Pet Mod [Gen 9] Crossover Chaos

I guess I could post some from my private collection, too... Don't mind the dust.

**Tsih** [SUGURI II: sora]
Type: Rock/Electric
Ability: Own Tempo / Levitate / Sheer Force
Stats: 80 HP / 120 Attack / 110 Defense / 80 Special Attack / 80 Special Defense / 100 Speed
Moves: Rock Slide, Stone Edge, Spark, Icicle Crash, Ice Shard, Bulldoze, Skitter Smack, Feint Attack, Brutal Swing, Power Gem, Flash Cannon, Discharge, Electroweb, Taunt, Sticky Web, Camouflage,

The Plug gang Plug gang's resident stealth specialist who REALLY loves to toss rocks at people. While she's equipped with a state-of-the-art stealth system and looks all small and cute, in reality she's something of a brute. She uses her wires in a lot of ways, such as to toss rocks or charging them with electricity to serve as traps.

She also gets a spot of ice coverage because her battle and level music are both named "Ice cage" and that's the depths I'm willing to sink to to make sure the silliest creature is appropriately silly.

Probably UU, maybe OU but that's a terrible goal to try and shoot for these days.


**Mira** (SUGURI series)
Flying/Dark
80 HP / 110 Atk / 80 Def / 110 SpA / 80 SpD / 110 Spe (570 total)
Abilities: Sharpness / Justified
Moves: Sucker Punch, Night Slash, Air Slash, Hurricane, Last Respects, Teleport, Defog, Smokescreen, Iron Defense

The actual ninja from the same army as Tsih (and self-proclaimed Hero of Justice). Their movepool is divided across their STABs and categories, being the result of a mortally-wounded woman's brain being stuffed into her braindead not-boyfriend's body so they could be tossed back out onto the field of war. They can do some weird shit with smoke, teleport around, and use their oversized chakrams as improvised shielding or as cutting implements. Oh, they carry daggers also.

Probably around NU or something. I guess I'm doing my folks kinda dirty like that, but I can't help them being such a sad little failman+failgirl combo deal.
 
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(New)
Genji-ow2-portrait.png

"Even if I sacrifice my body, I will never sacrifice my honor."

Pokémon: Genji
Franchise/Origin: Overwatch
Intended Tier: OU
Type:

Abilities: Sharpness, Justified, Steadfast (HA)
4-move-physical.png
Sacred Sword, Force Palm, Counter, Breaking Swipe, Dragon Rush, Slash, Quick Attack, Flail, Retaliate, Aqua Cutter, Leaf Blade, Thunder Punch, Aerial Ace, Bounce, Acrobatics, Fury Cutter, X-Scissor, Psyblade, Night Slash, Upper Hand, Tachyon Cutter, Metal Burst
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Deflect, Aura Sphere, Dragon Rage, Dragon Pulse, Draco Meteor, Water Shuriken, Energy Ball, Thunderbolt, Flash Cannon
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No Retreat, Quick Guard, Detect, Dragon Dance, Swords Dance, Wide Guard, Agility, Gravity, Calm Mind
Signature Move: Deflect -
-
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- 32 PP - 100% - Reskin of Mirror Coat
Stats: 70/115/65/60/80/110 - Total: 500

REASONING

References:
Genji is a Damage character in Overwatch. He's a typical fast attacker, but he's got low health. The plus side of this is that he has many tools to avoid being hit. I represented this in his stats and movepool. He has an affiliation with dragons, so he gets that typing. His abilities are pretty self explanatory, with him being a ninja/warrior sort of character. He's got tons of setup moves to account for his relatively low stats. He has a sword in the game, so he obviously has lots of slicing attacks. His main weapons are his shurikens, but there's only one move that can represent that. One of his abilities is his Deflect, which utilizes his sword to block incoming projectiles, sending them back at the opponent. I just turned that into Mirror Coat but changed the name to make more sense.
Competitive: From a competitive standpoint, Genji would be best used as a strong setup sweeper with lots of versatility when it comes to coverage. No Retreat is especially good for this because you can get some extra defense, something Genji is lacking in. You could also use a Scarf or Band to maximize your output.
Sample Sets
Genji (M) @ Expert Belt
Ability: Sharpness
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- No Retreat
- Sacred Sword
- Tachyon Cutter
- Aqua Cutter/Leaf Blade
Genji (M) @ Choice Scarf
Ability: Sharpness
EVs: 252 Atk / 252 Spe / 4 Def
Jolly Nature
- Sacred Sword
- Tachyon Cutter
- X-Scissor/Leaf Blade
- Psyblade/Aqua Cutter
Genji (M) @ Focus Sash
Ability: Sharpness
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Deflect
- Counter/Metal Burst
- Sacred Sword/Quick Attacks
- Tachyon Cutter/Acrobatics
Slate Bonus Reasoning: He's literally just a ninja.
(Resub)

469px-FEH_Lysithea_Child_Prodigy_02a.png

"It sounds as if it's truly your mission to change things. I'll pledge my life to your cause, however short it may be."
Pokémon: Lysithea
Franchise/Origin: Fire Emblem: Three Houses
Intended Tier: OU
Type:
dark.png
psychic.png

Abilities: Super Luck, Budding Talent (Reskin of Protean/Libero), Crest of Gloucester (HA, Reskin of Grim Neigh)
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Brutal Swing, Night Slash, Payback, Sucker Punch, Psycho Cut, Slash, Fake Out, Trailblaze, Earthquake, Rock Slide, Smack Down, Counter, Upper Hand, Drain Punch, Shadow Sneak
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Fiendish Blow, Dark Pulse, Night Daze, Nosferatu (from Mygavolt's Aversa) Psyshock, Luster Purge, Lumina Crash, Future Sight, Eerie Spell, Psychic Noise, Stored Power, Mirror Coat, Razor Wind, Mystical Fire, Energy Ball, Giga Drain, Earth Power, Aura Sphere, Air Slash, Hurricane, Bug Buzz, Night Shade, Hex, Shadow Ball, Dragon Pulse, Moonblast, Dazzling Gleam, Light of Ruin
4-move-status.png
Nasty Plot, Taunt, Teleport, Trick, Healing Wish, Trick Room, Instruct, Calm Mind, Heal Pulse, Cosmic Power, Light Screen, Miracle Eye, Wonder Room, Pain Split, Focus Energy, Attract, Wish, Swagger, Sunny Day, Will-O-Wisp, Rain Dance, Sandstorm, Snowscape, Confuse Ray, Destiny Bond, Lucky Chant, Moonlight
Signature Move: Fiendish Blow -
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-
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- 85 BP - 16 PP - 100% - Power doubles if used before the target's attack, or if the target switched into battle this turn. Essentially Bolt Beak/Fishious Rend, but a special, Dark-Type move. Inspired by the Mage class' unique ability in Fire Emblem: Three houses, where it has a similar effect.
Stats: 65/65/50/150/125/60 - Total: 515

