Pet Mod [Gen 9] Crossover Chaos

the five most common types in the entire arceusdamn franchise
(except for ghost lol)

(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
-
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- 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

(New)

"...Oh, please don't mind me and take your time. I'm good at waiting, just like the mushrooms."
Pokémon: Ezra Theodore
Franchise/Origin: Reverse: 1999
Intended Tier: UU (with potential OU niche)
Type:
normal.png
grass.png

Stats: 107 / 71 / 85 / 118 / 85 / 65 (BST: 531)
Abilities: Pickup / Immunity (HA: Effect Spore)
4-move-physical.png
: Bide, Rock Climb, Solar Blade, U-turn, Astonish
4-move-special.png
: Swift, Hidden Power, Hyper Voice, Weather Ball, Terrain Pulse, Absorb, Mega Drain, Solar Beam, Giga Drain, Energy Ball, Grass Knot, Focus Blast, Pollen Puff, Flash Cannon, Water Pulse, Thunderbolt, Zap Cannon, Electro Ball, Mirror Coat, Stored Power, Dazzling Gleam, Disarming Voice
4-move-status.png
: Metronome, Substitute, Morning Sun, Safeguard, Follow Me, Helping Hand, Nature Power, Recycle, Wish, Copycat, Work Up, Play Nice, Spore, Grassy Terrain, Toxic, Purify, Wide Guard, Confuse Ray, Sunny Day, Rain Dance, Life Dew, Eerie Impulse, Light Screen, Reflect, Calm Mind, Role Play, Heal Pulse, Charm

Spore Veil -
grass.png
-
4-move-status.png
- N/A - 20 PP - —% - The user loses 50% of their maximum HP, in exchange, the user puts up a Spore Veil, which is identical to Aurora Veil’s functions and effects (can be removed by Defog/Brick Break/Psychic Fangs). Will not stack with the damage reduction effects of Reflect, Light Screen, and Aurora Veil.

Reasoning: In the world of Reverse:1999, time stopped at December 31, 1999; while Pokémon could’ve still existed in the alternate timeline version of Earth where the game takes place (Gen II in Japan, Gen I everywhere else), the Fairy-type never would’ve existed, thus his Star Afflatus results in his primary Normal-type instead of Fairy-type like some could assume; both the Normal & Fairy types are due to how the Cleffa/Clefairy-line are vaguely star-shaped (it is even in Cleffa’s category name). His secondary Grass-type despite being not of the Plant Afflatus is due to his high attunement to mycology, by his various magical and arcane mushrooms that he uses in battles to support allies. If his primary Normal-type was Fairy-type, his typing would match that of Shiinotic, a mushroom Pokémon representative of fairy rings, like the one he stumbled across in his homeland of Australia when he was young, and which awakened his interest in mushrooms. Like Shiinotic, the signature status move you’d mainly use Ezra for is Spore, probably coming from the arcane mushrooms he controls like minions (i.e.: force the mushrooms to spray spores on targets to put them to sleep), as Spore in CJK languages translate to Mushroom Spore, explaining why mushroom realmons are the only ones that learn it. His primary Ability is Pickup, due to being a researcher and explorer who is part of the Laplace Scientific Computing Centre; he tends to collect and research a lot of things for Laplace’s analysis projects, though he mainly ventures the world for mushrooms. Pokémon with Pickup possibly can pick up all three types of mushroom items starting with Gen VIII (Balm Mushroom is available through Pickup as early as Sun/Moon). Immunity, his other normal Ability is a nod to his Insight II artwork/outfit where he has a mask of some kind on to mainly protect him from spores that could potentially poison him. This coincidentally carries a serendipitous allusion to how he is currently the only fully human playable character (also tied into his Normal type) in Reverse:1999 who managed to survive the “Storm”, as almost every other humanoid playable character are Arcanists who managed to evade the “Storm” and its effects. His Hidden Ability is Effect Spore, because it usually is found on Grass-types who carry Spore or another sleep-inducing move like Sleep Powder, and almost every mushroom realmon has Effect Spore as a non-hidden ability. He isn’t truly a mushroom himself, so Effect Spore is a Hidden Ability instead of a standard Ability. His signature move, Spore Veil, is mainly based on his second Skill from his source material, which forces a demerit of some of his HP like it does here and provides a form of defence for his allies, which here becomes an Aurora Veil clone that can be used outside of hail/snow, this time having a different caveat for its use. Most of his base stats are derived from his various attributes in his source material. (HP to HP ofc, ATK to Attack/Sp. Atk, Reality DEF to Defense, Mental DEF to Sp. Def). Komala’s base Speed stat of 65 became Ezra’s base Speed stat, making him slightly slower than Breloom - but base 65 Speed is a very respectable Speed stat for Spore users. Komala is (obviously) based on the koala, one of the most iconic and endemic wildlife of Australia (where Ezra is from).

Code:
Ezra Theodore (M) @ Leftovers / Heavy-Duty Boots
Ability: Effect Spore
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spore
- Giga Drain
- U-turn / Hyper Voice
- Morning Sun
Code:
Ezra Theodore (M) @ Leftovers
Ability: Effect Spore
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Calm Mind
- Giga Drain
- Hyper Voice / Spore / Stored Power
- Focus Blast / Spore / Stored Power
Code:
Ezra Theodore (M) @ Light Clay / Sitrus Berry
Ability: Effect Spore
EVs: 244 HP / 12 SpA / 252 Spe
Timid Nature
- Spore Veil
- Giga Drain
- Wish
- Protect / Spore / U-turn

(Resub)
Character_Venti_Full_Wish.png

"Ready for takeoff!"
Pokémon: Venti
Franchise/Origin: Genshin Impact
Intended Tier: OU (Z-Crystal is Ubers)
Type:
flying.png

Stats: 84 / 100 / 69 / 117 / 80 / 150 (BST: 600)
Abilities: Aerilate (HA: Tangled Feet)
4-move-physical.png
: Fly, Sky Attack, Wing Attack, Aerial Ace, Brave Bird, Acrobatics, Dual Wingbeat, U-turn, Feint Attack, Fling, Play Rough, Quick Attack, Return, Endeavor, Fake Out, Last Resort, Arrow Shot, Steel Wing
4-move-special.png
: Gust, Air Cutter, Air Slash, Hurricane, Dazzling Gleam, Disarming Voice, Draining Kiss, Fairy Wind, Heat Wave, Razor Wind, Swift, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Round, Psychic, Mirror Coat
4-move-status.png
: Defog, Tailwind, Flatter, Switcheroo, Charm, Sweet Kiss, Detect, Sunny Day, Metronome, Sing, Supersonic, Whirlwind, Encore, Perish Song, Safeguard, Follow Me, Helping Hand, Slack Off, Teeter Dance, Lucky Chant, Bestow, Work Up, Confide, Play Nice, Agility, Calm Mind, Magic Coat, Life Dew

Splitting Gales -
flying.png
-
4-move-special.png
- 50 BP - 10 PP - 100% - Hits 2 times. Replicates Dragon Darts' targeting behaviour for its second strike.
Z-Move - Requires Splitting Gales and Barbatosium Z - Wind's Grand Ode -
flying.png
-
4-move-special.png
- 190 BP - User automatically whips up a Tailwind on their side of the field after dealing damage.

