Pet Mod [Gen 9] Crossover Chaos Expanded

Slate 2: Winter Is Coming

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Congratulations to Ninetales Dragons, myself, and Cookie Butter for winning with Tatsumaki, Shrek, and Jogo! All winners have earned the rank Sherlock Holmes Arrives Too Late.

In the northern hemisphere, winter officially starts just before this slate will end, as one can tell by the colder weather as of late.

Characters eligible for the slate bonus are those with the power to make things cold, those who thrive in cold climates, and even those whose name and/or personality is cold (e.g. Elsa, Rudolph, Frieren).

To indicate that your submission follows the slate theme, surround its name with pairs of asterisks, like so: **Pikachu**

And as always, have fun!​
 
Hmm... What if I added "cool" characters to the slate theme?
(Note that the character has to be called that in canon (not by fans) or be named after the term.)
And rather than "thrive in cold climates," how about "are associated with cold climates"?
I dunno. Hopefully next bonus slate will be better.


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"Oh yeah!"
Pokémon: Kool-Aid Man
Franchise/Origin: Kool-Aid commercials
Intended Tier: UU
Type: Normal/Water
Ability: Rain Dish / Magic Guard
Signature move: OH YEAH - Normal, Physical, 100 BP, 100% Acc, 10 PP | 25% recoil. Breaks screens and protection.
Notable moves: Double-Edge, Body Slam, Facade, Wave Crash, Liquidation, Icicle Crash, Icicle Spear, Play Rough, Close Combat, Body Press, Brick Break, U-turn, Hyper Voice, Surf, Chilling Water, Energy Ball, Nature Power, Poison Powder, Sleep Powder, Rage Powder
Other moves: Mega Punch, Mega Kick
Stats: 95/97/71/72/126/74 | 535 BST
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Reasoning: Kool-Aid is a variety of powdered sugar that gets mixed with water to create juice. Its mascot, the Kool-Aid Man, is known for breaking through walls and belting out his catchphrase: "Oh yeah!"
He is Normal-type due to being humanoid and Water-type because of the liquid inside him. Rain Dish is based on his open top, while Magic Guard comes from his ability to remain seemingly unscathed when breaking through walls (despite being made of glass).
Base stats are derived from his debut dates: 7/10/1954 prototype; 7/26/1974 official

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"Cocytus, guardian of level 5, at your command."
Pokémon: Cocytus
Franchise/Origin: Overlord
Intended Tier: UU
Type: Bug/Ice
Ability: Snow Warning / Bulletproof / Slush Rush
Notable moves: Lunge, First Impression, Icicle Crash, Triple Axel, Ice Spinner, Icicle Spear, Ice Shard, Close Combat, Sacred Sword, Iron Tail, Leaf Blade, Swords Dance, Taunt
Other moves: X-Scissor, Ice Punch, Avalanche, Sheer Cold, Blizzard, Ice Beam, Frost Breath, Icy Wind, Body Press, Revenge, Rock Smash, Smart Strike, Night Slash, Brutal Swing, Payback, Aerial Ace, Air Slash, Psycho Cut, Breaking Swipe, Body Slam, Slam, Slash, Retaliate, Chip Away, Double Hit, Vise Grip, Cut, False Swipe, Bind, Block, Detect, Hail, Quash
Z-Move: Immovable Wisdom King Strike - Bug, Physical, 200 BP | Lowers the target's Speed by 1 stage. | Requires Lunge and Cocytium Z
Stats: 120/115/100/65/90/80 | 570 BST
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Reasoning: Guardian of the Fifth floor of Nazarick. He is a neutrally aligned humanoid insect with the spirit of a warrior.
  • Base Stats
  • Type: Race-wise, he is an Insect Fighter and a Vermin Lord (Bug). Job-wise, he is partly a Knight of Niflheim (Ice).
  • Abilities: He exudes a cold aura that does residual ice damage (Snow Warning), has projectile immunity (Bulletproof) as a Floor Guardian, and can move at supersonic speeds despite his bulky appearance (Slush Rush).
  • Movepool: His combat style mostly revolves around cold manipulation and weapon mastery. (Close Combat comes from his tendency to underestimate opponents.) He also uses his limbs, primarily his tail, if needed. Immovable Wisdom King Strike is not only his strongest technique, but also capable of speed reduction.
 
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party like its 1996-1999

(Resub)
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“I’ll be always by your side, even if you run faster than the speed of sound or fly high above the sky with the twinkling stars.”
Pokémon: Miyuki Shiba
Franchise/Origin: The Irregular of Magic High School (JP: Mahouka Koukou no Rettousei)
Intended Tier: OU
Type:
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Abilities: Winter Front
Signature ability - Winter Front - x1.5 power to user's Ice-type moves.
Other Moves:
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: Psycho Cut, Quick Attack, Pound, Double Slap, Return, Endeavor, Retaliate, Hold Back, Icicle Spear, Avalanche, Ice Shard, Icicle Crash, Triple Axel, Ice Spinner, Punishment, Counter, Reversal, Force Palm, Wake-Up Slap, Low Sweep, Acrobatics
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: Psybeam, Psychic, Mirror Coat, Extrasensory, Psyshock, Swift, Hyper Voice, Weather Ball, Echoed Voice, Terrain Pulse, Aurora Beam, Blizzard, Ice Beam, Icy Wind, Powder Snow, Sheer Cold, Freeze-Dry, Signal Beam, Silver Wind, Dazzling Gleam, Disarming Voice, Focus Blast, Heat Wave, Inferno, Mystical Fire, Gust, Air Cutter, Air Slash, Shadow Ball, Energy Ball, Grass Knot, Flash Cannon, Water Pulse
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: Agility, Barrier, Light Screen, Calm Mind, Imprison, Magic Coat, Role Play, Skill Swap, Trick, Healing Wish, Miracle Eye, Psycho Shift, Ally Switch, Psychic Terrain, Disable, Flash, Sing, Foresight, Mind Reader, Psych Up, Safeguard, Follow Me, Helping Hand, Refresh, Wish, Captivate, Lucky Chant, After You, Confide, Mist, Snowscape, Aurora Veil, Flatter, Torment, Quash, Charm, Sweet Kiss, Misty Terrain, Detect, Sunny Day, Defog, Tailwind, Grassy Terrain, Purify, Wide Guard, Rain Dance, Life Dew
Signature moves:
Luna Strike -
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-
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- 100 BP - 5 PP - 95% - 50% chance to paralyze the target.
Stats: 62/54/54/150/150/90 (BST: 560)

Reasoning: Psychic-type due to being a magic user with noticeable amount of Psions, partial Normal-type references her partially artificial upbringing made to support her brother, Tatsuya Shiba, as an emotional and mental partner. She may fit in with realmons that are mainly Normal type to serve specific purposes targeted towards certain goals in mind (Porygon line, Castform, Type: Null/Silvally). Her only ability, Winter Front, gives her a 50% power to Ice-type moves, which she is very proficient in and uses to a great extent. Luna Strike is one of her magical abilities that do not very much adherence to her icy affinity, so it shows up as a signature move that is also boosted by STAB and sports a high paralysis power to reference its body-binding potential. Her slight proficiency in marital arts and physical combat gives her a respectable, if somewhat useless, Physical movepool that includes various Fighting moves. The CAD she uses is the Flying-Type Specialized CAD, which is taken literally with various Special category Flying-type moves. Her ability to learn a minor number of Fire-type moves is due to one of her magic abilities, Inferno, sharing the same English name as the Fire-type move Inferno. This allow justification of Inferno being also used to generate heat instead of her more common usage of it to manipulate the absence of heat (Ice-type moves). Because of her Yotsuba heritage and birth as an augmented magician, her stats include very high Sp. Atk and Sp. Def base stats, one of which (Sp. Atk) is very close to Mewtwo's.

