Pet Mod Gen 9 Crossover Chaos (Ver. C)

Should Balatro's jokers be considered valid characters?

  • Yes

    Votes: 6 46.2%
  • No

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .
Chongyue_Elite_2.png

"Doctor, thank you kindly for taking care of my sisters. I hope you will excuse me for intruding upon Rhodes Island for a little while. Please call me 'Chongyue.' It's a name given to me by... an old friend of mine."
Franchise/Origin: Arknights
Intended Tier: OU
Type:
Dragon.png
Fighting.png

Ability: Iron Fist
Stats: 115 / 122 / 122 / 51 / 50 / 90 | 550 BST
Headlong Rush, Bullet Punch, Sky Uppercut, Facade, Protect, Rest, Round, Sleep Talk, Snore, Substitute, Brick Break, Work Up, Endure, Focus Blast, Bulk Up, Rock Smash, Attract, Confide, Double Team, Frustration, Hidden Power, Return, Toxic, Rock Slide, Rock Tomb, Fling, Focus Punch, Retaliate, Close Combat, Helping Hand, Low Kick, Low Sweep, Coaching, Poison Jab, Mega Punch, Revenge, Reversal, Strength, Sunny Day, Mega Kick, Secret Power, Thunder Punch, Superpower, Power-Up Punch, Payback, Leer, Taunt, Giga Impact, Bulldoze, Ice Punch, Dig, Earthquake, Headbutt, Counter, Fire Punch, Drain Punch, Body Slam, Outrage, Dragon Claw, Dual Chop, Scale Shot, Draco Meteor, Focus Energy, Hyper Beam, Detect, Aerial Ace, Swift, Knock Off, Captivate, Dynamic Punch, Natural Gift, Vacuum Wave, Laser Focus, Iron Tail, Quick Guard, Assurance, Double-Edge, Seismic Toss
Whisk |
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|
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| PP: 10 | BP: 80 | Accuracy: 100 | Punch, Contact | Inflicts Telekinesis on the target. If the target already has Telekinesis, deals 1.5x damage and removes Telekinesis.
Reasoning:
  • dragon bc hes a dragon, fighting because brawler
  • iron fist because brawler
  • whisk inflicts levitate on enemies while dealing extra damage to levitating enemies
Competitive Reasoning: eox check and physical wallbreaker
 
Vetoes!
Pokemon: Undyne
Pokémon: Toadette
Undyne is mostly fine and balanced here, but you made an error with the stats for the Mega Evolution; currently the stat boosts add up to +105 rather than +100. Fixing this discrepancy is still required but it’s an easy fix.

Toadette currently has the Grass/Poison typing, but there has never been any real indication that Toads could be considered poisonous in any capacity. Therefore, Poison isn’t particularly justifiable here.

Name: Mikan Tsumiki
Name: Elline
Mikan’s signature move is definitely a bit much. Debuffing all stats while also being a Teleport clone is very, very potent. Council has suggested you remove the stat debuff part of the move, but if you’d like to keep that aspect I’d stick to one to two stats, probably not including Speed.

Elline has Sketch. Sketch is very difficult to balance; you basically either have something useless or something way too powerful on your hands. Whatever side of the coin Elline falls on isn’t particularly important, it just isn’t a feasible addition. You could maybe create a diverse movepool for her and rebalance her stats, taking options from Rainbow Curse and adjusting her power level accordingly, but that might be a lot to ask.

Name: Marx Soul
An unfinished submission, also I’m not sure how Light of Ruin is being justified here.

Pokémon: Mermaid
This submission is very tanky and also very strong due to Calm Mind, its signature ability, and its signature move. Some or all of these aspects need to be toned down.

Character Name: Ana
The Z-Move’s effect is currently too strong, according to the council, even with the built in time limit. The council has suggested lowering said time limit to two turns, though I feel like there are other avenues to go down as far as this one goes. The validity of the Poison type has also been questioned, so some further clarification on that front would be appreciated.

Character Name: Ganondorf
We already have a Dark/Poison in the metagame. It is a very appropriate typing for him, but if you’d like to make him mono-Dark or mono-Poison, either of those would likely work well enough flavor-wise to where the rest of the submission is fine.

