase through doors can make her able to pass through just about any surface imaginable as a supernatural boon. Snipe Shot come in as moves that makes use of her musket, which may have some supernatural presence of its own and could well justify the coverage move of Snipe Shot being in her repertoire.

Code:
Siesta (F) @ Steelium Z
Ability: Comatose
Tera Type: Fighting
EVs: 252 Atk / 8 Def / 248 Spe
Adamant Nature
- Poltergeist
- Smart Strike
- Close Combat
- U-turn / First Impression
Code:
Siesta (F) @ Colbur Berry / Weakness Policy
Ability: Stakeout
Tera Type: Ghost / Fairy
EVs: 60 SpA / 252 SpD / 196 Spe
Calm Nature
- Calm Mind
- Shadow Ball
- Flash Cannon
- Dazzling Gleam / Wish / Destiny Bond
Code:
Siesta (F) @ Choice Band
Ability: Stakeout
Tera Type: Ghost / Fairy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat / First Impression
- Poltergeist
- Smart Strike
- U-turn

(Resub)

"Even if it's full of strange planets, the sky sure is vast. It's okay. I'll guide you."
Pokémon: Voyager
Franchise/Origin: Fate/Requiem
Intended Tier: UU, with potential OU niche
Type:
steel.png
psychic.png

Stats:
77 / 79 / 89 / 100 / 97 / 103 (BST: 545)
Abilities: Levitate
4-move-physical.png
: Meteor Mash, Iron Head, Metal Burst, Zen Headbutt, Headbutt, Quick Attack, Skull Bash, Extreme Speed, Last Resort, Seismic Toss, Superpower, Fly, Acrobatics, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, U-turn
4-move-special.png
: Flash Cannon, Mirror Shot, Steel Beam, Psybeam, Psychic, Mirror Coat, Psyshock, Stored Power, Expanding Force, Swift, Weather Ball, Terrain Pulse, Focus Blast, Vacuum Wave, Power Gem, Meteor Beam, Shadow Ball, Energy Ball, Thunderbolt, Charge Beam, Aurora Beam, Ice Beam, Dazzling Gleam
4-move-status.png
: Iron Defense, Agility, Amnesia, Light Screen, Reflect, Calm Mind, Cosmic Power, Magic Coat, Role Play, Skill Swap, Gravity, Trick Room, Magic Room, Wonder Room, Psychic Terrain, Speed Swap, Flash, Metronome, Swords Dance, Helping Hand, Wish, Copycat, Lucky Chant, After You, Bestow, Simple Beam, Work Up, Play Nice, Detect, Sandstorm, Stealth Rock, Sunny Day, Rain Dance, Thunder Wave, Magnet Rise, Charm, Baby-Doll Eyes

Z-Move - Requires Psychic and Pranium Z - Pale Blue Dot -
psychic.png
-
4-move-special.png
- 175 BP - Gets the user and its adjacent allies pumped.

Reasoning: Primary Steel-type due to his true origin as a Heroic Spirit being a spacecraft having a shell made of aluminium, a lightweight metal, despite Voyager 1 being quite heavy due to its many armaments and trinkets. His secondary Psychic-type is related to his space-related The Little Prince (and Voyager 1) origin as many extra-terrestrial Pokémon have the type. This also makes his dual typing match up with Jirachi, who is shaped vaguely like a star which is often seen as a symbol for Voyager himself (used in attack animation in Fate/Grand Order pre-Third Ascension). All his base stats are based on his Servant Parameters, albeit with a very slightly low standard deviation because of his Golden Records provide a generalisation showcase on humanity - to any possible intelligent alien lifeforms. His base Sp. Atk of 100 is shared with Jirachi – yet another parallel between the boy and the Wish Maker. His base HP is 77, based on the year, 1977, in which the Voyager 1 space probe was launched. The rest of the base stats are prime numbers to represent his class of Foreigner in F/GO, often reserved for those linked to eldritch horrors like those from the Cthulhu Mythos, often living in extradimensional places - yet Voyager’s base stats are not filled to the brim with prime numbers like other Foreigners would probably have – as a Foreigner, Voyager is the white sheep of the whole Servant Class. His only ability is Levitate due to his innate ability to fly, given by his Swingby Servant skill, giving him a unique advantage which Jirachi does not have. His Noble Phantasm, Pale Blue Dot, serves as his Z-Move and signature move of choice. In F/GO, there is an extra effect of Pale Blue Dot increasing the NP gauge of him and other servants – quite difficult to translate to Pokémon mechanics, and just barely outside the scope of the new custom element limitations, so the Z-Move’s behaviour as a Quick NP is emulated here by giving him and his allies the same critical hit rate boosts that Focus Energy gives. His Z-Move has a base move requirement in Psychic, serving as a foil to Mew and its Z-Move which shares the same move as a usage requirement. Mew signifies a beginning of genetic diversity while Voyager signifies an end to humanity due to being summoned as the last servant to a post-apocalyptic Holy Grail War, both starting/ending very different but similar periods of global/universal history. Due to being a space-related Servant – the archetypical explorer of the Solar System and beyond - he carries Meteor Beam and Cosmic Power, the former firmly placing him into the Power Herb + Meteor Beam niche.

Code:
Voyager (M) @ Power Herb
Ability: Levitate
Tera Type: Electric
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Meteor Beam
- Thunderbolt
- Flash Cannon
- Psyshock / Shadow Ball
Code:
Voyager (M) @ Leftovers
Ability: Levitate
Tera Type: Electric
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Psychic / Psyshock
- Detect
- Wish
- Stealth Rock / U-turn
Code:
Voyager (M) @ Pranium Z / Life Orb
Ability: Levitate
Tera Type: Fighting
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Flash Cannon
- Vacuum Wave
- Shadow Ball / U-turn / Thunder Wave
 
Submissions are closed!
You have at least one week to pick favorites from the list below.
Falchion's Violet Parr
Falchion's Toph Beifong
Falchion's Yor Forger
Falchion's Sadako Yamamura
Mygavolt's Millipede
Mygavolt's Cocytus
Mygavolt's Entoma
Mygavolt's Mitsuki Mononobe
leafsaber47's Frankenstein
leafsaber47's Siesta
leafsaber47's Voyager
 
gee falchion sure picked some ultra popular characters to make ccex submissions of

Mygavolt's Entoma
leafsaber47's Frankenstein
Falchion's Sadako Yamamura
 
Slate 7: You Hear about Video Games?


Congratulations to leafsaber47 and myself (x2) for winning with Frankenstein, Cocytus, and Entoma! I have (ironically) earned the title Frankenstein Meets the Wolf Man.

With the transition of the regular thread into playtesting, I figured now would be a good time to give it the same treatment that this thread was given after its startup. Any character that has also been featured in a video game is eligible for the slate bonus; simple as that.

As always, have fun!​
 

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