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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Fast Utility
The defensive backbone of the metagame improved, it's now time for another stat to get some focus: Speed. The submissions this slate should, above all else, be able to move before most opposing characters. Of course, being fast means their offensive prowess should likely be limited to revenge killing things that are decently fast but otherwise frail, these characters should not be breaking through defensive cores via their raw power any time soon. Instead, their main applications should be in roles like fast utility or perhaps fast defensive pivots. They can set hazards, spread status ailments, or maybe even rely on some other more unique move options to slow opponents down. Perhaps they could act as decent leads, or be bulky enough to work as a switchin to something it would want to force out. Maybe they aren't focused on their actual Speed stat, but instead take advantage of an ability like Prankster to get their job done before their opponent can move. Bottom line, they shouldn't be offensive or as bulky as the dedicated walls, but through their Speed and some decent traits elsewhere (especially good utility move options), they should be able to serve a purpose for a team looking to take advantage of what they can offer.

You have until this coming Sunday to make your submissions. It's a bit less time than normal, but the veto phase can perhaps help you finish and fine tune less fleshed out submissions, so if you have a good idea for a submission you'd like to work on later, don't hesitate to include it in your lineup.
 
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Character Name: Kracko
Series: Kirby('s Dream Land)
Type: Flying
Abilities: Static / Lightning Rod (Cloud Nine)
Stats: 80/75/105/90/75/105 (530 BST)
Full Moveset: (Protect, Substitute, Return, Frustration, Rain Dance, Toxic, Tera Blast, Rest, Sleep Talk, Facade,), Air Cutter, Air Slash, Ancient Power, Blizzard, Body Slam, Brine, Calm Mind, Charge, Charge Beam, Clear Smog, Dazzling Gleam, Defog, Discharge, Double-edge, Earthquake, Electric Terrain, Electrify, Electro Ball, Explosion, Fly, Haze, Heat Wave, Hydro Pump, Hurricane, Light Screen, Lock-On, Magnet Rise, Mist, Moonlight, Night Shade, Parabolic Charge, Rage, Recover, Rising Voltage, Shadow Ball, Shock Wave, Snore, Soak, Spark, Spike Cannon, Spikes, Spiky Shield, Spit Up, Stockpile, Surf, Take Down, Thunder, Thunderbolt, Thunder Cage*, Thunder Shock, Thunder Wave, Twin Beam, Volt Switch, Waterfall, Water Gun, Water Pulse, Weather Ball, Whirlwind, Wild Charge, Work Up, Zap Cannon.
Height (which is optional but i'm still doing it): 4.2 M
Weight: 0.3 KG
Overview/Justification: Essentially Crossover Chaos' Zapdos. Fast phys-def Mon that packs utility with Spikes, Thunder Wave, and passable bulk. Can go offensive with Calm Mind.. I guess. Mostly intended to be a defensive pivot with access to recovery.
* Spike moves because Kracko has spikes all over.
* What do I even do for Enemy Drop
* Beam Whip is represented by Twin Beam and by an extent Thunder Cage.
* Lightning Drop..

just gonna be everywhere at the end of time

veto changes: now mono flying
 
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Oh hey look it's one of those slates(tm) where I have an immediately obvious choice.
Neat!

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"Grass grows, birds fly, sun shines, and brother, I hurt people."
Pokémon: Scout
Franchise/Origin: Team Fortress 2
Intended Tier: OU
Weight: 60 kg
Type: Normal
Ability: Libero, Scrappy (HA)
Notable moves: Soak, Bullet Punch, Extreme Speed, Guillotine, Fake Out, Agility, Knock Off, Acrobatics, Rock Climb, U-Turn, Rapid Spin, Focus Energy, Pursuit, Smack Down, Rock Tomb, Bone Club, Upper Hand, Jump Kick, Tailwind, Headbutt, Mad Milk, Force-A-Nature, Feint, Attract, Captivate, Confide, Double Team, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Swagger, Take Down, Tera Blast, Toxic, Ivy Cudgel, Screech
Signature move 1: Mad Milk (Normal, Status, 95% Accuracy, 24 PP, Target's side of the field gains 'Mad Milk' effect for 5 turns, during which 60% of the damage dealt to Pokémon on the target's side of the field is returned to the attacker (a la Shell Bell))
Signature move 2: Force-A-Nature (65 BP, Flying, Physical, 24 PP, 90% Accuracy, 'bullet', Hits twice)
Stats: 75/95/75/60/87/133 (525 BST)

Explanation: In TF2, Scout is the fastest class in the game, albeit one of the frailest, which is reflected in his base stats.

In the CC metagame, Scout is intended to be a fast (obviously), somewhat support-focused pivot that can also pack a fairly meaty punch. I tried to aim for the role of "annoying mosquito" to reflect the experience of fighting a Scout in the source material, with the Mad Milk allowing him to just switch in, set the effect up, and then switch
 
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Character Name: Meta Knight
Type: Dark / Flying
Abilities: Sharpness
Stats: 70/80/93/86/71/130 (530)

Moveset:
Physical: Night Slash, Ceaseless Edge, Feint Attack, Brave Bird, Fly, Aerial Ace, Sky Drop, Acrobatics, Dual Wingbeat, Superpower, Sacred Sword, Wake-Up Slap, Counter, Psycho Cut, Iron Head, Metal Claw, Phantom Force, Astonish, X-Scissor, U-turn, Double Edge, Slash, Cut, Fake Out
Special: Dark Pulse, Hurricane, Air Slash, Air Cutter, Gust, Secret Sword, Dazzling Gleam, Tachyon Cutter, Flash Cannon, Hyper Beam, Swift
Status: Dimensional Cape, Taunt, Defog, Tailwind, Roost, Spikes, Detect, Quick Guard, Rest, Agility, Swords Dance, Safeguard, Laser Focus, Substitute, Sleep Talk, Protect

Weight: 20

Signature: Dimensional Cape
Dark | Status | 24 (15) PP
The user switches out, the Pokémon that switches in is unaffected by entry hazards.