Reasoning: Pure-Flying type as the Wind Archon, due to lore of Genshin claiming the true forms of the Archons are beings made of pure energy. Aerilate is his primary ability to support his element of Anemo and does so with flying colors. His Hidden Ability is Tangled Feet due to his alcohol addiction; often he can be seen in the taverns of Mondstadt in a drunken stupor. Spinda, which carries that same ability, often is derided in the Pokémon community for having a gait that can be seen as drunken. (Even then, there's a canon drunken character in the old man in Viridian City, and the (first, FRLG) remakes of the game he debuted in is in the same gen that Spinda made its debut) His signature move is a stylised interpretation of a combination of the Divine Marksmanship Talent (its Charged Attack more specifically) and Splitting Gales, the first skill his Constellation grants him. The Z-Move carries his Archon name, Barbatos; and carries the same name as the Elemental Burst he has. Like with Mew, the Z-Move also performs an additional effect after dealing damage, thus Tailwind which complements his Flying-type and their massive Speed stats (only Electric type comes close). The high speed of Flying-types comes into Venti being granted a high base stat of 150 to illustrate how much he stereotypically adheres to the type most associated with wind. As a bard, he carries a massive amount of sound moves (especially the reliable Hyper Voice as a signature move/Hurricane alternative) apart from Boomburst, which would make him even more broken than he is in Genshin Impact itself. Venti himself has an Archon outfit as seen in the official web manga, which sports wings, thus he can use Steel Wing, Wing Attack, Brave Bird, Sky Attack, Dual Wingbeat, etc. Even if he isn't in his Archon outfit with wings, he can still be equipped with gliders with almost wing-like features and appearances. He gains Heat Wave, his portrayed type's obligatory coverage move, which is odd considering Heat Wave is a move of the Pyro element/Fire type.

Code:
Venti (M) @ Heavy-Duty Boots
Ability: Aerilate
EVs: 252 Atk / 252 Def / 4 Spe
Jolly Nature
- Fake Out
- Brave Bird / Dual Wingbeat
- U-turn / Whirlwind
- Defog
Code:
Venti (M) @ Life Orb / Barbatosium Z
Ability: Aerilate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice / Splitting Gales
- Heat Wave / Hyper Voice
- Morning Sun / Psychic / Stored Power
- Calm Mind

(New)

"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
 
Last edited:

A giant clam walks before you. With each step it takes, it sprays a fetid green muck. Is the clam the source of the contamination, or is it working to contain the filth?
Pokémon: Limbus Company
Origin: Limbus Company
Intended Tier: OU
Typing: Poison
Abilities: Liquid Ooze / Toxic Debris / Shell Armor
Moves: Sludge Bomb, Sludge Wave, Venoshock, Baneful Bunker, Haze, Toxic Spikes, Body Press, Iron Defense, Clear Smog, Gunk Shot, Mud Shot, Muddy Water, Infestation, Corrosive Gas, Acid Spray, Gastro Acid, Venom Drench, Poison Fang, Razor Shell, Crunch, Toxic

Stats: 65/80/170/95/110/60 [580]
Flavor Reasoning: Mono Poison from its primary mechanic in combat revolving around the poison status and its environment being laden with filth, with Water being ditched because Ambling Pearl is on land, not undersea. Toxic Debris because you knock green slime out of it that poisons the Sinners if left untouched. Its utterly obscene Defense is from its equally obscene unnerfed defenses before you expose the pearl in its fight. BST in general is in the sub-legendary range because it's classed as a WAW, which among the five risk levels assigned to Abnormalities is second to ALEPHs for the most dangerous.
Competitive Niche: This wall's packing ungodly amounts of utility, but is otherwise completely bricked by ghosts and is devoid of recovery.
 
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1704852931349.png

"Stop! Hold it right there! You don't know what you're doing. Return that star to me!"

Pokémon: Geno
Origin: Super Mario RPG
Intended Tier: OU (Maybe UU)
Typing: Grass, Fairy
Abilities: Mega Launcher, Sniper, Victory Star <-- (Hidden Ability)
Notable Moves: Agility, Armor Cannon, Aura Sphere, Calm Mind, Clear Smog, Cosmic Power, Dazzling Gleam, Energy Ball, Extrasensory, Final Gambit, Fire Blast, Flamethrower, Flash Cannon, Focus Blast, Giga Drain, Healing Wish, Leaf Storm, Mach Punch, Meteor Beam, Meteor Mash, Moonblast, Moonlight, Mystical Fire, Play Rough, Rapid Spin, Snipe Shot, Solar Beam, Tera Blast, Terrain Pulse, Thunderbolt, Trailblaze
Signature Z-Move: If Geno is holding the Genoium Z and is using the move Moonblast, he can use the move Star Riders - (Fairy type, Special, 200 BP, 100% Accurate, No Secondary Effect)
Stats: 75/100/55/110/50/120 (510)
Reasoning: Geno is a grass type because he is made out of wood and also first found in a forest. He is a fairy type because he is actually a star guardian and I think that fit fairy more than any other type. His main 2 abilities (Mega Launcher and Sniper) are representing his main way of attacking: his rocket arms. His hidden ability (Victory Star) is used to represent how Geno is a star guardian. Most of his moves just represent simple attacks from Mario RPG. His Z-Move is a direct reference to the triple move he uses with Mario and Mallow. It's the first triple move you get access to it that game so it had to be on Geno's kit somewhere. Finally, his stats loosely represent his role as the glass cannon in Mario RPG. He has the fastest speed in Mario RPG, pretty high attacking stats, and mediocre defences, and that reflects on his stats.
Geno (M) @ Genoium Z
Ability: Mega Launcher
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Moonblast
- Energy Ball / Leaf Storm
- Aura Sphere / Armor Cannon


Geno (M) @ Choice Specs
Ability: Mega Launcher
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Snipe Shot
- Moonblast
- Energy Ball / Leaf Storm
- Aura Sphere / Armor Cannon
 
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.
 


Pokémon: Bracken
Franchise/Origin: Lethal Company
Intended Tier: OU (it's prolly bound for UUBL if i'm being honest lmao)
Type: Dark / Grass
Ability: Stakeout (HA: Emergency Exit)
Notable moves: Flower Trick, Throat Chop, U-Turn, Shadow Sneak, Sucker Punch, Quick Attack, Poison Jab, Solar Blade, Focus Punch, Night Slash, False Surrender, Foul Play, Lash Out, Feint Attack, Pursuit, Phantom Force, Horn Leech, Trailblaze, Snap Trap, Branch Poke, Astonish, Vise Grip, Wrap, Facade, Dark Pulse, Snarl, Energy Ball, Shadow Ball, Tera Blast, Parting Shot, Screech, Stun Spore, Thunder Wave, Agility, Curse, Mean Look, Taunt, Torment, Rest, Sleep Talk, Substitute, Protect
Stats: 85/85/56/61/85/110 (482 BST)

Reasoning: For those who live under a rock don't know, the Bracken, also known as the Flowerman, is one of the flagship enemies found in part-time comedy part-time horror game Lethal Company. Possibly the scariest enemy in the game, the Bracken's fairly complex AI (compared to other enemies) has it hide out in corners and attempt to approach the players from behind, slowly stalking them. Eventually, it goes for the kill via neck snap. If looked at, it scurries away, to return in a little bit. I thought the ability Stakeout was a perfect fit for this behavior. If you aren't careful and panic, it can get a free kill off a lousy switch. The best way to fight it is to position well and don't let it get opportunities to kill, just like in its game. Emergency Exit as an alternative ability is just a funny way to represent the retreating behavior; I don't expect it to actually be used.

Flower Trick is its main spammable STAB, with an effective 105 BP. That said, Grass isn't the best offensive typing. Bracken's Dark STAB, a much better offensive typing, isn't amazing, however; it lacks access to Knock Off so is forced to rely on the slew of 70-80 BP Dark moves. It doesn't have the greatest coverage, either; Poison Jab, Phantom Force, and that's about it. It has Sucker Punch and Shadow Sneak for priority, and U-Turn for pivoting. It has a little utility in Taunt and paralysis spreading.

Overall, it's a powerful pseudo-trapper thanks to Stakeout (and Pursuit), but like the realmons before it, it's not optimized to use it at a high level. Its middling bulk and poor defensive typing leave it vulnerable if not positioned well.

The stats are references to moons in the game. Each moon has its own number, and 85, 56, and 61 are the three moons that the Bracken is most common on. Its Speed stat comes from 220-Assurance, as I figured 220 was a little too fast for this guy. Just a bit.
 

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, 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.



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: 83/82/105/90/120/75 | 555 BST
Terra v2.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.



