Pet Mod Gen 9 Crossover Chaos (Ver. C)

Should Balatro's jokers be considered valid characters?

  • Yes

    Votes: 6 46.2%
  • No

    Votes: 7 53.8%

  • Total voters
    13
  • Poll closed .
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"Woof!"
Origin:
Pikmin 4
Character Name: Oatchi
Type: Normal
Abilities: Reckless, Ball Fetch, Scrappy (HA)
Stats: 90 / 130 / 95 / 70 / 65 / 95 (BST: 545)
Signature Move: Infinite Rush
- Type: Normal
- Classification: Physical
- Power: 130
- Accuracy: 100%
- PP: 10
- Effects: Lasts 2-3 turns. Confuses the user afterwards.
- Flavor: (Optional) The user reaches its full potential and unleashes a devastating rush for 2-3 turns, during which it cannot switch out. After the rush, the user gets dizzy and becomes confused.
Full Moveset: Head Charge, Headbutt, Infinite Rush, Headlong Rush, Wild Charge, Dig, Howl, Crunch, Bite, Protect, Substitute, Rest, Tera Blast, Return, Frustration, Fake Out, Sleep Talk, Trailblaze, Pluck, Bounce, U-Turn, Growl, Roar, Facade, Follow Me, Surf, Pounce, Pound, Knock Off, Rollout, Life Dew, Leer
Weight: 5 Kg
Overview/Justification: Just a good old wallbreaker. Oatchi is your pal in Pikmin 4. He runs around and charges at enemies a lot, dealing massive damage while being a bit tanky and decently speedy. I built Oatchi to have extremely strong STAB moves that are held back by the Normal typing, recoil, and a slightly above average Attack. The coverage is pretty good but not overbearing and the Speed tier is very manageable. I made two different paths. One is a Reckless spammer without fear of recoil, while the other is harder to wall by bypassing the Ghost immunity + Infinite Rush. While both paths may seem really strong paired with a Band, I think the Speed tier allows revenge-killing to be very reasonable and Infinite Rush can be punished. I wanted to give Oatchi some healing since it exists in-game, but Recover seemed too strong so I went with Life Dew. I think it's more flavor since there's already some 4MMS with STAB, U-turn, Knock Off, and three valid coverage options.

Edit: Buffed with +15 Atk, +5 SpDef, and +5 Speed. Gave Infinite Rush +5 Power.
 
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"Wizard Lord becomes a master of the flame, turning into a super powerful Lava Phoenix for a short time."
Franchise/Origin: BTD6
Type:
Fire.png
Psychic.png

Ability: Regenerator / Psychic Surge
Stats: 80 / 70 / 80 / 110 / 100 / 90 | 530 BST
Flare Blitz, Sacred Fire, Flame Charge, Blast Burn, Eruption, Burn Up, Overheat, Fire Blast, Inferno, Flamethrower, Fire Pledge, Lava Plume, Mystical Fire, Flame Burst, Incinerate, Ember, Fire Spin, Sunny Day, Will-o-Wisp, Sky Attack, Fly, Brave Bird, Pluck, Peck, Hurricane, Air Slash, Air Cutter, Gust, Roost, Defog, Feather Dance, Tailwind, Future Sight, Mist Ball, Psychic, Psyshock, Extrasensory, Psybeam, Confusion, Calm Mind, Magic Powder, Magic Coat, Magic Room, Miracle Eye, Weather Ball, Solar Beam, Giga Impact, Double-Edge, Return, Frustration, Take Down, Facade, Tackle, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest
Reasoning:
  • wizard lord phoenix is a magician that summons and wields a phoenix hence fire/psychic with flying elements and regen
Competitive Reasoning: big special wallbreaker, can run regen for more spammable eruptions and checking v1 or psysurge for big eforces. checked by narwa and probably vest hina

Wizard Lord Phoenix @ Heavy-Duty Boots
Ability: Regenerator / Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid / Modest Nature
IVs: 0 Spe
- Eruption / Fire Blast
- Psychic / Psyshock
- Calm Mind
- Roost
1737964940447.png

"The 1,000-headed serpent of Hindu legend, Ananta is Sanskrit for 'infinite.' After resting on him, Vishnu woke up and created the universe."
Franchise/Origin: SMT/Persona/Soul Hackers 2
Type:
Ice.png
Electric.png

Ability: Super Luck / Immunity / Strong Jaw
Stats: 96 / 137 / 99 / 60 / 99 / 72 | 530 BST
Icicle Crash, Ice Fang, Ice Shard, Blizzard, Ice Beam, Icy Wind, Powder Snow, Haze, Snowscape, Mist, Supercell Slam, Wild Charge, Thunder Fang, Spark, Thunder, Thunderbolt, Discharge, Volt Switch, Shock Wave, Charge Beam, Thunder Shock, Charge, Electric Terrain, Magnet Rise, Thunder Wave, Crunch, Bite, Coil, Breaking Swipe, Dig, Body Slam, Giga Impact, Double-Edge, Return, Frustration, Take Down, Facade, Tackle, Wrap, Bind, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest, Stockpile, Swallow, Spit Up
Reasoning:
  • ananta uses ice and electric physical atks
  • has murderous glee (raises crit) and null body (soul hackers 2)
Competitive Reasoning: big physical wallbreaker, hits all the mons in the meta real hard but is real slow so it can get revenged easily by v1 and stuff

Ananta @ Choice Band / Heavy-Duty Boots
Ability: Strong Jaw
EVs: 252 Atk / 4 Def / 252 Spe
Aadamant Nature
- Ice Fang
- Thunder Fang
- Ice Shard
- Volt Switch
 
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image

"I am carrying out the Lord's will in my own way."
Pokémon: Mastema
Franchise/Origin: Shin Megami Tensei
Type: Fairy/Psychic
Ability: Crime and Punishment (Gains a weakness to Fire, when hit with a weakness the next Fairy attack gains 1.2x damage)
Notable moves: Hurricane, Dual Wingbeat, Air Slash, Hurricane, Disarming Voice, Double Edge, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest, Psyshock, Psychic Noise, Psycho Cut, Hyper Voice, Calm Mind, Nasty Plot, Blizzard, Icy Wind, Sucker Punch, Foul Play, Agility, Thunder Wave, Toxic, Confuse Ray, Tri Attack
Signature Move: Great Lament (70 BP Special Fairy Move with guaranteed crit and 40% chance of SPDEF decrease. 15 PP)
Stats: 117/70/78/101/78/76
Reasoning: Mastema's fairy type is an expy of the Light affinity in SMT, with Xearneas and other benevolent figures being associated with the type. Furthermore, his psychic type is reference to his many tricks and schemes, and to his song based brainwashing he made particular use of in Strange Journey. Mastema's moves are all references to moves he has throughout SMT, apart from his dark coverage which references his ability to control demons, ordained to him by YHVH in order to test mankind, and his stats are all generally lifted from SMT IV, however his HP is a reference to 7 being considered a holy number. Crime and Punishment isn't lifted directly (having multiple turns is wayyy more broken in Pokemon) but it still generally punishes hitting Mastema's weaknesses while also making him more vulnerable defensively.

Competitive Use: Mastema's powerful signature move is intended to be balanced by his lack of reliable coverage and lacking stats, while he can hit Luigi and Narwa for powerful neutral damage and pressure switches with a SPDEF drop when procced, he lacks the capablity to hit Steels, notably the Defect, and can be revenged relatively easily. He is a one trick pony intended to rely on the "trick", similar to how he is infamous for abusing almighty moves like Megidoloan and Great Lament in SMT IV and SMT V. Can run a boosting set, but probably prefers one of Specs or Scarf.