Code:
Miyuki Shiba (F) @ Colbur Berry
Ability: Winter Front
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Agility
- Stored Power
- Dazzling Gleam
Code:
Miyuki Shiba (F) @ Choice Specs
Ability: Winter Front
Tera Type: Psychic / Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Luna Strike / Psyshock
- Dazzling Gleam / Hyper Voice
- Heat Wave / Mystical Fire
- Ice Beam
Code:
Miyuki Shiba (F) @ Leftovers / Mental Herb
Ability: Winter Front
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Luna Strike / Psyshock
- Healing Wish / Wish
- Defog
- Protect / Detect / Psycho Shift

Theme Slate Reasoning: Ice powers, complete with Winter Front as an ability. More specifically, she's specified to excel in cooling magic, which speeds down molecules like that you'd see taught about in a science class; like how slowing down water molecules will turn it into ice if you slow down the molecules by dropping the temperature.

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“That’s right. The most radical opera you can imagine is about to begin.”
Pokémon: Black Percher (aka Pest)
Franchise/Origin: Problem Children Are Coming From Another World, Aren't They? (JP: Mondaiji-tachi ga Isekai Kara Kuru Sou Desu yo?)
Intended Tier: OU
Type:
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Abilities: Cursed Body (HA: Merciless)
Other Moves:
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: Cross Poison, Poison Jab, Astonish, Shadow Sneak, Phantom Force, Poltergeist, Lunge, Beat Up, Pursuit, Knock Off, Fling, Punishment, Payback, Foul Play, Lash Out, Outrage, Dual Chop, Play Rough, Spirit Break, Counter, Revenge, Wake-Up Slap, Low Sweep, Fly, Aerial Ace, Acrobatics, Double Slap, Pound, Endeavor, Fake Out, Covet, Chip Away, Retaliate
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: Smog, Sludge Bomb, Venoshock, Sludge Wave, Night Shade, Shadow Ball, Ominous Wind, Hex, Dark Pulse, Snarl, Focus Blast, Giga Drain, Energy Ball, Icy Wind, Hyper Voice, Echoed Voice, Psychic, Dream Eater, Mirror Coat, Psyshock, Stored Power
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: Toxic, Toxic Spikes, Venom Drench, Baneful Bunker, Curse, Destiny Bond, Spite, Grudge, Fake Tears, Flatter, Memento, Snatch, Taunt, Torment, Nasty Plot, Parting Shot, Thunder Wave, Charm, Baby-Doll Eyes, Will-O-Wisp, Strength Sap, Haze, Snowscape, Disable, Flash, Metronome, Encore, Mean Look, Pain Split, Psych Up, Helping Hand, Copycat, Me First, Work Up, Confide, Laser Focus, Barrier, Calm Mind, Imprison, Heal Block, Magic Room, Rain Dance
Signature moves:
Sinful Shield -
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-
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- N/A - 10 PP - —% - A more powerful variant of Baneful Bunker that inflicts toxic poison on targets that attack the user with contact moves instead of normal poison. +4 priority.
Miasma Wind -
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-
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- 80 BP - 5 PP - 100% - 10% chance to raise user’s Attack, Defense, Sp. Atk, Sp. Def, and Speed stats by 1 stage each.
Stats: 80/94/104/134/108/80 (BST: 600)

Reasoning: Poison-type as primary due to her source of power being the Black Death plague, which is often said to be caused by a miasma. Despite not being poison itself, both conventional poison and pathogenic diseases cause harm to various parts of the body. Ghost-type due to being associated with curses and represents a collective of the 80 million spirits that died by the Black Plague, which is similar in concepts to the 108 spirits that hold Spiritomb, another fellow Ghost-type together. Her primary ability, Cursed Body fits her disease theme more than Pressure because of its ability to inhibit the abilities and capabilities of her foes. Her hidden ability is Merciless, which provides benefits to her spread of toxins and the Poison status and serves thematically to show her insidious side due to killing participants of a festival to increase her influence in Little Garden. Sinful Shield is based on her Gift’s defensive purposed when her infected wind gusts condense into a barrier to protect her from attacks. Miasma Wind is her Gift put into an offensive perspective and is a stronger variant of Ominous Wind and Silver Wind due to how similar the wording of the move is to Silver Wind and Ominous Wind. Her base stats are very high due to her incredible durability and attacking prowess. Her HP and Speed base stats are both 80, in similar respect to Spiritomb. This represents the number of Black Plague-stricken souls Black Percher carries in the millions.

Code:
Black Percher (F) @ Black Sludge / Leftovers
Ability: Merciless
Tera Type: Poison / Dark
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Toxic / Toxic Spikes
- Hex
- Focus Blast
- Venoshock / Strength Sap
Code:
Black Percher (F) @ Life Orb
Ability: Cursed Body
Tera Type: Ghost / Fighting
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Focus Blast
- Sludge Wave / Taunt
Code:
Black Percher (F) @ Salac Berry / Weakness Policy
Ability: Cursed Body
Tera Type: Psychic / Ghost
EVs: 4 HP / 252 SpA / 252 Spe
Calm / Timid Nature
- Calm Mind
- Miasma Wind / Sludge Wave
- Stored Power
- Shadow Ball / Destiny Bond

Theme Slate Reasoning: Her powers are based on the Black Death, which was one of the things that had contributed to the Little Ice Age, a multi-century event where the Northern Hemisphere experienced a gradual yet noticeable drop in the average temperature of the environment. The numerous amount of deaths the Black Death pandemic may have been accelerated by the cooling temperatures that the Little Ice Age caused. You could say she's more powerful in colder climates.

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"Just having powers doesn't mean everything works out for you. But that's perfectly fine, as long as you make the important choices yourself. I'm the protagonist of my own life."

Pokémon: Shigeo Kageyama (aka Mob)
Franchise/Origin: Mob Psycho 100
Intended Tier: OU
Type:
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Abilities:
Trace (HA: Psyexplosion)
Signature ability - Psyexplosion – Every time the user is hit with a move that causes direct damage: if that move did at least 100 HP to the user, the user’s Sp. Atk is raised by 1 stage.
Other Moves:
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: Psycho Cut, Endeavor, Retaliate, Hold Back, Revenge, Rock Blast, Leaf Blade, Solar Blade, Payback, Foul Play, Spirit Break
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: Confusion, Psychic, Future Sight, Mirror Coat, Extrasensory, Psyshock, Stored Power, Eerie Spell, Expanding Force, Wring Out, Terrain Pulse, Focus Blast, Final Gambit, Earth Power, Night Shade, Shadow Ball, Hex, Solar Beam, Giga Drain, Magical Leaf, Energy Ball, Grass Knot, Shock Wave
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: Amnesia, Barrier, Light Screen, Reflect, Teleport, Calm Mind, Imprison, Guard Swap, Miracle Eye, Power Swap, Psycho Shift, Guard Split, Magic Room, Power Split, Telekinesis, Wonder Room, Psychic Terrain, Disable, Mimic, Mean Look, Mind Reader, Safeguard, Copycat, Work Up, Detect, Sunny Day, Will-O-Wisp, Rain Dance, Grassy Terrain, Thunder Wave, Eerie Impulse, Snowscape, Flatter, Torment, Quash, Crafty Shield
Stats: 55/65/100/130/100/120 (BST: 570)

