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 .
This Pet Mod was previously approved for Gen 9, and later for renewal by AquaticPanic and other mods

(fitting image will go here)
Welcome to the most recent version of Gen 9's Crossover Chaos! Where your favorite characters from video games of all sorts can enter the world of Pokemon and battle it out!

Lets start with the most important thing:

The biggest difference is that, in this version, we will be focused on creating a balanced, self contained metagame, and this will be enforced. Thus, submissions that are blatantly unbalanced for this metagame, stepping on the toes of previous winners, or are otherwise unsatisfactory will not be eligible for voting. There will be advance warning given to submitters/submissions that are observed to fall into these categories in this forum before each submission phase ends, so that those who have made said submissions can adjust them accordingly.

Additionally, instead of themed slates, this version of Crossover Chaos will feature slates for certain competitive roles, often catered towards what we need for the metagame. For example, the first slate will be dedicated towards crystallizing the premier walls of the tier; it will be instrumental in determining the power level of the tier going forward.

When appropriate (likely every 5 slates but this is subject to change), we will take a break to allow for coding, bug fixing, and playtesting the meta. This will be necessary to shape future slates around filling roles that are lacking. During this time, the existing submissions may see buffs and nerfs, so as to more effectively match the level of power of the metagame. Discussion around these changes will be held in the Crossover Chaos Discord, the link for which is below.

Now with that out of the way, lets get into the more broad generalizations of Crossover Chaos and how it operates.

Here's a basic format you can follow to create a submission:

Character Name:
Series:
Type:
Abilities:
Stats:
Signature Move:
- Type:
- Classification: (Physical, Special, or Status)
- Power:
- Accuracy:
- PP:
- Effects:
- Flavor: (Optional)
Full Moveset:
Weight: (default is 80 kg (about 176 lbs) and can be subject to further alteration)
Overview/Justification:

The most fundamental rule of Crossover Chaos is that you should be submitting a video game crossover character. Non-video game characters or existing Pokemon characters will not be allowed. Previous versions of Crossover Chaos left the door open for vanilla Pokemon to be included, but to remove the ambiguity of this ruling, they will be explicitly disallowed here.

Consider first what role this submission should be fulfilling. Flexibility is encouraged, but especially for the first few slates we'll need some clearly defined submissions that fulfill the required roles so we can build from there. Once you have a basic idea of what you want to create, consider what abilities would be both appropriate and useful, what moves you can give to it that would help it to succeed, and above all else consider how to balance their stats.

Submissions are allowed to have two custom elements between signature abilities and signature moves. These abilities and moves should be easy to code, so when in doubt stick to emulating existing effects from Pokemon abilities and moves. You may consult the project's coders if you have questions on what is possible. You may also include appropriate signature moves from previous winners in your submission without adding to the total, but you may only include one signature ability, which will be treated as a hard limit for the time being. Signature moves and abilities are not required.

Movepools (not including a submission's main signature move), should ideally fall into being about 30 to 60 moves, with some leeway in either direction. If you are going to exceed this amount, explain why in the Overview/Justification section. (Not every move a character could have needs to be included; consider trimming off excessive moves if they would either make your submission too powerful/versatile or cause the movepool to become too large). If you're having trouble with reaching this threshold, consider adding weaker flavor moves, look in the sheet to find the “universal” moves, and don't be afraid to ask for assistance in coming up with appropriate flavor.

Mega Evolutions will be allowed, so long as they are balanced. If your character has a Mega Evolution, add the following information below the main bulk of your submission:

Mega Stone Name:
Mega Typing:
Mega Ability:
Mega Stats:
Mega Weight: (defaults to the weight of the base submission)

Signature Z-Crystals are also allowed, and they can stem off of a character's signature move or any existing move (once again, they should be balanced). If you are including a signature Z-Crystal and move, please include the following information just below the signature move section of your submission (if your submission does not have a signature move, it will sit between the Stats and the Full Movepool):

Z-Crystal Name:
Z-Move Name:
Z-Move Classification:
Z-Move Power:
Z-Move Effects: (include what move it powers up from)

Other signature items, Dynamax, Gigantamax Forms, Terastallization, and unique Tera forms will not be allowed in this version of Crossover Chaos.

You may submit up to three characters each slate in this version of Crossover Chaos.

Vote for your three favorite submissions in a 3-2-2-1-1 format (positional voting).
You can only include one of your submissions in your votes, and it cannot be your top vote.
Late votes do not count.

Due to the fact that this version of Crossover Chaos is aiming to make a "proper" metagame, submitting for this mod will not be an indefinite process. I won't set an exact number, but the target is likely to be around 40 winners. After all winners are determined, they may be balanced/adjusted in accordance with further playtesting. When all is said and done, there may be a discussion about what the future holds for Crossover Chaos.

Council:
:shaymin-sky: KeeganSkymin4444
:quagsire: anaconja
:zarude: APaidActor
:victini: master oden

As always, have fun!
 
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Slate 1: Narwa, Hina, Luigi
Slate 2: V1, The Defect, Suwako
Slate 3: Donkey Kong, Wizard Lord Phoenix, Eox
Slate 4: Wriggle, Roy, Berdly
Slate 5: Jack Frost, Mermaid, Ana
Slate 6: Maw Jaw, Amingo, Susie
Slate 7:
Normal.png
: 2
Grass.png
: 2
Fire.png
: 2
Water.png
: 2
Electric.png
: 3
Ice.png
: 1
Flying.png
: 2
Bug.png
: 1
Poison.png
: 2
Rock.png
: 1
Ground.png
: 3
Steel.png
: 2
Fighting.png
: 4
Psychic.png
: 1
Ghost.png
: 1
Dark.png
: 1
Dragon.png
: 2
Fairy.png
: 2
Monster Hunter: 1
Touhou Project: 3
Mario: 1
ULTRAKILL: 1
Slay the Spire: 1
Donkey Kong: 1
Bloons Tower Defense: 1
The Legend of Zelda: 1
Fire Emblem: 1
Undertale/Deltarune: 2
Megami Tensei: 2
Overwatch: 1
Marvel vs. Capcom: 1
Wildfrost: 1
 
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The Walls

To kick off the first slate of this new Crossover Chaos, we're going to establish a defensive backbone right away. The characters you submit should be, above all else, able to stand up to the offensive threats we'll eventually add, as well as putting enough pressure onto them to prevent purely offensive playstyles from becoming too overly dominant. Of course, a big part of that will be properly balancing submissions, but crucially, the power level of these submissions will determine just how strong any future offense will be allowed to become. These won't be the only defensive Pokemon we'll add, but this will set the precedent for what sort of metagame we'll have moving forward. With that in mind, let the submitting begin! (One week for submissions, as usual)

Examples of actual vanilla walls include Pokemon like Blissey, Corviknight, Toxapex, and less offense heavy bulky mons like Ting-Lu. Pokemon that are bulky and strongly offensive are generally referred to as tanks, and will not be eligible for voting this slate.
 
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"Nian should have already told you my name—"Shu". With my eldest brother, eldest sister, and my two younger sisters here, I feel as if I've returned home... Intriguing. Has that boy from the Sui Regulator not caused you any trouble yet?"
Franchise/Origin: Arknights
Type:
Grass.png
Dragon.png

Ability: Seed Sower / Harvest / Myriad Grains (On switchin, this Pokemon gains Aqua Ring.)
Stats: 107 / 80 / 100 / 80 / 80 / 83 | 530 BST
Seed Bomb, Grassy Glide, Razor Leaf, Trailblaze, Branch Poke, Leaf Storm, Grass Knot, Solar Beam, Energy Ball, Grass Pledge, Giga Drain, Magical Leaf, Mega Drain, Absorb, Aromatherapy, Leech Seed, Synthesis, Grassy Terrain, Ingrain, Jungle Healing, Earthquake, Bulldoze, Earth Power, Mud Bomb, Mud Shot, Mud-Slap, Mud Sport, Rototiller, Worry Seed, Waterfall, Muddy Water, Chilling Water, Water Gun, Aqua Ring, Life Dew, Rain Dance, Soak, Water Sport, Sunny Day, Giga Impact, Facade, Hyper Beam, Tera Blast, Sleep Talk, Substitute, Attract, Captivate, Growth, Sweet Scent, Endure, Roar, Teleport, Outrage, Dragon Claw, Breaking Swipe, Dragon Tail, Scale Shot, Draco Meteor, Dragon Pulse, Dragon Breath, Dragon Cheer
Reasoning:
  • shu is one of the four dragons who is an agricultural instructor, hence harvest and seed sower and grass/dragon with water/ground coverage
  • myriad grains talent alters tiles to heal over time on deployment hence aqua ring
  • samsara skill teleports so she gets teleport
Competitive Reasoning: standard physical tank, decent bulk with lots of healing makes for a formidable wall