Mastema @ Choice Specs/Choice Scarf
Ability: Crime and Punishment
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Great Lament
- Psyshock
- Hurricane
- Blizzard

Mastema @ Leftovers
Ability: Crime and Punishment
EVs: 252 SpA / 4 SpD / 252 Spe
Timid/Modest Nature
- Great Lament
- Blizzard
- Agility
- Nasty Plot

Mastema @ Leftovers
Ability: Crime and Punishment
EVs: 248 HP / 8 Def / 252 Spe
Timid/Modest Nature
- Great Lament
- Blizzard
- Psyshock
- Calm Mind

Gros Michel | Balatro Wiki | Fandom

"+15 Mult"
Pokémon: Gros Michel
Franchise/Origin: Balatro
Type: Grass
Ability: Supersweet Syrup/Harvest
Notable moves: Double Edge, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest, Earth Power, Mud Shot, Energy Ball, Giga Drain, Absorb, Growth, Seed Bomb, Flash Cannon, Iron Head, Final Gambit, Sludge Bomb, Sludge Wave, Gunk Shot, Dazzling Gleam, Alluring Voice,
Signature Move 1: Extinct! (+SPA +2SPE, user is poisoned. 8 PP)
Signature Move 2: X3 (30 BP Special Grass Move that hits three times, 15% chance to lower DEF. 15 PP)
Stats: 75/90/75/90/75/65
Daily Balatro Discussion #44 ...

"X3 Mult"
Mega Stone Name: Cavendish-ite
Mega Typing: Grass/Ground
Mega Ability: Sheer Force
Mega Stats: 75/105/90/105/90/105
Reasoning: While Gros Michel's type is relatively obvious, Cavendish gaining ground type is a reference to the real world origin of Cavendish and the Gros Michel, with the Michel being replaced due to the Cavendish being more resistant to disease (poison). Their fairy type coverage is a reference to sugar being represented by Fairy in both Alcremie and Swirlix, and the steel coverage is based off of bananas being iconic for being high in Potassium, and it gains Final Gambit as a general reference to Poker/going all in. The signature move, extinct, is a reference to both how Gros Michel works in Balatro (powerful + Mult with a chance to destroy itself, represented in lowering your sustain.) and the titular story of the two bananas, with the disease being a stand in for the heavy poison. Cavendish and Gros Michel's stats are all generally multiples of 15, since Gros Michel gives 15 Mult.

Gros Michel @ Cavendish-ite
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- X3 / Energy Ball
- Extinct!
- Earth Power
- Sludge Bomb / Flash Cannon / Dazzling Gleam

Competitive Use: While Gros Michel would lack the stats to make use of Extinct, Cavendish can make use of it to become a powerful threat to both Mari and Narwa with STAB boosted Earth Power as a potent set up sweeper which however lacks sustain and must choose carefully when to set up due to the drawbacks, and struggles more against Luigi due to both STABs being resisted.

Shohei Yakumo Voice - Shin Megami Tensei V (Video Game) - Behind The Voice  Actors

"Humans need the will to survive at any cost. And those who lack that strength of will... no longer deserve to live."
Pokémon: Shohei Yakumo
Franchise/Origin: Shin Megami Tensei
Type: Electric/Fighting*
Ability: Technician/Vital Spirit
Notable moves: Wild Charge, Thunder, Thunderbolt, Supercell Slam, Iron Head, Metal Claw, Iron Defense, Flash Cannon, Thunder Wave, Volt Switch, Charge Bulk Up, Superpower, Brick Break, Slash, Sacred Sword, Psycho Cut, Swords Dance, Haze, Double Edge, Hyper Beam, Tera Blast, Hidden Power, Substitute, Protect, Sleep Talk, Rest, Knock Off, Mega Kick, Smart Strike
Signature Move: Galvanic Slash (40 BP Boosted Priority Physical Electric Move. 32 PP)
Stats: 118/128/88/68/78/68
Reasoning: Yakumo uses electric magic in game, and is a former soldier, hence his typing and abilities. While most of his moves are self explanatory, haze is an expy for Dekaja. All of his stats have the number 8 in them, this is because Yakumo's surname is derived from the words for 8 (Ya) and cloud (Kumo). His general playstyle is designed to be generally clean and without gimmicks to expy his role as an enemy to all who are not humanity (and Nuwa).

Competitive Use: Yakumo acts in a similar role to Scizor, as a slow attacker who can set up to be particularly effective against Luigi with boosted priority, despite being challenged by Narwa due to her resisting his dual STABs.

Yakumo @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Galvanic Slash
- Sacred Sword / Superpower
- Knock Off

Yakumo @ Leftovers
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Iron Head
- Galvanic Slash
- Sacred Sword / Superpower / Knock Off
- Swords Dance / Bulk Up
 
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Mini_Mika.png

Character Name: Mini Mika
Type:
Dragon.png
Dragon.png

Abilities: Hyper Cutter / Mold Breaker [HA]
Stats: 85 / 120 / 105 / 40 / 75 / 75 [500 BST]
Full Moveset: Frenzy Drill, Bullet Punch, Dig, Dig, Drill Run, Fury Attack, Fury Swipes, High Horsepower, Hone Claws, Hyper Drill, Iron Defense, Knock Off, Metal Claw, Metal Sound, Rock Blast, Rock Slide, Rock Tomb, Sand Attack, Sand Tomb, Sandstorm, Scratch, Smack Down, Smart Strike, Spikes, Stealth Rock, Steel Beam, Steel Roller, Stone Edge, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast
Type:
Dragon.png

Classification:
Dragon.png

Power: 30
Accuracy: 100%
PP: 10 [16 Max]
Effects: Multihit -> 1 + Number of times user has been hit in battle (total multihit caps at 8)
Weight: 15 kg
Mini Mika's primary typing is Steel as a reference to her weapon of choice being metal drills, as well as her belonging the Clunker faction in Wildfrost, the faction typically associated with mechanical works. Ground is secondary type as an additional reference to the drills, and how in her full card's art, the background is rather earthy, suggesting she primarily works as an excavator whenever she is not fighting alongside the player.
Mini Mika's main ability is Skill Link. In the game, her main function is that she gains Frenzy when the player hits her with a junk card. As Frenzy lets the attacker hit multiple times, Skill Link correlated the best to this function. Given a rework to Mika’s signature attack, Skill Link doesn’t work anymore, so I replaced it with Hyper Cutter as it seemed like it could also flavorfully fit what Mika does. Also given the heavy drill flavor, it also made sense to give her Mold Breaker, with similar flavor justification as to why Excadrill gets Mold Breaker.
As for stats, it only made sense for Mini Mika to be a physical attacker given her weapon. While her attack stat is not actually high in Wildfrost, that's because it builds up really quickly when stacking Frenzy on her. To better replicate things, she gets access to several multihit moves that reflect these Frenzy mechanics, while retaining a higher attack stat. Mini Mika also has one of the better health stats amongst the Wildfrost companions, which justified giving her higher overall bulk (which I leaned to give her a higher physical defense given her talents). However, her card has a rather poor Cooldown, which led me to give her a mid, but poor, speed stat.
As for the moveset, Wildfrost leaves things up to greater interpretation given the nature of the game. Of course, I gave all appropriate drill moves (minus Drill Peck for obvious reasons) and even gave her a custom drill move called Frenzy Drill. The name of the move represents Wildfrost's Frenzy mechanics (aka being a multihit), while also providing a strong Steel STAB that Mika can use. After some feedback, I reworked the move to be a Rage-fist like move, essentially being a 30 bp move that gains a multihit after each time she’s attacked. Other moves represent functions that I can reasonably see Mini Mika doing, such as scratching the foe with her drill weapons, using stuff that she could dig up as weapons, such as rocks and spikes, or saying strategically focusing her drills to destroy a target's item.
Overview: Mini Mika’s basically an Excadrill with a playstyle that’s a hybrid between an Annihilape and a Mamoswine. A bulky breaker with Hazard Hazard setting does well to threaten our current hazard removal options, given Ground & Rock threaten SE damage against them. While Ground & Rock hit a lot SE, Frenzy Drill can scale to higher power over time.
Main threats to Mika rn are Suwako (who fairly easily tanks things Mika throws their way) and V1 (given how they threaten big damage on Mika).
 