Reasoning: Pure Psychic-type as Seasoning City’s most notable esper, with powerful psychic powers despite being physically frailer than even an average human to the point of being arguably worse at P.E. classes than even maths classes, mirroring Alakazam and its physical fragility but to a lesser extreme. To that end, his base HP and base Speed stats are straight from Alakazam’s base stats itself. Another Psychic-type realmon he shares base stat values with is Espeon, which has the same base Attack and base Sp. Atk stats as him. His base Defense and base Sp. Def stats are both 100, the main number used to describe him and his psychic powers, specifically the 100% in which the full extent (most of the time) of his psychic powers are unleashed from his explosion counter, an arbitrary meter that means how much stress and negative emotions he is building inside of him. These somewhat high Defense/Sp. Def stats are offset by his low base HP stat of 55, so he is definitely not somebody you’d call “bulky”. Coincidentally this is the same Defense/Sp. Def stats as Mew and Mewtwo’s Mega-X form, two other iconic Psychic-type Pokémon (Mewtwo specifically was created to be the strongest Pokémon in a similar way to how Mob has shown the most powerful psychic power feats in Mob Psycho 100). Trace, his Primary Ability, is related to his ability to imitate and copy any abilities his foes perform. Ralts, another part-Psychic mon with the same bowl cut as him, has Trace as a Secondary Ability. Alakazam, having been mentioned various times in this explanation of Shigeo’s place in CCEX already, has a Mega Evolution (like Mewtwo except with only one Mega Evolution instead of two) that has Trace as its ability. Psyexplosion, his Hidden Ability, makes use of the explosion counter in his source material as a mechanic for battles, raising his Sp. Atk by 1 stage when a certain criterion is met ala Berserk. Unlike Berserk, Psyexplosion theoretically can be activated a lot more times than Berserk can be due to how the effect activates after Mob takes 100 HP damage or move from a single damaging move’s hit (this is similar to how Galarian Yamask evolves into Runerigus), another allusion to the number of the percentage (100%) at which his psychic powers go into overdrive. His numerous Grass-type coverage moves is mainly due to how some of his psychic abilities can be put into plant life to be controlled and manipulated and Will-O-Wisp is an allusion to Dimple, an evil spirit that early on in the story gains Mob’s trust.

Code:
Shigeo Kageyama (M) @ Life Orb
Ability: Trace
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic / Psyshock
- Shadow Ball
- Earth Power
- Focus Blast / Giga Drain
Code:
Shigeo Kageyama (M) @ Leftovers
Ability: Psyexplosion
Tera Type: Psychic / Fairy
EVs: 248 HP / 8 SpA / 252 Spe
Modest Nature
- Calm Mind
- Stored Power
- Earth Power
- Shadow Ball
Code:
Shigeo Kageyama (M) @ Choice Specs
Ability: Psyexplosion / Trace
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic / Psyshock
- Earth Power
- Shadow Ball
- Teleport / Giga Drain
 
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Not many subs? I got the resub here
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Pokémon: Brook
Origin: One Piece
Intended Tier: UU, probably has OU potential
Type: Ghost/Ice
Ability: Punk Rock / Infiltrator / Long Reach
Notable moves: Sacred Sword, Swords Dance, Blizzard, Night Slash, Ice Shard, Bone Rush, Phantom Force, Shadow Ball, Hex, Ice Spinner, Perish Song, Shadow Sneak, Confuse Ray, Razor Wind, Air Slash, Grass Whistle, Aerial Ace, Retaliate, Icy Wind, Uproar, Overdrive, Icicle Crash, Poltergeist, Milk Drink
Stats: 59/107/65/89/85/135 [540]
Competitive Reasoning: Fast SD Sweeper is the name of the game here, with Sacred Sword and (if you want to run Loaded Dice over Boots) Bone Rush acting as neat complements to his dualSTABs. Could also run the occasional Special coverage to blindside dedicated physical walls.
Flavor Reasoning: Due to the nature of the Revive-Revive Fruit he ate before his death decades ago, from returning to life after finding his now-skeletal corpse to all sorts of ghostly powers, his Ghost typing is a given. He also gets an Ice typing due to the frigid nature of death accompanying a good number of his powers. Punk Rock and Overdrive stem from his stint during the timeskip and being the resident musician of the Strawhats, with Infiltrator and Long Reach from his ability to separate soul and body that he found afterward, the former in particular since one of the applications for that power was infiltrating a room full of extremely dangerous pirates to transcribe information and get out unscathed. He also is highly mobile and regenerates wounds from drinking milk due to being a skeleton. As for the slicing moves, he fights with swordsmanship.
 
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Pokémon: Kuzan
Origin: One Piece
Intended Tier: Ubers
Type: Ice/Fighting
Ability: Snow Warning / -- / Refrigerate
Moves: Slash, Blizzard, Ice Beam, Close Combat, Superpower, Double Edge, Facade, Weather Ball, Slack Off, Aurora Veil, Avalanche, Snowscape, Freeze Dry, Glacial Lance, Icicle Spear, Icicle Crash, Ice Spinner, Swords Dance, Ice Shard, Brick Break, Knock Off, Icy Wind, Ice Punch, Steel Roller, Iron Head, Rock Slide, Focus Punch, Mega Punch, Iron Defense, Calm Mind, Agility, Universal Moves.
Stats: 100/130/110/135/90/115 [680]
Competitive Reasoning: Similar to Groudon and Kyogre with base 680 and a weather ability. Also very strong and can be either a fairly fast calm mind sweeper, swords dance sweeper, or double dancer. This is pretty much the only good ice type legend other than chien pao and calyrex, also, it finishes the dark-psychic-fighting circle.
Flavor Reasoning: He is a capable swordsman so he get's slash and swords dance. Ice moves are obvious and fighting typing and fighting moves are because he is very physically strong. Slack off is because he is hella lazy. Normal moves are because why not since lots of things learn them. Knock off because he joined the blackbeard pirates and blackbeard ate the dark dark fruit. Steel Roller is because he is an avid biker and can often be found biking. Iron head, iron defense, and future sight are all because he is proficient with haki (not including conquerer's haki cuz he doesn't have it). Rock slide because it's just an avalanche but without the snow. He get's ice type related abilities and he has fairly high defense due to his haki and both attacking stats are high because he has very powerful fruit powers and physically capabilities. He has solid speed because he is physically powerful and fast and his hp and spdef are solid because I'm making him a legendary intended for ubers. Also, he is both badass and has ice devil fruit powers so he can qualify for both slate topics (another reason is cuz he looks like a japanese actor named Yusaku Matsuda, who is most well known for playing a detective in the TV series detective story so he's pretty cool).
 