Shu @ Leftovers
Ability: Myriad Grains / Seed Sower
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Giga Drain
- Synthesis
- Teleport
- Dragon Tail / Earthquake

1735584628952.png
"I'm a friend of humans. I take their misfortune and pass them on to the gods. If you like, I can take on all of your tragedies."
Franchise/Origin: Touhou
Type:
Poison.png
Dark.png

Ability: Cursed Body / Pressure
Stats: 100 / 110 / 75 / 50 / 120 / 45 | 500 BST
Lash Out, Knock Off, Thief, Dark Pulse, Switcheroo, Taunt, Poison Jab, Mortal Spin, Sludge Bomb, Sludge Wave, Venoshock, Clear Smog, Smog, Toxic, Toxic Spikes, Poltergeist, Astonish, Shadow Ball, Hex, Night Shade, Grudge, Destiny Bond, Volt Switch, Flare Blitz, Flame Charge, Fire Spin, Will-o-Wisp, Reflect, Light Screen, Rest, Explosion, Giga Impact, Double-Edge, Return, Frustration, Facade, Rapid Spin, Hyper Beam, Tri Attack, Substitute, Sleep Talk, Protect, Whirlwind, Pain Split
Reasoning:
  • hina gathers misfortune and curses when she exorcises people so dark + a purple fog surrounds her when she uses a spell card so poison
  • stats based somewhat off tpdp and movepool based off tpdp and touhoumons (akira reference)
Competitive Reasoning: standard special wall, has very useful utility in wisp/mspin/knock

Hina Kagiyama @ Assault Vest / Black Sludge
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Mortal Spin
- Knock Off
- Volt Switch
- Poison Jab / Flare Blitz / Clear Smog / Will-o-Wisp
 
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Might have been a bit half baked last time, so let's see how we can buff this.
latest

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: Ambling Pearl
Origin: Limbus Company
Intended Tier: OU
Typing: Poison
Weight: 500kg
Abilities: Liquid Ooze / Poison Point / Shell Armor
Moves: Sludge Bomb, Sludge Wave, Venoshock, Baneful Bunker, Haze, Toxic Spikes, Body Press, Iron Defense, Clear Smog, Knock Off, Dazzling Gleam, Gunk Shot, Mud Shot, Muddy Water, Infestation, Corrosive Gas, Acid Spray, Gastro Acid, Venom Drench, Poison Fang, Razor Shell, Crunch, Toxic, Stockpile, Swallow, Spit Up

Stats: 70/80/170/95/105/60 [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 got vetoed, though Poison Point has similar reasoning. Its utterly obscene Defense is from its equally obscene unnerfed defenses before you expose the pearl in its fight, plus even when the shell itself is staggered its physical resistances aren't weakened unlike most enemies. 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 among the highest.
Competitive Niche: This wall's packing ungodly amounts of utility, but otherwise struggles against ghosts and has little reliable recovery. Thankfully, unlike last time it now has Knock Off, so it should be less helpless against Ghosts this time.
 
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iF YOu'rE HUman, theN EaT YoUr MAss-pRoDUcED HuMaN SLOP! - Black Ooze, Shin Megami Tensei V
Franchise/Origin: Shin Megami Tensei
Character Name: Black Ooze
Type: Dark/Poison
Abilities: Resist Physical (Fluffy Clone, Double damage to electric instead of fire) | Sticky Hold (HA)
Stats: 85/95/100/95/75/30 (480)
Full Moveset: Life Drain, Knock Off, Toxic, Recover, Crunch, Sucker Punch, Curse, Parting Shot, Sludge Bomb, Dark Pulse, Poison Jab, Block, Toxic Spikes, Ice Beam, Embargo, Taunt, Iron Head, Head Smash, Giga Drain, Body Press, Acid Armor, Muddy Water, Work Up, Haze

Protect, Rest, Sleep Talk, Confide, Facade, Double Edge, Tackle, Pound, Bite, Sludge, Acid Spray, Icy Wind, Confuse Ray, Explosion, Headbutt, Corrosive Gas, Snarl, Mud Bomb, Mud Slap, Quash, Follow Me, Smog, Clear Smog, Brutal Swing
Type: Dark
Category: Special
BP: 75
PP: 10/16
Effect: Heals 50% of the damage dealt
Tags: Draining, Contact
Description: good tool for black ooze’s special kit

Weight: 108kg
Flavor Reasoning: Theoretically black ooze’s gets pretty much any moveset it wants from it being a result of quite a few early / mid game fusions in the game it is present in, but generally focuses on status effects. Moves like parting shot and nasty plot come from its inclusion in Shin Megami Tensei: Digital Devil Saga where it has the (ass) magic boosting move and has quite a bit of witty dialogue. This is especially seen in Shin Megami Tensei V where it shares the monster dialogue options, and is notably decently hard to recruit. As for the flavoring of electric fluffy, black ooze has consistently been weak to electric moves and resistant to physical moves. Obviously a fur coat clone on a mon with as much utility as black ooze is probably a bit much, so I settled for a good fluffy build. Life Drain is named after its other consistency, access to the life drain skill.

Overview/Justification: the GOAT himself. The classic physical wall of the SMT series. If you want an early game physical resist, this is your man. Intended to have low stats to allow it to not be defensively oppressive while leveraging its excellent typing to fend off physical threats with the contact resistance of fluffy.

Sets:
Iron Press
Black Ooze @ Black Sludge
Ability: Resist Physical
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Body Press
- Acid Armor
- Recover

Toxic Spikes
Black Ooze @ Heavy Duty Boots
Ability: Resist Physical
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Knock Off
- Parting Shot
- Toxic Spikes
- Recover

Work Up? Stallbreaker
Black Ooze @ Black Sludge
Ability: Resist Physical
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Life Drain
- Ice Beam
- Work Up
- Recover

1735640130827.png

The cooler one.
Franchise/Origin: Soul Knight
Character Name: Giant Golden Crab
Type: Steel / Ground
Abilities: Good As Gold | Regenerator
Stats: 76/96/105/90/98/54 (519)
Full Moveset: Heavy Slam, Earthquake, Make It Rain, Earth Power, Stone Edge, Meteor Beam, Power Gem, Pay Day, Stealth Rock, High Horsepower, Superpower, Smart Strike, Iron Head, Mud Slap, Mud Bomb, Headlong Rush, Precipice Blades, Iron Defense, Body Press, Hard Press, Flash Cannon, Magnet Bomb, Smack Down, Rock Throw, Giga Impact, Hyper Beam, Ice Beam, Icicle Crash, Icy Wind, Blizzard, Harden, Rest, Sleep Talk, Confide, Double Edge, Facade, Snore, Hammer Arm, Haze, Burning Bulwark, Protect

Type: Steel
Category: Physical
BP: 75
PP: 10/16
Effect: 30% chance to burn
Tags: Multi Target
Description: allows the crab to leverage its ok bulk better

Weight: 950 Kg
Flavor Reasoning: the giant golden crab. The cousin of the boss that I absolutely despised the most in Soul Knight due to its tendency to spam its ability to turn all damage into healing. While I do believe adding a protect clone that transforms damage into healing would be funny, I’d rather just stick to grounded mons values. The burn moves come from its signature drop weapon, the Golden Crab Warhammer, which its spikes have the ability to apply the burn status, resulting in it’s signature, a good way to apply defensive pressure. Lower stats are a result of it only being a floor 1 boss. Regardless you cannot hate the Giant Golden Crab (you can hate the crystal crab). Shares ice flavor with its other crab cousin, as they are both bosses of the icy cave stage
Overview/Justification:
Good as gold but less cringe. Unable to spin block, but has the utility of good as gold blocking some status moves (mainly Defog as you are basically immune to both poison and paralysis). Additionally has to choose in between it and recovery in regenerator
 
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Franchise: Minecraft
Type: Steel
Ability: Repairable/-/Weak Armor
Repairable: Restores 25% HP when hit by a Steel move. Steel immunity.
Stats: 115/120/130/40/65/40
Movepool: Body Press, Bulldoze, Counter, Double Iron Bash, Earthquake, Endure, Facade, Flash Cannon, Flower Trick, Heavy Slam, High Horsepower, Hold Hands, Leech Seed, Protect, Rest, Reversal, Rock Slide, Sleep Talk, Stealth Rock, Stomping Tantrum, Stone Edge, Substitute, Wide Guard, Worry Seed
Flavour???:
You can repair an Iron Golem with an Iron Ingot.
It also gives the baby villagers a poppy occasionally (it probably has seeds to plant them)
They got a ton of health, and deal tons of damage too.
Weak Armor because they can come at you pretty fast when you piss them off.
Role: Tank/Bulky Attacker. Melmetal if Melmetal was real. Pretty simple standard defensive mon.
[/hide]
 