"It's fine to take your time to decide. But as with everything, the choice is your own."
Pokémon: Eizen
Franchise/Origin: Tales of Zestiria/Berseria
Intended Tier: UU
Type: Rock/Flying
Ability: Reaper's Curse - If the user is Flying-type, then its Ground immunity is downgraded to a resistance (which the Rock part of Eizen's typing makes neutral), and it is left prone to (Toxic) Spikes, Sticky Web, and terrain effects. This Ability cannot be removed, but Air Balloon and Telekinesis cancel it out.
Notable moves: Accelerock, Ice Punch, Poison Jab, Drain Punch, Earthquake, Flare Blitz, Cross Chop, Dragon Ascent, Anchor Shot, Heat Wave, Power Gem, Ice Beam, Giga Drain, Earth Power, Vacuum Wave, Substitute, Hurricane, Shadow Ball, Recover, Wish, Outrage, Dragon Pulse, Dark Pulse, Stone Edge, Protect, Teleport, Revival Blessing
Other moves: Pound, Peck, Low Sweep, Smack Down, Acrobatics, Sky Uppercut, Fire Punch, Gust, Air Slash, Mud Shot, Agility, Heal Pulse, Rock Slide, Circle Throw, Detect
Z-Move: Venom Strike - Rock, Physical, 210 BP | Has combined efficacy with Poison, except against Steel-types. | Requires Stone Edge and Eizenium Z
Stats: 92/91/59/91/91/123 | 547 BST



"Edna..."
Primal Reversion: Eizen-Dragon
Item: Malevolence Overload
Intended Tier: OU
Type: Rock/Dragon
Ability: Multiscale
Stats: 92/121/59/101/111/163 (+30 Atk, +10 SpA, +20 SpD, +40 Spe) | 647 BST


Reasoning: Rock/Flying typing comes from Wielder of Earth and Wind: "A title for one adept at malak earth artes for vitality, and wind artes for flow." (This title is the second from the top.) His "Reaper's Curse" is a unique subversion of the blessings that pour out when a malak receives prayers (as well as a convenient excuse to remove the illogical Ground/hazard/terrain immunities). Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of his movepool is based on his artes. (His main forms of offense are martial artes and malak artes: the former physically oriented, and the latter magically oriented.)
Martial
Fate: Pound (weak non-elemental attack)
Verdict: Peck, Low Sweep (weak wind attack; lowers Focus (Speed-ish))
Tempo: Accelerock (weak earth attack)
Eleventh Hour: Smack Down ("Has a chance to knock down enemies.")
Winter Winds: Ice Punch, Poison Jab ("a swift hook surrounded by cold air"; causes poison)
Clear Path: Drain Punch, Acrobatics (described as a hook and absorbs HP; wind-imbued)
Lighthouse: Earthquake, Flare Blitz, Sky Uppercut ("Stomps down with great force"; "follows up with an explosive mid-air uppercut strong enough to shake the earth")
Mirage: Fire Punch ("a white-hot hook")
Coercion: Cross Chop ("Performs a sudden chop")
Last Throes: Dragon Ascent (strong wind attack)
Deceiving Pummel: Anchor Shot ("Causes countless chains to erupt from the ground.")

Malak
Wind Lance: Gust (weak wind attack)
Air Thrust: Air Slash (not-so-weak wind attack)
Hell Gate: Heat Wave (fire+wind attack)
Stone Lance: Power Gem (involves rock)
Frigid Photon: Ice Beam, Giga Drain ("Fires a chunk of ice that shatters into a cascade of ice blossoms upon impact." (reminiscent of early Ice Beam animations); absorbs HP)
Geo Rumble: Earth Power, Mud Shot ("Causes the ground to shake"; inflicts slow)
Flash Step: Vacuum Wave ("Instantly moves to one enemy.")
Illusory Veil: Substitute (grants invulnerability when hit (I kinda had to fudge this one))
Plundering Ghost: Hurricane, Shadow Ball (powerful wind-imbued attack; has "ghost" in the name)

Healing
Quickness: Agility (boosts movement speed)
Resurrection: Recover, Wish, Heal Pulse (restores HP), Revival Blessing

Break
Draconic Drive: Outrage (name association)
Dragon Dive: Dragon Pulse, Dark Pulse ("Unleashes a wave of pure darkness")
Tyrant's Fete: Rock Slide, Stone Edge (earth-imbued)

Other
Road of Survival (Change): Circle Throw ("Knocks enemies back")
Venom Strike (5 BG Mystic Arte; earth-imbued)
His base stats are calculated by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
His dragon form is based on the concept that a malak like him can transform into a dragon when overloaded with malevolence. As foreshadowed in the side quests of Tales of Berseria, this does inevitably happen to him, making him a minor antagonist / side boss in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)

abilities.ts
JavaScript:
reaperscurse: {
  onStart(pokemon) {
    if (!pokemon.hasItem('airballoon') {
      pokemon.addVolatile('smackdown');
    }
  },
  onAfterUseItem(item, pokemon) {
    if (pokemon !== this.effectData.target || item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onTakeItem(item, pokemon) {
    if (item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onEffectiveness(typeMod, target, type, move) {
    if (type === 'Ground' && target.volatiles['smackdown']) {
      return typeMod - 1;
    }
    return typeMod;
  },
  isPermanent: true,
  isUnbreakable: true,
  name: "Reaper's Curse",
  desc: "If this Pokemon is Flying-type, then its immunity to Ground becomes a resistance, and it is prone to the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability. The effects of Air Balloon and Telekinesis nullify the groundedness.",
  shortDesc: "Flying-type: Not airborne; resistant instead of immune to Ground.",
  rating: -0.5,
},
moves.ts
JavaScript:
telekinesis: {
  inherit: true,
  condition: {
    duration: 3,
    onStart(target) {
      if (['Diglett', 'Dugtrio', 'Palossand', 'Sandygast'].includes(target.baseSpecies.baseSpecies) ||
          target.baseSpecies.name === 'Gengar-Mega') {
        this.add('-immune', target);
        return null;
      }
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      if (target.volatiles['smackdown'] || target.volatiles['ingrain']) return false;
      this.add('-start', target, 'Telekinesis');
    },
    onAccuracyPriority: -1,
    onAccuracy(accuracy, target, source, move) {
      if (move && !move.ohko) return true;
    },
    onImmunity(type) {
      if (type === 'Ground') return false;
    },
    onUpdate(pokemon) {
      if (pokemon.baseSpecies.name === 'Gengar-Mega') {
        delete pokemon.volatiles['telekinesis'];
        this.add('-end', pokemon, 'Telekinesis', '[silent]');
      }
    },
    onResidualOrder: 16,
    onEnd(target) {
      this.add('-end', target, 'Telekinesis');
    },
  },
},
venomstrike: {
  accuracy: true,
  basePower: 210,
  category: "Physical",
  name: "Venom Strike",
  desc: "This move combines Poison in its type effectiveness against the target, unless the target is Steel-type.",
  shortDesc: "Combines Poison in its type effectiveness against non-Steel-types.",
  pp: 1,
  priority: 0,
  flags: {},
  isZ: "eizeniumz",
  onEffectiveness(typeMod, target, type, move) {
    if (target.hasType('Steel')) {
      return typeMod;
    }
    return typeMod + this.dex.getEffectiveness('Poison', type);
  },
  secondary: null,
  target: "normal",
  type: "Rock",
},
items.ts
JavaScript:
airballoon: {
  inherit: true,
  onStart(target) {
    if (!target.ignoringItem() && !this.field.getPseudoWeather('gravity')) {
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      this.add('-item', target, 'Air Balloon');
    }
  },
},