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Pokémon: Klimpaloon
Origin: Phineas and Ferb
Intended Tier: UU, potentially OU
Type: Normal/Ghost
Ability: Strong Jaw / Unaware / Snow Cloak (HA)
Moves:
Physical: Double-Edge, Body Slam, Poltergeist, Phantom Force, Avalanche, Ice Spinner, Mountain Gale, Ice Fang, Thunder Fang, Liquidation, Dive, Psychic Fangs

Special: Hyper Voice, Hyper Beam, Shadow Ball, Hex, Ice Beam, Blizzard, Freeze-Dry, Surf

Status: Chilly Reception, Protect, Substitute, Endure, Rest, Sleep Talk, Recover, Snowscape, Haze, Mean Look, Taunt, Thunder Wave, Calm Mind, Aurora Veil, Work Up, Roar
Stats: 80 / 95 / 90 / 80 / 70 / 40
Competitive Reasoning: Unaware submission with some extra utility. Inspired by Clefable, but without the option to go Magic Guard instead. Has setup in Calm Mind and Work Up but lara's optimized to use it than Clef. Makes up for it with a very good Normal/Ghost typing that leave it with only one weakness and three immunities. For reference, Clef's bulk is 95/73/90. Certain utility moves (Thunder Wave in particular) are chosen not necessarily for flavor but to help it fulfill its main role as a defensive Pokémon.

Chilly Reception isn't quite on-flavor, so I wanted to make a similar signature move, but couldn't come up with an interesting alternative that was also balanced, so don't reinvent the wheel.
Flavor Reasoning: The Old-Times Bathing Suit that lives in the Himalayas seemed like a natural fit here. Klimpaloon is... well, I just described him. He's just an ordinary bathing suit that happens to have sentience and a very loud mouth. I flip-flopped on the typing, but that led me to Normal/Ghost. He gets several Water and Ice type moves considering his lore. Unaware is his main ability because he's not very intelligent--he lets himself get kidnapped easily and doesn't seem to fully understand the situation. Snow Cloak is because, as a cryptid, people weren't sure he existed for a long time (watch the show, that's the plot for a whole episode). Not usable due to Evasion Clause (probably) but likely wouldn't even see use. Finally, Strong Jaw, because his mouth is always moving, so he's gotten have a nice jawline.
 
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Okay, this seems like an adequate submission pool for now.
Voting is open! Vote for your three favorite submissions over the next week or so.
Mygavolt's Kool-Aid Man
Mygavolt's Cocytus
leafsaber47's Miyuki Shiba
leafsaber47's Black Percher
leafsaber47's Shigeo Kageyama
KirbyRider1337's Brook
Pando067's Kuzan
cyclonez_'s Klimpaloon
 
Kool-Aid Man and Brook
This is the incorrect formatting for voting posts. I'll try to do my own votes myself so you can see how they would work. One important thing: the first line from the top cannot be where one of your own submissions is listed for voting.

KirbyRider1337's Brook
leafsaber47's Miyuki Shiba
Mygavolt's Cocytus
 
Slate 3: Anything Goes
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220px-Kool-Aid_Man_breaking_wall_1978.jpg
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Congratulations to KirbyRider1337, myself, and leafsaber47 for winning with Brook, Kool-Aid Man, and Miyuki Shiba! KirbyRider1337 and leafsaber47 have earned the title, Sherlock Holmes Arrives Too Late.

With that trainwreck of a slate out of the way it's time to submit whatever.
Have fun!
 
RESUBMISSIONS FROM SLATE #1:

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

guardian-violet-parr-wallpaper.jpg

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

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

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

----------

aqua-konosuba.gif

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

aqua-god-blow.gif

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

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

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

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

----------

Eceff06b3ad537e5320962bf4c3b8909.jpg

"They never attack the same place twice. They were testing the fences for weaknesses, systematically. They remember."
Pokémon: The Big One
Franchise/Origin: Jurassic Park
Intended Tier: UU
Type: Rock/Dark
Regional Variations:
  • Rock/Fighting, based on Blue from Jurassic World
  • Rock/Poison, based on the Troodon from Telltale's Jurassic Park: The Game
Ability: Tough Claws, Sharpness, Moxie (Hidden)
Notable moves: Accelerock, Ancient Power, Rock Blast, Rock Slide, Rock Throw, Rock Tomb, Smack Down, Stone Edge, Assurance, Beat Up, Bite, Brutal Swing, Comeuppance, Crunch, Darkest Lariat, Feint Attack, Foul Play, Hone Claws, Jaw Lock, Knock Off, Lash Out, Night Slash, Parting Shot, Payback, Power Trip, Punishment, Pursuit, Snarl, Snatch, Sucker Punch, Taunt, Thief, Throat Chop, Tackle, Tail Whip, Roar, Dragon Claw, Slash, Thrash, Pluck, U-turn, Agility, Endeavor, Scary Face, Facade, Brick Break, Stomping Tantrum, Breaking Swipe, Body Slam, Outrage, Endure, Superpower, Dragon Dance, Close Combat, Play Rough, Psychic Fangs, Rock Smash, Bullet Punch, Metal Claw, Shadow Claw, Psycho Cut, Fury Attack, Double Team, Swords Dance, Swagger, X-Scissor
Signature moves:
  • Leaping Slash (Rock, Physical, 16 PP max, 90 BP, 90% Accuracy, slicing move) - Always results in a critical hit.
Stats: 85 HP/120 Atk/100 Def/45 SpA/45 SpD/120 Spe = 515

"Clever girl..."

Z-Move: Raptor Attack - Physical, 190 BP, Requires Sucker Punch. Has +1 priority, and will be used even if the opponent isn't readying an attack.

Reasoning:
Girls' night? GIRLS' NIGHT! Ahem... Aaaaaaanyhow, this sub is a fossilmon because the Jurassic Park series hinges on the conceit of resurrecting dinosaurs and other prehistoric creatures from preserved DNA samples, and the first movie being released at roughly the same time as the Red/Blue Pokémon games was in fact the reason fossil Pokémon even exist at all. As virtually all fossil Pokémon are part Rock-type with the exceptions of the Galarian fossils being due to special circumstances, The Big One follows suit, and as the Velociraptor is the closest kind of animal the JP franchise has to a villain (even if it's still a wild animal albeit in the vein of the shark from Jaws), the ruthless intelligence and pack-hunting tactics of these creatures practically screamed Dark-type to me. The abilities and stats speak for themselves given that this franchise is single-handedly responsible for the popular (if inaccurate) image of dromaeosaurs in general as fast-moving, bloodthirsty killers that rip their prey to shreds with razor-sharp claws.

Competitive Info:
This is the most straightforward of my subs for this slate, a fast and surprisingly tough physical attacker with few, if any, status moves to her credit - most of which are used to boost her own killing power. Hone Claws is thematically apropos, but Dragon Dance or Swords Dance would be her best bet, since this "swift robber" probably doesn't need Agility to run down most of her opposition. This enables her to employ powerful STAB options such as Stone Edge, Rock Slide, Sucker Punch (and its Z-move), Crunch, and signature move Leaping Slash, as well as coverage of the Dragon, Steel, Fighting, Psychic, and even Bug types, giving her a wide range of coverage options that almost... almost... makes up for the sheer amount of weaknesses her typing is cursed with. Of the whopping seven types that can deal super-effective damage against her (Fighting, Ground, Bug, Steel, Water, Grass, and Fairy), her STAB and the coverage types she can learn can at least cover for five of them: Fighting (Psychic Fangs or Psycho Cut), Bug (her Rock STAB), Steel (Brick Break, Superpower, or Close Combat), Grass (U-turn or X-Scissor), and Fairy (Bullet Punch or Metal Claw). This leaves her with no real answers to Ground or Water, but neither of them resist U-turn and nobody except opponents with Soundproof (which doesn't see much use anyway) can no-sell Parting Shot, allowing her to serve as an effective scout and guerilla ambush fighter if such is warranted, seeing as she's more than quick enough to pull a tactical retreat if need be and then come back to surprise an unsuspecting opponent in the same way as she did to one Robert Muldoon (as seen in the clip above). In fact, it'd probably be smart to switch her in and out of battle a lot anyway: deadly though this prehistoric predator may be, getting hit by paralysis or a burn can easily trip her up, and you might as well be playing with five Pokémon should she be pitted against a faster special attacker. With skilled timing and good prediction, she can shred through enemy ranks with ease, but a careless or inexperienced trainer will quickly learn the hard way that she's just as likely to be forced back into extinction - especially if she has the sheer rotten luck to get hit by a single Focus Blast.
 