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Kumatora_SSBU.png

Character Name: Kumatora
Franchise/Origin: Earthbound/Mother 3
Type: Psychic
Abilities: Defiant/Stalwart/Pressure
Stats: 70/74/86/130/95/95 (BST 550)
Full Moveset: Attract, Beat Up, Blizzard, Charm, Confusion, Draco Meteor, Earth Power, Earthquake, Eerie Spell, Ember, Endure, Extrasensory, Facade, Fire Blast, Flame Burst, Flamethrower, Frustration, Gravity, Heal Bell, Heat Wave, Helping Hand, Hypnosis, Ice Beam, Life Dew, Mystical Fire, Play Rough, Pound, Protect, Psychic, Psychic Noise, Psychic Terrain, Psyshock, Rest, Return, Role Play, Skill Swap, Sleep Talk, Substitute, Take Down, Tera Blast, Thunder, Thunder Wave, Thunderbolt, Trick, Wish
Weight: 50 kg
Overview/Justification:

Most of her moves (and Pressure) are based on her PSI Abilities. Many coverage options but prone to 4mss because of it. Also she doesn't have much in the way of stat buffing options (as those go to Lucas in the original game), so she packs a punch to compensate

Hack.png

Retrigger each played 2, 3, 4, or 5
Character Name: Hack
Franchise/Origin: Balatro
Type: Dark/Fairy
Abilities: Technician/Skill Link
Stats: 65/103/104/73/75/102 (BST 522)
Full Moveset: Joke Theft, After You, Arm Thrust, Assurance, Barrage, Beat Up, Brutal Swing, Bulk Up, Bullet Seed, Celebrate, Charm, Chilly Reception, Comet Punch, Copycat, Covet, Dark Pulse, Disarming Voice, Dizzy Punch, Double Hit, Double Kick, Double Slap, Draining Kiss, Echoed Voice, Encore, Endure, Facade, Fairy Wind, Feint, Feint Attack, Flail, Fling, Follow Me, Frustration, Helping Hand, Hidden Power, Instruct, Knock Off, Me First, Mega Kick, Mega Punch, Mimic, Misty Terrain, Nasty Plot, Parting Shot, Payback, Play Rough, Present, Protect, Recycle, Reflect Type, Rest, Retaliate, Return, Revenge, Role Play, Round, Screech, Sleep Talk, Snatch, Snore, Spirit Break, Stomping Tantrum, Substitute, Switcheroo, Take Down, Taunt, Tera Blast, Thief, Tickle, Torment, Trailblaze, Triple Axel, Triple Kick, Uproar, Wake-Up Slap, Yawn

Dark-type Triple Axel clone. Each hit has a 10% chance of stealing the target's item if Hack isn't holding anything.

Weight: 86 kg
Overview/Justification: A mon made to wall-break with its multi-hit moves, though mostly locked into Wide Lens as a result. An ideal set would be Joke Theft, Triple Axel, Play Rough/Spirit Break, and either Bulk Up or Chilly Reception/Parting Shot. The stealing moves are a reference to the meaning of the word Hack (a stand-up comedian who uses unoriginal/stolen content in their sets).

EDIT: Nerfed Hack's attack and speed (speed only slightly), a lil nudge upwards in Sp. Attack by 1 but it doesn't actually matter it's just "flavor"
 
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*Italian scream*
Peppino

Name: Peppino
Gender:
Male
Origin: Pizza Tower
Typing: =
Abilities: Anger Point / Moxie / Guts
Stats: 95/100/74/45/76/110 (500)
Movepool: Tackle, Leer, Bullet Seed, Mach Punch, Arm Thrust, Submission, Circle Throw, Rage, Taunt, Knock Off, Foul Play, Low Kick, Low Sweep, Bulk Up, Brick Break, Drain Punch, Reversal, Close Combat, Upper Hand, Focus Blast, Fire Punch, Flame Charge, Flamethrower, Flare Blitz, Fire Blast, Temper Flare, Overheat, Outrage, Shadow Ball, Shadow Claw, Curse, Scary Face, Body Slam, Hyper Beam, Giga Impact, Double-Edge, Hyper Voice, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Agility
Custom Elements: Italian Rage: 180 BP Physical Fighting-type contact punching Z-Move that ignores Defense and Special Defense Boosts. Requires the Z-Crystal Pizzaface Autograph, and the move Outrage.
Weight: 43.4 kg.
Justification:
Peppino is both fast, strong, and quick to anger, which explains his stat distribution and various anger-related moves, culminating in his ultimate rage against Pizzaface in the final battle. which provides the flavor for Hyper Voice. Some of his moves are based off the transformations he can attain in the Pizza Tower: The fire-type moves represent the Satan's Choice Pizza, while the Ghost-type moves reference his ghost transformation. Finally, Bullet Seed and Focus Blast represent the two guns he can find in the Pizza Tower, the machine gun and the shotgun respectively.
Role: Fast wallbreaker with a one-time nuke that smashes anything but is walled by ghosts. Good at fighting off Hina by dealing massive neutral damage.
xRnYYrO.png

"Heeeeyyyyyy, oh! Look out down below!
Here he comes, banana slamma!"
Donkey Kong Country Theme Song

Name: Donkey Kong
Gender:
Male
Origin: Donkey Kong
Typing: ==
Abilities: Sturdy / Iron Fist / Dancer
Stats: 105/120/85/50/75/65 (500)
Movepool: Mach Punch, Growl, Growth, Headbutt, Rock Throw, Bullet Seed, Fake Out, Circle Throw, Smart Strike, Liquidation, Bounce, Outrage, Thief, Taunt, Knock Off, Thunder Punch, Supercell Slam, Wild Charge, Charge, Low Kick, Low Sweep, Bulk Up, Brick Break, Drain Punch, Reversal, Close Combat, Upper Hand, Seed Bomb, Grassy Glide, Bulldoze, Earthquake, Earth Power, High Horsepower, Dig, Scary Face, Body Slam, Hyper Beam, Giga Impact, Endeavor, Double-Edge, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Rock Tomb, Rock Slide, Stone Edge, Smack Down, Heavy Slam
Custom Elements: None
Weight: 78.5 kg.
Justification:
DK, Donkey Kong, is a powerful ape who excels at punching, hence the ability Iron Fist, and can throw things really far, which is why he knows Circle Throw. He's known to be quite Sturdy, and can create Earthquakes by hand slamming the ground. He's associated with electricity in Mario Strikers Charged, hence the electric moves, and Seed Bomb and Bullet Seed reference his Coconut Gun. His Bongos are represented as the Dancer ability, while his animal friends help out in some of his attacks (Smart Strike for Rambi, Liquidation for Enguarde, and Bounce for Winky)
Role: Slow but powerful wallbreaker who can tank a lot of damage. Smashes Hina and Narwa with relative ease, makes crushing them seem such a breeze, but has trouble facing, of all characters, Luigi!
3O14jGK.png

"There are times where swords must be drawn."
Peko Pekoyama

Name: Peko Pekoyama
Gender:
Female
Origin: Danganronpa
Typing: ==
Abilities: Sharpness / Steadfast / Unburden
Stats: 75/112/73/74/90/100 (524)
Movepool: Cut, Leer, Fury Cutter, Aqua Ring, Conversion 2, Follow Me, Slash, Wide Guard, Shadow Sneak, Bitter Blade, Leaf Blade, Psycho Cut, Night Slash, Aqua Cutter, X-Scissor, Fake Tears, Thief, Snarl, Fling, Foul Play, Taunt, Dark Pulse, Knock Off, Lash Out, Throat Chop, Breaking Swipe, Low Kick, Low Sweep, Acrobatics, Air Slash, Hyper Beam, Giga Impact, Swords Dance, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest, Amnesia, Iron Head, Hard Press, Liquidation, Rain Dance, Waterfall
Custom Elements: None
Weight: 6.7 kg
Justification:
Peko Pekoyama is the Ultimate Swordswoman, and thus it would make sense that she would know many slicing moves. As Fuyuhiko's bodyguard, she knows Follow Me and Wide Guard. She has been seen to be acrobatic in Danganronpa 3 (The anime), which provides the reason for her speed, as well as Acrobatics and Unburden. As the murderer of the beach themed Chapter 2 of Danganronpa 2, named Sea and Punishment, Sin and Coconuts, she is part Water-type, with the Steel-type moves representing the murder weapon she used to murder Mahiru. Finally, Conversion 2 is added as an extra gimmick, both to reference the Twilight Syndrome Murder Case, the motive of her murder, as well as the fact that Danganronpa 2 is actually a virtual reality simulation.
Role: Fast setup wallbreaker with a wide variety of moves as well as recovery. Excels against Luigi (By outspeeding him) and Hina, (With type advantage) but struggles against Narwa.
 