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Character Name: Bowser
Type: Fire/Dragon
Abilities: Shell Armor/Iron Barbs/Own Tempo
Stats: 135/90/120/90/80/55 (570)
Signature Move: King's Might
- Type: Dragon
- Classification: Status
- Accuracy: N/a
- PP: 10
- Effects: +4 priority; Applies a volatile status that lasts until the end of the turn. If hit by an attack while active, halves the damage of that attack and deals 1/4 of the opponent's maximum HP in return (also removes status). Becomes increasingly likely to fail if used in succession.
- Flavor: Bowser blocks an incoming attack with his shell, either reflecting it or hurting the opponent on the spikes.
Full Moveset: Flame Wheel, Fire Fang, Fire Punch, Temper Flare, Blazing Torque, Raging Fury, Fire Spin, Incinerate, Burning Jealousy, Mystical Fire, Lava Plume, Flamethrower, Heatwave, Inferno, Fire Blast, Overheat, Shell Trap, Will'o'wisp, Outrage, Dragon Rush, Dragon Claw, Draco Meteor, Spacial Rend, Dragon Pulse, Dragon Breath, Dragon Rage, Dragon Cheer, Extrasensory, Psyshock, Twin Beam, Gravity, Heal Block, Imprison, Instruct, Magic Room, Telekinesis, Spirit Break, Decorate, Self-Destruct, Giga Impact, Last Resort, Thrash, Body Slam, Mega Punch, Strength, Crush Claw, Headbutt, Retaliate, Slash, Stomp, False Swipe, Feint, Rage, Frustration, Hyper Beam, Hyper Voice, Uproar, Disable, Endure, Follow Me, Mean Look, Noble Roar, Protect, Roar, Shell Smash, Body Press, Heavy Slam, Iron Defense, Superpower, Hex, Spite, Destiny Bond.
Weight: 232 kg
Overview/Justification: Bowser is known for his durability and power in every piece of media he exists in, given the fact that he has survived being reduced to just bones, among other things. I figure he would do good here as a tank, though I suspect he already exists in one of the earlier versions of Crossover Chaos. Solid burn spreader, with incredible durability particularly on the physical side, but no recovery outside of leftovers hurts. Own Tempo allows for the use of Outrage, Raging Fury, and Thrash without risking confusion, but that seems suboptimal relative to a more defensive set that takes advantage of Bowser's SpA lowering moves and Will'o'wisp to make removing him a pain, even with that limited recovery. (Also, you would not believe how many different magical abilities Bowser has gotten ahold of over the years)

Character Name: Ezili
Type: Ghost
Abilities: Hexed (All incoming attacks deal half damage if this pokemon is not statused.)
Stats: 60/60/80/95/75/49 (419)
Full Moveset: Hex, Toxic, Will'o'wisp, Psychic, Shadow Ball, Moonblast, Encore, Haze, Mist, Moonlight, Poltergeist, Substitute, Curse, Destiny Bond, Grudge, Spite, Night Shade, Ominous Wind, Nightmare, Hypnosis, Bitter Malice, Heal Block, Coaching, Pound, Branch Poke, Protect, Endure.
Weight: 48kg
Overview/Justification: The Witchy hero of BTD6, ezili, master of damage over time. 60/80/75 is bad bulk, but with Hexed active, it's incredible. Shame she can't remove any status applied to her on her own. Her movepool is intentionally rather sparse, and status removal is an intentionally absent element.

Edit: DAMN ATTACHMENTS
Edit: I'm very bad at attachments
Edit: No images because I don't know the forums well enough. (Thank you for the help tanny, but I still couldn't get it.)
Edit: Removed some of bowser's offensive presence along with a few less noteworthy moves. Notably took away Sacred Fire, and 10 attack. Wrote a little bit about what I presume would be the most reasonable set on bowser, something defensive involving either mystical fire or spirit break. Swapped Strength Sap for Moonlight on Ezili, and removed infernal parade which I don't get the purpose of given the fact that she has Hex. Gave her protect, to help with stalling.
 
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KingbooSunshine.jpg

"Eeh hee hee!"
Franchise/Origin: Super Mario
Type:
Ghost.png

Ability: Levitate / Ripen
Stats: 145 / 100 / 80 / 100 / 80 / 30 | 535 BST
Weight: 150 kg
Astonish, Body Slam, Block, Bounce, Curse, Expanding Force, Explosion, Facade, Frustration, Giga Drain, Giga Impact, Hex, Hyper Beam, Hypnosis, Icy Wind, Lick, Mean Look, Moonblast, Mystical Fire, Pay Day, Phantom Force, Poltergeist, Protect, Psychic, Psychic Terrain, Rapid Spin, Rollout, Rest, Return, Scary Face, Shadow Ball, Shadow Sneak, Sleep Talk, Sludge Bomb, Substitute, Take Down, Taunt, Thunder, Thunder Wave, Thunderbolt, Trick Room, Will-O-Wisp
Competitive Overview: A Giratina-lite of sorts; big mixed wall that applies pressure through status and Hex, clears hazards, and spinblocks. Levitate is also super duper nice for its longevity and general defensive profile.
Ripen, Payday, Sludge Bomb: Refers to his appearance in Super Mario Sunshine, where he runs a casino, is made of goop, and has a fight centered around throwable fruit.
Bounce, Rapid Spin, Rollout: He does his fair share of rolling and bouncing about in his fights.
Block, Mean Look: On several occasions, he's trapped Luigi's friends and family in paintings.

250px-Flag_new.png

"Drink from my veins! Take communion!"
Franchise/Origin: Darkest Dungeon (based on Darkest Dungeon 2 iteration specifically)
Type:
Poison.png

Ability: Sturdy / Guts / Stamina
Stats: 165 / 110 / 75 / 75 / 45 / 80 | 560 BST
Weight: 110 kg
Acid Armor, Acid Spray, Aqua Ring, Barb Barrage, Body Press, Counter, Cross Poison, Curse, Double Edge, Drain Punch, Encore, Facade, Fire Lash, Frustration, Focus Energy, Foul Play, Giga Drain, Giga Impact, Heal Pulse, Healing Wish, Hyper Beam, Leech Life, Liquidation, Low Kick, Memento, Pain Split, Play Rough, Poison Jab, Power Trip, Power Whip, Protect, Psychic, Psychic Noise, Psycho Cut, Psycho Shift, Rain Dance, Rest, Return, Scary Face, Seismic Toss, Sleep Talk, Sludge Bomb, Spikes, Spirit Break, Strength Sap, Substitute, Superpower, Swagger, Take Down, Taunt, Temper Flare, Torment, Toxic, Toxic Spikes, Venom Drench, Whirlwind, Wild Charge, Wish
Competitive Overview: Physical wall with Spikes and strong poison-spreading options. Healing options are pretty interesting; Wish supports rest of team and offers consistent heals, whereas Strength Sap is easier to fit and actively disrupts foes.
Guts, Stamina, Bide: Within his home series, he functions primarily as a damage sponge that benefits from taking punishment. Examples of this include a delayed heal boosted for each hit he takes, attacks that are boosted under certain HP thresholds, and a beneficial Toxic state in place of the universal Meltdown state.
Barb Barrage, Pain Split, Spikes: Reflecting his playstyle, he's an extreme masochist. Barbs and spikes are regular methods of his.
Poison-typing, Sturdy, Wish: His ceaseless quest for pain having rendered his flesh necrotic and his blood corrosive, he defies death by sheer will.
Fire Lash, Power Whip, Spirit Break: His primary weapon is a whip.
Encore, Taunt; Rain Dance; Strength Sap: Refers to his More, MORE!!, Acid Rain, and Sepsis skills.
 