Z-Move: Galaxia Darkness
Dark | Status
Base Move: Dimensional Cape
The user vanishes instantly, becoming semi-invulnerable until their next move. Gain a temporary status until the end of the next turn that causes Slicing moves to deal double damage and always land a critical hit.

Competitive Role:
Meta Knight has exellent tools to force switches on low-hp targets and scare out a couple offensive mons (notably the offensive stats are benchmarked to ensure that a fully invested Sacred or Secret Sword will OHKO 0/0 V1). Exellent coverage and high-BP moves with Sharpness ensure that MK is always able to damage things for a solid chunk, but he'll struggle to get 2hkoes or even 3hkoes without extensive hazard support. Ceaseless Edge is a really polarizing move so I wanted to make it hard for him to stay in and spam it too much, and due to its typing it doesnt touch most of our offensive mons, so if you call his bluff and stay in as he tries to spike you can hard punish.
The Z-Move is intentionally overtuned power-wise, since typically Z-Moves only reach 1.5-2x damage, but Meta Knight is competing with many other powerful Z-Moves in the tier, really hates to lose Heavy Duty Boots, and the attack is telegraphed by the charge turn.
 
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"Git Gud!"
Character Name: Hornet
Franchise: Hollow Knight
Type: Bug / Fighting
Gender: Female
Abilities: Anticipation / Hustle / (HA) Serene Grace
Stats: 60 / 95 / 85 / 80 / 70 / 130 ( 520 BST)
Full Moveset: Lunge, Air Slash, Air Cutter, Acrobatics, Swift, Work Up, Trailblaze, Low Sweep, Aerial Ace, Silk Trap, U-turn, Spikes, Slash, Triple Axel, Laser Focus, Focus Energy, Close Combat, Counter, Detect, Fake Out, Upper Hand, Focus Blast, Lock-On, Needle Arm, Twineedle, Rest, Substitute, Hidden Power, Taunt, Sleep Talk, Tera Blast, Frustration Return, Encore, Gossamer Storm, Endure, Endeavor, Fury Cutter, Sticky Web, String Shot, Vacuum Wave, Protect, Follow Me, Life Dew
Weight: 10 Kg
Height: 1'8

Signature Move: Gossamer Storm
- Type: Bug
- Classification: Physical
- Power: 95
- Accuracy:
- PP: 10 (Max 16)
- Effects: Deals damage and lowers targets Speed by one stage.
- Flavor: (Optional) Hornet unleashes an area-of-effect attack centered on herself, using her thread to slice into anything around her. This attack lowers the opponent's Speed by one stage.

Overview/Justification: Hornet serves as an effective Sticky Web lead or a disruptive pivot with excellent Speed control. She stifles setup sweepers with Encore and her many ways to lower Speed. She serves as a decent answer to V1's gameplan and can revenge-kill pretty much anything besides Eox. I don't think she will disrupt HO teams too much. In fact, she can enable some. Limited longevity helps and she can't do much against slower paced teams.
 
Boy, if isn't like a bare loss to make strange entries appear from the depths of confusion, and not rage....so, alongside the two remaining Danganronpa V3 girls (Not counting Maki, who has already won in a previous generation) For making her barely lose....
"Vote for Atua!"