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Dizzy_Guilty_Gear_Strive.png

DizzyRev.png


Name: Dizzy
Franchise: Guilty Gear
Type:
ice.gif
fire.gif


Abilities:
Levitate | [HA] Sharpness
Stats: 55 HP/100 Atk/64 Def/100 SpA/64 SpD/82 Spe (465 BST)

Moves: Icicle Spear, Icicle Crash, Ice Fang, Blizzard, Ice Shard, Sacred Fire, Fire Fang, Flamethrower, Fire Blast, Ember, Heat Wave, Flame Burst, Air Slash, Dual Wingbeat, Wing Attack, Aerial Ace, Fly, Night Slash, Crunch, Stone Axe, Rock Throw, Dragon Claw, Shadow Claw, Signal Beam, U-turn, Bubble, Clamp, Slash, Horn Attack, Aurora Veil, Will-O-Wisp, Defog, Roost, Hone Claws, Nasty Plot, Torment, Stealth Rock, Tail Whip, Sharpen
Attract, Captivate, Confide, Curse, Endure, Facade, Frustration, Helping Hand, Hidden Power, Mimic, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Weight: 56 kg

Flavor Justification: Dizzy's prominent features are her sentient wings, Necro and Undine. With her wings, she gracefully flies in battle. Undine attacks with ice whereas Necro attacks with fire. This manifests by summoning various projectiles, such as heads that can bite, and icicles. Necro can also attack with scythes and axes and claws, fire beams, and create stone daggers. Dizzy's tail can also grow and bite.
Name: Queen Dizzy
Franchise: Guilty Gear
Type:
ice.gif
fire.gif


Abilities:
Queenly Majesty | Levitate | [HA] Sharpness
Stats: 71 HP/127 Atk/66 Def/115 SpA/87 SpD/104 Spe (570 BST)

Moves: Wings of Light, Icy Wind, Icicle Spear, Icicle Crash, Ice Fang, Blizzard, Ice Shard, Sacred Fire, Fire Fang, Flamethrower, Fire Blast, Ember, Heat Wave, Flame Burst, Air Slash, Dual Wingbeat, Wing Attack, Aerial Ace, Fly, Night Slash, Crunch, Stone Axe, Rock Throw, Dragon Claw, Shadow Claw, Signal Beam, U-turn, Bubble, Clamp, Smart Strike, Slash, Horn Attack, Aurora Veil, Will-O-Wisp, Defog, Roost, Hone Claws, Nasty Plot, Torment, Mirror Coat, Stealth Rock, Tail Whip, Sharpen
Attract, Captivate, Confide, Curse, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Mimic, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Wings of Light |
flying.gif
|
other.png
| 8 PP | -4 priority. Opponents will lose 1/4 of their HP at the end of each turn. Fails if the user is hit before this activates.

Weight: 56 kg

Flavor Justification: Dizzy can now use the Wings of Light, which summons wings to do chip damage to the opponent, but fails if she is interrupted. She embraces being the queen of Illyria. Dizzy is known to be quite powerful, but holds back because of her personality.
Competitive Role: Dizzy has several Physical options available, with some boosted by Sharpness, making her a heavy hitter. She can increase her Attack further with Hone Claws, as well as gaining more accuracy for Icicle Spear, Icicle Crash, Stone Axe and Dual Wingbeat. Wings of Light is another available option that'll do chip damage and ensure KOs, that'll be useful against more defensive opponents.
SkinArt_Sol_Default.jpg

Name: Sol
Franchise: SMITE
Type:
fire.gif


Abilities:
Flame Body | Levitate | [HA] Solar Power
Stats: 83 HP/97 Atk/70 Def/110 SpA/75 SpD/105 Spe (540 BST)

Moves: Radiance, Fiery Dance, Flamethrower, Fire Blast, Flame Charge, Ember, Flame Burst, Fire Punch, Incinerate, Mystical Fire, Heat Wave, Burning Jealousy, Solar Beam, Petal Dance, Petal Blizzard, Dark Pulse, Shadow Ball, Dazzling Gleam, Signal Beam, Infestation, Struggle Bug, Flash Cannon, Surf, Aqua Tail, Liquidation, Hydro Pump, Dive, Water Pulse, Will-O-Wisp, Sunny Day, Trick, Power Trick, Cosmic Power, Aqua Ring, Flash, Morning Sun
Attract, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Radiance |
fire.gif
|
other.png
| 8 PP | -3 priority. The user heals 50% of their HP. Opponents are burned if they make contact with the user before this move activates.
Supernova |
fire.gif
|
special.png
| 20 BP | Z-Move. Requires Flamethrower and Solium-Z. Hits 8 times.

Weight: 40.5 kg

Flavor Justification: Sol is the goddess of the sun, is made of fire, and uses fire attacks. She uses a manifestation of herself to fight, which floats over the ground. Radiance is one of her abilities that creates a circle of fire around her, healing her and burning opponents who come too close. Supernova is her ultimate, which summons eight pillars of fire. She gets a lot of moves from her skins.
  • The Magnificent: Trick, Power Trick, Petal Dance, Petal Blizzard
  • Spell Slinger: Shadow Ball, Dark Pulse
  • Cosmic: Cosmic Power
  • Firefly: Signal Beam, Infestation, Struggle Bug
  • Sea Nymph: Surf, Aqua Tail, Liquidation, Hydro Pump, Dive, Aqua Ring, Water Pulse
  • Soulless Machine: Flash Cannon
Competitive Role: Sol can use Fiery Dance to increase her Special Attack while attacking, and then use other Special attacks based on who her opponent is. She can also carry Solar Power with Sunny Day to increase her Special Attack even further.
DarRes_Morrigan.png

Name: Morrigan Aensland
Franchise: Darkstalkers
Type:
fairy.gif
fire.gif


Abilities:
Cute Charm | Levitate | [HA] Steelworker
Stats: 110 HP/114 Atk/86 Def/81 SpA/74 SpD/105 Spe (570 BST)

Moves: Moonblast, Play Rough, Draining Kiss, Dark Pulse, Night Slash, Pursuit, Brick Break, Drain Punch, Karate Chop, Metal Claw, Smart Strike, Bullet Punch, Steel Wing, Shadow Ball, Shadow Claw, Aerial Ace, Air Slash, Wing Attack, Fly, Dual Wingbeat, Sky Drop, Drill Run, Extrasensory, Dream Eater, U-turn, Leech Life, Lunge, Attack Order, Fell Stinger, Giga Drain, Flame Charge, Charm, Baby-Doll Eyes, Hone Claws, Nasty Plot, Defog, Roost, Spikes, Sweet Kiss
Attract, Bide, Captivate, Confide, Curse, Double-Edge, Endure, Facade, Frustration, Giga Impact, Headbutt, Helping Hand, Hidden Power, Hyper Beam, Mimic, Natural Gift, Protect, Rage, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Toxic

Astral Vision |
fire.gif
|
other.png
| 8 PP | For 5 turns, the user's single hit attacks gain a second hit.
Finishing Shower |
fire.gif
|
special.png
| 10 BP | Z-Move. Requires Dark Pulse and Morriganium-Z. Hits 16 times.

Weight: 58 kg

Flavor Justification: Morrigan is a succubus. She feeds off the energy and dreams of others, giving her Dark, and she has Fairy because of her focus on beauty. Her signature attack is a bat energy blast called Soul Fist, but she can also use Astral Vision to create a spectral copy of herself, and she can fire a barrage of missiles using Finishing Shower. She flies in battle using her wings, and she can shapeshift them along with her other body parts into metallic weapons. She can also create spears from the ground.
Competitive Role: With Steelworker, Morrigan can have triple Physical STAB, and with Astral Vision, Morrigan can deal double damage with attacks, allowing her to do high damage if she's able to set up.