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1000830855.jpg

Pokémon: Heavy
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Type: Fighting/Steel
Ability: Bulletproof, Firepower (Boosts power of 'bullet' moves by 30%) (HA)
Weight: 120 kg (roughly 250 pounds, which is a random estimate I found online because they don't wanna give out Heavy's true heaviness)
Notable moves: Bullet Punch, Recover, Body Press, Dynamic Punch, Body Slam, Drain Punch, Fire/Thunder Punch, Focus Punch, Tickle, Meteor Mash, Rock Climb, Vital Throw, Flame Wheel, Bulk Up, Double-Edge, Smack Down, Bulldoze, Upper Hand, Reversal, Close Combat, Gyro Ball, Minigun, Facade, Brick Break, Snowscape, Jaw Lock, Iron Defense, Trump Card, Double Iron Bash, Attract, Captivate, Confide, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Sleep Talk, Snore, Substitute, Swagger, Take Down, Tera Blast, Toxic
Signature move: Minigun (20 BP, Steel, Physical, 100% Accuracy, 24 PP, hits 4 times, Bullet)
Code:
        firepower: {
        onBasePowerPriority: 19,
        onBasePower(basePower, attacker, defender, move) {
            if (move.flags['bullet']) {
                this.debug('Firepower boost');
                return this.chainModify(1.3);
            }
        },
        flags: {},
        name: "Firepower",
        rating: 3,
        num: 999,
    },
    minigun: {
        num: 999,
        accuracy: 100,
        basePower: 20,
        category: "Physical",
        name: "Minigun",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, metronome: 1, bullet: 1},
        multihit: 4,
        secondary: null,
        target: "allAdjacentFoes",
        type: "Steel",
        maxMove: {basePower: 120},
        contestType: "Tough",
    },
Stats: 133/105/80/70/65/47 (500 BST)

Explanation: In TF2, the Heavy is slow and tanky, with various tools to improve his speed and fairly good damage.

In CC, I intend for him to play fairly similarly, effectively being the wall in need of breaking, with decent damage to boot.


I AM NOT A MORON!
1000893784.png


Pokémon: Wheatley
Franchise/Origin: Portal 2
Weight: 999.9 kg
Type: Steel
Ability: Neutralizing Gas, Oblivious, Clear Body (HA)
Notable moves: Egg Bomb, Magnet Bomb, Mud Bomb, Acid Spray, Disable, Haze, Shell Trap, Stomping Tantrum, Brick Break, Spikes, Circle Throw, Meteor Mash, Overheat, Self-Destruct, Hyper Voice, Trump Card, Gyro Ball, Heavy Slam, Moonlight, Steel Beam, Burning Jealousy, Metal Burst, Rock Smash, Skill Swap, Core Enforcer, Thunder, Magnet Rise, Core Transfer, Soak, Rain Dance, Wide Guard, Spiky Shield, Attract, Confide, Endure, Facade, Frustration, Helping Hand, Hidden Power, Rest, Return, Round, Secret Power, Sleep Talk, Substitute, Swagger, Take Down, Tera Blast, Toxic
Signature move: Core Transfer (Steel, Status, -- Accuracy, 16 PP, Swaps stat changes and abilities of user and target, bypassing prevention due to abilities, akin to Moongeist Beam)
Stats: 99/90/115/95/111/50 (560 BST)

Explanation: Wheatley is, as GLaDOS puts it, a "metal ball", so the Steel typing is obvious. Wheatley's abilities of Neutralizing Gas, Clear Body, and Oblivious serve to reference neurotoxin, the GLaDOS chassis, and Wheatley's resistance to paradoxes on account of literally being too moronic to comprehend them, respectively. Most of the notable moves were just from me searching through Wheatley's lines and putting stuff down that I felt fit.
Meta Explanation: Wheatley's the tankiest sub I had in my sandbox thread, so I just tweaked it a bit to fit in OU as opposed to the originally intended Ubers.
 
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one of the games sillier units
View attachment 699852
Character Name: stone cat
Type: rock
Abilities: stone
stone - when this pokemon switches in, it uses rollout that grants the pokemon's team a field effect called "stone" for this and next turn and then kos the user (if it hits a sub or protect the trapping does not occur but the effect still goes up and the pokemon still dies)
stone (field effect) - screen with the effects of protect. cannot be extended with light clay. can be bypassed by infiltrator and anything that bypasses protect.
Stats: 255/140/140/1/140/84
Full Moveset: rollout
Weight: 20kg
Overview/Justification: ok so how stone cat works in game is that its a meatshield you throw at the enemy and sponge anything and everything with its titanic hp (in the hundreds of thousands). the catch is that stone will always crumble in 1.33 seconds. so basically its an impenetrable wall that almost always stalls the enemy for 1.33 seconds and then dies, but in that time your stuff has basically perfect protection outside of piercing attacks.

translating it to pokemon, stone cat is something you throw at an enemy to kill itself, generating a free switchin and a perfect 1 turn window to do whatever you want. you can do a lot of really dumb things like get a free setup turn against anything, free utility move like revbless (someone should sub revbless nothing can go wrong), free anything...alhtough realistically its probably just gonna go to some setup but there can be quite a few ways to use this guy.

it also literally sets up a wall, so thats nice because i didnt actually read the slate before subbing this

as for stats none of em actually matter but hp max bcuz it has stupid hp, it has 140 range which is the best approximation of defense in battle cats (i guess) so that goes in its defenses, 140 atk for same reason (it does 280 dmg at lv1 so it kinda works out) and its the only stat that matters but the only move its using is 30 bp rollout anyway. and 84 spe since it in fact has 84 spe.
This is not a wall. This is just an offense enabling tool. You can hypothetically use it defensively but people are just going to use it for the free setup turn.

Also I'm going to put examples of vanilla Pokemon walls in the slate message (and I'll do something similar for future slates, as well), so people have a better idea of what is being asked, here.
 
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Name: Wall-Knight (Plants vs Zombies Heroes)
Type: Grass/Steel
Abilities: Iron Barbs / Battle Armor // Water Veil
Stats: 75 / 80 / 140 / 80 / 120 / 30
Type: Grass
Category: Status
BP: ---
Acc: ---
PP: 10 (16)
Effect: Protect clone. If this Pokemon isn't hit by an attack, heals this Pokemon by 1/6 of it's max Hp. Doesn't fail if the target switched.
Absorb, Ally Switch, Aqua Jet, Aqua Ring, Aromatherapy, Barrier, Baton Pass, Bide, Block, Body Slam, Bounce, Bubble, Bubble Beam, Bulldoze, Bullet Seed, Confide, Confuse Ray, Counter, Curse, Defense Curl, Double Team, Endeavor, Endure, Energy Ball, Explosion, Facade, Fissure, Flail, Flash, Flatter, Fling, Flower Shield, Giga Drain, Giga Impact, Grass Knot, Grass Whistle, Grassy Terrain, Gravity, Gyro Ball, Hard Press, Harden, Haze, Heal Pulse, Heavy Slam, Helping Hand, Hydro Pump, Hyper Beam, Ingrain, Iron Defense, Iron Head, Leech Seed, Light Screen, Lock-On, Lucky Chant, Magic Coat, Mat Block, Mega Drain, Metal Burst, Metronome, Minimize, Mirror Coat, Natural Gift, Nature Power, Pain Split, Pollen Puff, Power Split, Power Swap, Power Trick, Power Trip, Protect, Rage Powder, Recycle, Refresh, Rest, Rock Slide, Rock Tomb, Rollout, Round, Sandstorm, Seed Bomb, Self-Destruct, Shelter, Snatch, Snore, Solar Beam, Sonic Boom, Spicy Extract, Spike Cannon, Spite, Steel Beam, Steel Roller, Stone Edge, Substitute, Sunny Day, Superpower, Supersonic, Surf, Swagger, Tackle, Taunt, Tera Blast, Torment, Toxic, Trick, Venom Drench, Water Pulse, Water Sport, Waterfall, Whirlpool, Whirlwind, Wide Guard, Withdraw, Worry Seed, Zap Cannon

Competitive Description: Ferrothorn, eat your heart out
Flavor Description: Grass because it's a plant. Steel because he has armor. Iron Barbs because he has spikes. Battle Armor because duh. Water Veil is in reference to Bubble Up/Geyser and how Guardian Heroes have a lot of Amphibious plants. Pretty close to just Ferrothorn stats. Moves are a mix of stabs, water moves, and goofy trickster moves as Wall-Knight is a jerk in PvZH lore.
 
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Character Name: Hisami Yomotsu
Type: Grass / Ghost
Abilities: Restraint

Restraint: While on the field, moves that cause the user to switch do not cause a switch. Instead, the user is trapped for 2 turns (including the turn the move was used, so 1 turn in practice)

Stats: 88/65/93/91/103/72 (512)

Full Moveset: Strength Sap, Toxic, Calm Mind, Shadow Ball, Hex, Night Shade, Petal Dance, Giga Drain, Venoshock, Clear Smog, Icy Wind, Dark Pulse, Extrasensory, Shadow Claw, Shadow Sneak, Power Whip, Seed Bomb, Cross Poison, Pursuit, Wrap, Destiny Bond, Charm, Protect, Substitute, Rest, Sleep Talk, Magical Leaf, Mega Drain, Absorb, Smog, Shadow Punch, Vine Whip, Slash, Growth, Spite, Grassy Terrain.