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Angie Yonaga
Name: Angie Yonaga
Series of Origin: Danganronpa
Type: Ghost
Abilities: Unaware/Cursed Body/Filter
Stats: 98/85/98/71/70/109 (531)
Movepool: Artistic Brush, Pound, Encore, Block, Defog, Shadow Sneak, Torment, Doodle, Stomp, Punishment, Charm, Will-O-Wisp, Reflect Type, Taunt, Dazzling Gleam, Play Rough, Confuse Ray, Shadow Ball, Shadow Claw, Hex, Spite, Curse, Trailblaze, Energy Ball, Grass Knot, Seed Bomb, Grassy Terrain, Grassy Glide, Solar Beam, Body Slam, Double-Edge, Hyper Voice, Encore, Psychic, Psyshock, Zen Headbutt, Reflect, Light Screen, Calm Mind, Amnesia, Gravity, Earthquake, Earth Power, Surf, Chilling Water, Liquidation, Rain Dance, Sunny Day, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 90 lbs.
Custom Elements:
Artistic Brush: 90 BP Physical Ghost-type move with 16 PP, 100% Accuracy, and 0 Priority. 20% chance to lower the target's attack by 2.
Atua's Punishment: A 180 BP Physical Ghost-type Z-Move. Lowers the target's Attack and Special Attack by 1. Requires holding a Angium Z and knowing the move Artistic Brush.
Justification:
Angie Yonaga, the Ultimate Artist, has clear implications that she is actually possessed. She never seems to frown at all, seemingly Unaware of the Killing Game, and she states that she is a mere vessel for her god of worship, Atua. Atua are the gods and spirits of the Polynesian people such as the Māori or the Hawaiians, which would explain the Water, Ground, and Grass-type moves she can learn. She hosted the student council, which Filtered out most of the student's free will. (She also Stomps a Flashback Light into submission!) In addition, the reason why Korekiyo, her murderer, even hosted the seance in Chapter 3 (Or at least gave a good alibi for his murder plan) was to get Angie's soul to return from the afterlife.
Role: Fast centralized utility who specializes in lowering attack and giving out harmful status conditions. Works the best against trapped opponents.
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"I'm the gorgeous girl genius whose good looks and golden brain will go down in history! I'm the one, the only, the legendary Ultimate Inventor herself - Miu Iruma!"
Miu Iruma
Name: Miu Iruma
Series of Origin: Danganronpa
Type: ElectricDark
Abilities: Analytic/Prankster/Steelworker
Stats: 71/80/92/69/95/124 (531)
Movepool: Electrohammer, Electrobomb, Tackle, Attract, Spark, Lock-On, Zap Cannon, Spikes, Stealth Rock, Sticky Web, Torment, Pounce, Lunge, Fake Tears, Thief, Snarl, Fling, Foul Play, Taunt, Dark Pulse, Nasty Plot, Knock Off, Lash Out, Throat Chop, Charge Beam, Thunder Wave, Thunder Punch, Thunderbolt, Thunder, Wild Charge, Electric Terrain, Charge, Supercell Slam, Charm, Draining Kiss, Dazzling Gleam, Play Rough, Trailblaze, Scary Face, Encore, Swift, Metronome, Endeavor, Gunk Shot, Sludge Bomb, Sludge Wave, Toxic, Poison Jab, Toxic Spikes, Imprison, Flash Cannon, Iron Head, Gyro Ball, Heavy Slam, Explosion, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 123 lbs.
Custom Elements:
Electrohammer: 90 BP Electric-type move with 16 PP, 100% Accuracy, and 0 Priority. Clears entry hazards on both sides.
Electrobomb: An Electric-type status move with 16 PP and 0 Priority. This move is identical to Disable, except it also breaks screens.
Justification:
Miu Iruma, the Ultimate Inventor, is...uhhh, quite the peculiar girl indeed. She often uses adult jokes (Dark-typing and Poison-type attacks) and likes to play pranks like a Prankster. But deep down, she's an Analytic Steelworker, whose inventions could clearly use Electric and Steel-type moves!
Role: Rather....uhhh, unique Prankster based Fast Utility Lead. Miu can not only set up traps for her opponents in the form of Entry Hazards, but also inflict paralysis, Taunt, and Torment, disrupting strategies.
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"I only cosplay fictional characters."
Tsumugi Shirogane
Name: Tsumugi Shirogane
Series of Origin: Danganronpa
Type:
Abilities: Appropriation/Illusion/Slow Start
Stats: 68/88/78/88/78/131 (531)
Movepool: Pound, Growl, Encore, Counter, Mirror Coat, Transform, Disable, Spikes, Toxic Spikes, Stealth Rock, Lucky Chant, Fury Attack, Petal Dance, Overdrive, Slash, Teeter Dance, Lock On, Giga Drain, Coaching, Beat Up, Double Kick, Icicle Crash, Supercell Slam, Flamethrower, Confide, Explosion, Sing, Psych Up, Torment, High Jump Kick, Mind Reader, Aqua Jet, Conversion, Conversion 2, X-Scissor, Seed Bomb, Future Sight, Steel Roller, Foresight, Knock Off, Lash Out, Throat Chop, Thunder Punch, Thunderbolt, Thunder, Wild Charge, Charge, Supercell Slam, Play Rough, Brick Break, Bulk Up, Aura Sphere, Reversal, Acrobatics, Confuse Ray, Spite, Body Slam, Metronome, Hyper Voice, Encore, Psychic, Psyshock, Trick, Imprison, Trick Room, Hyper Beam, Giga Impact, Take Down, Facade, Substitute, Tera Blast, Protect, Endure, Sleep Talk, Rest
Weight: 112 lbs.
Custom Elements:
Appropriation: On switch in, the user's type becomes the same as the target's type. Originally from Two Step Mons V2.
Justification:
Tsumugi Shirogane is the Ultimate Cosplayer, which means she gets the ability related to deceiving others, (As she just cosplays them) and mastermind of V3's killing game! She, or at least the production team, Hypnotized the class with the Flashback Light, which could explain the Psychic-type attacks. She describes herself as rather plain, fitting for a Normal-type. Her Slow Start ability is more than flavor than anything, representing how, before the sixth trial where she is revealed as the mastermind, she does very little at all to contribute towards the killing game.
HOWEVER, because she cosplays as the students from the first two Danganronpa games, as well as Junko, she gets a move related to each character!
StudentCorresponding Move
MakotoLucky Chant
KiyotakaCoaching
MondoSteel Roller
ByakuyaForesight
LeonSeed Bomb
HifumiConfide
HagakureFuture Sight
ChihiroConversion
KyokoMind Reader
SayakaSing
SakuraHigh Jump Kick
AoiAqua Jet
TokoX-Scissor
CelesteFury Attack
JunkoTorment
HajimePsych Up
NagitoExplosion
ImposterTransform
GundhamIcicle Crash
KazuichiSupercell Slam
TeruteruFlamethrower
NekomaruBrick Break
FuyuhikoBeat Up
AkaneDouble Kick
ChiakiConversion 2
SoniaPetal Dance
HiyokoTeeter Dance
MahiruLock On
MikanGiga Drain
IbukiOverdrive
PekoSlash
Role: Fast utility based scout. With access to Illusion, Tsumugi can scout out enemy movesets and turn them against them, but suffers from both being a pure Normal type and having a useless filler ability.
 
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Character Name: Amir
Series: Warframe
Type: Electric
Abilities: Static/Technician/Prankster
Stats: 70/70/80/95/90/130 (BST 535)
Full Moveset: Shocking Speed, Agility, Arm Thrust, Attract, Body Slam, Brick Break, Captivate, Charge, Charge Beam, Confide, Covet, Discharge, Double Team, Double-Edge, Eerie Impulse, Electric Terrain, Electrify, Electro Ball. Fake Out, Endure, Facade, Follow Me, Frustration, Giga Impact, Helping Hand, Hex, Hidden Power, Hold Hands, Hyper Beam, Knock Off, Light Screen, Low Kick, Magnet Rise, Magnetic Flux, Overdrive, Play Nice, Play Rough, Protect, Quick Attack, Quick Guard, Reflect, Rest, Retaliate, Return, Rising Voltage, Role Play, Round, Shift Gear, Shock Wave, Sleep Talk, Snore, Sonic Boom, Spark, Substitute, Swagger, Take Down, Tera Blast, Thief, Thunder, Thunder Shock, Thunder Wave, Thunderbolt, Thunderclap, Trick, Volt Switch, Wild Charge, Zap Cannon, Zing Zap, Taunt, Torment, Encore
Electric-type Tailwind clone without the Wind flag.
Weight: 65.8 kg
Overview/Justification: A variant of Prankster Tailwind, usually seen on Tornadus. He can also Trick items and spread Paralysis. He also has the coveted Knock Off. What he lacks though is coverage, especially on the special side of things.