"Adversity is said to be the best motivation."
Pokémon: Dohalim il Qaras
Franchise/Origin: Tales of Arise
Intended Tier: UU
Type: Dark/Ground
Ability: Rod Extension - If the user avoids a move with Detect, then the user gains the effects of Long Reach and Focus Energy for the next five turns or until after switching out, whichever comes first. This Ability can activate repeatedly to reset the turn counter.
Custom move: Air Pressure (Thousand Arrows but special and single-target)
Notable moves: Darkest Lariat, Sucker Punch, Fiery Wrath, Headlong Rush, Earthquake, Earth Power, Stone Edge, Accelerock, Power Gem, Thunderous Kick, Acrobatics, Power Whip, Dragon Hammer, Rapid Spin, Bind, Nature Power, Stealth Rock, Recover, Wish, Aromatherapy, Revival Blessing, Detect, Teleport
Other moves: Night Daze, Dark Pulse, Fling, High Jump Kick, Sky Uppercut, Double Hit, Double Slap, Fury Attack, Constrict, Heal Pulse, Aqua Ring, Cosmic Power, Block, Rototiller
Z-Move: Epochal Severance - Dark, Physical, 180 BP | Inflicts -1 Def and SpD on the target. | Requires Sucker Punch and Dohalium Z
Stats: 100/99/86/78/98/82 | 543 BST


Reasoning: Being Renan allows Dohalim to use dark magic, which supports Dark typing. As for Ground, he is the elemental lord of earth, and his power is mostly connected to making things like stalagmites and plants grow out of the ground. (This inspires Nature Power and Rototiller, and the plant aspect shows in his Boost Attack, which is the basis for Bind, Constrict, and Block.) Rod Extension is a battle mechanic unique to him, whereby a perfect dodge (parallel to Detect) momentarily lengthens his rod, buffing his melee range and critical hit ratio. Teleport comes from the ability to switch party members, while other moves are based on his artes.
Recovery
Heal, Cure: Recover, Heal Pulse, Wish
Regenerate: Aqua Ring
Dispel: Aromatherapy (cures status ailments)
Resurrection: Revival Blessing
Barrier: Cosmic Power (raises Defense and Elemental Defense)
Lionheart: Agility (raises AG recovery speed)

Ground Attacks
Tempest: Double Slap ("barrage of rod strikes")
Catapult: Fling ("Throws a twirling rod.")
Solitary Captivity: Stealth Rock ("lays a rock trap")
Penumbra: Accelerock ("moves instantly over an enemy"; earth-based)
Elusive Deity: Sky Uppercut, Darkest Lariat ("Rushes forward and thrashes [the] enemy in an upward leap."; dark-based)
Seismic Rupture: Headlong Rush, Stone Edge ("Dohalim twirls his rod while charging forward, following it up with a rock attack.")
Crescent Flash: Acrobatics (wind-based)
Sanguine Blossom: Thunderous Kick, Power Whip ("Launches a combo from an upper kick, then follows up with a rose vine lashing."; inflicts Curse, which increases damage taken)

Air Attacks
Rotating Piledriver: Rapid Spin ("a vertical spin")
Tornado Drive: Dragon Hammer ("slamming the staff downward")
Sonic Spear: Fury Attack ("A forward rush with repeated thrusts.")
Demon's Lance: Sucker Punch ("Forms a spear of darkness and throws it.")
Soaring Blast: Earthquake ("Sends a shockwave along the ground")
Eagle Rage: Double Hit, High Jump Kick ("Fires two shockwaves, then launches a diving attack.")

Artes
Stalagmite: Earth Power ("makes the ground rise upward across multiple phases")
Air Pressure ("crushes the area surrounding an enemy")
Ground Dasher: Power Gem ("gushes rocks out of an earth fissure")
Negative Gate: Dark Pulse (base dark)
Bloody Howling: Night Daze (higher dark)
Execution: Fiery Wrath (strongest dark)
Stats are derived from their Level 100 counterparts in-game, with Penetration representing Speed. HP is divided by 100 and doubled in its deviation from the minimum, whereas the rest of the stats are simply divided by 8 (SpA) or 6 (others).
Alphen: 105/113/100/66/80/98 | 562 BST
Shionne: 83/87/83/90/110/81 | 534 BST
Rinwell: 69/84/73/146/112/97 | 581 BST
Law: 88/128/78/64/68/114 | 540 BST
Kisara: 114/96/121/56/65/91 | 543 BST

JavaScript:
rodextension: {
  // The activation of this Ability is implemented in Detect's `condition` in moves.ts
  onEnd(pokemon) {
    pokemon.removeVolatile('rodextension');
  },
  condition: {
    duration: 5,
    noCopy: true, // doesn't get copied by Baton Pass
    onStart(target): {
      this.add('-start', target, 'ability: Rod Extension');
    },
    onModifyMove(move) {
      delete move.flags['contact'];
    },
    onModifyCritRatio(critRatio) {
      return critRatio + 2;
    },
    onEnd(target) {
      this.add('-end', target, 'ability: Rod Extension', '[silent]');
    },
  },
  name: "Rod Extension",
  desc: "If this Pokemon avoids a move using Detect, its chance for a critical hit rises by 2 stages, and its attacks cease to make contact with the target. This effect lasts for 5 turns starting from the latest activation of this Ability, which can be renewed if the condition is fulfilled anew.",
  shortDesc: "If Detect works, 5-turn non-contact and crit ratio boost.",
  rating: 1.5,
},
moves.ts:
JavaScript:
detect: {
  inherit: true,
  volatileStatus: 'detect',
  condition: {
    duration: 1,
    onStart(target) {
      this.add('-singleturn', target, 'Protect');
    },
    onTryHitPriority: 3,
    onTryHit(target, source, move) {
      if (!move.flags['protect']) {
        if (move.isZ || (move.isMax && !move.breaksProtect)) target.getMoveHitData(move).zBrokeProtect = true;
        return;
      }
      if (move.smartTarget) {
        move.smartTarget = false;
      } else {
        this.add('-activate', target, 'move: Protect');
      }
      const lockedmove = source.getVolatile('lockedmove');
      if (lockedmove) {
        // Outrage counter is reset
        if (source.volatiles['lockedmove'].duration === 2) {
          delete source.volatiles['lockedmove'];
        }
      }
      if (target.hasAbility('rodextension')) {
        const rodextension = target.getVolatile('rodextension');
        if (rodextension) {
          delete target.volatiles['rodextension'];
        }
        target.addVolatile('rodextension');
      }
      return this.NOT_FAIL;
    },
  },
},
 
Last edited:
i'm so sorry everyone
R.da78d8696c23c93d644f0d20e093d8be.jpeg

Pokémon: Crewmate
Franchise/Origin: Among Us
Intended Tier: UU
Type:
normal.png

Ability: Download, Analytic (HA)
4-move-physical.png
Retaliate, Last Resort, Endeavor, Facade, Razor Shell, Sappy Seed, Power Whip, Spark, Gunk Shot, Diamond Storm, Rock Blast, Rock Slide, Sand Tomb, Revenge, Pursuit, Payback
4-move-special.png
Eject, Swift, Tri Attack, Scald, Hydro Pump, Solar Beam, Leaf Storm, Charge Beam, Thunderbolt, Volt Switch, Power Gem, Meteor Beam, Sludge Bomb, Moonblast
4-move-status.png
Lock-On, Safeguard, Work Up, Tidy Up, Recycle, Confide, Flash, Leech Seed, Jungle Healing, Sleep Powder, Thunder Wave, Tailwind, Poison Powder, Bulk Up, Healing Wish, Trick Room, Gravity, Taunt
Signature Move: Eject -
normal.png
-
4-move-special.png
- 90 BP - 16 PP - 90% Acc
-6 Priority. Switches opposing Pokémon out of battle. Similar to Dragon Tail or Circle Throw.
Stats: 85/95/85/95/85/55 - Total: 500

REASONING:

References:
The Crewmate from Among Us needs no introduction. I didn't use the Impostor (yes they spell it that way in the game) as the basis for the submission because all it does is just killing people with like 4 different animations so I thought it would lead to a pretty boring and shallow movepool. I instead opted for the Crewmate, with a set of moves based on the various tasks in the games. The ability Download represents a task in the game, and Analytic represents the Crewmate's goal, which is to vote out the impostor by observing the other players' activity until you discover who it is. The Crewmate has various Grass, Electric, and Rock type attacks, reflecting the many tasks related to plants, wires/electricity, and crystals, respectively. Other tasks represented include making a sand castle (Sand Tomb), dealing with boiling water (Scald), and emptying the trash (Gunk Shot). Healing Wish represents the Guardian Angel, which a Crewmate may become upon dying, which can protect the remaining crew. The Crewmate's speed is something that can be changed depending on the lobby, so I mimicked that by adding low base speed, but Trick Room to flip it on its head.
Competitive: Both of the Crewmate's attack stats are good, and the many great attack options allow for a very versatile attacker. Download can also be helpful, especially if you are running a mixed set. It's got some good stat-boosting moves as well, like Work Up. On the utility end, it's not bad, with good moves like Tidy Up and Tailwind (to boost the mediocre speed) and other things like Leech Seed and Taunt. If you aren't trying to boost speed, Analytic can provide some a useful power boost. Gravity also pairs well with the Eject signature move's 90% accuracy.
 