Character Name: Doomfist
Character Name: Astel, Naturalborn of the Void
The Best Defense should not be entirely capitalized. He seems mostly fine, but has a fair amount of overlap with V1, so perhaps a few adjustments could make that less of an issue. Wicked Blow and Plasma Fists shouldn’t be on the movepool for balance reasons, though their current formatting makes it unclear if you wanted to keep them on there or not. Council noted that Power Block is a bit awkward but it isn’t particularly veto worthy.

Astel is very powerful with QD and the signature move at its disposal. Removing QD or toning down/removing the signature move is likely the best course of action.

You have 3 days to address these vetoes. If you want to adjust a submission not listed here, please inform the council.
 
Vetoes!

Mikan’s signature move is definitely a bit much. Debuffing all stats while also being a Teleport clone is very, very potent. Council has suggested you remove the stat debuff part of the move, but if you’d like to keep that aspect I’d stick to one to two stats, probably not including Speed.

Elline has Sketch. Sketch is very difficult to balance; you basically either have something useless or something way too powerful on your hands. Whatever side of the coin Elline falls on isn’t particularly important, it just isn’t a feasible addition. You could maybe create a diverse movepool for her and rebalance her stats, taking options from Rainbow Curse and adjusting her power level accordingly, but that might be a lot to ask.
OK, I've made my changes! Mikan's Embarrassing Pose now only lowers Defence and Special Defence, while Elline has been given a proper movepool and is now a balanced supporter. So much for trying to put Sketch into Crossover Chaos, then.....
 
It appears that all vetoes have been addressed, so that moves us into voting!
ImaginaryNeon's Soldier
ImaginaryNeon's Undyne
ImaginaryNeon's Toadette
T.I.A.'s Meta Knight
Akira 153's Springtrap
Ubertrainer2000's Mikan Tsumiki
Ubertrainer2000's Harp Note
Ubertrainer2000's Elline
Orangesodapop's Hulkenburg
flareth13's Dampé
flareth13's Ice Climbers
flareth13's Dahlia Hawthorne
ErrorMon's Mermaid
ErrorMon's Happy Chaos
Rasdanation's Ana
Anchor9's Berry
Anchor9's Ganondorf
Anchor9's Enderman
KeeganSkymin4444's Ori
APaidActor's Amingo
APaidActor's Luna Snow
APaidActor's SV Snaggerjag
master oden's Jack Frost
master oden's Venoct
Ninetales Dragons' Sophia
Ninetales Dragons' Athena
Ninetales Dragons' G
jaquavious' Doomfist
jaquavious' Astel
jaquavious' Ghast
anaconja's Chongyue
You have three days to vote, and voting rules are the same as last slate.
 
master oden's Jack Frost
APaidActor's SV Snaggerjag
APaidActor's Luna Snow
Ubertrainer2000's Mikan Tsumiki
flareth13's Dampé (SV)
 
Cmon, we need a non-Touhou Girl!!!
Rasdanation's Ana
ErrorMon's Mermaid
anaconja's Chongyue
ImaginaryNeon's Toadette
Ubertrainer2000's Mikan Tsumiki (SV)
 
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Ice Climbers (need an Ice-type for Berdly)
Springtrap (a once-per-game forced switch-out could be neat to play around as a general disruptor)
Mermaid (7.8/10, too much Primarina)
Enderman (We do lack a specialized lead currently, and Aggrevated is a neat ability, but its movepool feels shallow and I feel like neither the bulk nor attack let it make proper use of it, but we are coming up on a balance slate, so…)
Undyne (SV) (Wagonomics)
 
This slate’s winners are Jack Frost, Mermaid, and Ana!

With this slate coming to a close, we will be taking a one week break for coding and playtesting of the existing meta, to see what needs to be addressed or adjusted. It’s a small metagame right now, of course, but it’s worth it to see if anything stands out as stronger or weaker than the rest of the bunch. I would strongly encourage anyone here to try it out; any feedback would be much appreciated!

That being said, we’ll be back sooner than you’d think for Slate 6!
 
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Physical Walls

With our initial tests of the metagame happening, it has been very quickly determined (and rather easily predicted) that physical threats like Eox and V1 easily dominated. The only “physical” walls were Suwako and Eox itself, the former of which was taken out by the reasonably prevalent Grass attacks on Eox, V1, and HP Grass on Wizard Lord Phoenix, another character Suwako could theoretically check otherwise. Suwako was also hurt by her lack of reliable recovery, but in an environment less hostile towards her she could likely exist withiut it. The council is generally in agreement of removing Power Whip from V1, and Grass coverage may be removed from certain other physical threats, but actual balance changes have yet to be finalized; expect them in the coming weeks.