Because voting in the main thread is on delay, expect this submission phase to go on for at least the rest of the year.


ariella-lu-png.257852

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


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


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

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

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

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

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

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

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

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

ren-miyazawa-png.461515

"Mm."
Pokémon: Ren Miyazawa
Franchise/Origin: Unlimited Fafnir
Intended Tier: OU
Type: Dragon
Ability: Power Spot / Long Reach
Notable moves: Dragon Hammer, Hammer Arm, Gigaton Hammer, Scale Shot, Gunk Shot, Earthquake, Draco Meteor, Dragon Pulse, Flash Cannon, Sludge Wave, Focus Blast, Fire Blast, Meteor Beam, Spikes, Toxic Spikes, Stealth Rock, Defog, Substitute
Other moves: Ice Hammer, Attract, Fly, Mud-Slap, Protect, Water Pulse, Acid Spray, Psybeam, Confuse Ray, Chilling Water, Fire Spin, Swift, Magical Leaf, Icy Wind, Mud Shot, Rock Tomb, Air Cutter, Venoshock, Avalanche, Endure, Sunny Day, Rain Dance, Sandstorm, Snowscape, Bullet Seed, Air Slash, Sleep Talk, Seed Bomb, Electro Ball, Reflect, Light Screen, Rock Blast, Dazzling Gleam, Grass Knot, Thunder Wave, Rest, Rock Slide, Power Gem, Iron Defense, Will-O-Wisp, Aura Sphere, Tailwind, Shadow Ball, Heat Wave, Energy Ball, Surf, Flamethrower, Thunderbolt, Helping Hand, Pollen Puff, Earth Power, Ice Beam, Hydro Pump, Blizzard, Sludge Bomb, Stone Edge, Leaf Storm, Hurricane, Hyper Beam, Thunder, Solar Beam, Tera Blast, Haze, Toxic, Sand Tomb, Smack Down, Icicle Spear, Scald, Solar Blade, Weather Ball, Petal Blizzard, Whirlpool, Muddy Water, Electroweb, Sludge Wave, Scorching Sands, Feather Dance, Dragon Cheer, Pin Missile, Safeguard, Hail, Facade, Brine, Psycho Cut, Tri Attack, Venom Drench, Terrain Pulse, Rising Voltage, Corrosive Gas, Double Team, Aurora Veil, Infestation, Nature Power, Confide, Heal Bell, Shock Wave, Gastro Acid, Worry Seed, Incinerate, Hidden Power
Stats: 70/125/70/125/65/100 | 555 BST
Ren Miyazawa.png


Reasoning: An island called Midgard is home to an existence known as Type: Dragon ('D' for short), a branch of humanity with control over dark matter, the essence of dragons. Naturally, Ren is a part of this existence, hence her Dragon typing. She can accordingly transmute dark matter into anything within her imagination and capacity, so her movepool primarily consists of TM/TR/Tutor moves from Gen V onward that are universal and/or can be logically connected to such transmutation.
As a D, Ren has a uniquely high capacity for generating dark matter, which is most often used to support other Ds, hence Power Spot. Otherwise, her fictional armament (a tool to facilitate her control over dark matter) is a hammer called Mjolnir that she can resize at will, which inspires Long Reach and Hammer moves. That said, none of her traits are grounds for any additional types.

yukikaze-png.428548

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


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

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Judaspainkiller.JPG

...a cyborg superhero who saves mankind from destruction.
Pokémon: Painkiller
Franchise/Origin: Painkiller (Judas Priest album)
Intended Tier: OU
Type: Steel/Flying
Ability: Flash Fire
Notable moves: Flash Cannon, Hurricane, Air Slash, Fire Blast, Flamethrower, Mystical Fire, Dragon Pulse, Scald, Boomburst, Extreme Speed, Bullet Punch, Gear Grind, Meteor Mash, Dual Wingbeat, Flare Blitz, Close Combat, Outrage, Rage, U-turn, Roar, Wish, Protect, Defog
Other moves: Steel Beam, Heat Wave, Spin Out, Steel Wing, Steel Roller, Fly, Heat Crash (250 kg), Flame Charge, Dragon Rush, Retaliate, Agility, Tailwind, Screech, Metal Sound, Smokescreen, Flash
Stats: 91/103/90/103/69/144 | 600 BST
Painkiller.png


Reasoning:
  • Base Stats: 91 is 19 backwards, representing the 1900s in which the artist and album originated, specifically 1969 and 1990 respectively. 103 is the BPM of the also eponymous opening song in the album. The sum of his HP, Attack, Special Attack, and Special Defense is 366, the song duration in seconds.
  • Typing: Half man and half machine + wings of steel = Steel/Flying. Plain and simple.
  • Ability: Flash Fire is inspired by the "chromium-plated boiling metal" and "rides the Metal Monster breathing smoke and fire" lyrics.
  • Movepool: Steel- and Flying-type moves are mostly inspired by his anatomy, with Dragon coverage stemming from the appearance of the Metal Monster. The rest is based on lyrics.
"Faster than a (laser) bullet" - priority and Speed-boosting moves
"Terrifying scream" - Roar, Screech, Metal Sound
"Enraged and full of anger" - Rage
"Breathing smoke and fire" - Fire coverage, Smokescreen
"Closing in with vengeance soaring high" - Close Combat, Protect, Retaliate, Fly
"Louder than an atom bomb" - Boomburst
"Chromium-plated boiling metal" - Scald
"Brighter than a thousand suns" - Flash
"With mankind resurrected / Forever to survive / Returns from Armageddon to the skies" - Wish, U-turn

webe-png.364403

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


Reasoning: In Skills of an Artist 6, End Boss, Strong Bad tried to draw a pixel-style end boss, and this is how it turned out. Its most prominent features are dog poo and cotton candy, hence Poison/Fairy with Stench. The spikes on its body are represented in Rough Skin, and the tank at its base gives it Steel-type moves and Flamethrower.
In Stinkoman 20X6, the Worst End Boss Ever appears as the gatekeeper boss (despite its name) of Level 10, taking a mere 5 hits to defeat, thus the low base HP and the heavy involvement of 5s and 10s in its other base stats. Its Hidden Ability, Rapid Fire, is based on the quickening of its shots when it has taken 4/5 hits. Because it rams into things with its frontal spike, it gets Megahorn, Double-Edge, and Horn Attack. Lastly, the many eyes on its body call for Leer, Lock-On, and Laser Focus.
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Not feeling super motivated to make new submissions rn, so here's a resub of Sayaka with some changes:
Million_arthur_sayaka_2.jpg