Pokémon: Flurrie
Franchise/Origin: Super Mario Bros. (Paper Mario)
Intended Tier: OU
Type: Flying/Fairy
Regional Variation: (Optional)
Ability: Thick Fat | Wind Rider | Misty Surge (HA)
Notable moves: Hurricane, Defog, Draining Kiss, Whirlwind, Body Slam, Lovely Kiss, Moonblast, Dazzling Gleam, Bleakwind Storm, Tailwind, Blizzard, Icy Wind, Heat Wave,
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 120 / 100 / 110 / 100 / 70 / 50 (550)
 

You're full of shit!
Pokémon: Noah
Franchise:
Xenoblade Chronicles
Type:


Ability: Sharpness, Omnipresent Blade
Omnipresent Blade: Boosts critical hit ratio by +1.

Notable Moves: Lucky Seven, Night Slash, Sacred Sword, Psycho Cut, Swords Dance, Memento, Healing Wish, Wish, Heal Bell, Perish Song, Grass Whistle, Torch Song, Flash Cannon, Rapid Spin, Dragon Tail, Tachyon Cutter
Lucky Seven:
|
| 90 BP | 100% accuracy | 15(24) PP | Super effective against Steel-type (Freeze-Dry clone), affected by Sharpness.
Z-Move: Final Lucky Seven
Final Lucky Seven:
|
| 40BP | --% accuracy | Requires Lucky Seven | Hits 5 times.

Stats: 65 / 125 / 70 / 60 / 70 / 100 (552 BST)

Reasoning: Noah is the protagonist of Xenoblade Chronicles 3. His base class is Swordfighter, which is what much of his movepool is based on. An innate ability of the Swordfighter class is to increase the damage ratio of attacks. The ability Sharpness represents this. Noah's signature ability, Omnipresent Blade, is one of his character skills. This skill increases the chance of critical hits for Noah's attacks and does the same thing here. Lucky Seven is the name of one of Noah's swords. This sword has the power to destroy Ferronis and their Flame Clocks. Because of this, Lucky Seven is a Freeze-Dry variant that is super effective against Steel-types.

At the beginning of the game, Noah is an Off-Seer for his colony. Off-Seers essentially drain life-force of the dead to siphon back to their colony by playing the flute. This gives Noah access to some clerical moves (but no self-healing moves) and musical moves. To of his Ouroboros moves are called Spinning Edge, Tachyon Slash and Dragon Tail, giving him Rapid Spin, Tachyon Cutter and Dragon Tail. Finally, Noah's exclusive Z-Move, Final Lucky Seven, is the ultimate god-slaying, JRPG boss-killing art of the game. It's a five-hit combo move in Xenoblade as it is here.


I tried... We tried to walk the path, and failed!
Pokémon: Moebius N
Franchise:
Xenoblade Chronicles
Type:

Item: N's Mask

Ability: Sharpness, Kenotic Purge
Kenotic Purge: Raises critical hit ratio when switched in (Intrepid Sword variant).

Notable Moves: Chimera, Night Slash, Sacred Sword, Psycho Cut, Swords Dance, Memento, Healing Wish, Wish, Heal Bell, Perish Song, Grass Whistle, Torch Song, Flash Cannon, Rapid Spin, Dragon Tail, Tachyon Cutter
Chimera:
|
| 90 BP | 100% accuracy | 15(24) PP |+1 critical hit ratio
Z-Move: Wraith's Swordplay
Wraith's Swordsplay:
|
| 50BP | --% accuracy | Requires Chimera | Hits 4 times.

Stats: 65 / 135 / 70 / 60 / 70 / 110 (552 BST)

Reason: To cut to the chase, N is a past version of Noah who has watched all of his other incarnations fail to stop an endless cycle of war and death. That along with a cool mask makes N an angrier, stronger version of Noah. Noah turns into Moebius N form when holding N's Mask.
 
Thanks for all the submissions this week. Voting is on time for a change and will be one week long as usual.
leafsaber47's Highmore
leafsaber47's Ezra Theodore
leafsaber47's Venti
leafsaber47's Kasane Randall
KirbyRider1337's Ambling Pearl
ULTRAVO1D's Geno
Falchion's Diablo
Falchion's Lifeweaver
Falchion's Cala Maria
Falchion's Donkey Kong
cyclonez_'s Bracken
Mygavolt's Gail
Mygavolt's Terra
Mygavolt's Eizen
Mygavolt's Dohalim
SpyderMarz's Crewmate
Swagodile's Madame Flurrie
ToadBrigade's Noah
 
Well, well, well... how the turn tables...

cyclonez_'s Bracken
leafsaber47's Kasane Randall
KirbyRider1337's Ambling Pearl
 
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Congratulations to ULTRAV01D, SpyderMarz and KirbyRider1337 for winning with Geno, Crewmate and Ambling Pearl. There was a tie between KirbyRider1337's Ambling Pearl and cyclonez_'s Bracken that I broke with my vote.

This slate's bonus theme is ninjas. Submissions can be characters who are actual ninjas (eg: Sheik) or are known for using stealthy tactics similar to ninjas. Thanks leafsaber47 for the theme suggestion.

Submissions will be open for one week.

Have fun!​
 
Ninjas, huh? I think I've got a good submission.

128px-Snake's_Poster_NH_Texture.png


Pokémon: Snake
Franchise/Origin: Animal Crossing
Intended Tier: UU, leaning more towards OU
Type: Normal/Fighting
Abilities: Speed Boost / Limber / Protean
Notable moves: Water Shuriken, Mat Block, Smokescreen, Fake Out, Sucker Punch, Extreme Speed, Bullet Punch, Mach Punch, Vacuum Wave, Brick Break, High Jump Kick, Drain Punch, the elemental punches, Acrobatics, Play Rough, Night Slash, U-Turn, Focus Blast, Shadow Ball, Energy Ball, Agility, Double Team, Bulk Up, Calm Mind, etc.
Stats: 75/105/55/95/55/115 (BST: 500)
Reasoning: I was actually kinda surprised to see the lack of Animal Crossing characters in the thread, so I decided to submit someone that also just so happens to fit this slate's bonus theme. Snake, the jock rabbit villager! A ninja rabbit that loves to work out in the morning and do ninja activities at night! The Fighting type represents his will to work out, whereas the Normal type is there because he's just a regular villager at the end of the day. His abilities and stats are befitting of a ninja as well, with great Speed and Attack stats to make up for his low defences, and Speed Boost to further increase his Speed every turn! With him being a ninja, giving him ninja moves like Water Shuriken and Mat Block was a must. Not to mention how agile he is, hence moves like Acrobatics, HJK and ESpeed, but also status moves like Agility and Double Team. Although he struggles a bit with Fairy types, he also has access to U-Turn, which means he can deal a slight bit of damage and bail it out to let a more advantageous mon take his place. Also, even though he's a physical attacker with a mostly physical movepool, his base Special Attack stat of 95 isn't to be underestimated. If you invest enough EVs into it, it can allow for moves like Shadow Ball or Energy Ball to hit almost if not just as hard as his physical ones. Lastly, he has access to both Bulk Up AND Calm Mind, meaning you get to take your pick between physical and special!