It’s still clear, though, that the metagame is in desperate need of physical walls capable of properly answering threats like Eox and V1, and to a similar extent Roy and Donkey Kong. These characters should ideally be able to take multiple hits from at least a couple of these four characters without much concern. Or, at the very least, they should get close enough to where key reductions in the offenses or toolkits of these listed characters would allow this to be true. Now is definitely the time to ensure your submission is specifically helpful to the metagame we’re building, so be sure to justify what you’re trying to accomplish as far as checking the physical threats here goes. We don’t necessarily want or need one thing that can win against every one of these characters, but collectively what we add should cover them all at least reasonably competently.
 
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"Nanomachines, son. They harden in response to physical trauma."
(For the love of god I need more flavor moves for this thing.)
Pokémon: Senator Armstrong
Franchise/Origin: Metal Gear
Weight: 226 kg
Type: Fighting
Ability: Stamina, Iron Fist
Notable moves: Body Press, Seismic Toss, Close Combat, Bullet Punch, Meteor Mash, Bulk Up, Body Slam, Submission, Seismic Toss, Knock Off, Mega Punch, Double-Edge, Giga Impact, Low Sweep, Iron Defense, Stomp, Heavy Slam, Hard Press, Brick Break, Sky Uppercut, Fire Punch, Drain Punch,

Universals (Gen V): Attract, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Stats: 110/105/110/55/85/70 (535 BST)

Explanation: Senator Armstrong exists for two reasons only; to hard counter Eox and, more importantly, satiate my psychological dependency on the presence of a bulky mon with access to Stamina and Body Press.
 
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Franchise/Origin: Shin Megami Tensei Nocturne
Character Name: Rangda
Type: Steel / Poison
Abilities: Reflect Physical
[Nullifies and Uses Ground moves targeting this Pokemon on the opponent.]
Stats: 100/95/95/120/70/70 (550)
Full Moveset: Debilitate, Smart Strike, Poison Jab, Recover, Flash Cannon, Sludge Bomb, Hurricane, Flamethrower, Hurricane, Icy Wind, Poison Fang, Toxic, Corrosive Gas, Iron Head


Type: Normal
Category: Status
BP: —
PP: 10/16
Flags: n/a
Effect: Lowers the opponents Attack, Defense, Special Attack, Special Defense and Speed by one stage.

Weight: 55 Kg
Flavor Reasoning: Steel and Poison reflect the metallic components that this demon is composed of, and the starting kit of status inflicting physical moves. Additionally receives a high spa stat due to stat accuracy
Overview/Justification: arahabaki this. Arahabaki that. How about we get the REAL motherfucker that reflects physical… The main thing that is apparent about rangda is only having a weakness to fire, but I believe this is mitigated by lack of pivoting and weak ish stabs. However this doesn’t make rangda entirely passive, as with debilitate, it can deal with mons that setup to break walls easier, and finishing them off with coverage

Franchise/Origin: Shin Megami Tensei
Character Name: Orcus
Type: Ghost / Dragon
Abilities: Intimidate | Filter
Stats: 50/95/222/65/65/92
Full Moveset: Pain Split, Body Press, Draco Meteor, Outrage, Poltergeist, Shadow Claw, Dragon Claw, Dragon Pulse, Shadow Ball, Body Slam, Hex, Toxic

Weight: 55 Kg
Flavor Reasoning: mostly pulling from dx2 here, but orcus is a demon with two main designs, one being a castle gate and 2 being a dragon orc, which is where the dragon / ghost typing comes from. Also has higher strength than magic in most games, so that’s where the stats come from, 222 def from dx2s vitality stat
Overview/Justification: Pain split + low hp but high defense is a potent recovery engine. Does get body press but no iron defense to make it not as powerful of a cleaning tool.
 