Weight: 55

Flavor Justification: Hisami's ability is to "Never let anything slip from her grasp", and as such I decided to bring an ability from the Touhou Pokémon fangame (TPDP: Shard of Dreams). Hisami is not in that game but the ability fits her better than any actual user. Her Ghost typing comes from her nature as a Youkai and role in luring spirits to hell and her Grass typing comes from her flower motif and use of vines in her attacks.

Competitive Role: Restraint enables Hisami to punish attackers that like to spam pivot moves. Her defensive stats are high but not exceptional, but her typing is very useful defensively, with resistances to great types like Ground Fighting and Water while not being weak to the U-Turns she has to switch in on. Strength Sap enables her to stonewall many physical attackers and check users of 1-stage boosting moves like Dragon Dance while her exellent special defense can be amplified with Calm Mind.
Her main ability is to punish pivoting moves, if the target is unable to heavily damage her, she can use Wrap to secure a trap to take down her victim, put things on a timer with Toxic or boost up with Calm Mind. Another important aspect is it prevents switching to a low-attack partner to block Strength Sap, making Sap very reliable against physical pivot users.
However, ultimately her role is defensive, so setting up Calm Minds won't be a threat unless allowed to set up many times given her low special attack and reliance on low base power moves unless you want to use Petal Dance or Hex. I gave her a generally subdued statline because Strength Sap is a crazy move and can't be given to good statlines, plus her ability is potentially very warping depending on what offensive mons look like.
She's likely to be good at stopping Rain teams (especially Flip Turn users) or strong U-Turn pivots, but fears Knock Off which many mons with U-Turn also learn. In general, her presence should prevent VoltTurn stuff from getting too overbearing. She is somewhat passive and unable to meaningfully threaten stuff that is immune to Toxic and can shrug off a Shadow Ball, but because of her ability, switching out won't always be an available option.

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Character Name: Ness
Type: Normal / Psychic
Abilities:
Super Luck / Magicant's Blessing*
*Once per battle grants the effect of Leppa Berry.

Stats: 128/104/64/80/105/64 (545)

Full Moveset: Recover, Heal Bell, Teleport, Thunder Wave, Return, Photon Geyser, Double Edge, Slash, Psycho Cut, Flare Blitz, Superpower, Counter, Psychic, Extrasensory, Stored Power, Dazzling Gleam, Reflect, Barrier, Focus Energy, Hypnosis, Rest, Sleep Talk, Protect, Tackle, Flail, Swift, Confusion, Psybeam, Kinesis, Refresh, Flash, Heal Pulse, Psychic Terrain.

Weight: 45

Flavor Justification: Ability comes from Ness's lategame power boost from Magicant giving him an incredibly large PP pool, reflected as a once-per battle leppa berry mostly serving to make his Recover far more reliable. Super Luck reflects his high Guts stat especially with the rare Gutsy Bat.
Photon Geyser represents both PK Rockin and PK Flash, Ness's offensive PSI moves.
I tried to limit myself here to only using Earthbound for reference and avoiding giving Ness the techniques he learnt for Super Smash Bros, so he doesn't have fire, thunder or starstorm-based moves. Flare Blitz is included as a reference to a failed use of Teleport α, alongside Double Edge. This could be replaced with Wild Charge if needed since Flare Blitz could be a pretty useful move for a physical Normal type to have but I included it mainly for flavor.
Stat spread has strong HP, Spdef and Attack, but middling Special Attack because Ness isn't really a good PSI user until very late in Earthbound, with the low level PK Rockin moves being outclassed hard by Paula's moves. Lower defense mostly for balancing purposes and low speed.

Competitive Role: Ness serves as a Special Defense wall, with high HP and Special Defense in addition to a very respectable Attack stat and decent moves.
However, Ness's real strength is in his ability to inflict paralysis and pivot with Teleport. This makes Ness very good at forcing offensive stuff out then teleporting out to an offensive teammate.
Ness's ability gives you more PP once per battle and with two near-autoinclude moves in Recover and Photon Geyser both having 8 pp, choosing which one you're going to restore is a tricky decision. Super Luck enables a "boosting" set with Focus Energy if you're desperate to give Ness more of an offensive presence.
 
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Character Name: The Ringer
Type:
Dragon.png

Abilities: Frost Bell
New Abilities: Frost Bell - When hit, reduces foe's corresponding attack stat by 1 stage & applies Frost; ice attacks targeting this Pokémon have their damage halved. After a Pokémon with the Frost volatile status attacks, negative stat stages to attack and special attack will be reset and this volatile status will end.
Stats: 90 / 80 / 105 / 90 / 85 / 65 [515 BST]
Full Moveset: Alluring Voice, Astonish, Beat Up, Bitter Malice, Blizzard, Body Slam, Brutal Swing, Confuse Ray, Curse, Dark Pulse, Echoed Voice, Feint, Feint Attack, Fling, Foul Play, Freeze Dry, Frost Breath, Grudge, Harden, Haze, Heal Bell, Heavy Slam, Hyper Voice, Ice Beam, Icicle Crash, Icicle Spear, Icy Wind, Knock Off, Memento, Metal Sound, Metronome, Moonlight, Night Shade, Payback, Perish Song, Power Gem, Psychic Noise, Punishment, Screech, Shadow Ball, Snarl, Snowscape, Spite, Stealth Rock, Stone Edge, Sucker Punch, Sunny Day, Thief, Torment, Trick, Uproar, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Weight: 241.0 kg
The ability Frost Bell is an almost direct translation of The Ringer's main attribute; in Wildfrost when it gets hit by an attack, it will apply Frost to a random foe. Frost, as a mechanic in Wildfrost, acts as a temporary debuff to a card's attack, removing itself after said attack. So, this ability reflects that by lowering an attacker's corresponding attacking stat (if physical move, lower atk, if special move, lower spa) and giving them a status that purges their attacking debuffs after their next attack.

As for moves, things had to be taken a bit more liberally as Wildfrost has little to properly justify individual attacks. Given The Ringer being a master of, well, bells, they get a plethora of Sound-based moves, including Heal Bell, Metal Sound, and several "voice" attacks (in this case rather than it being a literal voice, its the sound of bells ringing). Ice coverage (and a resistance) was given to The Ringer as well, given the flavor of the setting being winter-like & that The Ringer appears to be made of whatever object represents the Frost status in the game. Given this material also has a gem-like look to it, I thought that enough justification to give it a couple of Rock Moves.

One last thing worth mentioning are some moves reflecting the charms that the Titan Bell can give the Ringer specifically. Two of these charms are the Sun Charm (hence sunny day), and the Moose Charm (reflected in Curse, as that charm slows down a card in exchange for higher power).
Overview/Justification: Physical Wall who holds some resemblance to how Corviknight might play, rocking similar stats as well as a means of defensive set up alongside recovery. Gets access to some pure utility with Heal Bell & Stealth Rock alongside some offensive utility in Knock Off.
 
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This is not a usual thing I will do, as I will generally plan on making sub vetoes public later in the process. However, due to perhaps my failure in communicating what it is this slate was supposed to do (I will now regularly provide examples of vanilla Pokemon that properly slot into corresponding roles), as well as hopefully bringing some order to this chaos (ironic, I know), I would like to go over a few subs here.

Character Name: The Ringer
This makes for a solid wall. It has enough bulk to take a few attacks thanks to its ability, then it can utilize a few different utility options to disrupt offensive strategies. On top of that, it has reliable recovery, a welcome sight on a Pokemon that’s meant to stick around for a while.

Character Name: Hisami Yomotsu
Once again, this clearly disrupts offense and has ways to keep itself around. It provides solid value on defensive teams, potentially shutting down pivot cores, and its offensive potential is not an explosive one, which keeps it in line with being a wall. As far as whether or not this effect is healthy, that’s maybe a question for another time, but the premise is there.

Name: Wall-Knight (Plants vs Zombies Heroes)
This is quite strong as a Ferrothorn-like, and I feel like it almost has too many moves, but it has solid defensive tools and emulates something tried and true, so perhaps with a bit of a tone-down in the moves department (I appreciate a good amount of flavor moves but there is a certain point that it becomes too much) and maybe the stats department, it’s rather good.

Literally just remove Nasty Plot and this is probably serviceable as a wall; Plot makes it teeter a little too close to an offensive threat for me to be comfortable.

Being honest, I like this submission, I really do. However, Heavy absolutely falls under the category of tank, here, which is a different category of Pokemon. A wall ideally shouldn’t immediately be shredding through teams, it’s meant to stop other Pokemon from shredding through your team. Again, I like this submission, but it sadly isn’t the correct slate for the big man.