EDIT: Removed Michael Sword from Queen Dizzy. Nerfed Sol's Special Attack to 110.
 
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Octopath-Traveler_Therion.jpg

"I'm ready, are you!?"
Character Name: Therion
Type: Dark/Fire
Ability: Pickpocket
Stats: 75HP/110Atk/70Def/65SpA/65SpD/135Spe (Total: 520)
Signature Move: HP Thief
Type: Dark
Classification: Physical
BP: 50
Acc: 95%
PP: 16
Effects: Hits 2 times. Each hit heals the user for 50% of the damage dealt.
Signature Z-Move: Aeber's Reckoning
Z-Crystal Name: Aeberium Z
Z-Move Classification: Physical
Z-Move Power: 175
Z-Move Effects: Enhanced from HP Thief. Targets both opponents. Damage is calculated using the user's Speed, instead of Attack.
Physical: False Surrender, Fling, Foul Play, Knock Off, Lash Out, Night Slash, Sucker Punch, Thief, Bitter Blade, Fire Punch, Flame Charge, Temper Flare, Rock Climb, Slash, Extreme Speed, Solar Blade, Trailblaze, Fury Cutter, Spectral Thief
Special: Snarl, Burning Jealousy, Fire Blast, Flame Burst, Flamethrower, Incinerate, Infernal Parade, Power Gem
Status: Embargo, Snatch, Switcheroo, Sunny Day, Will-o-Wisp, Disable, Growl, Screech, Agility, Spite
Overview: Therion is your typical fast, frail attacker with good survivability with moves like HP Thief and Bitter Blade. His role in Octopath Traveler is similar, with some of the best damage and speed in the game, as well as debuffing the enemy team by lowering their damage or defense, and of course, stealing their stuff. Everything translated to Pokemon fairly well, and the result is a versatile and powerful mon that makes a great wallbreaker. Utilize moves like Will-o-Wisp, Knock Off, Switcheroo, and the Pickpocket ability to hinder opponents (can't wait for Choice item + Switcheroo + Disable shenanigans), and build speed with Flame Charge and Trailblaze to power up for a devastating Z-Move.
Justification: Dark type because he's a rogue like Primrose, and he's a thief. Fire simply because has an affinity for fire in OT. He wields swords and daggers (Slash, Fury Cutter). All of his Thief Skills have a Pokemon move counterpart (minus Share SP which would likely translate to Baton Pass, a banned move):
Steal - Thief, Snatch
Wildfire - Flame Burst, Flamethrower
HP Thief - (signature move)
Shackle Foe - Growl, Will-o-Wisp
Armor Corrosive - Screech
Steal SP - Spectral Thief
Aeber's Reckoning - (Z-Move)
His starting province is the Cliftlands, a province full of canyons. This grants Therion Rock Climb, as well as Sunny Day, as the area is very hot. Finally, Power Gem references the dragonstones Therion steals throughout his story.
 
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jg.png

DON'T BE A FOOL
BEWARE THE GHOUL

Character Name: Jewel Ghoul
Franchise/Origin: Antonblast
Typing:
Rock.png
Dark.png

Ability: Prism Armor
Stats: 100 | 124 | 95 | 80 | 100 | 71 [BST= 570]
Movepool (notable moves italicized): Acid Spray, Arm Thrust, Assurance, Brick Break, Brutal Swing, Bulldoze, Bullet Seed, Bulk Up, Burning Jealously, Clear Smog, Crush Grip, Dizzy Punch, Double-Edge, Dynamic Punch, Earthquake, Endure, Facade, Feint Attack, Fire Blast, Fire Punch, Flamethrower, Fling, Focus Punch, Force Palm, Foul Play, Frustration, Gastro Acid, Giga Impact, Gunk Shot, Gyro Ball, Hyper Beam, Ice Punch, Knock Off, Lash Out, Lava Plume, Mega Punch, Overheat, Payback, Poison Jab, Pound, Power Gem, Protect, Quash, Rest, Return, Rock Blast, Rock Slide, Rock Tomb, Rock Wrecker, Rollout, Round, Sandstorm, Slam, Sleep Talk, Sludge Bomb, Sludge Wave, Smack Down, Smog, Snatch, Snore, Spikes, Spit Up, Stealth Rock, Stockpile, Stone Edge, Strength, Submission, Substitute, Sucker Punch, Swallow, Tackle, Take Down, Taunt, Tera Blast, Thief, Thunder Punch, Torment, Toxic, Trump Card, Upper Hand, Weather Ball, Work Up
Weight: 211.1kg
  • Rock typing and Prism Armor because he is a guy with a gem face - Rock is the type most associated with crystals and gems, with moves such as Power Gem and Pokemon like Diancie and Glimmora
  • Dark typing because he's styled after a mobster; kind of a nothingburger argument for a typing but the theming is exclusive to Jewel Ghoul and Dark can't be as easily assigned to a majority other Antonblast enemies/bosses
  • Majority of coverage/flavor moves are based on JG's in-game attacks: punching moves, ball/bomb moves, fire and poison coverage, and Trump Card for his punch, gun, smoke, and card shuffle attacks respectively
Competitive Description: Jewel Ghoul plays like a combination of Tyranitar and Kingambit, in the sense that he is a big stupid Rock/Dark guy and likes to spam Sucker Punch. Prism Armor combined with solid general bulk and good coverage (you get EdgeQuake, Dark STAB, and the elemental punches) means that JG has less completely boned matchups than one would expect despite the typing, and only needs to be particularly weary of STAB SE or Fighting-type attacks. Choice Band or Bulk Up sets will likely be most common, with that bulk you could also go full-on Ttar with an AV set, possibly Loaded Dice if your feeling delusional? I mean JG does gets Bullet Seed to chunk Suwako, one of its tougher matchups, and STAB Rock Blast...
 
Code:
[IMG width="256px"][/IMG]
[I][/I][hide=""]
[B]Franchise/Origin[/B]:
[B]Type[/B]: [IMG]https://play.pokemonshowdown.com/sprites/types/Type.png[/IMG]
[B]Ability[/B]:
[B]Stats[/B]:  /  /  /  /  /  | 550 BST
[B]Weight[/B]:
[hide="Movepool"]Facade, Giga Impact, Hyper Beam, Protect, Rest, Return, Sleep Talk, Substitute, Take Down[/hide]
[B]Competitive Overview[/B]:
[hide="Flavour Reasonings"]
[/hide][/hide]

Duke_Fishron.png

"I once met with a Duke on the beach. He looked kinda fishy, and lacked good manners!
Franchise/Origin: Terraria
Type:
Water.png
Flying.png

Ability: Torrent / Hydration
Stats: 80 / 120 / 70 / 105 / 70 / 95 | 560 BST
Weight: 252.6 kg
Acrobatics, Aerial Ace, Air Slash, Aqua Jet, Aqua Ring, Aqua Tail, Body Slam, Brine, Bubble Beam, Chilling Water, Crunch, Curse, Defog, Dive, Double Edge, Dragon Breath, Dragon Dance, Dragon Pulse, Dragon Rush, Dragon Tail, Dual Wingbeat, Earth Power, Facade, Fake Out, Fire Fang, Flip Turn, Fly, Giga Impact, Hurricane, Hydro Cannon, Hydro Pump, Hyper Beam, Ice Beam, Ice Fang, Liquidation, Outrage, Protect, Rain Dance, Razor Wind, Rest, Return, Roar, Scald, Scale Shot, Scary Face, Sleep Talk, Substitute, Super Fang, Surf, Tailwind, Take Down, Thunder Fang, Twister, Water Gun, Waterfall, Water Pledge, Wave Crash, Whirlpool, Whirlwind, Wild Charge, Wing Attack
Competitive Overview: Versatile offensive guy packing a meaty Wave Crash backed up by a respectable Speed tier and pivoting.
 