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"Mommy needs to find a host."
Character Name: Eve
Franchise: Brawl Stars
Type: Poison
Gender: Female
Abilities: Levitate / Poison Touch
Stats: 60 / 70 / 145 / 96 / 90 / 66 (527 BST)
Full Moveset: Strength Sap, Acid Armor, Sludge Wave, Sludge Bomb, Clear Smog, Heavy Slam, Surf, Flash Cannon, Toxic, Toxic Spikes, Poison Sting, Poison Gas, Poison Powder, Corrosive Gas, Baneful Bunker, Defog, Protect, Substitute, Rest, Tera Blast, Frustration, Return, Sleep Talk, Hidden Power, Facade, Baby Boom, Flamethrower, Bubble Beam, Chilling Water, Muddy Water, Mud Slap, Mud Shot, Egg Bomb, Taunt, Foul Play
Weight: 90 Kg
Height: 4'8
Signature Move: Baby Boom
- Type: Poison
- Classification: Special
- Power: 120
- Accuracy: 100
- PP: 5 (Max 8)
- Effects: Deals damage two turns after this move is used. 100% chance to badly poison opponent. Fails if Doom Desire or Future Sight is already in effect.
- Flavor: (Optional) Eve lays a nest of eggs, and after two turns it explodes and the hatchlings come out. The hatchlings deal devastating damage to the target while badly poisoning them.

Overview/Justification: Sadly when I looked up steel bird characters, all Google showed me were fighter plane games.... Eve's simple typing + ability will allow her to wall Eox, V1, and Donkey Kong. She should do decently into Roy too. Low HP in conjunction with Strength Sap gives Eve reliable recovery and makes setting up on her much harder. Baby Boom prevents her from being too passive, and really disrupts Roy in tandem with Baneful Bunker. Toxic Spikes and Defog provide some utility. She has Flamethrower to hit V1, but is relatively checked by Steels and fellow Poison-types. I'm hoping Strength Sap isn't too strong, but I think it will be fine since Eve is pretty passive without any setup moves. Honestly, feels like a pretty fine in my opinion.
 
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Character Name: Maw Jaw
Type:
Dragon.png
Dragon.png

Abilities: Shadow Pounce / Strong Jaw [HA]
Custom Ability: Shadow Pounce - On a damaging hit, retaliates with Shadow Sneak
Stats: 110 / 95 / 91 / 55 / 70 / 79 [500 BST]
Full Moveset: Shade Mend, Assurance, Astonish, Bite, Bone Rush, Bulldoze, Crunch, Cut, Dark Pulse, Fire Fang, Fury Cutter, Fury Swipes, Growl, Grudge, Headlong Rush, High Horsepower, Hone Claws, Ice Fang, Iron Tail, Jaw Lock, Leech Life, Lick, Mean Look, Memento, Mud Bomb, Mud Shot, Mud Slap, Mud Sport, Night Shade, Night Slash, Payback, Phantom Force, Play Rough, Poison Fang, Poltergeist, Pounce, Quick Attack, Sand Attack, Sand Tomb, Sandstorm, Scorching Sands, Scratch, Shadow Ball, Shadow Bone, Shadow Claw, Shadow Sneak, Snarl, Spikes, Spite, Stomping Tantrum, Tail Whip, Thief, Throat Chop, Thunder Fang, X-Scissor, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Type:
Dragon.png

Classification:
Dragon.png

Power: —
Accuracy: —%
PP: 10 [16 Max]
Effects: Heals 1/3 of user’s Max HP and cures them of non-volatile statuses.
Weight: 24.2
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Maw Jaw is the miniboss located within the Toothy Shades. Given the location's name and Maw Jaw's appearance, Maw Jaw is seemingly a Shade, a ghost-like creature that possesses objects within the Wildfrost universe. This is why I gave them the ghost type. As for the item they are possessing, it is very bone-y, with many of similar design having a feature named teeth. Bones are typically connected to the ground type, hence that selection.
In terms of Wildfrost, 30 HP is fairly high, hence Maw Jaw's highest stat being HP. Its defenses are very much up to interpretation, but I leaned to physbulk given both the prompt wanting physical walls, and bone flavor typically fitting physbulk more. 4 is an average CD, hence a decent speed, and Maw Jaw's design very much suggests it'd be a physical attacker rather than special.
Maw Jaw's first ability reflects its literal functionality within Wildfrost. It has the ability to trigger an extra attack whenever it gets hit, which is reflected by the ability Shadow Pounce's functionality. Strong Jaw references Maw Jaw's design involving the fierce jaw on its tail.
It's movepool, as with any wildfrost character, is very much up for interpretation. Many of its moves are general ghost/shade flavor, bone/sand flavor, and cat flavor. One notable inclusion here is Poltergeist, which makes a lot of sense given shades entire lore being that they possess these different objects.
Shade Mend was added here more as a competitive addition, given the meta sorely needs recovery, but 50% paired with Maw Jaw’s ability is too much, and 25% recovery is too weak. So Shade Mend acts as a buffed Jungle Healing, flavored around the Shade’s possession of objects, and in this case, using their abilities to repair said object.
Competitive Overview: Defensive Ghost that provides an answer to V1's pivoting shenanigans. While Power Whip threatens a noticeable amount of damage on Maw Jaw, with proper investments it cannot threaten OHKO, and with proper pivoting support (which we have plenty of in CC) Maw Jaw can threaten big damage in return with ground STAB. If V1 instead chooses to pivot out, Maw Jaw also punishes that with its Shadow Pounce ability which should, under most circumstances, deal more damage than V1 can heal. Multihit Eox also doesn't like getting hit with several back-to-back Shadow Pounce triggers. Gets access to some 33% recovery healing for longevity.
 