REASONING

References (minor spoilers):
Lysithea is one of the students at Garreg Mach Monastery in Fire Emblem: Three Houses. You get her by default if you choose to teach the Golden Deer, but you can recruit her if you are in another house. Due to experimentation, she possesses two Crests, which are basically innate symbols of power that also grant passive combat abilities. The stronger of the two is the Crest of Gloucester, which randomly increases magic damage when she attacks. There wasn't an ability that perfectly replicated that, so I went with instead boosting SpAtk every time she knocks out an opponent. A key mechanic in Three Houses is the ability to teach your students the requirements for every class there is. Any character can be taught to use any weapon, magic, or mount. I gave Lysithea the Protean ability (reskinned as Budding Talent) to replicate her ability to master a wide variety of classes.
However, she is best utilized as a magic user, so that's what her moveset is largely based on. She's the textbook definition of a glass cannon in her game, so her stats reflect that. There are two types of magic in Three Houses, white and dark. Her types are Dark and Psychic to mimic the magic types. Additionally, every spell Lysithea can learn is converted into a Pokemon move, from white magic like Seraphim (Aura Sphere), Warp (Teleport), and Abraxas (Light of Ruin), to dark magic like Miasma (Dark Pulse), Swarm (Bug Buzz), and Luna (Moonblast). She also learns Nosferatu, which has already been created in this mod. Mostly everything else is based upon her affiliation with light, the moon, or magic in general.
Competitive
Lysithea was intended to be an offensive wallbreaker, and an extremely busted one at that. Budding Talent allows her to fill a similar role as mons like Meowscarada and Greninja. While not as fast as them, Lysithea's insane SpAtk will likely mean disaster for your opponent if they can't outspeed and remove the threat. There are other options for her as well, such a setup sweeper. Lysithea might be frail, but she's got moves like Moonlight and Giga Drain to live longer. Her signature move, Fiendish Blow, can be hard to use effectively due to her poor speed, but you can solve this with Tailwind, Trick Room, or using a Scarf. Combine these things with utility like Will-O-Wisp, Fake Out, Upper Hand, Mirror Coat, Destiny Bond, and more, and you've got a force to be reckoned with, even with a relatively low BST compared to other OU mons.
Sample Sets
Lysithea (F) @ Choice Scarf
Ability: Budding Talent
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Fiendish Blow
- Lumina Crash
- Aura Sphere
- Mystical Fire
Lysithea (F) @ Focus Sash
Ability: Crest of Gloucester
EVs: 252 SpA / 252 SpD / 4 Def
Modest Nature
- Trick Room
- Fiendish Blow
- Lumina Crash/Light of Ruin
- Giga Drain/Destiny Bond
Lysithea (F) @ Sitrus Berry
Ability: Crest of Gloucester
EVs: 252 SpA / 252 SpD / 4 Def
Modest Nature
- Will-O-Wisp
- Moonlight
- Fiendish Blow/Hex
- Lumina Crash/Psychic Noise
 
MarvelousAQL.png

"My ninja name is MarvelousAQL, but my ninja friends call me Marvy."
Pokémon: MarvelousAQL
Franchise/Origin: Hyperdimension Neptunia
Intended Tier: OU
Type: Fire/Ice
Ability: Infiltrator / Unburden
Custom move: Flaming Sword (physical Flamethrower; boosted by Sharpness)
Notable moves: Triple Axel, Sacred Sword, Low Kick, U-turn, Fire Blast, Ice Beam, Thunderbolt, Hurricane, Focus Blast, Water Shuriken, Dragon Dance, Substitute, Spikes, Toxic Spikes, Switcheroo
Other moves: Outrage, Wild Charge, Night Slash, Acrobatics, Aerial Ace, Smack Down, Smart Strike, Upper Hand, Retaliate, Dizzy Punch, Quick Attack, Cut, False Swipe, Flamethrower, Blizzard, Thunder, Air Slash, Slack Off, Wish, Heal Pulse, Smokescreen
Z-Move: Midaresaki - Fire, Special, 200 BP | This move has the efficacy of a Fighting-type move, except it is neutral against Ghost. | Requires Fire Blast and Marvium Z
Stats: 72/104/72/100/72/120 | 540 BST
MarvelousAQL.png


Reasoning: As a personification of Marvelous, formerly known as MarvelousAQL, this character greatly resembles Asuka from the Senran Kagura series, right down to the Japanese voice actress (Hitomi Harada). She doesn’t get stripped in battle, but she does have a tattered version of her outfit. Fire typing matches Katon, one of her Coupling Skills, which is mentioned in the description of her EXE Drive (the closest thing in the Neptunia series to a Z-Move). This EXE Drive is non-elemental in-game, hence the effect. Ice typing matches one of each of her Power and Break Combo Skills, with the latter being the only elemental one of its kind. Most of her movepool is inspired by Greninja, with exceptions based on her Skills and her bladed weapon of choice. Notably:
  • The Re;Birth series has four elements: fire, ice, lightning, and wind. MarvelousAQL has at least one skill of each.
  • The description of Kaerugiri, one of her Power Combo Skills, reads: "This powerful attack confuses the enemy." This corresponds to Dizzy Punch.
  • Her primary damaging SP Skill, Ranbu, is non-elemental and described as a "rage-fueled dance", hence Outrage.
  • She has two non-damaging SP Skills, one of which restores the HP of herself or a nearby ally, and the other of which boosts STR and AGI (Attack and Speed equivalents). The former involves futomaki, which is best represented as Slack Off.
I ordinarily would have made her stat line 85/85/85/80/85/120 (based on how she compares to the other characters in the Re;Birth series), but that's awful on a Fire/Ice, and UU already has two Ice-types.