Character Name: Bowser

Character Name: Ezili
Bowser, like Heavy, is absolutely a tank, and those are also just crazy stats to have with tools like Wisp on hand. Also, although he can definitely use lots of those moves in theory (yes, I can even understand where Spacial Rend and Blazing Torque come from), there are definitely moves that are super overtuned (cough cough Sacred Fire) or are otherwise perhaps unflavorful on this kit. Generally speaking, signature moves from other Pokemon should be handled with care, and not everything a character can do is necessary for inclusion in a movepool. Try to stick to around 30-60 moves, though it’s better to overshoot that than undershoot it.
By contrast, Ezili undershoots by a small margin, but more crucially, that effective bulk plus Strength Sap plus Infernal Parade is maybe a bit much (giving me Clownpiece flashbacks). Obviously we’re setting the power level here, and if we’re consistent in it that might be balanceable, but my recommended change is probably to replace Strength Sap with a different reliable recovery option, like Moonlight or plain Recover. If that isn’t feasible, tone down the bulk a fair bit, and in either case it’s probably safe to remove Infernal Parade.

Character Name: Black Ooze

Character Name: The Silent
For starters, you listed Acid Armor twice in Black Ooze’s movepool. Secondly, Black Ooze is very tough to handle physically, and Parting Shot helps it a lot against plenty of incoming special threats. The draining set with NPlot could end up rather overtuned, and the signature move itself is very strong for a draining move. I’d probably tone Life Drain down to 70 or 80 power and then replace NPlot with something like Work Up. The Body Press set is likely enough to apply pressure anyway, and raw Life Drain is still solid enough.
The Silent doesn’t seem to be a wall, but rather a fast, decently bulky utility Pokemon. More importantly though, this is a mess flavor wise. Why is she Grass type? Is it because she’s green? If you can seriously provide an actual reason please explain it, but otherwise Grass is simply unbelievable here. Anchor Shot Leech Seed is disgusting and would probably be vetoed on its own, but again, why does she even have these moves to begin with? Please don’t disregard a character’s actual traits when creating a submission. Small stretches in flavor can sometimes be alright, but to this level it certainly is not.

If I didn’t cover your submission here, just please just take into consideration the sorts of things I’ve said, and try to apply them to what you’ve made. And if you would ever like to receive feedback like this for your submission, please feel free to ask me or any member of council our thoughts. We’ll do our best to be constructive and work with people on these matters. Also, filling the Justification section of your submission with pertinent info on why certain aspects of your submission are the way they are will help me immensely in the verification process (both flavor wise and balancing wise). Thank you.
 
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Ahhhh...at last, it's good to be back! Now, this time around, I ain't playing silly. For one, I will be using the Generation 9 TM list for movepool inspiration, but for another...my new color coded key will easily indicate which areas are inspired by which! Soeth...LET'S START THIS MERRY-GO-ROUND!!!
ywgyC7t.png

"Bringing the heat!"
Wildfire
Notable Source Key:
Skylanders: Trap Team
Skylanders: Ring of Heroes
Name: Wildfire
Series of origin: Skylanders
Gender: Male
Type:
Armor Cannon - FIRE

Stats: 88/73/120/73/100/56 (510)
Abilities: Intimidate / Flame Body / Good as Gold
Movepool: Burning Bulwark, Torment, Scratch, Leer, Ember, Block, Taunt, Counter, Mirror Coat, Crunch, Knock Off, Lash Out, Bulk Up, Fire Fang, Fire Spin, Flame Charge, Sunny Day, Fire Punch, Will-O-Wisp, Heat Wave, Flamethrower, Fire Blast, Overheat, Flare Blitz, Burning Jealousy, Temper Flare, Solar Beam, Earth Power, Earthquake, Scary Face, Roar, Psych Up, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Reflect, Light Screen, Skill Swap, Imprison, Metal Claw, Iron Head, Iron Defense, Heavy Slam
Role: Counterattack based Wall
Weight: 98.4 kg.
dkg2Gjj.png

"Even after I'm gone...my wish will still be here."
Kaede Akamatsu
Notable Source Key:
Danganronpa V3: Killing Harmony Chapter 1
Ultimate Talent Development Plan + Monokuma's Test + Danganronpa S: Ultimate Summer Camp
Name: Kaede Akamatsu
Series of origin: Danganronpa
Gender: Female
Type:
Acupressure - NORMAL
Astonish - GHOST

Stats: 72/65/90/71/118/98 (514)
Abilities: Ultimate Pianist / Infiltrator
Movepool: Pound, Growl, Trick, Heal Bell, Attract, Wish, Recover, Fake Tears, Fling, Foul Play, Thief, Knock Off, Taunt, Thunderbolt, Thunder, Thunder Wave, Charm, Low Kick, Brick Break, Reversal, Coaching, Upper Hand, Acrobatics, Hurricane, Confuse Ray, Hex, Night Shade, Shadow Ball, Spite, Curse, Trailblaze, Seed Bomb, Energy Ball, Ice Beam, Blizzard, Body Slam, Hyper Voice, Encore, Helping Hand, Psych Up, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Amnesia, Calm Mind, Rock Blast, Stealth Rock, Rock Slide, Gyro Ball, Hard Press
Role: Special Wall
Weight: 43.4 kg.
Custom Elements:
Ultimate Pianist: Upon fainting, inflicts the opposing Pokémon with Torment.
BpkjagE.png

"I will live! I refuse to die in a hellhole like this! For my nation! For my people! I WILL NOT DIIIIIIIE!!!"
Kirumi Tojo
Notable Source Key:
Danganronpa V3: Killing Harmony
Ultimate Talent Development Plan + Monokuma's Test + Danganronpa S: Ultimate Summer Camp
Name: Kirumi Tojo
Series of origin: Danganronpa
Gender: Female
Type:
Aqua Jet - WATER
=
Stats: 84/78/94/56/119/99 (530)
Abilities: Cloud Nine / Padded Gloves / Run Away
Movepool: Tidy Up, Rapid Spin, Teatime, Defog, Aqua Ring, Liquidation, Recover, Pound, Growl, Aqua Jet, Bestow, Wood Hammer, Power Whip, Fake Tears, Taunt, Foul Play, Knock Off, Lash Out, Throat Chop, Low Kick, Drain Punch, Low Sweep, Brick Break, Reversal, Focus Punch, Upper Hand, Trailblaze, Icy Wind, Ice Spinner, Ice Beam, Blizzard, Ice Punch, Triple Axel, Haze, Mist, Swift, Encore, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Hyper Beam, Giga Impact, Skill Swap, Amnesia, Trick Room, Reflect, Light Screen, Water Pulse, Rain Dance, Chilling Water, Surf, Hydro Pump, Flip Turn, Whirlpool
Role: Support Wall
Weight: 45.4 kg.
Custom Elements:

Padded Gloves: This Pokémon is always wearing a pair of Protective Pads, meaning that it is protected from effects caused by using moves that make contact with the target. It can still hold an item as normal.
 
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Algorithm of Semi-Intransient Matrix of Overseer Network
Series of Origin
: Genshin Impact
Abilities: Prism Armor
Stats: 95 / 60 / 120 / 90 / 80 / 50
Type: Steel
Signature Move: Reshape* (Heals user by 1/3 of max HP. Removes any negative stat changes from it.)
Movepool: Reshape, Stealth Rock, Tachyon Cutter, Giga Drain, Energy Ball, Iron Head, Flash Cannon, Thunderbolt, Rapid Spin, Hyper Beam, Giga Impact, Toxic, Spikes, Substitute, Protect, Rest, Sleep Talk, Spike Cannon, Double Hit, Icy Wind, Ice Beam, Body Press, Hard Press, Magnet Rise, Lock-On, Block, Zap Cannon, Thunder Wave, King's Shield, Tackle, Steel Roller, Mirror Shot

Competitive Analysis: Physical wall with interesting perks such as steel-type and prism armor, while also being able to set and remove hazards in battle, and also not being super passive, with Tachyon Cutter and ways to spread status in Toxic and Thunder Wave. King's Shield is also very reliable in getting Leftovers healing and fighting physical threats that might punish it. Walls don't need to be passive, and 90 SpA is just an alright stat number nowadays for getting damage, especially when you wouldn't invest on it.
Flavor Stuff: it has lasers n stuff for most of these attacks, also pretty spiky
"A perpetual motion machine that rules over the many constructs scattered throughout the desert. It seems that the lonely ruler's will still indwells this device.
Perhaps due to a friend's teachings in a dream or perhaps because he coveted the power of the holy ones in the skies, the king created mysterious devices that should not exist in this world before founding his realm in these lands.
Amidst the ruins of the City of the Pillars, the ancient crystals still reflect the glory of the golden paradise, though none now live who remember the king's dreams."
blah blah blah king ^ king's shield ^
 