Franchise/Origin: Puella Magi Madoka Magica
Intended Tier: OU
Type: Water/Fighting
Ability: Justified / Sharpness / Regenerator (HA)
Stats: 90/110/110/60/80/90 (540)
Aqua Cutter, Slash, Double-Edge, Facade, Sacred Sword, Aerial Ace, Surf, Frustration, Return, Close Combat, Cut, Fury Cutter, Quick Attack, Liquidation, Waterfall, Low Kick, Low Sweep, Hydro Pump, Sparkling Aria, Recover, Agility, Swords Dance, No Retreat, Quick Guard, Wide Guard, Endure, Follow Me, Safeguard, Sing, Whirlpool, Helping Hand, Counter, Reversal, Healing Wish, Bulk Up, Tearful Look, Switcheroo, Wish, Heal Bell
Form: Oktavia Von Seckendorff
800px-Rconcept_oktavia_1.png

Criterion: Have Sayaka hold a Grief Seed.
Intended Tier: Ubers
Type: Water/Steel
Ability: Battle Armor
Moves: All of the above + Aqua Tail, Dive, Steel Roller, Iron Head, Perish Song
Stats: 90/130/130/90/110/90 (640)

Reasoning:
  • As a magical girl, Sayaka is a heroic swordswoman with heavy symbolic ties to water, hence her typing. Additionally, she also has a musical motif which justifies moves like Sing, Sparkling Aria, Heal Bell and Perish Song.
  • Due to the nature of her wish she was granted enhanced regenerative abilities, which is represented here by Regenerator and Recover.
  • When a magical girl's Soul Gem becomes filled with impurities, it blackens and turns into a Grief Seed, giving birth to a witch. Sayaka's witch takes the form of a mermaid covered in knightly armor, which also uses wheels as a form of attack(Steel Roller).
 
Serial Designation N
Origin: Murder Drones
Type: Electric/Steel
Ability:Cute Charm/ Intimidate
Stats: 90/120/130/85/75/140
Intended Tier: OU
Possible Moves: Brave Bird, Fell Stinger,Dragon Claw,Coil,Glaive Rush,Automize,Nasty Plot,Baby Tears and more moves because i imagine a moveset similar to Inteleon or Lokix.

download.jpeg
 
Submissions are closed. Time for the usual voting process.
Falchion's Violet Parr
Falchion's Aqua
Falchion's The Big One
Mygavolt's Ariella Lu
Mygavolt's Ren Miyazawa
Mygavolt's Yukikaze
Mygavolt's Painkiller
Mygavolt's Worst End Boss Ever
ShadowLantern's Sayaka Miki
fuecoco209's Murder Drones
 
Slate 4: Despacito
c7b.jpg

CleverGirl_Fullpic_1.gif
Judaspainkiller.JPG


Congratulations to ShadowLantern, Falchion, and myself for winning with Sayaka Miki, The Big One, and Painkiller! Mygavolt has earned the title Isekai Quartet, and others Sherlock Holmes Arrives Too Late.

Despite the special title, this is another Anything Goes slate, no bonus theme.
However, it is special in that the slate duration is doubled, with two or three weeks for submissions and the other two or one for voting.

As always, have fun!
 
Last edited:
MFW I was literally the ONLY person who voted last slate, with not a single sign of any potential competition - which, if I had to be honest, I would've very much preferred for the sake of fairness. Oh well.

Anyway...

RESUBMISSIONS FROM SLATE #1:

i2_violet.png

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

guardian-violet-parr-wallpaper.jpg

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

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

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

----------

aqua-konosuba.gif

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

aqua-god-blow.gif

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

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

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

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

NEW SUBMISSION:


800px-J.R.R._Tolkien_-_Conversation_with_Smaug_%28large%29.jpg

"Revenge! The King under the Mountain is dead and where are his kin that dare seek revenge? Girion Lord of Dale is dead, and I have eaten his people like a wolf among sheep, and where are his sons' sons that dare approach me?"
Pokémon: Smaug
Franchise/Origin: The Hobbit
Intended Tier: OU
Type: Dragon/Fire
Ability: Steelworker, Levitate, Berserk (Hidden)
Notable moves: Breaking Swipe, Draco Meteor, Dragon Breath, Dragon Claw, Dragon Dance, Dragon Hammer, Dragon Pulse, Dragon Rage, Dragon Rush, Dragon Tail, Outrage, Scale Shot, Twister, Bitter Blade, Burn Up, Burning Jealousy, Ember, Eruption, Fire Blast, Fire Fang, Fire Lash, Fire Spin, Flame Burst, Flame Charge, Flamethrower, Flare Blitz, Heat Crash, Heat Wave, Incinerate, Inferno, Overheat, Raging Fury, Temper Flare, Will-O-Wisp, Hard Press, Heavy Slam, Iron Defense, Iron Head, Iron Tail, Make It Rain, Metal Burst, Metal Claw, Metal Sound, Mirror Shot, Steel Wing, Acrobatics, Aerial Ace, Dual Wingbeat, Fly, Hurricane, Roost, Sky Attack, Sky Drop, Wing Attack, Thunderbolt, Thunder, Protect, Leer, Bite, Crunch, Scary Face, Double-Edge, Take Down, Bulldoze, Endure, Brick Break, Hyper Voice, Roar, Thrash
Signature moves:
  • Desolation (Fire, Special, 8 PP max, 110 BP, 100% Accuracy) - Clanging Scales clone. Defense is lowered by one stage upon use.
Stats: 80 HP/100 Atk/95 Def/110 SpA/95 SpD/100 Spe = 580

c15c75985089905592f4bb267a86ed49.gif

"I kill where I wish and none dare resist. I laid low the warriors of old and their like is not in the world today. Then I was but young and tender. Now I am old and strong, strong, strong, Thief in the Shadows! My armour is like tenfold shields, my teeth are swords, my claws spears, the shock of my tail a thunderbolt, my wings a hurricane, and my breath death!"

G-Max Move: Firedrake Fury - Fire-typed. Any opponent hit by this attack has a 50% chance of suffering a burn.

Reasoning:
Do I need to explain the type combination for the most iconic fire-breathing dragon of literature? I understand that Pokémon has done somewhat more off-the-wall implementations of this particular type combo but honestly, you can't go wrong with the classics. As for the abilities and moves, Steelworker and the Steel-type moves Smaug can learn reference the fact that he covers his belly with treasure for protection, while Berserk refers to the destructive rage he unleashes when riled sufficiently enough. Levitate and the Flying-type moves in his kit are self-explanatory, and to top it off I also included a bunch of moves from Salamence's movepool since that's the closest thing we have in canon to a classic Western dragon so far, Charizard obviously notwithstanding.

Competitive Info:
Chiefest and greatest of calamities, stupendous, tyrannical, and terrible... Smaug is all of these and more. A balanced sledgehammer-type combatant with slight emphasis on special attacks, he nonetheless enjoys reasonably high stats across the board, with his lowest stat being his HP - and even that isn't saying much, especially given that his solid mixed defenses, five type resistances (including two double resistances), and only three weaknesses (none of them double) are like tenfold shields in and of themselves. While obviously capable of unleashing Draco Meteors, Dragon Breaths, Fire Blasts, Desolations, and Firedrake Furys with enough power to utterly raze opponents to ashes - especially with a Berserk boost - he's no slouch in the physical department either, and with Steelworker he can spring a nasty surprise on either Fairy-types hoping to tank a Draco Meteor or Rock-types trying to threaten him. The only type weakness he has which he can't handle is Ground, but that's easily solved with Levitate, which also allows him to avoid most entry hazards, though he'll have a harder time dealing with Rock-types without the damage boost offered by Steelworker. As with other straightforward attackers, Smaug does not appreciate statuses that hinder him such as paralysis or sleep, but his immunity to burns is useful for physical sets and with access to Flare Blitz and Burn Up, he also doesn't have to worry about freezing as much as most. As a Fire-type without access to any hazard-clearing moves, though, he absolutely loathes the rightly dreaded Stealth Rock, which bypasses physical defense and can thus strike the one weak spot in his armor with terrible ease if he mistimes a switch-in or can't get team support to stop it in time.
 