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Character Name: Undead Core (Cave Story)
Type: Rock / Dark
Abilities: Levitate / Solid Rock / Mega Launcher (H)

Stats:
95/68/130/130/53/74 (550)

Full Moveset: Meteor Beam, Power Gem, Ancient Power, Dark Pulse, Aura Sphere, Shadow Ball, Fire Blast, Flame Burst, Hyper Beam, Terrain Pulse, Tri-Attack, Rock Slide, Rock Tomb, Rock Blast, Lash Out, Payback, Earthquake, Bulldoze, Body Press, Hard Press, Heavy Slam, Body Slam, Taunt, Torment, Swagger, Confuse Ray, Laser Focus, Focus Energy, Magnet Rise, Iron Defense, Rock Polish, Stealth Rock, Protect, Substitute, Rest, Sleep Talk

Weight: 2000

Flavor Justification: The Undead Core is a giant floating rock creature possessed by the Doctor's evil spirit, justifying the Rock/Dark typing, it uses primarily energy blast attacks which is why it's a special attacker, high physical bulk reflects how it can't be easily damaged due to its hard shell. Levitate and Solid Rock are natural fits, while Mega Launcher Aura Sphere and Meteor Beam represent its powerful charged blasts in its final phase. Power Gem and coverage options mostly represent its attacks with rock bombs and mini-cores that fire spinning projectiles. It gets Taunt and Swagger because the Doctor's power comes from the Red Crystal which can turn things into rage-filled monsters.

Competitive Role: Slow but powerful, with good physical bulk but a very poor typing, the Undead Core can really break a team open with 120BP Dark Pulses or an incredibly powerful Meteor Beam, but struggles to hit Fighting-Types and is very easily forced out by special attacks or super effective physical attacks. Solid Rock or Levitate can compensate for your defensive liabilities, but mean sacrificing your Dark-type power. Rock Polish + Meteor Beam double dance sets can go for a sweep late game but are tricky to find opportunities for given nearly everything in the tier can hit the Undead Core for devastating damage.

1738368933610.png

Character Name: Utsuho Reiuji (AKA Okuu) (Touhou Project)
Type: Fire / Flying
Abilities: Klutz

Stats:
85/120/90/155/90/90 (630)

Full Moveset: Fusion Flare, Fire Blast, Flamethrower, Flame Burst, Incinerate, Ember, Air Slash, Air Cutter, Discharge, Solar Beam, Dazzling Gleam, Flash Cannon, Steel Beam, Hyper Beam, Hyper Voice, Flare Blitz, Fire Punch, Flame Charge, Brave Bird, Acrobatics, Fly, Fusion Bolt, Thunder Punch, Jump Kick, Submission, Rock Tomb, Steel Wing, Double Edge, Take Down, Sunny Day, Roost, Charge, Tailwind, Defog, Amnesia, Rest, Substitute, Protect, Sleep Talk

Weight: 80

Flavor Justification: Monstrous power is fitting for Okuu, since she is a final boss and her attacks are all overwhelming shock and awe type. Moves are all relatively obvious. Klutz reflects her reputation as a birdbrain in canon.

Competitive Role: Slaking archetype, monstrous statline and not lacking in the coverage department (although struggles to break past Suwako or Narwa without Dgleam), no specs means your breaking power isnt amazing and she lacks super good setup options but Flame Charge and Sunny Day can work to supercharge fire moves and give her a Solar Beam to break past Suwako. The bulk is not bad at all and Roost can give Okuu longevity, but obviously with no access to Boots you are cripplingly weak to Rocks.
 
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"It's only natural for us to use whatever advantages we can gain. Morality is for cowards and fools."
Franchise/Origin: Brave Frontier
Character Name: Glacial Vail & Vidron
Type:
Water.png
Dragon.png

Abilities: Monstrous Algid Pact - If this Pokemon is at full HP, damage taken from attacks is halved.
Stats: 70 / 120 / 80 / 100 / 80 / 89 [BST: 539]
Moves:
Based off of the "Moves" and "Usually useless moves" lists in Pokemon Showdown.
Physical.png
Acrobatics, Aqua Cutter, Aqua Tail, Dragon Claw, Dragon Tail, Fire Punch, Icicle Spear, Liquidation, Low Kick
Special.png
Draco Meteor, Dragon Pulse, Hydro Pump, Scald, Surf
Status.png
Defog, Hone Claws, Protect, Rest, Sleep Talk, Substitute, Taunt, Toxic
Physical.png
Aerial Ace, Aqua Jet, Breaking Swipe, Bulldoze
Special.png
Brine, Dragon Breath, Water Pulse, Whirlpool
Status.png
Aqua Ring, Endure, Psych Up, Scary Face
Signature move:
Type:
Water.png

Category: Physical (no contact)
BP: 35
Accuracy: 100%
PP: max 16
Secondary Effect: Hits thrice. The user recovers 75% of the damage dealt from the first hit.
Flavor: --
Weight: 240 kg (62 kg from Vail, 178 kg from Vidron)
Reasoning:
  • Glacial Vail & Vidron, in Brave Frontier, is a Water affinity unit with a sea serpent dragon as its partner. Because of this alone, Water/Dragon seemed quite appropriate here.
  • This unit was one of the premier units when it was released. Its abilities allowed it to be great at three things in particular: damage mitigation, healing, and being a nuke. This combination of stats, ability, and moves really captures the unit's roles in the game, while also giving it an interesting playstyle as a wallbreaker.
  • His Extra Skill is Monstrous Algid Pact, which essentially gives the team a chance to reduce all damage taken from all attacks to 1 damage. Multiscale fits this well as a way of "damage mitigation", so Monstrous Algid Pact becomes a Multiscale Clone.
  • Boreal Lashing is Glacial Vail & Vidron's SBB (Super Brave Burst). The SBB has Glacial Vail & Vidron doing an AOE (Area of Effect) attack + an ST (Single Target) attack. The third hit comes from Monstrous Algid Pact again, which solidifies their role as a nuke because it adds an additional ST attack to the SBB. So essentially, Boreal Lashing becomes an AOE + ST + ST, hence three attacks. But the healing effect is a reference to their Leader Skill, Winter Diamond, which grants the team passive healing when they take damage.
Competitive Reasoning:
  • Vail & Vidron acts as a strong wallbreaker with a bit of an interesting gameplan. It does not have (good) set up, it does not have some crazy good stats, nor does it have bonkers wallbreaking. But what it does have is longevity, and the potential to continue punching holes in a team and even outlasting it, and this is without any viable healing moves, mind you. Multiscale is the first part of this equation, giving Vail & Vidron some much needed bulk at full HP. High HP and low defenses is carried by Vail & Vidron's typing, but Multiscale combines really well with Boreal Lashing, giving Vail & Vidron the potential to heal back to full HP when it deals enough damage. Although the base healing is not a lot, chip damage will end up building up and before you know it Vail & Vidron will already be on the path to full HP. That's mainly what sets Vail & Vidron apart from just a bogstandard wallbreaker, it's the longevity that makes the playstyle quite interesting and makes for some interesting gameplay.
  • Boreal Lashing really solidifies Vail & Vidron's role as a wallbreaker, with 105 BP with all three hits, alongside an excellent 120 attack stat.
  • A balance decision is lack of (good) physical Dragon STAB. Dragon Tail is an option, but its negative priority, and Dragon Claw is only 80 BP. Instead your best Dragon STAB is available on the lower SpA stat. Water/Dragon doesn't actually have that many checks (mostly because we don't have a physical wall yet, wth) so this is the way to balance this without taking away from the sub. You do have some other options for coverage, such as Icicle Spear, Acrobatics, and Low Kick. Vail & Vidron also lacks bulk when it's not at full HP, and 89 speed means it gets revengekilled fairly easily from the faster pivot mons like Defect and V2.
Sample Set(s):
Glacial Vail & Vidron @ Heavy-Duty Boots / Choice Band
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature
- Boreal Lashing
- Icicle Spear
- Dragon Claw
- Draco Meteor
 