Do keep in mind this is my first submission, so I recognise that it may not be the best. If you have any criticism, please let me know! I'll gladly keep it in mind! Thanks for reading this message.
 
Weapon reskins in TF2 have always seemed like a strange case to me.

1705945831976.png

Pokémon: **Spy**
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Type: Dark
Abilities: Illusion, Stakeout (HA)
Notable moves: Guillotine, Night Slash, Foul Play, Sucker Punch, Backstab, Bullet Punch, Trailblaze, Icicle Crash, Ice Shard, Shadow Claw, Knock Off, Fake Out, Parting Shot, Fleur Cannon (notably lacking other Fairy moves), Encore, Swords Dance, Spite, Torment, Taunt, Conversion 2, U-Turn (but not other Bug moves), Discharge, Thunder Wave, Electro-Sapper, etc.
Signature move 1: Backstab (80 BP, Dark, Physical, 100% accuracy, 16 PP, 1.5x damage if user moves before the target) (Contact)
Signature move 2: Electro-Sapper (Electric, Status, 90% accuracy, 16 PP, applies damage over time and traps the target, akin to Magma Storm, target gets -1 Spe)
Z-Move: Right Behind You (Backstab) (140 BP, Dark, Physical, Heals 1/3 damage dealt, +1 Speed on use)* (Contact)
Stats: 70/115/70/85/80/120 (540 BST)

Explaination:
Spies are close enough to ninjas, right? I mean, Spy can go invisible and quite literally has a kunai as a weapon, so I'd say it counts.
Spy's personality, also known as "generally being a dick to everyone", makes him a good candidate for the Dark type.
Some of the Spy's moves are references, such as Fleur Cannon referencing the ending scene of Meet the Spy. Other examples include Icicle Crash and Ice Shard referencing the Spycicle, Trailblaze referencing the Big Earner, Swords Dance referencing Spy's Fencing taunt, and Right Behind You's effects referencing both the Conniver's Kunai and Big Earner, Discharge/Thunder Wave/Electro-Sapper all acting as references to the Sapper, etc.
Spy's primary ability, Illusion, references the Disguise Kit, whereas Spy's hidden ability, Stakeout, moreso generally fits (in my opinion) with some aspects of Spy's playstyle in TF2.

Hopefully this is good for my first attempt at doing anything of this sort.
*Disclaimer: I don't know if this is possible with Z-moves because I never played a Gen 7 game and I have no damn clue what is and isn't possible with them.
 
Last edited:
featuring types from the type combination completion class of 2022

(New)

"Yes, lift your voices! Sing for me! Sing for me!"
Pokémon: Phantom
Franchise/Origin: Arknights
Intended Tier: OU
Type:
psychic.png
dark.png

Stats: 81 / 83 / 81 / 73 / 70 / 118 (BST: 506)
Abilities: Sinister Voice (HA: Illusion)
Signature ability - Sinister Voice - Liquid Voice clone that turns the user's sound-based moves Dark-type (instead of Water-type).
4-move-physical.png
: Psycho Cut, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Fling, Night Slash, Sucker Punch, Foul Play, Throat Chop, Fury Cutter, U-turn, X-Scissor, Lunge, Dual Chop, Counter, Reversal, Revenge, Close Combat, Aerial Ace, Bounce, Acrobatics, Shadow Sneak, Phantom Force, Poltergeist, Cut, Fury Swipes, Quick Attack, Slash, False Swipe, Endeavor, Fake Out, Feint, Chip Away, Cross Poison, Poison Jab, Rock Slide, Rock Tomb, Smack Down
4-move-special.png
: Psychic, Extrasensory, Psyshock, Dark Pulse, Night Daze, Snarl, Focus Blast, Vacuum Wave, Mystical Fire, Air Slash, Night Shade, Shadow Ball, Ominous Wind, Hex, Icy Wind, Hyper Voice, Echoed Voice, Boomburst, Water Pulse
4-move-status.png
: Agility, Light Screen, Reflect, Imprison, Role Play, Psychic Terrain, Flatter, Snatch, Taunt, Torment, Embargo, Nasty Plot, Switcheroo, Quash, Parting Shot, Moonlight, Misty Terrain, Detect, Quick Guard, Will-O-Wisp, Destiny Bond, Spite, Grudge, Spikes, Haze, Snowscape, Double Team, Substitute, Swords Dance, Encore, Mean Look, Perish Song, Psych Up, Follow Me, Me First, After You, Work Up, Confide, Spotlight, Rain Dance

Reasoning: Primary Psychic-type due to Rosalind, Gym Leader from infamous Pokémon fangame Pokémon Uranium, being a Psychic-type specialist, which has a theatre-based theme to her, which ties into Phantom's namesake, the Phantom of the Opera. Secondary Dark-type due to being a vigilante and assassin with the ability to alter shadows using his vocal cords. His supernatural voice cords are used for his Primary Ability, Sinister Voice, as it converts his sound-based moves to Dark-type like Liquid Voice does for the Primarina line. His Hidden Ability is Illusion, which references the Ominous Apparitions (which are derived from the Phantom of the Mirror summons from his un-brainwashed, playable version) he summons to bait the Doctor’s Operators during the boss fight of IS#2, Phantom and Crimson Solitaire, where the former faction he was in, the Crimson Troupe, has brainwashed him to continue the criminal activities he wanted to escape from joining Rhodes Island’s Operators. As gaslighting is a step below brainwashing to a certain extent, Illusion fits because it is the signature ability of fellow Dark-type Zoroark, one of N’s most iconic Pokémon (and can create illusions like that which the brainwashed Phantom makes, and like with how the Crimson Troupe brainwashed Phantom, whose real name is Lucian, the same name as one member of the Sinnoh Elite Four from the previous generation that N is from (Caitlin, part of Unova’s Elite Four, was initially from Sinnoh before moving to Unova), Team Plasma gaslit N into believing the ideas that they held, mainly from his abusive adoptive father, Ghetsis. Along with Boomburst (and Perish Song) for a lethal use of his vocalisations, which avoids the pitfalls Primarina had with Liquid Voice if Boomburst and Sinister Voice are both used at once, his dual blades give him the ability to use X-Scissor and Cross Poison, tools for defeating other Dark-types and the Fairy-types he is weak to respectively. His penchant for theatre motifs, symbolism, etc. allows him to use Encore and Spotlight to compliment his mastery over sound-based moves. His base stats are based on his own stats within Arknights itself when he is in his Elite 2 promotion status. His base Attack and Sp. Atk stats are nearly even akin to Zoroark who has similar mixed attacking stats, due to his proficiency with bladed weapons and his Originium Arts, which he already shows much prowess in with his sound wave manipulation to break the psyche of his victims.

Code:
Phantom (M) @ Choice Specs
Ability: Sinister Voice
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Psyshock
- Focus Blast / Vacuum Wave
- Parting Shot / U-turn
Code:
Phantom (M) @ Life Orb
Ability: Illusion
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Psycho Cut
- Close Combat / Pursuit
- Swords Dance
Code:
Phantom (M) @ Heavy-Duty Boots
Ability: Illusion
EVs: 248 HP / 4 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Taunt / Encore
- Spikes
- U-turn / Parting Shot

Theme Slate Reasoning: Phantom's an assassin... pretty sure ninjas classify as assassins right? The ninja's stealth techniques are actually a psychological illusion (ha) of sorts to the feudal targets they were tasked to assassinate, and we all know how well the amount of psychological torment he inflicts onto the victims off and on the battlefields fellow Operators get deployed onto. If it makes it any better — and if you know your Mega Man chops, Phantom's own codename is the second word found in the name of the Mega Man Zero character Hidden Phantom who is very much an actual ninja who is very efficient at throwing shurikens at the Four Guardians' foes.