Last edited:
Didn't get time to post this during the last slate.

Home_alone_macaulay_culkin_kevin_mccallister_boy_fear_shout_fright_346_1600x1200_webp.png

Pokémon: Kevin McAllister
Franchise: Home Alone
Type:
normal.gif


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

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

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

Since he lays traps throughout his films, he learns the three standard hazard moves, Spikes, Stealth Rock and Sticky Web. Kevin's signature move, Toy Cars, is another trap he sets for the Wet Bandits and also reintroduces the sharp steel hazard that GameFreak has seemingly forgotten. Another trick that Kevin has in his arsenal is the ability to record sound from movies and replay it. They even made a toy based on this for the second Home Alone movie. The moves Copy Cat, Hyper Voice and Chatter come from this. Kevin has rigged flamethrowers and burning door knobs (Flamethrower, Will-o-Wisp), dropped irons (Magnet Bomb), laid out icy steps/oneliners (Chilly Reception), produces taunts (Taunt/Parting Shot), released Tarantulas (Attack Order), electrified taps (Thunder-Wave, Discharge), drops bricks (Rock Tomb). At the end of each film, Kevin cleans up all evidence of his traps, giving him Tidy Up.
 
arthur-boyle-png.302703

"Descending from the heavens... born from the earth... and travelling through both... ha ha... I am a knight."
Pokémon: Arthur Boyle
Franchise/Origin: Fire Force
Intended Tier: OU
Type: Fire/Electric
Ability: Oblivious / Lightning Rod
Custom moves:
  • Plasma Blade - Electric, Special, 105 BP, 95% Acc, 10 PP | Physical if Atk > SpA. Super-effective against Fire.
  • Flaming Sword (physical Flamethrower; boosted by Sharpness)
Notable moves: Fire Blast, Flamethrower, Sacred Sword, Secret Sword, Vacuum Wave, Sucker Punch, Solar Blade, Psycho Cut, Aerial Ace, Feint, Air Slash, Swords Dance, Work Up, Will-O-Wisp, Thunder Wave, Defog, Teleport
Other moves: Slash, Retaliate, Fury Cutter, Feint Attack, Detect, Cut, Air Cutter, Shock Wave, Detect, Foresight
Stats: 88/111/77/111/66/99 | 552 BST
Arthur Boyle.png


Form: Arthur Boyle-Mega
Item: Arthurboylenite
Ability: Steeled for Death - The user's Fire- and Electric-type attacks are neutral against Dragon. Also has the effects of Magic Guard.
Stats: 88/123/111/123/108/99 (+12 Atk, +34 Def, +12 SpA, +42 SpD) | 652 BST
Arthur Boyle Mega.png


Reasoning: A novice Fire Soldier who joined Company 8 with Shinra Kusakabe. As a third-generation pyrokinetic, he can generate trails of plasma from anything resembling the hilt of a sword. (Will-O / T-Wave reasoning: He has used this to weld for Company 7.)
Ability-wise, he gets Oblivious for always being in his own little world, alongside Lightning Rod because of the Chapter 265 title page his plasma counteracts Haumea's electrical manipulation of thought patterns.
Feint (Attack) and Sucker Punch stem from the trick he uses to get by the feelers of Dr. Giovanni's insect form (can't have your thoughts read if you're not thinking), while Detect and Foresight are based on Benimaru's teaching to feel life on the battlefield.
His Mega Evolution is based on Volume 31 of the manga, as described in the hide tag below.
Arthur Boyle Mega.png

His feud with Dragon (the character) takes him to the moon, wherein he nearly dies of oxygen deficiency before putting on the Star Ring (depicted above), which additionally gives him power from the thoughts of people on earth.

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"It is I, the 4th-dimensional Ziltoid the Omniscient!"
Pokémon: Ziltoid
Franchise/Origin: Ziltoid the Omniscient (Devin Townsend album)
Intended Tier: OU
Type: Psychic/Electric
Ability: Forewarn / Punk Rock / Analytic
Custom moves:
  • Rock Out - Rock, Special, 90 BP, 95% Acc, 10 PP | Sound-based.
  • Hot Cup of Coffee - Water, Status, 5 PP | Priority -3. User regains 50% HP. If the user is damaged by a contact move before this move is executed, then the attacker is burned.
Notable moves: Psychic, Psyshock, Future Sight, Overdrive, Boomburst, Sucker Punch, U-turn, Heal Order, Taunt, Calm Mind
Other moves: Uproar, Thief, Facade, Attack Order, Defend Order, Metal Sound, Screech, Detect
Stats: 99/89/69/109/129/99 | 594 BST
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Reasoning: Ziltoid, the titular character and protagonist of Devin Townsend's 2007 rock opera, invades the known universe in search of the ultimate cup of coffee. Being an "omniscient" alien (from the planet Ziltoidia 9, hence his stat line) makes him Psychic-type, using Elgyem and Beheeyem as precedents, and gives him special STAB with Detect and Forewarn. He is also "hailed as the ultimate 4th dimensional guitar hero" (as narrated in Solar Winds), which adds Electric typing, Punk Rock, Overdrive and other sound-based moves to the mix. Taunt is inspired by the Rock Band Network version of the album, where he challenges the player(s) to convince him that the game is not a total waste of time. He gets the Order moves due to the military might that supports his invasion, Facade from the way the narrator describes his public image ("Captain Spectacular has seen through Ziltoid's façade"), and Analytic because the same narration calls him "really … a nerd." Sucker Punch (JP: Surprise Attack) is based on his arrival "unbeknownst to the humans" in Nebulo Nine as narrated in Hyperdrive. (He even exclaims, "Haha! Surprise!") Calm Mind is derived from Planet Smasher lyrics: "Cherish the mind / Cover your mind / Cherish your mental sanctum." In Z², the 2014 sequel to Ziltoid the Omniscient, Ziltoid abducts a strange creature called a "Poozer" (from Ziltoidian Empire: "You should have seen me. I was in and out like the wind!"), inspiring Thief and U-turn.