EDIT: Reduced SpA by 5, added Taunt, Torment, Encore
 
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Not me announcing my comeback to the new(est) version of this mod by bringing back (and slightly tweaking) some old classics

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"You have no idea how embarrassing it is to be an angel who can't fly on his own. So thanks for your help. Without you, I'd be finished!"
Pokémon: Pit
Franchise/Origin: Kid Icarus
Intended Tier: OU
Type: Flying/Fairy
Ability: Justified, Reckless, Gluttony (Hidden)
Notable moves: Fairy Wind, Dazzling Gleam, Play Rough, Spirit Break, Moonblast, Hurricane, Brave Bird, Roost, Aerial Ace, Acrobatics, Flash Cannon, Metal Claw, Metal Burst, Mirror Shot, Steel Wing, Bullet Punch, Mach Punch, Sky Uppercut, Aura Sphere, Calm Mind, Agility, Swords Dance, Mystical Fire, Sacred Fire, Flare Blitz, Sunny Day

Custom Elements:
  • Guardian Orbitars (Fairy, Status, 32 PP max, +1 priority) - Sets up a party-wide shield against special attacks for one turn. If a special attack is used against him or any allies during the same turn, it will target the foe that used the attack instead.
  • Final Strike (Fairy, Special, 130 BP, 8 PP max, 90% accuracy) - Fairy-type Draco Meteor clone; lowers the user's Special Attack by two stages.
Mega Evolution: Steel/Fairy with the ability Sheer Force, +35 each to Def and SpD and +25 each to Atk and SpA, but -20 Spd. This is basically him donning the Three Sacred Treasures, as seen here.
Stats: 70 HP/85 Atk/75 Def/85 SpA/75 SpD/115 Spe = 505

Reasoning:
Flying/Fairy should be obvious, being the same type combination as the equally angelic Togekiss; Flying is the primary type however due to Pit being native to Skyworld, a realm above the clouds, and often associated with the air (even if the Power of Flight only lasts for five minutes at a time). Justified is due to his heroic nature, Reckless because he tends to rush into dangerous situations, and Gluttony thanks to the healing items in Kid Icarus: Uprising being straight-up food (say it with me, everyone: "Floor ice cream gives you health!"). The presence of Steel and Fighting moves as coverage options for him are due to his skills in combat and use of all kinds of weaponry, especially in Kid Icarus: Uprising, while Fire and especially Flare Blitz are a reference to how his wings will start to burn if he uses the Power of Flight for longer than its alotted time period (which he does at least once in Uprising to save someone else's life), as well as how angels in Christian folklore often had fiery wings and sun-based abilities. His Mega Evolution, as noted, involves the Three Sacred Treasures, which was his Final Smash in Super Smash Bros. for the Wii U, while the Final Strike is the final form of the Great Sacred Treasure he uses in the final boss battle in Uprising (which is also the source for the Guardian Orbitars he uses in SSB4 and Super Smash Bros. Ultimate); its Sheer Force ability is due to it being the ultimate weapon against the final boss in question, who was powerful enough to force him to go all-out in an ultimately successful bid to stop them.

Competitive Info:
The hero of Skyworld and the captain of Palutena's personal guard, Pit is a powerful warrior despite his youthful appearance. Equally capable at both close- and long-ranged combat and blessed with impressive Speed thanks to the Power of Flight, his somewhat underwhelming offensive stats are compensated for by such formidable STAB options as Play Rough, Moonblast, Hurricane, and Brave Bird, along with Steel, Fighting, and Fire coverage to take down almost anything with a type advantage against him (with his only blind spot being Electric). His two signature moves also cater to different styles of combat: Guardian Orbitars is useful for team utility against teams with a heavy reliance on special sweepers, while Final Strike gives him a lethal special STAB option to wipe the floor with anything not resistant to Fairy - especially since Reckless would enable him to absolutely devastate any non-resistant foe alongside Brave Bird and Flare Blitz, even if he will usually only be able to do so once or twice without team support. As for his other abilities, Justified is useful for switch-ins into Dark-type attacks for physical sets, though even with Roost, his survival might not be guaranteed and a mistimed prediction might put him in a bad spot; Gluttony, meanwhile, allows him to make use of beneficial Berries to boost whichever stats are most important for the way you want to play him. As for actual boosting moves, Swords Dance and Calm Mind both allow him to ramp up his offensive power to sky-high levels before unleashing divine retribution at the right moment, while Agility enables him to outspeed more threats than he already can, since his defenses leave something to be desired and he'd want to get at least a few good hits in before his Power of Flight expires.

Upon Mega-Evolving and donning the Three Sacred Treasures, Pit's defenses are boosted to the point where he can trade hits with powerful opponents, especially with only two type weaknesses instead of five alongside a welcome boost in offensive firepower. These boons do not come for free, however: with a lower Speed stat and no answer to either Ground- or Fire-types, his best hope is to make the most of the defensive and offensive stat increases he does get from Mega-Evolving - his Speed drop means Agility would be your boosting move of choice for running his Mega form - and pray to Lady Palutena that he can claim victory against the opposition before he's finished first.

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(Image source by KaijuSamurai)

"RAGE."
4/8/25 EDIT: G-Max moves are banned in this version of the mod, so I've changed G-Max Infernal Chasm into a Z-Move instead. I also nerfed the burn status chance to hopefully keep it from being too overpowered.

Pokémon:
Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Will-O-Wisp, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Dragon Dance, Outrage

Custom Elements:
  • Malevolent: Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
  • Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
  • Z-Move: Infernal Chasm (Fire, Special, 190 BP) - Requires holding a Diablum-Z and knowing the move Inferno. Literally his Infernal fatality, this move sees Diablo summon a mighty fissure in the ground to send the selected opponent down into the depths of the Earth's crust, before the titular chasm shoots up an absolutely massive geyser of lava that engulfs the unfortunate victim, which also has a 30% chance to be burned. Opponents using Dig will receive double damage, and their chance of being affected by a burn is increased to 60%.
Stats: 65 HP/110 Atk/65 Def/110 SpA/65 SpD/110 Spe = 525

Reasoning:
The premise of Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.

Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with respectable speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts, making him less of a true sweeper and more akin to a wallbreaking suicide-lead meant to clear the way for stronger but slower allies. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one boosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, giving him more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.
 