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


Reasoning: Gail is the protagonist of a puzzle platformer where she must adapt to her surroundings and gains plenty of tools to get the job done. As a Phoenix weapon, she is also an adept user of ki, which is essentially fighting energy, hence her typing. Note that she is not the same character as Gale (the protagonist of the Flash predecessor), as I have come to realize thanks to an NPC named Coby who mentions "Lord Bill."
Her empirical form of weaponry is the Wooden Bat, and she can acquire three other bats over the course of her journey: the Composite Bat (mainly made from resin), the Steel Bat, and the Night Star (forged from a mysterious star rock, hence Stone Edge). She can use her bat of choice for rapid hits (which also inspires Bone Rush) or to charge up one hefty hit. Aside from the bat, the world of Phoenotopia houses all manner of tools to collect including slingshots (Smack Down), crank lamps (Flash), bombs, crossbows (Arrow Shot), techniques,* flute songs,** the Sonic Spear, the Rocket Boots (Blaze Kick), and the Kobold Blaster (Searing Shot, Flame Burst).
*including Tusk Strike, Spear Bomb (Sonic Spear added effect), Troll's Guard (Protect), and Whirlwind (Sky Uppercut)
**including the Prelude of Panselo (Recover), the Baroque of Battle (Swords Dance), and the Lullaby of Ava (Agility)
The rest of her movepool is based on the endgame capabilities of a Phoenix weapon that she partly exhibits in the final cutscene: flying around at high speeds with fists of justice.
Slate Bonus: As part of the second dungeon in the game, Gail is required to undergo a Stealth Trial. After completion and before the boss, the NPC in the hallway comments, "With sneaking skills like that, you could be a professional pervert!" (Disclaimer: The image linked is not mine.)
Moreover, Gail deals double damage when attacking a guard from behind (including the female Ouroboros bandits, who resemble kunoichi), which I now realize is grounds for Sucker Punch.
 
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"Isn't Master Kohga so dreamy? I could stare at that poochy tummy of his all day long..."
"He's got a dumb belly"

Pokemon: Master Kohga
Franchise:
Legend of Zelda
Type:


Ability: Autobuild
Autobuild: When switching in, this Pokemon builds a plane to avoid terrain and hazards. (Heavy-Duty Boots + Levitate)
Notable Moves: Ancient Power, Meteor Beam, Power Gem, Stone Edge, Rock Blast, Rock Slide, Rock Tomb, Stealth Rock, Sandstorm, Zen Headbutt, Psychic Noise, Heavy Slam, Body Slam, Body Press, Earthquake, Earth Power, Magnet Bomb, Flash Cannon, Rest, Recover, Teleport, Psychic, Psych Up, Taunt, Nasty Plot, Reflect, Light Screen, Sucker Punch, Foul Play, Thief, Trick, Trick Room, Spikes, Stuff Cheeks, Bug Bite, Pluck, Natural Gift.

Stats: 80 / 114 / 98 / 110 / 80 / 58 (540 BST)

Reasoning: Master Kohga, the leader of the Yiga Clan, is... eccentric. Not the sharpest banana of the bunch either as his attacks end up being his downfall. He enjoys spending his time napping, eating bananas and not trying to hunt down Link (the main purpose of the Yiga clan). His main form of attack comes from summoning large rocks and using Zonai technology to build vehicles, which gives him his typing and ability. He also can teleport, levitate, use telekinetic abilities and create barriers out of energy. His love of bananas (which are botanically berries) gives him moves that are affected by Berries. He also has a tactical belly that could be used for moves such as Body Slam or Body Press. Finally, he is the leader of a ninja clan so he has access to a variety of moves that involve stealth and trickery.
 
A lot of sneaky submissions this week. You have a week to vote for your top three.
FrancisACNH's Snake
ImaginaryNeon's Spy
leafsaber47's Phantom
leafsaber47's Goldenglow
leafsaber47's Pallas
leafsaber47's Ezra Theodrore
KeeganSkymin4444's Siffrin
Swagodile's Ms. Mowz
Pika Xreme's Tsih
Pika Xreme's Mira
SpyderMarz's Genji
SpyderMarz's Lysithea
Mygavolt's MarvelousAQL
Mygavolt's Gail
ToadBrigade's Master Kohga
 
time for the old guard to show you how it's done

FrancisACNH's Snake
leafsaber47's Pallas
ImaginaryNeon's SPAH Spy
 
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Pika Xreme's Tsih
KeeganSkymin4444's Siffrin
ImaginaryNeon's Spy


(A bit late but Spy should have entirely cosmetic Red/Blue forms and Icicle Spear added to his movepool at some point in updates/later submissions)
 

"This magical bullet can truly hit anyone, just like you say."
Pokémon: Der Freischütz
Origin: Lobotomy Corporation
Intended Tier: UU
Type: Dark
Abilities: Magic Bullets (Upon successfully using a ballistic move, deals more damage with the next (first successful one: x1.0, second: x1.2, third: x1.4...); If the multiplier of the ballistic move would be x2.2, it fails, resets the multiplier, and inflicts the Ruination effect on the user and all its active teammates; Switching out does not reset the multiplier) / Dark Flame (If attacking or attacked by a burned opponent or teammate, any types the move being used would be "not very effective" against are treated as weak to said move; Neutralities from conflicting type matchups become x4 weaknesses, and immunities and abilities aren't affected) / No Guard
Signature move: Magic Bullet (Special Dark-type Blaze Kick that hits all adjacent; Ballistic and not contact)
Notable moves: Will-O-Wisp, Shadow Ball, Nasty Plot, Fire Blast (he doesn't get Flamethrower), Psyshock, Eerie Spell, Sludge Bomb, Aura Sphere, Hex, Zap Cannon, Mystical Fire, Lock-On, Laser Focus, Spite, Grudge, Dark Pulse, Stored Power, Incinerate, Charge Beam, Night Shade, Knock Off, Disable, Smack Down, Flash Cannon, Foresight, Thunder Wave, (Signal Beam, Flame Burst)
Stats: 108/70/66/150/66/80 [540]