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"It just exploded, like everything does when it sings to me!" - Charlie
Pokémon: Millipede
Franchise/Origin: Charlie the Unicorn
Intended Tier: OU
Type: Bug/Psychic
Ability: Aftermath / Queenly Majesty / Swarm
Notable moves: Attack Order, Leech Life, Skitter Smack, Bug Buzz, Infestation, Psychic Fangs, Psychic, Psyshock, Dazzling Gleam, Mystical Fire, Hurricane, Power Whip, Knock Off, Crunch, Dual Wingbeat, Explosion, Heal Order, Coil, Teleport, Light Screen, Reflect, Substitute
Other moves: Bug Bite, Signal Beam, Bite, Dig, Defend Order, Attract, Charm, Captivate, Swagger, Sing, Follow Me, Instruct
Stats: 200/115/55/90/75/65 | 600 BST
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Reasoning: She's a gargantuan millipede in space, therefore Bug/Psychic. (Deoxys and Beheeyem support the latter association.) In part 4 of the series, Charlie is sent to the moon to deal with her, namely by listening to her musical number to make her explode.
I am a millipede I am amazing, I command you to gaze upon my FACE (Follow Me)
You'll never find someone charming as I am (Attract, Charm, Captivate), I'm the swankiest bug out in space (Swagger)
I'm a star, I'm a God, I'm a thing to behold, there is none as resplendent as I
With my sleek little legs and my three hundred eggs, my majesty none can deny (Queenly Majesty)
Because I am a millipede I am mysterious, when I vanish I never leave a trace (Teleport)
You will not find a bug with such illusions, I'm the creature of fathomless grace
{Break} (minions come in to chant, thus the Order moves, Swarm, Infestation, and Substitute)
I am a millipede I am a champion, no one else in the universe keeps pace
You'll never find someone quite as enchanting, while I'm here there's just no second place I'm an idol, a king, an object of awe, there's none such as gleaming as I (Dazzling Gleam)
I've got glamor to spare, right when you stare
I'm the who what when where and the why
JOIN ME!
I am a millipede I am astounding, wisdom flows from my personas like lace
You'll never find someone darling as I am
I'm the swankiest, tutelary pest (Instruct), certainly the best bug out in space!
Dig represents her burrowing through the moon during the song intro. She gains wings towards the end of the song, hence her Flying coverage. Her other moves are borrowed from Sizzlipede and/or standard for her types.

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"Mm."
Pokémon: Ren Miyazawa
Franchise/Origin: Unlimited Fafnir
Intended Tier: OU
Type: Dragon
Ability: Power Spot / Long Reach
Notable moves: Dragon Hammer, Gigaton Hammer, Scale Shot, Gunk Shot, Earthquake, Draco Meteor, Dragon Pulse, Flash Cannon, Sludge Wave, Focus Blast, Fire Blast, Meteor Beam, Spikes, Toxic Spikes, Stealth Rock, Defog, Substitute
Other moves: Hammer Arm, Ice Hammer, Wood Hammer, Attract, Fly, Mud-Slap, Protect, Water Pulse, Acid Spray, Psybeam, Confuse Ray, Chilling Water, Fire Spin, Swift, Magical Leaf, Icy Wind, Mud Shot, Rock Tomb, Air Cutter, Venoshock, Avalanche, Endure, Sunny Day, Rain Dance, Sandstorm, Snowscape, Bullet Seed, Air Slash, Sleep Talk, Seed Bomb, Electro Ball, Reflect, Light Screen, Rock Blast, Dazzling Gleam, Grass Knot, Thunder Wave, Rest, Rock Slide, Power Gem, Iron Defense, Will-O-Wisp, Aura Sphere, Tailwind, Shadow Ball, Heat Wave, Energy Ball, Surf, Flamethrower, Thunderbolt, Helping Hand, Pollen Puff, Earth Power, Ice Beam, Hydro Pump, Blizzard, Sludge Bomb, Stone Edge, Leaf Storm, Hurricane, Hyper Beam, Thunder, Solar Beam, Tera Blast, Haze, Toxic, Sand Tomb, Smack Down, Icicle Spear, Scald, Solar Blade, Weather Ball, Petal Blizzard, Whirlpool, Muddy Water, Electroweb, Sludge Wave, Scorching Sands, Feather Dance, Dragon Cheer, Pin Missile, Safeguard, Hail, Facade, Brine, Psycho Cut, Tri Attack, Venom Drench, Terrain Pulse, Rising Voltage, Corrosive Gas, Double Team, Aurora Veil, Infestation, Nature Power, Confide, Heal Bell, Shock Wave, Gastro Acid, Worry Seed, Incinerate, Hidden Power
Stats: 70/125/70/125/65/100 | 555 BST
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Reasoning: An island called Midgard is home to an existence known as Type: Dragon ('D' for short), a branch of humanity with control over dark matter, the essence of dragons. Naturally, Ren is a part of this existence, hence her Dragon typing. She can accordingly transmute dark matter into anything within her imagination and capacity, so her movepool primarily consists of TM/TR/Tutor moves from Gen V onward that are universal and/or can be logically connected to such transmutation.
As a D, Ren has a uniquely high capacity for generating dark matter, which is most often used to support other Ds, hence Power Spot. Otherwise, her fictional armament (a tool to facilitate her control over dark matter) is a hammer called Mjolnir that she can resize at will, which inspires Long Reach and Hammer moves. That said, none of her traits are grounds for any additional types.
 
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......Fuck it. We ball. Just don't expect to see me around often.

Because it's not like I like you, or anything. B-baka!

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Pokémon: SiIva A.I.
Franchise/Origin: The SiIvaGunner Christmas Comeback Crisis
Intended Tier: OU
Type: Psychic/Ice
Ability: Quality Assurance [!]
Stats: 140 HP / 110 Attack / 70 Defense / 110 Special Attack / 120 Special Defense / 120 Speed
Moves: Icicle Spear, Ice Shard, Psycho Cut, Attack Order, Ice Beam, Extrasensory, Psyshock, Psycho Boost, Teleport, Recover, Healing Wish

[!] Quality Assurance: Changes weather to Christmas Comeback Crisis, a 'primal' variant of Hail (yes, Hail specifically) with the following effects:

Pokémon lacking the Ice type are damaged for 1/16th of their max HP each turn. Pokémon who did not exist in 2016 (including all vanilla Pokémon from Poipole onwards) besides the SiIva A.I. itself are damaged for 1/16th of their max HP each turn. These stack.

Orchalicum Pulse, Protosynthesis, Hadron Engine and Quark Drive do not function, and Roar of Time cannot be used.

The weather cannot be changed except by other primal weathers.

Reasoning: I'm such a horrid little Hail gremlin that I brought it back after it was replaced by Snow.
The SiIva A.I. was designed by President Haltmann as a means of replicating SiIvaGunner's ability to create high-quality rips and manipulate the human collective consciousness. Because of its mind-focused powers, it's a Psychic-type, while its appearance and association with winter makes it a good fit for the Ice-type as well.

Its ability, Quality Assurance, is based on its most notable power. In order to maximize its ability to gather power from Christmas Spirit, Haltmann made it so that it's always Christmas of 2016. While people carry on with their lives, that Christmas night never actually ends - Figments from media released after 2016 like 2B can't survive in that environment for very long, not helped by the fact that Haltmann hunts them down.

In combat, the SiIva A.I. warps around, firing energy spikes from its 'body', releasing spheres of energy, and summoning various beings like artificial Figments (normally living extensions of the collective unconscious) and whatever the hell the Fighting Reject Team actually is. It's rather difficult to take down, since not only is its 'body' actually a projection from Haltmann's computer, even that can take quite a bit of damage before being destroyed.

While incredibly powerful (seeing as how it locked one universe in time and possibly created another), it's... not all that effective at achieving its goals besides just creating rips. (A little like Haltmann's old rig, really.) It lost to Nozomi's team when they were at their weakest, and it never succeeded in summoning the one Figment Haltmann truly wanted by his side. As such, despite its high BST and powerful ability, it's very poorly optimized to exploit them - especially with no way to hit Steel-types!
 
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