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Not me announcing my comeback to the new(est) version of this mod by bringing back (and slightly tweaking) some old classics

117325.png


"You have no idea how embarrassing it is to be an angel who can't fly on his own. So thanks for your help. Without you, I'd be finished!"
Pokémon: Pit
Franchise/Origin: Kid Icarus
Intended Tier: OU
Type: Flying/Fairy
Ability: Justified, Reckless, Simple (Hidden)
Notable moves: Fairy Wind, Dazzling Gleam, Play Rough, Moonblast, Hurricane, Brave Bird, Roost, Aerial Ace, Acrobatics, Flash Cannon, Metal Claw, Metal Burst, Mirror Shot, Steel Wing, Bullet Punch, Mach Punch, Sky Uppercut, Aura Sphere, Victory Dance, Calm Mind, Agility, Swords Dance, Mystical Fire, Sacred Fire, Flare Blitz, Sunny Day

Custom Elements:
  • Guardian Orbitars (Fairy, Status, 32 PP max, +1 priority) - Sets up a party-wide shield against special attacks for one turn. If a special attack is used against him or any allies during the same turn, it will target the foe that used the attack instead.
  • Final Strike (Fairy, Special, 130 BP, 8 PP max, 90% accuracy) - Fairy-type Draco Meteor clone; lowers the user's Special Attack by two stages.
Mega Evolution: Steel/Fairy with the ability Sheer Force, +45 each to Def and SpD and +20 each to Atk and SpA, but -30 Spd. This is basically him donning the Three Sacred Treasures, as seen here.
Stats: 70 HP/100 Atk/70 Def/100 SpA/70 SpD/115 Spe = 525

Reasoning:
Flying/Fairy should be obvious, being the same type combination as the equally angelic Togekiss; Flying is the primary type however due to Pit being native to Skyworld, a realm above the clouds, and often associated with the air (even if the Power of Flight only lasts for five minutes at a time). Justified is due to his heroic nature, Reckless because he tends to rush into dangerous situations, and Simple thanks to being rather ditzy and unlucky at times despite his competence but also pulling off feats of ludicrous power befitting its effect being double the usual potency of stat changes. The presence of Steel and Fighting moves as coverage options for him are due to his skills in combat and use of all kinds of weaponry, especially in Kid Icarus: Uprising, while Fire and especially Flare Blitz are a reference to how his wings will start to burn if he uses the Power of Flight for longer than its alotted time period (which he does at least once in Uprising to save someone else's life), as well as how angels in Christian folklore often had fiery wings and sun-based abilities. His Mega Evolution, as noted, involves the Three Sacred Treasures, which was his Final Smash in Super Smash Bros. for the Wii U, while the Final Strike is the final form of the Great Sacred Treasure he uses in the final boss battle in Uprising (which is also the source for the Guardian Orbitars he uses in SSB4 and Super Smash Bros. Ultimate); its Sheer Force ability is due to it being the ultimate weapon against the final boss in question, who was powerful enough to force him to go all-out in an ultimately successful bid to stop them.

Competitive Info:
The hero of Skyworld and the captain of Palutena's personal guard, Pit is a powerful warrior despite his youthful appearance. Equally capable at both close- and long-ranged combat, he is decently quick despite his mediocre defenses, and packs such formidable STAB options as Play Rough, Moonblast, Hurricane, and Brave Bird, along with Steel, Fighting, and Fire coverage to take down almost anything with a type advantage against him (with his only blind spot being Electric). His two signature moves also cater to different styles of combat: Guardian Orbitars is useful for team utility against teams with a heavy reliance on special sweepers, while Final Strike gives him a lethal special STAB option to wipe the floor with anything not resistant to Fairy - especially since Reckless would enable him to absolutely devastate any non-resistant foe alongside Brave Bird and Flare Blitz, even if he will usually only be able to do so once or twice without team support. As for his other abilities, Justified is useful for switch-ins into Dark-type attacks for physical sets, though even with Roost, his survival might not be guaranteed and a mistimed prediction might put him in a bad spot; Simple, meanwhile, pairs well with boosting moves to allow him to ramp up his offensive power to sky-high levels before unleashing divine retribution at the right moment, though it should go without saying that using Final Strike with it is definitely not the best of ideas.
Upon Mega-Evolving and donning the Three Sacred Treasures, Pit's defenses are boosted to the point where he can trade hits with powerful opponents, especially with only two type weaknesses instead of five alongside a welcome boost in offensive firepower. These boons do not come for free, however: with a lower Speed stat and no answer to either Ground- or Fire-types, his best hope is to take advantage of whatever boosts he can bring to the table and pray to Lady Palutena that he can claim victory against the opposition before he's finished first.

----------

SnfTb8R.png

(Image source by KaijuSamurai)

"RAGE."
Pokémon: Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Notable moves: Ancient Power, Accelerock, Rock Blast, Rock Slide, Stone Edge, Tar Shot, Head Smash, Stealth Rock, Fire Fang, Flamethrower, Fire Blast, Incinerate, Burning Jealousy, Eruption, Fire Lash, Flame Charge, Flare Blitz, Heat Crash, Inferno, Lava Plume, Raging Fury, Overheat, Earth Power, Earthquake, Fissure, Crunch, Beat Up, Brutal Swing, Dark Pulse, Darkest Lariat, Foul Play, Jaw Lock, Nasty Plot, Night Slash, Lash Out, Throat Chop, Parting Shot, Agility, Hone Claws, Roar, Dragon Claw, Dragon Tail, Outrage

Custom Elements:
  • Malevolent: Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
  • Inferno Flash (Fire, Special, 70 BP, 32 PP max, 100% accuracy) - Fire-type Volt Switch clone. 30% chance to inflict a burn. Based on an actual move of his in-game where he teleports with a blast of fire... yes, really.
  • G-Max Move: G-Max Infernal Chasm - Fire-typed. Literally his Infernal fatality, albeit instead of sending the opponent down into the depths of the Earth's crust, the fissure Diablo summons shoots up an absolutely massive geyser of lava that engulfs all opponents on the field that can be targeted; any opponent hit by this move has a 50% chance to be burned. Non-grounded opponents take only half damage and will not be burned, but opponents using Dig will receive double damage and a guaranteed burn.
Stats: 65 HP/110 Atk/65 Def/110 SpA/65 SpD/110 Spe = 525