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Pokémon: Susie
Franchise/Origin: Deltarune
Type: Dragon/Fighting
Abilities: Intimidate/Defiant
Notable moves: Spikes, Parting Shot, Dragon Tail, Outrage, Dragon Claw, Drain Punch, Close Combat, Roar, Aura Sphere, Draco Meteor, Dragon Pulse, Knock Off, Foul Play, Crunch, Ice Fang, Fire Fang, Thunder Fang, Rest, Double-Edge, Protect, Rest, Sleep Talk, Dragon Cheer, Flamethrower, Fire Blast, Flare Blitz, Burning Jealousy, Gunk Shot, Snarl, Torment
Signature Move:
Rude Buster (Dragon type Special Move which does 50% of the target's health, 90% accuracy, 8pp)
Signature Move: Ultimate Heal (Dragon type Status Move which heals exactly 1 hp, 1pp)
Stats: 80/105/110/97/67/60
Reasoning: Susie is a draconic problem child that likes to fight and is the best damage dealer in the party, who's ch1 arc + future appearances make her Fighting instead of Dark. However on a pacifist route she ends up usually acting as more of a tank due to you sparing enemies, therefore she also makes sense as a wall. While Rude Buster is slightly modified, Ultimate Heal is a joke move she learns in game which is adapted directly for flavor.)
Competitive Use: Dragon and Fighting resist a lot of the physical threats like Eox and Roy, and Intimidate makes her especially bulky on the physical side. She has utility moves like spikes Roar and parting shot which can allow her to pivot and set hazards. However, a 4x weakness to the two new fairies and lacking special bulk make her vulnerable to special attackers like Mermaid and Jack Frost.

Monokuma - Wikipedia

Pokémon: Monokuma (80 lbs)
Franchise/Origin: Danganronpa
Type: Steel/Ghost
Abilities: Ultimate Despair (30% chance to apply the Torment effect when hit with a physical attack)/Light Metal
Notable moves: Explosion, Iron Defense, Body Press, Poltergeist, Shadow Sneak, Shadow Ball, Hex, Protect, Rest, Sleep Talk, Iron Head, Metal Burst, Flash Cannon, Crunch, Bite, Body Slam, Curse, Torment, Flamethrower, Fire Blast, Flare Blitz, Facade, Play Rough, Trick, Substitute, Taunt, Heavy Slam,
Stats: 54/104/134/104/114/44
Reasoning: Evil robotic bear ghost type for similar reasons to Mimikyu and Banette, explosion and fire moves are references to several times one of the Monokumas self destructs, notably in the DR1 Prologue.
Competitive Use: Iron Pressor which can invalidate choiced mons with sig. ability and use utility moves like Taunt and Metal Burst, but is weak to Roy and lacks any reliable recovery to make up for small hp stat.
 
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Noita Submissions Time

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Character Name: Sauvojen tunjita
Type: Psychic
Abilities: Adaptive Shield
/ Levitate
Adaptive Shield: Sauvojen tunjita takes reduced damage from attacks used multiple times in a row, in increments of 20% up to 80% damage reduction on the 5th use of a move. This effect applies on each hit of a multi-hit move. The resistance goes away when Sauvojen tunjita takes direct damage from a different attack or when it switches out.