Reasoning: Der Freischütz is a marksman who made a deal with the devil under the condition that his last bullet shoot his beloved, but upon hearing this shot all those he held dear to him; This resulted in the seventh bullet puncturing his own heart, which is referenced in game (you can only control where he shoots the first six times, not the seventh) and in Library of Ruina (every seventh attacking page used by whoever uses the corresponding card will hit a randomly chosen target, friendly fire be damned); This is referenced in the ability, where every seventh ballistic move will hurt him for half of his max HP in exchange for the preceding six hitting harder with each consecutive use. 540 BST is a bit high by realmons standards, but small potatoes compared to the sub-legends; He is an Abnormality classed with the HE risk level, which is just beneath previous winner Ambling Pearl's WAW risk level, and as Ambling Pearl has sub-legend-tier stats 540 could be a good "higher" BST for HE-tier Abnormalities. Dark Flame references the effect of the same name from Library of Ruina, though only extends to burned mons and in Limbus Company Dark Flame (which is inflicted by an identity using extracted equipment based on the Abnormality) weakens the enemy's defense and amplifies burn damage for that turn. While he never breaches his bullets are exceptionally lethal by HE standards and the suit based on him has equal defenses across the board. (barring pale resistance but there's only a select handful of suits that AREN'T worse defensively against Pale compared to other damage types) While Library of Ruina gives a hefty HP pool to Angela corroding on his EGO, in practice his pages focus on damage far more than bulk. He gets a bunch of moves to reference how the aforementioned fight in Library of Ruina and the aforementioned Limbus identity can both inflict burn and all sorts of magical and bullety stuff, plus TWave (and of course Zap Cannon) to reference the Library of Ruina fight's ability to inflict paralysis and one of the moves you get from his EGO page can disable one of the opponent's attacks for the turn. Sludge Bomb is there because his damage type in Lobotomy Corporation is erosion that drills into a person's whole being, body and mind alike, and some PP deduction moves because he needs some of the Enkephalin you've made over the day (you need to make a certain amount to end the day) to fire somewhere, hopefully on your behalf.
Competitive niche: Offense at the cost of defense, thy name is Der Freischütz. Designed to blast walls to smithereens, but might be a touch too slow to do much more than that. Heck, the lacking speed is what leaves him unable to contend in OU. Demolishing Guts mons is funny but it's highly likely they'll move first. (also for the coders pokemon.m.yourpropertyhere will be a lifesaver for coding magic bullets)
 
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I AM NOT A MORON!
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Pokémon: Wheatley
Franchise/Origin: Portal 2
Intended Tier: Ubers
Type: Steel
Ability: Neutralizing Gas, Oblivious, Vessel of Ruin (HA)
Notable moves: Egg Bomb, Magnet Bomb, Clear Smog, Acid Spray, Disable, Haze, Shell Trap, Stomping Tantrum, Brick Break, Fire Punch, Spikes, Circle Throw, Meteor Mash, Overheat, Burning Jealousy, Fire Spin, Self-Destruct, Hyper Voice, Trump Card, Gyro Ball, Heavy Slam, Moonlight, Steel Beam, Metal Burst, Rock Smash, Skill Swap, Core Enforcer, Thunder, Magnet Rise, Core Transfer, Soak, Rain Dance, Wide Guard, Spiky Shield
Signature move: Core Transfer (Steel, Status, -- Accuracy, 16 PP, Swaps stat changes and abilities of user and target, bypassing prevention due to abilities, akin to Moongeist Beam)
Z-Move: The Part Where He Kills You (Meteor Mash) (180 BP, Steel, Physical, -1 Def, -1 SpD on target.
Stats: 90/115/100/85/115/55 (560 BST)

Explanation: Wheatley is, as GLaDOS puts it, a "metal ball", so the Steel typing is obvious. Wheatley's abilities of Neutralizing Gas, Vessel of Ruin, and Oblivious serve to reference neurotoxin, the GLaDOS chassis, and Wheatley's inability to comprehend certain concepts such as paradoxes, respectively. Most of the notable moves were just from me searching through Wheatley's lines and putting stuff down that I felt fit.


[footage missing]
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Pokémon: Mii Swordfighter
Franchise/Origin: Super Smash Brothers for Nintendo 3DS and Wii U
Intended Tier: UU
Type: Steel
Ability: Sharpness, Technician, Defiant (HA)
Notable moves: Leaf Blade, Lunge, Swords Dance, Sacred Sword, Night Slash, Double-Edge, Aqua Cutter, Knock Off, Swift, Poison Jab, Hurricane, Ice Spinner, Rapid Spin, Behemoth Blade, Close Combat, High Horsepower, Swagger, Reversal Slash, Bullet Punch, Solar Blade, Acrobatics, Whirlwind
Signature move: Reversal Slash (70 BP, Steel, Physical, 95% Accuracy, inverts target's stat boosts a la Topsy-Turvy)
G-Max Move, Z-Move, Mega Evolution, etc.: Final Edge (Reversal Slash) (160 BP, Physical, Steel, Bypasses Substitute, Target: -2 SpD)
Stats: 90/125/110/60/85/80 (550 BST)

Explanation: This is the first of the Mii Fighters that I will be submitting, with Mii Gunner/Brawler likely coming out later. This was the fastest of the trio, but I decided to switch that status over to Mii Brawler. The abilities and movepool are mostly just "he is the sword man(tm)" (which, annoyingly, doesn't give much to work with) or trying to reference specific special moves (Whirlwind/Hurricane referencing that one tornado special, Lunge referencing the Power Thrust (iirc that's what it's called?), Swift referencing Light Shuriken, etc.)
Notably, all 3 Mii Fighters will have another Pokémon's signature move in their movepool, as seen with Behemoth Blade being in Swordfighter's.