Reasoning:
The premise of Primal Rage is that at the end of the age of the dinosaurs, seven god-beasts did battle for control of the planet of Urth, only to be magically sealed away. Now, having been struck by a meteor, the planet is once again at the god-beasts' mercy... and Diablo, the leader of the destructive gods and ruler of the Inferno, is bringing Hell with him.
With this in mind, the typing choice for this dreadful dino should be self-explanatory. My other choice was Dark/Fire and although I had to stick with the tradition of fossil Pokémon being Rock-typed, I did add a pseudo-Dark STAB regardless; Fire is the secondary type because his moveset in the original game involves a lot more Fire-coded attacks and a lot of lava especially. Strong Jaw was formerly the signature ability of Tyrantrum, and fits a beast who's partly tyrannosaur-like (though he seems more like an Allosaurus, at least to me), and Anger Point is a reference to the rage mechanic in-game.

Competitive Info:
The God of Evil has had only one purpose in his long, long life, and that was and is to plunge all before him into a cataclysmic horror-scape of death, torture, and flesh-searing heat. A mixed attacker with respectable speed and impressive offensive stats, but not much in the way of HP, defense, or recovery, he makes up for his glaring lack of staying power with the ability to inflict tremendous damage with the right item usage and setup boosts, making him less of a true sweeper and more akin to a wallbreaking suicide-lead meant to clear the way for stronger but slower allies. With such potent STAB as Stone Edge, Head Smash, Fire Blast, and Overheat, along with pseudo-STAB options like Throat Chop, Night Slash, and even Darkest Lariat (Primal Rage is a fighting game, after all), most of his movesets would be fairly straightforward with two STAB moves, one coverage or support move, and one blosting move, with Agility probably being his best bet alongside Choice item sets to give him enough speed to be able to land the first hit of each turn (though being faster than Tyrantrum doesn't hurt, either). Ground and Dragon coverage rounds out his movepool, but aside from Ground being strong against Rock, he has literally nothing to deal with any of the four types he's weak to, his double-weaknesses to Ground and Water especially. As such, trying to use him to straight-up flood the world with magma without caring about any good-aligned resistance is probably not the best course of action, and if anything, it's more likely that he'll be forced to do a lot of switching out and back in depending on whomever dares to challenge him. Fortunately, Parting Shot's general utility and the fact that Inferno Flash, unlike Volt Switch, is not walled by any type whatsoever (Flash Fire notwithstanding) means Diablo essentially has two ways to get going when the going gets tough, and the deleterious effects that each of them may have on the opposition will only give him even more opportunities to pick off weakened foes, force disadvantageous switch-ins, and generally cause mass chaos.
Uh, not to be picky but remove Victory Dance and Simple from Pit, and the status chance from Inferno Flash. First one turns Pit into what could amount as an UUber-tier mon in this highly restrictive metagame, and maybe you should, IDK, have to risk giving status before switching rather than getting a virtually free status on top of damage?
 
Uh, not to be picky but remove Victory Dance and Simple from Pit, and the status chance from Inferno Flash. First one turns Pit into what could amount as an UUber-tier mon in this highly restrictive metagame, and maybe you should, IDK, have to risk giving status before switching rather than getting a virtually free status on top of damage?
All balance adjustments have been made - Pit now has Gluttony as his Hidden Ability and no longer has Victory Dance, and as for Diablo's Inferno Flash, I looked up Volt Switch (which it's a clone of) and it turns out that it doesn't inflict status either. This is presumably for the exact reason you mentioned, so it stands to reason that a type-swapped clone of it would follow suit.
 
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Pokémon: Queen
Franchise/Origin: Deltarune
Type: Poison/Electric
Abilities: Queenly Majesty/Electric Surge
Notable moves: Psychic, Psybeam, Zen Headbutt, Volt Switch, Thunder, Sludge Wave, Sludge Bomb, Gunk Shot, Tri-Attack, Light Screen, Reflect, Chatter, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Explosion, Self-Destruct, Flash Cannon, Steel Beam, Trick, Fire Blast, Overheat, Flamethrower, Power-Up-Punch, Mega Punch, Acid Armor, Toxic, Venoshock, Thunder Wave, Encore
Signature Move: A Toast! (Electric Status Move, For five turns halves damage, can only be used under electric terrain, boosted by Light Clay, 16pp)
Stats: 86/68/64/92/86/114
Reasoning: Queen is an evil computer who often drinks Battery Acid and swims in a pool of it, hence her typing. Self-Destruct and Explosion reference the explosion running gag in Chapter 2 while the punch moves reference Giga Queen.
Competitive Use: Sets up Screens for the many set-up sweepers in the tier like Berdly ironically and Wriggle and aides electric type partners like Narwa and Defect with it's terrain setting, but is frail with a 4X weakness and weak due to lacking a consistent Electric STAB move being forced to rely on Thunder
One Piece characters who are Wario-coded : r/MemePiece

Pokémon: Wario
Franchise/Origin: Warioware
Type: Dark/Normal
Abilities: Poison Touch/Unnerve/Aftermath
Notable moves: Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Gunk Shot, Poison Jab, Sludge Bomb, Sludge Wave, Crunch, U-turn, Toxic, Poison Gas, Double Edge, Hyper Voice, Facade, Slack Off, Close Combat, Drain Punch, Focus Blast, Spin-Out, Body Slam, Burning Jealousy, Foul Play, Knock Off, Sucker Punch, Fake Tears, Crunch, Dark Pulse, Trick, Make It Rain, Clear Smog, Mud Shot
Signature Move: Hurry Up! (Normal Type status move which will cause all active Pokémon to faint in 2 turns, nullified on switch, 8pp)
Signature Z-Move: Wario Waft (Normal Type status move with +2 priority which causes the opponent to be poisoned and forced to switch, requires Hurry Up! and Warium-Z)
Stats: 92/82/82/72/102/112
Reasoning: Wario's dark typing is relatively self evident as an evil counterpart, but asides from that he's basically just some guy who's kind of a dick. Hurry Up! is specifically a reference to the timed nature of Microgames which defines his series and he has U-Turn and Spin Out as a reference to his Wario Bike that he most notably uses in Smash Bros.
Competitive Use: Buffed perish song and good special bulk allows Wario to phase out the dangerous set-up sweepers in the tier as-well as certain choiced mons while Waft can act as an emergency option to shift momentum in your favor and prevent sweeps at the cost of a Z-Move.
 