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200px-Bowser_SSBU.png

Name: Bowser
Gender: Male
Origin: Super Mario Bros.
Typing:
fire.gif
dark.gif

Abilities: Intimidate / Shell Armor / Rough Skin (HA)
Stats: 110/130/110/95/85/70 (600)
Movepool: Attract, Bide, Breaking Swipe, Bulk Up, Burn Up, Burning Jealousy, Captivate, Confide, Crunch, Curse, Dark Pulse, Darkest Lariat, Double Team, Double-Edge, Dragon Claw, Dragon Dance, Dragon Tail, Earthquake, Endure, Facade, Fiery Wrath, Fire Bast, Fire Fang, Fire Punch, Flamethrower, Flare Blitz, Frustration, Headbutt, Heat Crash, Heavy Slam, Helping Hand, Hidden Power, Inferno, Lash Out, Magma Storm, Mimic, Natural Gift, Outrage, Poison Fang, Poison Jab, Pyro Ball, Protect, Rage, Raging Fury, Rapid Spin, Razor Shell, Rest, Return, Rock Slide, Round, Secret Power, Shell Trap, Sleep Talk, Snore, Spikes, Spiky Shield, Stealth Rock, Stomping Tantrum, Stone Edge, Substitute, Swagger, Take Down, Tempe Flare, Tera Blast, Throat Chop, Toxic, Will-O-Wisp
Custom Elements: Flame Quake: 100 BP Physical Fire-type contact move with 16 PP, 0 Priority, and 100% accuracy. 20% chance to burn the target.
Weight: 250 kg
Justification:
Resub from the old CC, edited for this format.
Role: Bowser tears through walls. Can also support the team with Intmidate.
 
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Brazen_Bull_-_Tearful_Idle_Sprite.png

A pained moan echoes across the heat. It’s hard to tell if it comes from a beast or a human. A sizzle spreads into the air along with the smell of burning flesh. “Please! I need water! Won’t someone give me water to drink?”
Character Name: Brazen Bull
Origin: Limbus Company
Type: Fire/Steel
Abilities: Sheer Force / Flame Body
Stats: 45/130/120/50/70/85 [500]
Full Moveset: Flare Blitz, Heavy Slam, Iron Head, Iron Defense, Body Press, Superpower, Close Combat, Zen Headbutt, High Horsepower, Stomping Tantrum, Mist, Raging Fury, Thrash, Scald, Work Up, Growl, Body Slam, Double-Edge, Giga Impact, Lash Out, Metal Burst, Steel Beam, Hyper Voice
Weight: 750kg
Flavor Justification: The bull itself inflicts Burn as a side effect of its powerful attacks and is made of brass, so Fire/Steel is a given. The Abnormality was classed as TETH (the second-lowest of the Risk Levels in Lobotomy Corporation) and assigned one of the lower power levels, but in gameplay rolls quite high, so I used Darmanitan as a reference. It has sturdy resistances, but when you fight it in the main story its maximum HP is nowhere near that of other powerful opponents fought later on in the same chapter, much less its fellow TETH-class Abnormalities. Some of its attacks also cut down on the morale of your characters if they connect, hence Zen Headbutt and Scald. Sheer Force mirrors Darmanitan and Tauros (both of which I used as further references for its movepool, though it's the Blaze Breed Paldean variant in the latter case) and Flame Body because the passive you can get from using one of the attacks based on it burns opponents if multiple are targeting you at once. The tears covering the Abnormality when you fight it add Mist and Scald to it.
Overview: Sheer Force off 130 Attack is quite strong. Horsepower is valuable for damaging Narwa (which resists its dualstabs) and Hina (it doesn't have recoil like Flare Blitz does and should do roughly the same amount), but Suwako completely shuts it down due to Earth Eater and her own type combination.
 
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265px-PH_Eox_Model.png

Character Name: Eox
Franchise/Origin: The Legend of Zelda: Phantom Hourglass
Type: Grass/Rock
Abilities: Sturdy, Rock Head, Skill Link
Stats: 170/122/77/57/37/77 | 540 BST
Full Moveset: Ancient Power, Attract, Block, Body Press, Body Slam, Brick Break, Bulldoze, Bullet Seed, Captivate, Comet Punch, Confide, Curse, Double Team, Double-Edge, Earth Power, Earthquake, Endure, Facade, Frustration, Giga Impact, Gyro Ball, Hammer Arm, Harden, Head Smash, Heavy Slam, Helping Hand, Hidden Power, Hyper Beam, Iron Defense, Mega Punch, Mud-Slap, Natural Gift, Nature Power, Pin Missile, Protect, Rest, Return, Roar, Rock Blast, Rock Polish, Rock Slide, Rock Smash, Rock Throw, Rock Tomb, Round, Sand Tomb, Sandstorm, Secret Power, Sleep Talk, Smack Down, Snore, Stealth Rock, Stomp, Stomping Tantrum, Stone Edge, Substitute, Sunny Day, Superpower, Swagger, Synthesis, Tackle, Take Down, Tera Blast, Toxic, Wood Hammer
Weight
: 999.9 kg
Overview/Justification: This seventh boss is a gargantuan automaton made of wood and stone, hence its Grass/Rock typing. Its arrow-shooting "mouths" and unrelenting fist attacks are the basis for Skill Link and multi-hit moves. Other moves are standard for its type combination and anatomy.
 
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1738534330174.jpeg

"All outsiders should leave quickly... before you become casualties."

Pokemon: Kyubi
Weight: 19.9 kg (43.9 lbs.)
Franchise/Origin: Yo-Kai Watch
Type: Fire / Ghost
Ability: Blaze / Levitate
Stats: 60 / 65 / 84 / 125 / 90 / 110 {BST: 534}
Movepool:
  • Blast Burn, Fire Pledge, Fire Blast, Flame Charge, Flamethrower, Burning Jealousy, Flare Blitz, Heat Wave, Overheat, Will-O-Wisp, Ember, Fire Spin, Inferno, Incinerate, Sunny Day, Mystical Fire, Flame Charge, Flare Blitz, Flame Wheel, Infernal Parade, Shadow Ball, Curse, Night Shade, Ominous Wind, Shadow Ball, Confuse Ray, Hex, Grudge, Spite, Agility, Body Slam, Calm Mind, Dark Pulse, Disable, Encore, Energy Ball, Scorching Sands, Extrasensory, Foul Play, Iron Tail, Memento, Pain Split, Psyshock, Calm Mind, Trick, Role Play, Quick Attack, Light Screen, Stored Power, Tail Slap, Tail Whip, Taunt, Zen Headbutt, Charm, Confuse Ray, Covet, Feint Attack, Hyper Beam, Headbutt, Hypnosis, Imprison, Laser Focus, Power Swap, Psych Up, Solar Beam, Weather Ball, Covet, Confide, Quick Attack, Mimic, Safeguard, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Substitute, Take Down, Tera Blast
Reasoning:
  • Fire-attribute Yokai
  • Levitates in the air
  • Should act as a powerful Fire-type attacker with its STABs + CM or Stallbreaker with Taunt and Infernal Parade/WoW + Hex
 
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32D673CC-916C-4D3F-9893-71C1780B89B7.png

Character Name: Polar Knight
Franchise: Shovel Knight
Type: Ice/Ground
Abilities: Thick Fat/Stalwart
Stats: 105/125/95/65/70/70 (Total: 530)
Signature Move: Snow Plow
- Type: Ice
- Classification: Physical
- Power: 60
- Accuracy: 90
- PP: 10 (max 16)
- Effect: Contact, switches the target out. -6 priority.
Full Movepool: Icicle Crash, Ice Shard, Ice Hammer, Ice Punch, Icicle Spear, Avalanche, Frost Breath, Blizzard, Powder Snow, Earthquake, Stomping Tantrum, Drill Run, Bulldoze, Dig, Mud Bomb, Mud Shot, Mud-Slap, Sand Tomb, Heavy Slam, Iron Head, Smart Strike, Knock Off, Throat Chop, Hammer Arm, Superpower, Rock Slide, Frustration, Body Slam, Headbutt, Spit Up, Tera Blast, Snowscape, Mist, Haze, Spikes, Mud Sport, Rototiller, Sand Attack, Quash, Bulk Up, Coaching, Detect, Wide Guard, Meditate, Rest, Stockpile, Swallow, Protect, Endure, Growl, Helping Hand, Block, Leer, Work Up
Weight: 145.2 kg (320.1 lbs)
Overview: Polar Knight is one of the more challenging members of the Order of No Quarter, having trained in the same manner as Shovel Knight and being quite sturdy as a boss. As far as how I'm choosing to translate him over here, I feel like he'd be quite similar to Mamoswine; with similar stats, Thick Fat, and similar moves to abuse. His second ability is Stalwart because it's in his battle song name (The Stalwart), he gets Spikes because every boss fight of his involves him revealing spikes beneath the snow, and his signature move is based on his charging move he does with his snowballs. Heavy Slam is based on the fact that he performs a stronger variation of Shovel Knight's own downward shovel attack in the air. The rest of his moves are things he could feasibly do with his physique or his shovel.
 