Honestly, out of the trio, this is the submission I'm least confident about, primarily with how limited the movepool is compared to Brawler and Gunner, along with the fact that I just can't shake the feeling that I'm missing something. Oh well.
 
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post theme: unova elite four

(New)

"Will this position be a new source of joy for me...? Or... will working for you become my life's joy...?"
Pokémon: Specter
Franchise/Origin: Arknights
Intended Tier: OU
Type:
water.png
dark.png

Stats: 102 / 117 / 85 / 58 / 70 / 92 (BST: 524)
Abilities: Regenerator (HA: Madness Relapse)
Signature ability - Madness Relapse - Every odd turn, the user's Attack is boosted by 50%, but every even turn, the user becomes confused for a fixed 2 turns (snaps out of confusion the turn after they get confused as a result).
4-move-physical.png
: Waterfall, Dive, Aqua Jet, Liquidation, Flip Turn, Assurance, Night Slash, Punishment, Sucker Punch, Foul Play, Brutal Swing, Power Trip, Throat Chop, Lash Out, Outrage, Dual Chop, Spirit Break, Revenge, Close Combat, Low Sweep, Aerial Ace, Acrobatics, Astonish, Stomping Tantrum, Stomp, Thrash, Endeavor, Psycho Cut, Stone Edge, Steel Roller
4-move-special.png
: Surf, Whirlpool, Water Pulse, Brine, Dark Pulse, Snarl, Focus Blast, Air Cutter, Air Slash, Night Shade, Shadow Ball, Hex, Blizzard, Ice Beam, Icy Wind, Razor Wind, Wring Out, Psychic, Mirror Coat, Extrasensory, Ancient Power
4-move-status.png
: Rain Dance, Aqua Ring, Life Dew, Snatch, Taunt, Torment, Embargo, Nasty Plot, Quash, Obstruct, Will-O-Wisp, Confuse Ray, Curse, Destiny Bond, Spite, Grudge, Haze, Snowscape, Disable, Flash, Leer, Swords Dance, Endure, Mean Look, Pain Split, Wish, Work Up, Purify, Amnesia, Light Screen, Reflect, Imprison, Heal Block, Psychic Terrain, Wide Guard, Metal Sound

Reasoning: Water/Dark type due to (possibly) being a shark-based Aegir, a race of sea creatures. Her shark motif results in the same type combination that she has in common with realmon Sharpedo. Regenerator as primary ability due to the Talent she carries upon promotion to Elite 2, Abyssal Regeneration, having a similar self-healing effect. Her signature and hidden ability serve as a spoiler which is reinforced even more when you learn that Specter has an alternate variant (Specter the Unchained): Madness Relapse is due to having essentially two different personalities due to how her Originium infection and the Abyssal Church's influence has warped her brain to work on essentially two different modes: a psychotic side and a slightly more stable side which still retains more of the “moral" aspects of her insane side but becomes slightly more vocal, arrogant, and assertive. This is most likely due to her insane state suppressing those emotions. When her sanity is restored, it won't be much long until the brainwashed and insane side of her resurfaces again, ensuring that her sanity switch is a permanent case of split personality disorder. Having this stable and sane side of hers resurface might throw a headache at her as a side effect, which explains the ability's confusion drawback. Her base stats are based on her Elite 2 promotion max stats within Arknights. She works as a nun, which expects a high attunement to specially offensive and defensive stats, but her inability to control Originium Arts says otherwise; which makes her base Sp. Atk much lower than her base Attack stat.

Code:
Specter (F) @ Persim Berry
Ability: Madness Relapse
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Liquidation
- Acrobatics
- Throat Chop
- Destiny Bond / Stomping Tantrum
Code:
Specter (F) @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Throat Chop
- Stone Edge / Close Combat
- Aqua Jet / Sucker Punch / Flip Turn
Code:
Specter (F) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 248 HP / 4 Atk / 4 Def / 252 Spe
Careful / Impish Nature
- Flip Turn
- Throat Chop / Sucker Punch
- Haze / Taunt / Will-O-Wisp
- Pain Split / Wish / Protect

(Resub)

"Who else is going to save them? This isn't a question about if we can do it. We have to."
Pokémon: Kasane Randall
Franchise/Origin: Scarlet Nexus
Intended Tier: OU
Type:
psychic.png
normal.png

Stats: 69 / 110 / 50 / 142 / 72 / 97 (BST: 540)
Abilities: Berserk (HA: Gravity Shift)
Signature ability - Gravity Shift – When the user enters battle, the user causes the field to undergo the move Gravity’s effects for 5 turns as if the user automatically used the move Gravity itself.
4-move-physical.png
: Psycho Cut, Cut, Slash, Endeavor, Last Resort, Retaliate, Revenge, Aerial Ace, Acrobatics, Metal Burst, Tachyon Cutter, Outrage, Foul Play, Lash Out, Spirit Break
4-move-special.png
: Confusion, Psychic, Future Sight, Mirror Coat, Extrasensory, Psyshock, Stored Power, Expanding Force, Tri Attack, Terrain Pulse, Focus Blast, Air Cutter, Air Slash, Earth Power, Fire Blast, Mystical Fire, Thunder, Thunderbolt, Shock Wave, Charge Beam
4-move-status.png
: Agility, Light Screen, Reflect, Calm Mind, Gravity, Magic Room, Telekinesis, Wonder Room, Psychic Terrain, Double Team, Leer, Mimic, Swords Dance, Endure, Mind Reader, Helping Hand, Work Up, Rain Dance, Will-o-Wisp, Snowscape, Torment, Quash, Moonlight, Crafty Shield