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The Old Duke.png

"Above almost all others, this creature was a living fable. One must wonder what goes through the mind of a fading legend..."
Character Name: The Old Duke
Series of Origin: Terraria - Calamity Mod
Type:
Poison.png
Flying.png

Abilities: Poison Point, Swift Swim (HA: Truant)
Stats: 80/100/105/105/75/110 [BST=575]
Signature Move: Sulphurous Vortex
- Type:
Poison.png

- Classification: Special
- Power: 70
- Accuracy: 100%
- PP: 8
- Effects: Applies the same effect as Magma Storm, read here for information on Magma Storm. This effect is not applied if the target is immune.
- Flavor: The user traps the target in a highly toxic vortex for 4-5 turns.
Full Moveset: Sulphurous Vortex, Roost, Toxic, Spikes, Toxic Spikes, Sludge Bomb, Sludge Wave, Surf, Whirlpool, Hurricane, Hydro Pump, Water Gun, Sludge, Poison Gas, Gust, Dual Wingbeat, Wing Attack, Tackle, Lunge, Rage, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Taunt, Wave Crash, Liquidation, Bubble Beam, Water Pulse, Aqua Jet, Bleakwind Storm, Ice Beam, Blizzard, Gunk Shot, Poison Jab, Liquidation, Fly
Weight: 500.5 kg
Overview/Justification: Flying pokemon he flies, Poison because he uses sulphur to literally burn your skin off and is generally very associated with sulphur poisoning (literally, most of the weapons he drops inflicts this debuff.) He has poison point because running into him irradiates you, Swift Swim because he is fast and you fight him in the sulphurous sea, and Truant because he exhausts himself in points of the fight.

Fast wall that checks fighters and lays hazards on em, signature move is also quite dangerous for non steel switchins. However, he struggles to make progress vs steels that aren't V1 other than setting up hazards, and notably lacks a pivot move alongside having very mediocre special bulk and his physical bulk not being unbreakable, whilst being scared of Knock Off.
Ansur_Concept_Art.png

"I am Ansur, Heart of the Gate - butchered in flesh, risen in spirit."
Character Name: Ansur
Series of Origin: Baldur's Gate 3
Type:
Dragon.png
Dark.png

Abilities: Volt Absorb, Immunity (HA: Marvel Scale)
Stats: 70/110/65/100/90/120 [BST=555]
Signature Move: Draconic Fangs
- Type:
Dragon.png

- Classification: Physical
- Power: 90
- Accuracy: 100%
- PP: 16
- Effects: Destroys screens, unless the target is immune. Tags: Contact, Bite
- Flavor: The user bites the target with their dragon fangs.
Full Moveset: Draconic Fangs, Outrage, Knock Off, U-Turn, Roost, Volt Tackle, Zing Zap, Jaw Lock, Crunch, Thunder Fang, Stealth Rock, Spikes, Draco Meteor, Dark Pulse, Thunderbolt, Charge, Thunder, Psychic, Psyshock, Slam, Scary Face, Dragon Breath, Crush Grip, Dragon Claw, Taunt, Torment, Grudge, Spite, Endure, Facade, Helping Hand, Protect, Rest, Sleep Talk, Snore, Substitute, Take Down, Tera Blast, Tackle, Body Press, Bite, Dragon Rage, Rage, Dragon Dance, Slash, Crush Claw, Scary Face, Leer, Roar, Earthquake
Weight: 999.9 kg (is considered a Huge Creature and those weigh a LOT)
Overview/Justification: Ansur is a undead dragon who's spirit can't rest. With him being undead and having a grudge against the Emperor that keeps his spirit strong despite his weakened body, I felt that the Dark type was fitting. He has volt absorb because he is immune to all lightning attacks, immunity because he is immune to poison, and Marvel Scale because he has scales that slightly reduce incoming damage. He also uses lightning attacks and psychically controls the player for a time, explaining those as well.

Ansur is a fast hazard setter and utility pivot with stab knock to boot, alongside a solid secondary offensive stab in Dragon to hit Susie. However, his defensive utility is very limited, basically only a switch to Wizard Lord or on a predict. His Defense and HP especially are quite awful, meaning he takes a ton from any physical attack. Ansur can also opt to Dragon Dance but may not be the best choice due to his low bulk and difficulty bypassing walls like Amingo.
 