Stats: 93/50/120/110/65/97 (515)

Full Moveset: Future Sight, Psychic, Expanding Force, Psyshock, Psychic Noise, Psybeam, Confusion, Dark Pulse, Draco Meteor, Fire Blast, Flame Burst, Bug Buzz, Aura Sphere, Surf, Shadow Ball, Steel Beam, Mirror Shot, Swift, Psycho Cut, Dig, Flame Wheel, Slash, Cut, Wrap, Flail, Mirror Move, Copycat, Mimic, Reflect, Light Screen, Agility, Recover, Metronome, Disable, Substitute, Rest, Sleep Talk, Protect

Signature Z-Move: Polymorph
Base Move: Psychic
Psychic-Type, Status
Effect: Transforms the target into a Wooloo with the ability Run Away. The target maintains their HP stat, EVs, IVs, level and moveset. This effect ends when the target switches out.

Weight: 300

Flavor Justification: Has a damage reduction against repeated attacks in quick succession. Has a huge variety of annoying attacks with esoteric effects and also summons copies of your wands + choice random wands -> metronome and copy moves. Polymorph is the second funniest cause of death in Noita after the surprise Propane Tank also this guy polymorphs you then shoots homing projectiles you can't dodge (Aura Sphere).

Competitive Role: Multihitter in shambles (what is head smash)

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Character Name: Limmatouka
Type: Ghost / Dragon
Abilities: Poison Point / Cursed Body / Immunity (H)

Stats:
180/105/90/70/50/85 (580)

Full Moveset: Shadow Ball, Dragon Energy, Dragon Pulse, Twister, Sludge Wave, Sludge Bomb, Venoshock, Energy Ball, Dark Pulse, Ominous Maw, Lick, Astonish, Dragon Rush, Dragon Claw, Dragon Tail, Poison Jab, Poison Fang, Crunch, Bite, Payback, Pursuit, Rock Slide, Rock Tomb, Fire Fang, Psychic Fangs, Double Edge, Super Fang, Curse, Toxic, Gastro Acid, Venom Drench, Coil, Dragon Cheer, Screech, Substitute, Rest, Sleep Talk, Protect

Ominous Maw:
Ghost, Physical
85 base power, 100% accurate, 16 PP
20% chance to poison the target
Biting, Contact

Weight: 999

Flavor Justification: Big spectral worm, really really big, bleeds poison also worms in Noita have dragon associations.

Competitive Role: Like that dondozo guy

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Character Name: Unohdettu
Type: Ghost
Abilities: Hidden Form

Hidden Form: Damage from physical attacks is halved. This ability is disabled for the rest of the battle if struck by a Psychic-Type move.

Stats: 60/80/100/100/90/80 (510)

Full Moveset: Astral Barrage, Shadow Ball, Hex, Night Shade, Blizzard, Ice Beam, Icy Wind, Solar Beam, Mystical Fire, Discharge, Shock Wave, Dark Pulse, Snarl, Psychic, Hyper Beam, Uproar, Tri Attack, Swift, Shadow Claw, Shadow Sneak, Crunch, Bite, Ice Fang, Thunder Fang, Explosion, Giga Impact, Take Down, Hyper Fang, Curse, Destiny Bond, Taunt, Sunny Day, Thunder Wave, Magnet Rise, Defog, Morning Sun, Screech, Aurora Veil, Snowscape, Miracle Eye, Calm Mind, Rest, Sleep Talk, Substitute, Protect

Weight: 150

Flavor Justification: Unohdettu is unable to be attacked until exposed by the Paha Silma (Evil Eye), which is reflected by a damage reduction that can be eliminated by Psychic (associated with sensory abilities). Astral Barrage is a good fit because Unohdettu attacks by summoning explosive ghosts. Ice moves because found in the ice biome. Fire moves and Solar Beam because it holds the Sun Seed used in the quest to create a new Sun, also why its recovery is Morning Sun. Discharge and Shock Wave because it creates plasma beams around itself for defense.

Competitive Role: Checks all of the physical attackers decently thanks to the sheer bulk of a double-defense ability. Poor statline overall but offensively compensated by cracked move Astral Barrage.

Unohdettu is the more serious of these subs bc IDK if the others are super balanced.
 
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