Reasoning: Primary Psychic-type due to being a person that has activated her psionic hormones. She has a secondary Normal typing, this is due to being an artificially created human, this Normal typing is due to various artificial Pokémon (most notably the Porygon line) having the type as their designation. Her primary ability is Berserk, based on the effects of the Brain Field on her and her male equivalent protagonist Yuito Sumeragi causing then to go on a synonymous rampage of sorts. Her secondary ability is Gravity Shift, based on the true psychic power she has in Gravikinesis, which automatically sets up the move Gravity (which she also learns by herself already) in similar fashion to the “terrain surges” based on Electric Terrain, Grassy Terrain, Misty Terrain, and Psychic Terrain and the weather abilities Drizzle, Drought, Sand Stream, and Snow Warning. Telekinesis is based on the Psychokinesis abilities she possesses and just so happened to be the only pre-Gen VIII move she can learn since Scarlet Nexus released after SwSh. The levitating knives she uses as weapons are used for slicing moves such as Slash, Psycho Cut, and Aerial Ace. With the S.A.S., she can borrow various psychic abilities from various other psychics – notably Fire and Electric-type moves due to their interactions with Hanabi Ichijo and Shiden Ritter respectively. Her base stats (except for her base Sp. Def and base Speed) are based on her own source material’s stats at Lv1 (HP to HP, Attack to Attack, Defense to Defense, and Power to Sp. Atk).

Code:
Kasane Randall (F) @ Leftovers / Colbur Berry
Ability: Berserk
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Moonlight
- Stored Power
- Focus Blast / Psyshock
Code:
Kasane Randall (F) @ Choice Scarf
Ability: Gravity Shift
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic / Psyshock
- Tri Attack
- Focus Blast
- Thunder / Fire Blast

(Resub)

"Anything that seems to be given for free will eventually demand some price of you. That's the lesson I learned. And some of what you do appears to practically overturn that... I'll have to wait and see."

Pokémon: Highmore
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ghost.png
water.png

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

Foam Scythe -
ghost.png
-
4-move-physical.png
- 90 BP - 10 PP - 100% - Slicing move (boosted by Sharpness). Heals the user for 50% of the damage dealt to the target.


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

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

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

(Gen 8 Resub)

"Allow me to demonstrate!"

Pokémon: Byleth
Franchise/Origin: Fire Emblem
Intended Tier: OU
Type:
normal.png
fighting.png

Stats (♂): 85 / 155 / 85 / 100 / 50 / 95 (BST: 570)
Stats (♀): 85 / 130 / 60 / 100 / 75 / 120 (BST: 570)
Abilities: Pressure / Steadfast (HA: Crest of Flames)
Signature ability - Crest of Flames - User's moves turn into HP-draining moves when landing critical hits that heal the user for 50% of the damage dealt.
4-move-physical.png
: Quick Attack, Slash, Strength, False Swipe, Feint, Retaliate, Counter, Rock Smash, Brick Break, Revenge, Drain Punch, Sacred Sword, U-turn, First Impression, Lunge, Pursuit, Assurance, Night Slash, Payback, Dual Chop, Fire Lash, Aerial Ace, Acrobatics, Power Whip, Psycho Cut, Stone Edge, Smack Down
4-move-special.png
: Tri Attack, Wring Out, Terrain Pulse, Focus Blast, Final Gambit, Secret Sword, Dark Pulse, Snarl, Nosferatu, Thunder, Thunderbolt, Shock Wave, Dazzling Gleam, Fire Blast, Ember, Flamethrower, Flame Burst, Inferno, Mystical Fire, Night Shade, Shadow Ball, Earth Power, Extrasensory, Psyshock
4-move-status.png
: Disable, Focus Energy, Swords Dance, Foresight, Follow Me, Helping Hand, After You, Work Up, Laser Focus, Teatime, Detect, Torment, Quash, Thunder Wave, Electric Terrain, Sunny Day, Spite, Agility, Calm Mind, Imprison, Ally Switch, Heal Pulse, Instruct, Rain Dance

Divine Rupture -
normal.png
-
4-move-physical.png
- 80 BP - 20 PP - 90% - Slicing move (boosted by Sharpness). Will always land critical hits on Dragon, Dark, and Ghost types. Bypasses Ghost's immunity to Normal type moves. Does not make contact unlike most Physical moves.

Reasoning: Primary Normal-type due to being a Teacher (or Professor), a trainer class that is found in GSC and HGSS that often uses Normal-type realmons in battle, and also fits his/her adherence and inheritance to the Crest of Flames, the crest foretold to be tied to the Creator Goddess of Fódlan herself, serving as a mirror to Arceus's default typing of Normal. Secondary Fighting-type due to a noticeable amount of Fire Emblem protagonist (aka the Lords like Lucina) sharing the typing due to their honor in the battlefield and their renowned tactical utility in the art of war. This also gives Sacred Sword the chance to hit for STAB. His/her non-hidden abilities are chosen from the perspective of the story in which Pressure shows the emotionless and stern side of Byleth, while Steadfast shows the emotion he/she eventually gathers from their time with the Golden Deer/Blue Lions paths. His/her hidden and signature ability is his/her Crest of Flames, with its HP-draining effect taken into play via turning moves into HP-draining ones like Giga Drain and Drain Punch due to having a similar effect in game when its gameplay effects triggers. Divine Rupture is a mix of his/her signature Combat Art within FE3H and his/her usage of the Sword of the Creator, its whip-like form allowing such a signature Physical move the benefit of being contactless, preventing Rocky Helmet, Rough Skin, and Iron Barbs from hurting him/her as much as other mons. The whip form of the Sword of the Creator allows Byleth to possess Power Whip as a coverage move. Drain Punch as a utility attacking move to help his/her longevity without Recover and similar moves came from his/her proficiency in the Brawl type of weapons that debut in his/her home game. Secret Sword, which came from Keldeo, was chosen due to his/her importance as Three Houses's protagonist, the ever-present “protagonist bias" a justification for a use of a move that used to be found on only one Mythical Pokémon. The other Special moves and some of his/her Status moves (Thunder Wave, Electric Terrain, Heal Pulse) come from his/her ability to learn two of the three Anima magic types in Fire and Thunder magic, and Light magic via his proficiency in the Faith class of magic. (Nosferatu, borrowed from fellow Fire Emblem character Aversa, is a special mention due to being both Light and Dark magic at certain instance of the Fire Emblem franchise) Byleth's stats come from a mix of stats extracted from stats found in both their appearance within their main game and within Fire Emblem: Heroes. To differentiate between Male and Female Byleth, the variations between their Fire Emblem Heroes stats have been taken to account. The basis on their different stat changes includes Male Byleth being more hard-hitting with higher Attack, and Female Byleth being a lithe and potential sweeper with higher Speed.