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Character Name: attack battalion convoys
Type: steel
Abilities: heavy metal, intimidate, slow start
Stats: 142/70/50/40/50/145 (497 bst)
Full Moveset: heavy slam, wild charge, spin out, iron defense, automotize, protect, u-turn, taunt, heat crash, body slam, hard press, high horsepower, selfdestruct, facade, substitute, protect, take down, lash out, giga impact, pave way
Signature Move: pave way
- Type: steel
- Classification: physical
- Power: 70
- Accuracy: 100
- PP: 16
- Effects: on hit, removes hazards from both sides
- Flavor: the truck rams its opponent while brushing away the debris on the battle field
Weight: 5000 kg
Overview/Justification: in game its a giant reactionary wall unit you chuck at the opponent and it will absorb hits until it dies. pretty vanilla. intimidate because it has 50% chance to weaken its target traits (red metal zombie but translating that to mons is a pain so i wont). its damage its garbage but its fast as hell and its pretty much guarenteed to get at least one attack thans to its quick attack animation.

translated to pokemon its much more vanilla compared to the volcano. kinda like the sameish thing as the bc version except its more of a pivot (im justifying uturn with the fact that its a truck and its also one of those units that instantly rebounds when knocked back). damage wise it has 5000kg heavy slam which probably slams a great majority of things for 120 bp but realistically it wont hit very hard and steel is garbage offensively anyway.

taunt:

"Next-gen tactical vehicles transporting scouts and
conducting raids on enemy camps..."

good enough

the signature move is defog with damage. and it is actually justified from the flavor perspective since this unit has soul strike. basically in battle cats when you kill a zombie (without a zombie killer unit) it can leave behind a corpse that is untargetable but in a set amount of time the corpse revives, which is basically a hazard. soulstrike allows the unit to attack and destroy corpses. however the move is weak as hell on a weak as hell mon so dont expect to get actual damage with it.

basically its an annoying defensive pivot that intimidates someone and uturn out or taunt to prevent setup andit can also remove hazards. but its got no status or really any way of making progress itself besides attack -> taunt and no recovery so it once again will just run out of hp at some point. steels probably the best typing for its schtick since i imagine a lot of things can hit it se or at least neutral (as is the case in pokemon) but it can also effectively absorb a random hit, get that intimidate and uturn out.
 

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Pokémon: Tiamat-Larva
Franchise/Origin: Fate/Grand Order Arcade
Intended Tier: OU
Type: Water/Dragon
Ability: Compound Eyes / Infantile Regression
Signature Ability: Infantile Regression - If holder equips Eviolite, its Defense and Sp. Def are 1.5x. [Eviolite doesn't work without this ability, because Tiamat is fully evolved.]
Notable moves: Sea of Life, Flip Turn, Glare, Origin Pulse, Scald, Teleport, Spacial Rend, Calm Mind, Sing, Haze, Aqua Ring, Aqua Tail, Baby-Doll Eyes, Body Slam, Bite, Breaking Swipe, Brine, Brutal Swing, Bulk Up, Burning Jealousy, Charge Beam, Charm, Chilling Water, Confide, Crunch, Cut, Dark Pulse, Dazzling Gleam, Disarming Voice, Dive, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Dream Eater, Dual Chop, Endure, Eruption, Fire Blast, Fling, Fly, Frustration, Giga Impact, Heal Block, Hone Claws, Hyper Beam, Hyper Fang, Hyper Voice, Hydro Pump, Hurricane, Ice Beam, Incinerate, Iron Tail, Lava Plume, Life Dew, Liquidation, Mean Look, Megahorn, Miracle Eye, Muddy Water, Mystical Fire, Natural Gift, Night Slash, Noble Roar, Ominous Wind, Outrage, Payback, Perish Song, Power Gem, Psycho Cut, Rain Dance, Round, Safeguard, Scale Shot, Scary Face, Secret Power, Shadow Ball, Shock Wave, Skull Bash, Slam, Sleep Talk, Snore, Soak, Strength, Super Fang, Superpower, Surf, Swift, Tackle, Tearful Look, Thunderbolt, Tri-Attack, Water Gun, Water Pulse, Waterfall, Wave Crash, Whirlpool, Psychic Noise, Infestation
Signature move: Sea of Life
Type: Water
Category: Status
BP: ---
Acc: ---
PP: 5 (8)
Effect: User and allies on field healed 1/4 max HP, cures the user's whole party of all status conditions. [Life Dew + Heal Bell clone.]
Stats: 75/70/75/90/115/80 (505)
Competitive Reasoning: Tiamat-Larva is a general-use defensive Water-type. A defensive pivot with some utility options, but no 1/2 HP recovery move.
Flavor Reasoning:Tiamat-Larva is the child form of a sea dragon goddess. She's the origin of all life, so I gave her Origin Pulse; she also has an attack that’s “countless beams of light that glow a deep and brilliant blue”. She also can tear holes in reality to connect it to an Imaginary Number Space Sea, so I gave her Spacial Rend. Tiamat-Larva can use Eviolite because she basically evolves into regular Tiamat but that one doesn't exist here.

The_Torch_God_demo.gif
Pokémon: Torch God

Franchise/Origin: Terraria
Typing: Fire
Ability: Flash Fire / Anger Point / Serene Grace
Moves: Sacred Fire, Mystical Fire, Fiery Wrath, Lava Plume, Scald, Knock Off, Taunt, Will-o-Wisp, Burn Up, Overheat, Fire Blast, Inferno, Fire Pledge, Flamethrower, Flame Burst, Fire Spin, Ember, Smokescreen, Flash, Energy Ball, Power Gem, Ancient Power, Ice Beam, Dazzling Gleam, Sludge Bomb, Dark Pulse, Shadow Ball, Nature Power, Happy Hour, Lucky Chant, Outrage, Thrash, Rage, Rage Powder, Curse
Signature Item: Torch God's Favor: Changes the type of Torch God's Fire-type moves based on environment or terrain, if they were to do more damage. +1 to crit chance ratio if type changes. [Same type changes as Nature Power]
Stats: 140/90/90/90/90/15 (515)
Competitive Reasoning: A mixed wall that spreads burns easily, but can't heal.
Flavor Reasoning:
With Terraria's latest update, torches now affect luck positively, and this blessing is attributed to the Torch God. It is also "easily angered."
The Torch God attacks using different kinds of torches, namely the regular one, Coral (Water), Jungle (Grass), Desert (Rock), Ice (Ice), Hallowed (Fairy), Corrupt+Crimson (Poison), Corrupt+Demon (Dark) and Cursed+Bone (Ghost). It can also use the Blue and Ultrabright torches to attack with blue flames. The colored torches are crafted from gems (Blue Torch is made from Sapphire, etc), so I gave it Power Gem. The event's name is called "HappyFunTorchTime" so I gave it Happy Hour.
Torch God's Favor is an item that automatically changes torches to match the biome, giving the player an increase in luck, which in turn affects everything about the RNG positively. It only changes regular torches though, so The Torch God's moves based on non-regular torches are unchanged (meaning all the non-Fire moves).
The Torch God event is an endurance event, and the Torch God attacks through a large number of torches (at least 100, capping at upwards of 10000) and the torches are put out individually, so I figured its HP should be high. It doesn't display any physical attacks at all so Attack is low, and the torches don't move, so its Speed is abysmal.
 