(Gen 8 Resub)

"Keep a good distance - there!"
Pokémon: Goldenglow
Franchise/Origin: Arknights
Intended Tier: OU
Type:
psychic.png
electric.png

Stats: 76 / 41 / 70 / 82 / 130 / 85 (BST: 484)
Abilities: Static / Aftermath (HA: Galvanize)
4-move-physical.png
: Spark, Wild Charge, Flail, Fake Out, Last Resort, Hold Back, Low Kick, Force Palm, Low Sweep, U-turn, Iron Tail
4-move-special.png
: Confusion, Dream Eater, Psybeam, Psychic, Mirror Coat, Psyshock, Thunder, Thunder Shock, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Discharge, Volt Switch, Parabolic Charge, Rising Voltage, Sonic Boom, Swift, Tri Attack, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Terrain Pulse, Signal Beam, Shadow Ball, Energy Ball, Grass Knot, Snarl, Disarming Voice, Dazzling Gleam
4-move-status.png
: Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Guard Split, Psychic Terrain, Thunder Wave, Charge, Magnet Rise, Eerie Impulse, Electric Terrain, Disable, Flash, Mean Look, Pain Split, Copycat, Work Up, Tearful Look, Sandstorm, Spite, Grudge, Rain Dance, Snowscape, Fake Tears, Memento, Torment, Decorate

Clear Sparks -
electric.png
-
4-move-special.png
- 120 BP - 100% - 10 PP - Locks the user into the move for 2-3 turns ala Outrage, thus PP is only depleted on the first use of the move. Does not confuse the user after the last turn that the move is used unlike similar moves.

Reasoning: Goldenglow is based on the Scottish Fold cat breed, which is also the inspiration for Espurr and its evolution Meowstic, thus she shares the Psychic type with them as her primary type. Her secondary type is Electric due to her Originium Arts being based on the static electricity she happens to build up in her system like the Mareep line. Her non-Hidden Abilities are Static and Aftermath, the former for obvious reasons (she can accidentally shock unwanted victims with her powers and the latter for her lightning drones exploding on contact with foes whenever possible with her skills. Her Hidden Ability is Galvanize, primarily meant as an ability to circumvent the lacklustre nature of her base stats and BST (which are calculated straight from her source material, btw) via indirect addition of more power to her moves but to also draw in the fact that Goldenglow is kind of a living magnet as compasses always point towards her no matter what. Clear Sparks is her signature move, based on her third skill in Arknights proper, which locks her into the skill as she is unable to do any other attacks, normal or not - as testament to its Outrage based behaviour on use. Her massive number of Electric moves includes the essential Thunder Wave for her defensive nature during battle and Parabolic Charge as a way for her to stay healthy in battle despite the lack of recovery, fitting due to her status as a Scottish Fold cat having high amounts of health complications. Calm Mind was needed to give her the best shot at succeeding outside of support roles using it for added boosts to her massive Special movepool - and as a Feline she also has the obligatory catty move Fake Out - a very useful asset in Double Battles. Decorate came as a move in her moveset due to being a hairdresser and cosmetologist - as if she was decorating the hair of her allies. Hyper Voice and Tri Attack are mainly there to give her incentive to give Galvanize as much power as it needs - she's probably as liable to scream in fear like Jessica is.

Code:
Goldenglow (F) @ Leftovers
Ability: Static / Aftermath / Galvanize
EVs: 248 HP / 252 SpD / 8 Spe
Bold Nature
- Psyshock / Fake Out
- Parabolic Charge / Pain Split
- Thunder Wave / Magic Coat / Discharge
- U-turn
Code:
Goldenglow (F) @ Leftovers
Ability: Galvanize
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Pain Split
- Hyper Voice
- Psychic / Psyshock

(New)

"I am... a believer chasing after the will of the heroes. My weapon shall remain ever sharp and free of rust, to be employed against the forces of injustice and cruelty. My humility shall not be forgotten, and it will remind me of my mission to save others."

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

Stats: 88 / 114 / 95 / 57 / 70 / 105 (BST: 529)
Abilities: Guts / Tangled Feet (HA: Victory Star)
4-move-physical.png
: Counter, Reversal, Revenge, Superpower, Slam, Endeavor, Facade, Retaliate, High Horsepower, Stone Edge, Smack Down, U-turn, Power Whip, Trailblaze
4-move-special.png
: Final Gambit, Wring Out, Terrain Pulse, Air Slash, Giga Drain, Grass Knot, Stored Power, Aurora Beam
4-move-status.png
: Quick Guard, Coaching, Swords Dance, Endure, Morning Sun, Safeguard, Helping Hand, Wish, Entrainment, Work Up, Laser Focus, Wide Guard, Metal Sound, Sunny Day, Rain Dance, Life Dew, Grassy Terrain, Agility, Light Screen, Reflect, Calm Mind, Magic Coat, Role Play, Flatter, Quash, Sweet Kiss, Floral Healing

Victory Strikes -
fighting.png
-
4-move-physical.png
- 50 BP - 10 PP - 100% - Hits twice. Does not make contact unlike most Physical moves.

Reasoning: Pure-Fighting type due to her status as a valiant defender of her homeland’s forces against Sargon and took leadership against Sargon invaders for a small Minoan village and the resistance she minted with them. This is like how the Fighting-type Swords of Justice were united to push back humans by protecting various Pokémon. Additionally, Paldean Tauros, a similar bovine character, is Fighting-type, either a pure-typing or in a part of a dual-typing, in all three of its forms/breeds. Her primary ability is Guts, owing to her tenacity against the invaders from Sargon during Minos’s war with the neighbouring Sargon despite her unremarkable fighting prowess. Various Fighting-types often carry Guts as an ability. Taillow, is noted to stand up to foes more powerful than it despite the disadvantages that might have. Pallas’s best friend Erato, like Taillow, is based on various bird species. As an alcoholic, Tangled Feet is her secondary ability. Spinda, which carries that same ability (in the same ability slot, no less), often is assumed to have a gait that can be seen as one made under inebriation. Her Hidden Ability is Victory Star, owing to the epithet the Minoan citizens granted her with, “Goddess of Victory and Wisdom”, as she formerly had many followers that worshipped her as if her epithet/title was the truth. Her codename refers to the Greek goddess Athena, and the realmon owner of Victory Star is Victini, who takes inspiration from similar Greek goddess Nike. As Victini is a Mythical Pokémon, Victory Star has been relegated to a Hidden Ability. Her signature move, Victory Strikes, is based and nearly named after her first skill (and the most useful out of the three she has, funnily enough) from her source material, Strikes of Victory, which changes her attacks to hit twice in a consecutive manner, reflected in the multi-strike nature of the move. As Pallas uses a flail/whip to attack and Victory Strikes makes use of it as a reliable STAB move, it does not make contact and provide her Fighting STAB that helps her avoid Static, Poison Point, Effect Spore, Rough Skin, Iron Barbs, and any other such ability — as the strong Fighting moves Superpower and its stronger sister move Close Combat (Pallas cannot learn Close Combat though) make contact. This flail/whip of hers is the reason why she also learns Power Whip, as shaky of a coverage type Grass can be. She uniquely has various experiences with medicine and drama. Combined with her rose and flower-based thematises, she can learn Floral Healing to provide a supportive role in Double Battles. Two other assets in Helping Hand (from her actions in her Minoan resistance against Sargon invasion attacks) and Wide Guard (because she hails from a tower defence game) makes her a very potent and versatile player in Double Battles. Her base stats are derived from her Elite 2 promotion parameters at Lv. 90 (minus Trust bonuses) – this additionally means that with her Physical Attack bias, her low Sp. Atk is notably odd since she learns the offbeat Aurora Beam, which goes off that weaker Sp. Atk stat. Aurora Beam is learned by her because her A Drip of Orea and Potamous alternate costume has a rainbow in the artwork, taking its concept of a rainbow-coloured beam quite in a literal manner.