Code:
Byleth (M) @ Chople Berry / Silk Scarf
Ability: Crest of Flames
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Divine Rupture
- Sacred Sword / Drain Punch
- Stone Edge
- First Impression / U-turn
Code:
Byleth (F) @ Life Orb
Ability: Crest of Flames
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty / Naive Nature
- Divine Rupture
- Sacred Sword / Drain Punch
- Thunderbolt
- Nosferatu / Shadow Ball
 
Last edited:
Neon White.png

"Not bad for a dead guy, huh?"
Pokémon: Neon White
Franchise/Origin: Neon White
Intended Tier: OU
Type: Ghost/Fighting
Ability: Mold Breaker / Serene Grace
Custom moves:
  • Divine Bullets - Fighting, Special, 20 BP, 100% Acc, 15 PP | Hits 2-5 times. Neutral against Ghost.
  • Gunshot (Steel-type, physical Snipe Shot)
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
Notable moves: Close Combat, Sacred Sword, Shadow Bone, Rock Blast, Bullet Seed, Scale Shot, Earthquake, Flare Blitz, Liquidation, Extreme Speed, Sucker Punch, U-turn, Astral Barrage, Focus Blast, Earth Power, Fire Blast, Energy Ball, Surf, Snipe Shot, Volt Switch, Teleport, Destiny Bond, Memento
Other moves: Shadow Punch, Phantom Force, Night Slash, Psycho Cut, Flame Charge, Bounce, Retaliate, Stomp, Quick Attack, Comet Punch, False Swipe, Shadow Ball, Shock Wave
Stats: 90/90/90/100/80/120 | 570 BST
Neon White.png


Reasoning: Neon White is a 3D platformer about grabbing a limited number of cards and using their effects to reach the goal in record time. A card can be used for its ammunition against the demons that need to be killed, and/or to be discarded for an extraordinary movement option.
Elevate (yellow): 9-round pistol / extra jump
Purify (purple): 35-round machine gun / propulsive bomb
Stomp (green): 30-round submachine gun / ground pound with a shock wave effect
Godspeed (blue): 4-round rifle / forward dash
Fireball (red): 3-round shotgun / flaming dash in any direction
Soul Dominion (turquoise): 4-round rocket launcher / zipline
Mission 11 spoiler Book of Life (prismatic): no ammo / can be discarded infinitely to teleport to a targeted object, be it a demon or the end of a level (the former is killed instantly)
If Neon White, the protagonist named White and become Neon, is out of cards, then at least he has 30 uses of his katana. If he runs out of those, then he is left with 10 uses of his fists, but exhausting those in turn will lead to his demise. (These weapons are the reason for his Fighting typing, as is the latter quirk for Memento.)
The term "Neon" in this context refers to a dead sinner (fit for Ghost typing) who is brought into "Heaven" and tasked with exterminating demons. That's just the tip of the iceberg, but it should suffice for now.
He gets Mold Breaker because it's obligatory for a Neon striving towards their ideal afterlife, no less one who goes from following orders to defeating his master. Serene Grace comes from the aftermath of Level 10-1, Holy Ground: the Hand of God opens for him only, which fits the Japanese name Heavenly Blessing. Destiny Bond is based on the denouement: White is given the option to write Green, the main antagonist, into the Book of Death. Upon doing so, he loses his life in tandem. His base stats are loosely inspired by those of Marshadow, although his BST is chosen to reflect Silvally.
Note: White moves faster on water than on land.



Leader of her new world. Likes to break things.
Pokémon: Terra
Franchise/Origin: One Step from Eden
Intended Tier: OU
Type: Ground/Psychic
Ability: Terraforming* / Pyromancer (Fire-type Steelworker) / Levitate
*Upon switching in, the user sets a terrain based on SpA and SpD IVs: Grassy if both are even, Electric if only SpD is even, Psychic if only SpA is even, and Misty if both are odd.
Notable moves: Terrain Pulse, Nature Power, Block, Teleport, Earth Power, Scorching Sands, Future Sight, Psychic, Psyshock, Expanding Force, Stored Power, Fire Blast, Ice Beam, Power Gem, Rising Voltage, Volt Switch, Energy Ball, Giga Drain, Misty Explosion, Scald, Vacuum Wave, Earthquake, High Horsepower, Psychic Fangs, Flare Blitz, Triple Axel, Stone Edge, Wild Charge, Grassy Glide, Power Whip, Body Press, Knock Off, U-turn, Flip Turn, Stealth Rock, Spikes, Toxic Spikes, Roost, Calm Mind, Bulk Up, Nasty Plot, Swords Dance, Iron Defense, Cosmic Power, Will-O-Wisp, Toxic, Thunder Wave, Light Screen, Reflect, Trick Room
Other moves: All TM/TR moves from Gen 8 onward + Bind
Stats: 83/88/105/99/120/75 | 570 BST
Terra v3.png


Reasoning: She specializes in the Hearth category of spells, which partly involves manipulating the terrain (hence her name), the basis behind her Ground typing and primary Ability. As for Psychic, she moves around by teleporting and has a primary weapon consisting of downward laser beams fired from afar. Her secondary Ability is based on her Pyro loadout, and she also gets Levitate because her non-default skins do that. Most of this is comparable to Claydol, the primary inspiration behind her stat line. (Base 83 HP is based on last gen's Saffron, which was submitted with base 100 HP, and is proportionally parallel to their starting HP values in OSfE: 1000 compared to 1200.) Her movepool consists of terrain-related moves and Teleport for reasons mentioned prior, Block and Bind as parallels to her default loadout, and the rest because spells in OSfE are equivalent to TMs.
 