Alright, vetoes are a little late but that's better than never

Pokémon: Spy
Spy's signature move is quite powerful, with access to SD, but he's rather undertuned without it, so there are a couple avenues here. Either you can nerf (or remove) the signature move but buff Spy otherwise, or you can choose to drop SD from his kit. Please run the change you'll be doing by council.

Character Name: Oatchi
As much as I love him, Oatchi here is a bit undertuned. He is definitely in need of a buff, likely an increase to his stats if nothing else.

Name: Donkey Kong
Donkey Kong's signature move is way too powerful here with Iron Fist for no drawbacks; Earthquake is more than sufficient regardless. Also, his signature Z-Move is not the same typing as the move it's based on, which is not allowed. Additionally, the flavor of it is already eclipsed by Close Combat/All-Out Pummeling. Please remove both of these custom elements, or significantly nerf Primate Punch and remove Jungle Rush.

Name: Queen Dizzy
Name: Sol
Queen Dizzy having access to the extremely potent Sharpness boosted Michael Sword makes her way too powerful; the council has mandated she must not have it and also not get any Electric coverage.

Sol is maybe a little overtuned in the case of a Sun setter being added, due to the raw strength Solar Power provides. I would recommend removing Solar Power, but you could feasibly balance the submission around it instead.

Duke Fishron
Similarly, if we get Rain this becomes perhaps too effective. Consider reducing its power for now to be on the safe side, or removing Swift Swim.

Name: Bowser
Shell Smash, Sheer Force, and Wicked Blow are all inherently busted elements on Bowser. Remove all of them (including the Z-Move), and he's likely solidly balanced from there.

Pokémon: Shohei Yakumo
For starters, move PP should be in either multiples of 5 or multiples of 8 up to 40 and 64 respectively. This affects all of your submissions that it's pertinent for. Secondly, Shohei Yakumo has significant overlap with The Defect, a winner in the previous slate, and thus must be adjusted typewise to no longer overlap or the submission will not be allowed.

Character Name: Eox
If Sudowoodo has taught me anything in Randbats, it's that no recoil Head Smash and Wood Hammer are quite dangerous. Please reduce Eox's Attack stat by at least 15.

Now for another issue. There have been multiple submissions of jokers from Balatro as submissions. The council has discussed on the validity of these standard jokers as characters, and we have reached the conclusion that we aren't particularly sure. Thus, I am going to host a poll throughout this veto period to determine just what people in this mod choose to think. This will affect Gros Michel, Hack, and potentially future submissions involving Balatro jokers.

That being said...

Character Name: Hack
The signature move here is very strong with Technician, to the point where it could very easily be considered concerning. Even if Hack is considered a valid submission, it must still be nerfed, either in the power department or in removing its signature move.

Now that vetoes are finally posted, you have three days to adjust your submissions. Once again, if you would like to balance your submission in a way other than what has been posted here, please let me or the rest of the council know so we can approve your method.
 
Alright, vetoes are a little late but that's better than never


Spy's signature move is quite powerful, with access to SD, but he's rather undertuned without it, so there are a couple avenues here. Either you can nerf (or remove) the signature move but buff Spy otherwise, or you can choose to drop SD from his kit. Please run the change you'll be doing by council.


As much as I love him, Oatchi here is a bit undertuned. He is definitely in need of a buff, likely an increase to his stats if nothing else.


Donkey Kong's signature move is way too powerful here with Iron Fist for no drawbacks; Earthquake is more than sufficient regardless. Also, his signature Z-Move is not the same typing as the move it's based on, which is not allowed. Additionally, the flavor of it is already eclipsed by Close Combat/All-Out Pummeling. Please remove both of these custom elements, or significantly nerf Primate Punch and remove Jungle Rush.


Queen Dizzy having access to the extremely potent Sharpness boosted Michael Sword makes her way too powerful; the council has mandated she must not have it and also not get any Electric coverage.

Sol is maybe a little overtuned in the case of a Sun setter being added, due to the raw strength Solar Power provides. I would recommend removing Solar Power, but you could feasibly balance the submission around it instead.


Similarly, if we get Rain this becomes perhaps too effective. Consider reducing its power for now to be on the safe side, or removing Swift Swim.


Shell Smash, Sheer Force, and Wicked Blow are all inherently busted elements on Bowser. Remove all of them (including the Z-Move), and he's likely solidly balanced from there.


For starters, move PP should be in either multiples of 5 or multiples of 8 up to 40 and 64 respectively. This affects all of your submissions that it's pertinent for. Secondly, Shohei Yakumo has significant overlap with The Defect, a winner in the previous slate, and thus must be adjusted typewise to no longer overlap or the submission will not be allowed.


If Sudowoodo has taught me anything in Randbats, it's that no recoil Head Smash and Wood Hammer are quite dangerous. Please reduce Eox's Attack stat by at least 15.

Now for another issue. There have been multiple submissions of jokers from Balatro as submissions. The council has discussed on the validity of these standard jokers as characters, and we have reached the conclusion that we aren't particularly sure. Thus, I am going to host a poll throughout this veto period to determine just what people in this mod choose to think. This will affect Gros Michel, Hack, and potentially future submissions involving Balatro jokers.

That being said...


The signature move here is very strong with Technician, to the point where it could very easily be considered concerning. Even if Hack is considered a valid submission, it must still be nerfed, either in the power department or in removing its signature move.

Now that vetoes are finally posted, you have three days to adjust your submissions. Once again, if you would like to balance your submission in a way other than what has been posted here, please let me or the rest of the council know so we can approve your method.
OK, I've made both of those changes! So, once more, DK now has no custom elements.
 
Vetoes are now closed, and due to the overall results of the poll and conversations with the council and others, Gros Michel and Hack will not be considered valid submissions. From what I can tell, all other submissions have had their issues successfully addressed, and so they can be voted for in this upcoming voting phase.

ImaginaryNeon’s Spy
T.I.A.’s Marx
Orangesodapop’s Siegfried
Orangesodapop’s Ellen Joe
Anchor9’s Oatchi
anaconja’s Wizard Lord Phoenix
anaconja’s Ananta
Errormon’s Mastema
Errormon’s Shohei Yakumo
Rasdanation’s Mini Mika
flareth13’s Kumatora
Ubertrainer2000’s Peppino
Ubertrainer2000’s Donkey Kong
Ubertrainer2000’s Peko Pekoyama
Ninetales Dragons’ Queen Dizzy
Ninetales Dragons’ Sol
Ninetales Dragons’ Morrigan
SpiderMarz’s Therion
Beebos’ Jewel Ghoul
Tanny89k’s Duke Fishron
Akira153’s Undead Core
Akira153’s Okuu
Deviation395’s Glacial Veil and Vidron
Swagodile’s Bowser
KirbyRider1337’s Brazen Bull
Mygavolt’s Eox
APaidActor’s Kyubi
KeeganSkymin4444’s Polar Knight.

Remember, this voting phase will work like the first slate’s vothing, so five total votes (3-2-1-1-1) and your self-vote must be your lowest vote possible. With these out of the way, voting is now open! It will be open for three days!
 
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