Code:
Pallas (F) @ Leftovers
Ability: Tangled Feet / Guts
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Victory Strikes
- Morning Sun / Wish
- Stone Edge / Protect
- U-turn
Code:
Pallas (F) @ Flame Orb
Ability: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Facade
- Victory Strikes / Superpower
- Stone Edge / High Horsepower
- U-turn
Code:
Pallas (F) @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Victory Strikes / Superpower
- Stone Edge
- High Horsepower / Power Whip
- U-turn

expectations subverted

(Resub)

"...Oh, please don't mind me and take your time. I'm good at waiting, just like the mushrooms."

Pokémon: Ezra Theodore
Franchise/Origin: Reverse: 1999
Intended Tier: UU (with potential OU niche)
Type:
normal.png
grass.png

Stats:
107 / 71 / 85 / 118 / 85 / 65 (BST: 531)
Abilities: Pickup / Immunity (HA: Effect Spore)
4-move-physical.png
: Bide, Rock Climb, Solar Blade, U-turn, Astonish
4-move-special.png
: Swift, Hidden Power, Hyper Voice, Weather Ball, Terrain Pulse, Absorb, Mega Drain, Solar Beam, Giga Drain, Energy Ball, Grass Knot, Focus Blast, Pollen Puff, Flash Cannon, Water Pulse, Thunderbolt, Zap Cannon, Electro Ball, Mirror Coat, Stored Power, Dazzling Gleam, Disarming Voice
4-move-status.png
: Metronome, Substitute, Morning Sun, Safeguard, Follow Me, Helping Hand, Nature Power, Recycle, Wish, Copycat, Work Up, Play Nice, Spore, Grassy Terrain, Toxic, Purify, Wide Guard, Confuse Ray, Sunny Day, Rain Dance, Life Dew, Eerie Impulse, Light Screen, Reflect, Calm Mind, Role Play, Heal Pulse, Charm

Spore Veil -
grass.png
-
4-move-status.png
- N/A - 20 PP - —% - The user loses 50% of their maximum HP, in exchange, the user puts up a Spore Veil, which is identical to Aurora Veil’s functions and effects (can be removed by Defog/Brick Break/Psychic Fangs). Will not stack with the damage reduction effects of Reflect, Light Screen, and Aurora Veil.

Reasoning: In the world of Reverse:1999, time stopped at December 31, 1999; while Pokémon could’ve still existed in the alternate timeline version of Earth where the game takes place (Gen II in Japan, Gen I everywhere else), the Fairy-type never would’ve existed, thus his Star Afflatus results in his primary Normal-type instead of Fairy-type like some could assume; both the Normal & Fairy types are due to how the Cleffa/Clefairy-line are vaguely star-shaped (it is even in Cleffa’s category name). His secondary Grass-type despite being not of the Plant Afflatus is due to his high attunement to mycology, by his various magical and arcane mushrooms that he uses in battles to support allies. If his primary Normal-type was Fairy-type, his typing would match that of Shiinotic, a mushroom Pokémon representative of fairy rings, like the one he stumbled across in his homeland of Australia when he was young, and which awakened his interest in mushrooms. Like Shiinotic, the signature status move you’d mainly use Ezra for is Spore, probably coming from the arcane mushrooms he controls like minions (i.e.: force the mushrooms to spray spores on targets to put them to sleep), as Spore in CJK languages translate to Mushroom Spore, explaining why mushroom realmons are the only ones that learn it. His primary Ability is Pickup, due to being a researcher and explorer who is part of the Laplace Scientific Computing Centre; he tends to collect and research a lot of things for Laplace’s analysis projects, though he mainly ventures the world for mushrooms. Pokémon with Pickup possibly can pick up all three types of mushroom items starting with Gen VIII (Balm Mushroom is available through Pickup as early as Sun/Moon). Immunity, his other normal Ability is a nod to his Insight II artwork/outfit where he has a mask of some kind on to mainly protect him from spores that could potentially poison him. This coincidentally carries a serendipitous allusion to how he is currently the only fully human playable character (also tied into his Normal type) in Reverse:1999 who managed to survive the “Storm”, as almost every other humanoid playable character are Arcanists who managed to evade the “Storm” and its effects. His Hidden Ability is Effect Spore, because it usually is found on Grass-types who carry Spore or another sleep-inducing move like Sleep Powder, and almost every mushroom realmon has Effect Spore as a non-hidden ability. He isn’t truly a mushroom himself, so Effect Spore is a Hidden Ability instead of a standard Ability. His signature move, Spore Veil, is mainly based on his second Skill from his source material, which forces a demerit of some of his HP like it does here and provides a form of defence for his allies, which here becomes an Aurora Veil clone that can be used outside of hail/snow, this time having a different caveat for its use. Most of his base stats are derived from his various attributes in his source material. (HP to HP ofc, ATK to Attack/Sp. Atk, Reality DEF to Defense, Mental DEF to Sp. Def). Komala’s base Speed stat of 65 became Ezra’s base Speed stat, making him slightly slower than Breloom - but base 65 Speed is a very respectable Speed stat for Spore users. Komala is (obviously) based on the koala, one of the most iconic and endemic wildlife of Australia (where Ezra is from).

Code:
Ezra Theodore (M) @ Leftovers / Heavy-Duty Boots
Ability: Effect Spore
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spore
- Giga Drain
- U-turn / Hyper Voice
- Morning Sun
Code:
Ezra Theodore (M) @ Leftovers
Ability: Effect Spore
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Calm Mind
- Giga Drain
- Hyper Voice / Spore / Stored Power
- Focus Blast / Spore / Stored Power
Code:
Ezra Theodore (M) @ Light Clay / Sitrus Berry
Ability: Effect Spore
EVs: 244 HP / 12 SpA / 252 Spe
Timid Nature
- Spore Veil
- Giga Drain
- Wish
- Protect / Spore / U-turn
 
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Pokemon: Siffrin (He's essentially the party rouge who checks for traps, which is decently close to being a ninja)
Type: Normal/Steel
Abilities: Sharp Wit (Slicing moves have +1 crit rate)/Gluttony/Sweet Veil
Stats: 77/108/68/78/68/111 (Total: 510)
Signature Moves: Just Attack
- Type: Steel
- Classification: Physical
- Power: 100
- Accuracy: 100
- PP: 5 (max 8)
- Effect: Hits all opposing targets. Slicing.
Moves: Slash, Cut, Scratch, Swift, Tera Blast, Smart Strike, Metal Claw, Leaf Blade, Leaf Storm, Razor Leaf, Rock Wrecker, Rock Slide, Rock Blast, Night Slash, X-Scissor, Fury Cutter, Breaking Swipe, Wish, Recover, Revival Blessing, Sharpen, Destiny Bond, Memento, Detect, Helping Hand, Laser Focus, Sweet Scent, Scary Face, Life Dew, Taunt, Torment, Parting Shot, Cosmic Power, Calm Mind, Agility, Tailwind, Charm, Endure
Overview: The main character of In Stars and Time. Describing him in much more detail would be a spoiler. Just know that he's doing just fine.
 

Pokémon: Ms. Mowz
Franchise/Origin: Super Mario Bros. (Paper Mario)
Intended Tier: UU
Type: Normal/Dark
Regional Variation: (Optional)
Ability: Infiltrator / Pickpocket / Technician (HA)
Notable moves: Wicked Blow, Thief, Covet, Lovely Kiss, Quick Attack, Sweet Kiss, Knock Off, Parting Shot, U-turn, Sucker Punch, Taunt, Draining Kiss, Ice Hammer, Triple Axel, Acrobatics, Double Hit, Fake Out, Feint, Trailblaze
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 70/100/55/60/60/110

Overview: She's a thief, so she fits the bill. Wicked Blow references her Love Slap attack, which pierces defense. Ice Hammer is based on the Ice Smash badge, which is sold by her shop.
 
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