Last edited:
Resubmissions from Slate 15:


(Image source by KaijuSamurai)

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

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

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



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

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

----------

Resubmission from Slate 16:



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


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

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

Competitive Info:
Cala Maria is a slow but hefty special tank with a powerful special attack stat and just enough durability to actually make use of it despite her terrible speed. Her Water-type STAB options are largely on the special side with Hydro Pump, and Surf as her most obvious picks, although Scald's burn chance and Octakazooka's accuracy reduction may also be worth checking out if you can afford to max out her special attack EVs; her only Ghost-type option is the obvious Shadow Ball but with quite a bit of power to back it up, it's likely she doesn't mind. Coverage options include Normal, Electric, Ice, Dark, and Fairy, though only the latter three are useful against three of the four types she's weak to and she has no answer to Electric. Her support options include Taunt, Confuse Ray, Perish Song, and especially her signature move, Petrify, which can easily turn even the fiercest foe into setup or cannon fodder. With her low speed leaving her unable to avoid faster enemies cutting in before she can get anything done, however, it's a lot harder for her to take up a supporting role than her defensive bulk may suggest, especially given that she'd often be forced to run Life Dew just to stay relevant.
Upon Mega-Evolving, Cala doesn't gain any speed at all, but her defenses are increased alongside losing two of her previous type weaknesses (though she also has just five resistances compared to the six of her normal form), making her even harder to bring down, although she also gains an added Ground weakness that may force her to run an Ice-type attack in case of emergency. More importantly, her special attack stat is now through the roof and backed up by an extremely dangerous offensive STAB type on top of decent coverage in the form of said Ice type, allowing her to unleash the famous BoltBeam combo with little fear of reprisal. Her nigh indestructibility with regards to actual attacks shouldn't be an excuse to get overconfident with her, however - Cala has no way of handling entry hazards or status effects on her own, the chip damage from burning and poisoning especially, and while her Mega form is immune to paralysis, she can still be frozen, put to sleep, or subject to any other status that can hobble her offensive prowess at the worst possible moment. As such, making full use of that vulnerability, as well as taking out any team support that can clear hazards away and give her room to be at her most lethal, might be just enough to turn the tide against her.

----------

Resubmission from Slate 18:



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

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

Competitive Info:
The pitch in my head for this sub after I decided the type combo can basically be summed up as, "REJECT GREAT TUSK, BECOME MONKE." Indeed, the stat distribution I came up with for him as well as his type combo seems to add up to DK being literally Great Tusk but worse, at least on paper. The tradeoff for the BST drop, however, is that by ditching Protosynthesis for three less exclusive abilities, he gains greater versatility, allowing him to pull off a wider range of attack-oriented shenanigans than you'd expect from someone whose entire shtick is literally pounding anyone who pisses him off into the dirt. Iron Fist is the most obvious choice, and is best used with either Hammer Arm for power or Drain Punch for reliability alongside his signature move, Ground Pound, with Fire Punch as a nice coverage option with a good neutral damage spread and a useful burn chance. While researching for this very sub, I also found out that Iron Fist actually boosts Headlong Rush, but nobody with Iron Fist can learn that move, possibly because such a combination would be hilariously broken even without STAB; still, the option is there unless vetos force me to nix it. To this end, I purposely gave DK absolutely nothing to counter Flying-types with, partly since many of the tougher bosses he's had to face in his games tended to be airborne. Moxie is useful if you instead want to run him as a Close Combat/Earthquake sweeper with Agility instead of an attack-boosting move, since knocking out even one opponent can potentially lead to a devastating domino effect, although this might leave him vulnerable to being forced to switch out. Gluttony, on the other hand, is viable for more defensive sets that can make use of berries that either recover his HP or improve his defenses, especially with Bulk Up or even Jungle Healing for partial support duty, although Unnerve users can easily screw with that strategy as well. While his type coverage includes answers to Grass and Ice (Fire Punch), Water (offensive Grass-type moves), and Psychic (Brutal Swing, Knock Off, or Beat Up), as already noted, I avoided giving him anything to deal with Flying, and he can only deal neutral damage at best to Fairy if he isn't running Bullet Punch. Between that and his terrible special defense stat, faster special attackers of either type can counter him to great effect, though even they can never be too careful - nobody appreciates a Fire Punch to the face, especially one boosted by Iron Fist.
 
1707272227278.png
"I'm not pathetic"
Pokémon: Mr. Oshiro
Origin: Celeste
Intended Tier: UU
Type: Ghost
Ability: Clear Body, Levitate, Wandering Spirit <-- Hidden Ability
Notable moves: After You, Charm, Crunch, Curse, Destiny Bond, Double Edge, Extreme Speed, First Impression, Follow Me, Helping Hand, Hyper Voice, Jaw Lock, Nasty Plot, Night Shade, Phantom Force, Poltergeist, Roar, Shadow Ball, Shadow Sneak, Snarl, Will-O-Wisp
Stats: 65/75/80/40/95/30 (385 BST)
Signature Item: Oshirite

Mega Evolution:
1707305047867.png

New Stats: 65/105/80/40/85/110 (485 BST)
New Ability: Anger Point

Reasoning: Mr. Oshiro is one of the only 2 "Boss Battles" in Celeste so I think he would make a great fit. His normal form is really weak, having a lower BST than charjabug. However once he mega evolves, he becomes actually viable. I think it fits for him to gain a ton of speed and attack on mega evolution because of how he becomes much more aggressive. His ghost typing, Levitate, Clear Body, and Wandering Spirit represent how he is a ghost. All the moves he learns are either references from him being a concierge, him being a ghost, or the "Boss Fight" against him.

Mr. Oshiro (M) @ Oshirite
Ability: Levitate
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Sneak
- Poltergeist
- First Impression
 
Time for votes. Vote for your three favourite subs.

KirbyRider1337's Der Freischuetz
ImaginaryNeon's Wheatley
ImaginaryNeon's Mii Swordfighter
leafsaber47's Specter
leafsaber47's Kasane Randall
leafsaber47's Highmore
leafsaber47's Byleth
Mygavolt's Neon White
Mygavolt's Terra
Falchion's Diablo
Falchion's Lifeweaver
Falchion's Cala Maria
Falchion's Donkey Kong
ULTRAV01D's Mr Oshiro
 

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