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ah yes the crossover chaos starter esque mons on slate 1 trend continues once more
Thumpback.png

"Hail to the Whale!"
Character Name: Thumpback
Series of Origin: Skylanders
Type:
Water.png
Steel.png

Abilities: Torrent [Hidden Ability: Mold Breaker]
Stats: 130/110/85/79/75/55 [BST: 534]
Full Moveset: Anchor Shot, Flip Turn, Stealth Rock, Wave Crash, Aqua Jet, Water Spout, Bullet Punch, Crunch, Jaw Lock, Psychic Fangs, Ice Fang, Ice Beam, Knock Off, Earthquake, Surf, Flash Cannon, Rest, Sleep Talk, Iron Defense, Body Press, Close Combat, Razor Shell, Ice Punch, Iron Head, Withdraw, Liquidation, Stone Edge, Rock Slide, Scald, Substitute, Protect, Water Gun, Water Pulse, Smart Strike, Bubble, Bubble Beam, Frost Breath, Icy Wind, Body Slam, Slam, Pound, Aqua Ring, Dive, Rain Dance, Soak, Splash, Water Pledge, Hydro Pump, Hydro Cannon, Growl, Roar, Bite, Mega Punch
Weight: 502.2 kg
Overview/Justification: Thumpback is an effective mixed wall, defensive pivot, and hazard setter. His water type is self explanatory, and his steel typing comes from the anchor he always uses to attack. He uses waves to surf on his belly, which justifies the moves Wave Crash, Aqua Jet, Flip Turn, and Anchor Shot should be self explanatory. The rest of the moves are somewhat standard- he gets them probably because other Steels and Waters in Pokemon commonly get them, or he has some sort of connection with them in his games (i.e. Shell moves). However, his main issue is that despite his excellent bulk, he has no great way of getting health back outside of leftovers, meaning that he is liable to wear down over the course of a longer game. Mold Breaker is an excellent ability for him, as it allows him to bypass water immunity abilities when using Flip Turn and Bypass the effects of Magic Bounce when setting hazards. The good thing is, Thumpback ain't passive either: A respectable 110 attack means his attacks pack a punch, and if you're not careful, he could trap you into a bad position with Anchor Shot. Overall, Thumpback is an effective mixed wall and utility machine.

Yo-kai Watch Thornyan

"Jibanyan's proud of his new spiky body. Just don't walk behind him while you're barefoot."
Character Name: Thornyan
Series of Origin: Yo-kai Watch
Type:
Grass.png
Ghost.png

Abilities: Overgrow [Hidden Ability: Rough Skin]
Stats: 76/99/121/60/80/101[BST: 535]
Full Moveset: Ventilator, Synthesis, Drain Punch, Acrobatics, Hurricane, Leaf Storm, Shadow Ball, Grass Pledge, Frenzy Plant, Absorb, Mega Drain, Giga Drain, Gust, Scratch, Growl, Growth, Substitute, Protect, Rest, Sleep Talk, Strength Sap, Toxic Spikes, Slash, Fury Swipes, False Swipe, Thunder Punch, Fire Punch, Ember, Mach Punch, Incinerate, Dark Pulse, Hone Claws, Bite, Fire Fang, Play Rough, Flamethrower, Flame Charge, Flame Wheel, Trailblaze, Giga Drain, Mega Drain, Absorb, Needle Arm, Leafage, Razor Leaf, Heal Bell, Magical Leaf, Pin Missile, Bullet Seed, Tail Whip, Fury Attack, Curse, Peck, Shadow Claw, Destiny Bond, Spite, Ominous Wind, Air Slash, Taunt, Fling, Thief, Covet, Endure, Revenge, Payback
Signature Move: Ventilator
- Type: Grass
- Classification: Physical
- Power: 90
- Accuracy: 100
- PP: 16
- Effects: 30% to Poison the target.
- Flavor: Based off Thornyan's standard attack, while the chance to poison is based on the effect of his Inspirit, slowing reducing the target's HP.
Weight: 6.6 kg
Overview/Justification: WIP
 
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I AM NOT A MORON!
View attachment 700121
Pokémon: Wheatley
Franchise/Origin: Portal 2
Weight: 999.9 kg
Type: Steel
Ability: Neutralizing Gas, Oblivious, Clear Body (HA)
Notable moves: Egg Bomb, Magnet Bomb, Mud Bomb, Acid Spray, Disable, Haze, Shell Trap, Stomping Tantrum, Brick Break, Spikes, Circle Throw, Meteor Mash, Overheat, Self-Destruct, Hyper Voice, Trump Card, Gyro Ball, Heavy Slam, Moonlight, Steel Beam, Burning Jealousy, Metal Burst, Rock Smash, Skill Swap, Core Enforcer, Thunder, Magnet Rise, Core Transfer, Soak, Rain Dance, Wide Guard, Spiky Shield
Signature move: Core Transfer (Steel, Status, -- Accuracy, 16 PP, Swaps stat changes and abilities of user and target, bypassing prevention due to abilities, akin to Moongeist Beam)
Stats: 99/90/115/95/111/50 (560 BST)

Explanation: Wheatley is, as GLaDOS puts it, a "metal ball", so the Steel typing is obvious. Wheatley's abilities of Neutralizing Gas, Clear Body, and Oblivious serve to reference neurotoxin, the GLaDOS chassis, and Wheatley's resistance to paradoxes on account of literally being too moronic to comprehend them, respectively. Most of the notable moves were just from me searching through Wheatley's lines and putting stuff down that I felt fit.
fwiw if you're gonna sub multiple things please put it in the same post via editing ur first post as it's easier to view and doesnt clog up the thread as much thanks mr neon
 
fwiw if you're gonna sub multiple things please put it in the same post via editing ur first post as it's easier to view and doesnt clog up the thread as much thanks mr neon
I typically would but I assumed it would've worked differently in this case bc of the veto post thing. My bad.
Edit: Just moved it over to be with Heavy.
 
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A resub of one of my winners from the last one, technically. But the character got a massive rework since then. Hope you enjoy Garganacl 2.



InarosPrimeFull.png

(using his Prime variant for aesthetic purposes)
Character Name: Inaros
Type: Ground
Abilities: Sand Stream/Sand Rush/Sturdy
Stats: 125/90/115/68/75/67 (BST 540)
Signature Move: Scarab Swarm
- Type: Poison
- Classification: Physical
- Power: 80
- Accuracy: 100
- PP: 16 (Max)
- Effects: 20% Poison Chance. Can hit Steel type Pokemon and has Corrosion Effects (Can poison a Pokemon regardless of typing)
- Flavor: His 4th ability. In game it gives guaranteed Corrosion status (a type of Poisoning damage, Pokémon mechanics speaking) to enemies, but thats not fun (and Warframe's status system is completely different from Pokemon), so I made it a move that invokes Corrosion (the ability) and can hit steel types, at the cost of a lower base power and status chance. Should probably be a Bug-type move as well, but then it wouldn't be viable so.

Full Moveset: Scarab Swarm, Ancient Power, Astonish, Attack Order, Body Press, Bulldoze, Curse, Dig, Earth Power, Earthquake, Headlong Rush, Infestation, Iron Defense, Iron Head, Metal Claw, Meteor Beam, Payback, Power Gem, Reflect, Rest, Rock Blast, Rock Polish, Rock Slide, Rock Tomb, Salt Cure, Sand Attack, Sand Tomb, Sandstorm, Scorching Sands, Shadow Ball. Shadow Claw, Shadow Punch, Sleep Talk, Smack Down, Stealth Rock, Stomping Tantrum, Stone Edge, Strength, Substitute, Thief, Wide Guard, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Weight: 75 kg
Overview/Justification: i wasn't lying when i said he'd be garg 2.

Edit: Changed to Mono-ground and attempted to explain his signature move (Corrosive damage in Warframe being a type of poison damage.)

Can’t budge on Sand Stream, unfortunately. Being a Sand Elemental is very much His Thing.
 
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A Yo-kai that sucks up everything and anything to try to fill the overwhelming emptiness inside him.
Pokémon: Urnfulfilled
Origin: Yo-Kai Watch
Intended Tier: OU
Typing: Ground/Ghost
Abilities: Gluttony / Sturdy / Vanishingly Small (Cannot be damaged with moves with 40 BP or less)
Moves: Yawning Welcome (Signature move, Ghost-type Circle Throw), Night Shade, Destiny Bond, Earthquake, Stealth Rock, Wide Guard, Protect, Rock Slide, Rest, Sleep Talk, Curse, Iron Defense | High Horsepower, Giga Drain, Rock Throw, Ancient Power, Rock Polish, Stockpile, Swallow, Spit Up, Body Slam
Stats: 40/70/200/30/200/10 [550]
Flavor Reasoning: Typing references its earthy body and its japanese name containing "land" in it, and also its empty, unfulfilled nature. Signature move and abilities are lifted straight from Yo-Kai Watch 3, while Gluttony ties into its nature as a giant void. Most of its moves are standard, tho Ancient Power is flavor for its presence in the Cluphinx, a Egyptian-inspired location, and Giga Drain for its, well, absorption abilities.
Competitive Niche: Trying to go with a Shuckle-like wall here, with high defenses but low HP and is slow as hell. However, unlike Shuckle, it has an amazing immunity to priority and multihits, and its also not complete Taunt bait with a decent Attack stat and solid STABs. With its ability and signature move, it can switch into those who rely on priority and can pivot them out quickly, tho a low HP stat and lack of reliable recovery or even Body Press, as well as its weaknesses to common attacking types like Water, Ice, and Ghost help prevent it from getting too out of hand.
 
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