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"Standest thou against me? Then be hunted."
Character Name: H'aanit
Franchise/Origin: Octopath Traveler
Type: Ground/Electric
Abilities: Quick Draw
Stats: 80/85/70/70/85/115 (Total: 505)
Weight: 63 kg
Universal Moves: Generation 7
Physical: True Strike, Headlong Rush, High Horsepower, Thousand Arrows, Supercell Slam, Thunder Punch, Bind, Chip Away, False Swipe, Slash, Snap Trap, Trailblaze, Low Sweep, Triple Arrows, Pin Missile, Pounce, X-Scissor, Stone Axe, Spirit Shackle, Night Slash, Play Rough
Special: Mud Bomb, Mud Shot, Mud-Slap, Electroweb, Thunder Cage, Thunderclap, Thunderbolt, Zap Cannon, Infestation
Status: Spikes, Thunder Wave, Camouflage, Focus Energy, Howl, Laser Focus, Lock-On, Forest's Curse, Haze, Mist, Silk Trap, Sticky Web, Stealth Rock, Torment, Misty Terrain
Signature Move: True Strike
- Type: Ground
- Classification: Physical (does not make contact)
- Power: 70
- Accuracy: 100%
- PP: 15/24
- Effects: Always results in a critical hit. Raises user's accuracy by 1 stage. Can hit Flying-Type Pokémon.
- Flavor: The user aims a bow carefully before firing an incredibly precise arrow at the target, guaranteeing a critical hit.
Signature Z-Move: Draefendi's Rage
- Z-Crystal Name: Draefendium Z
- Classification: Physical (does not make contact)
- Power: 180
- Enhanced from: True Strike
- Effects: Targets both opponents. Can hit Flying-Type Pokémon.
Flavor Reasoning: In Octopath Traveler, H'aanit is one of the 8 playable characters. She's a hunter who utilizes the land to her advantage, and has a lightning affinity, hence the Ground/Electric typing. Quick Draw references her bow, as well as her support skill, Heighten Senses, which has a chance to let your party strike first during a battle. She wields an axe as well as a bow (Slash, etc.) In OT, her Capture ability allows her to catch creatures you're fighting and use them to fight on your team if successful (not unlike Pokémon). Moves like Headlong Rush, Pounce, and Play Rough reference these beasts, and the hazards and Snap Trap reference her ability to lay traps for these animals. Each of her Hunter Skills have a Pokemon counterpart: Rain of Arrows / Arrowstorm - Thousand Arrows || Thunderbird - All Electric attacks || Leghold Trap - Sticky Web / Silk Trap
|| Mercy Strike - False Swipe || Take Aim - Focus Energy / Lock-On || True Strike + Draefendi's Rage - Signature Moves
Lastly, Spirit Shackle is justified by both her bow and her trapping capability, and Forest's Curse, Haze, and Misty Terrain reference the Woodlands, her home region.
Competitive Reasoning: CC currently lacks a dedicated hazard setter, and H'aanit fits that role perfectly, with a good defensive typing and some unique tools in her arsenal. She's great at crippling a wide range of threats, slowing down opponents with moves like Thunder Wave, Sticky Web, and Silk Trap, stopping setup sweepers with Haze, and disabling choice item users with Torment. She's very capable offensively as well, and while she's not as strong as the dedicated offensive mons, a lot of her attacks have high critical chances and accuracy, her strongest traits in OT. Combine this with Quick Draw and great coverage and you can pick up some surprising kills. And while True Strike, her signature move, is quite useful, her signature Z-Move is more for flavor than anything, with no use other than just damage. H'aanit is also held back by mediocre stats.
Positive Matchups: Narwa, V1, Berdly, Mermaid
Negative Matchups: Eox, Jack Frost, Amingo, Maw Jaw
 
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neon-violet-png.612616

Character Name: Neon Violet
Franchise/Origin: Neon White
Type: Ghost/Normal
Abilities: Prankster, Infiltrator, Aftermath
Stats: 65/76/84/89/96/120 | 530 BST
Divine Bullets
- Type: Fighting
- Classification: Special
- Power: 20
- Accuracy: 100%
- PP: 15
- Effects: Hits 2-5 times. Neutral against Ghost.
- Flavor: The target is pelted by rapid-fire ammunition for slaying demons.

Bomb Blast
- Type: Normal
- Classification: Special
- Power: 100
- Accuracy: 100%
- PP: 10
- Effects: Activates one turn after use. Blocked by Bulletproof.
- Flavor: The user rigs a timed explosive to blow up on the target.
Full Moveset: Astral Barrage, Attract, Bomb Blast, Bounce, Bullet Seed, Captivate, Charm, Divine Bullets, Earth Power, Earthquake, Endure, Energy Ball, Explosion, Extreme Speed, Facade, Fire Blast, Flame Charge, Flare Blitz, Focus Blast, Helping Hand, Light Screen, Liquidation, Parting Shot, Phantom Force, Protect, Quick Attack, Reflect, Rest, Rock Blast, Round, Self-Destruct, Shadow Ball, Shock Wave, Sleep Talk, Snipe Shot, Snore, Spikes, Spirit Shackle, Stealth Rock, Stomp, Substitute, Sucker Punch, Surf, Take Down, Taunt, Tera Blast, Thunder Wave, U-turn, Volt Switch
Weight: 46 kg
Neon White is a 3D platformer about grabbing a limited number of cards and using their effects to reach the goal in record time. A card can be used for its ammunition against the demons that need to be killed, and/or to be discarded for an extraordinary movement option.
Elevate (yellow): 9-round pistol / extra jump
Purify (purple): 35-round machine gun / propulsive bomb
Stomp (green): 30-round submachine gun / ground pound with a shock wave effect
Godspeed (blue): 4-round rifle / forward dash
Fireball (red): 3-round shotgun / flaming dash in any direction
Soul Dominion (turquoise): 4-round rocket launcher / zipline
Among the protagonist's rival companions, Neon Violet is the one who lasted the second-longest. The term "Neon" in this context refers to a dead sinner (fit for Ghost typing) who is brought into "Heaven" and tasked with exterminating demons. That's just the tip of the iceberg, but it should suffice for now.
Violet specializes in lockpicking, traps, and explosives. As evident in her first Memory and the end of Mission 10, her typical response to being in mortal peril is using explosives to quite literally go out with a bang. Her mask, shortstack physique, and playful nature evoke the image of a rabbit not unlike Diggersby or Lopunny, hence her Normal typing and base stats. (Also, her BST matches that of Cinderace.) The traps in question include the tripwire that appears starting in Mission 6. Part of her playful nature is being quite a flirt, not above using her feminine charm to her advantage. Another part is plotting to blow up Neon Red, and at one point she even makes fun of White's "flat ass."
Some movepool decisions are based on the fact that Neons move faster on water than on land.

200px-FEE_Hortensia_portrait.png

Character Name: Hortensia
Franchise/Origin: Fire Emblem: Engage
Type: Flying/Fairy
Abilities: Cute Charm, Queenly Majesty
Stats: 60/50/50/100/140/130 | 530 BST
Full Moveset: Air Slash, Ally Switch, Aromatherapy, Aura Sphere, Block, Dazzling Gleam, Defog, Ember, Endure, Facade, Fire Blast, Flamethrower, Flash, Gust, Heal Pulse, Helping Hand, Hurricane, Life Dew, Protect, Recover, Refresh, Rest, Roost, Sleep Talk, Substitute, Take Down, Taunt, Teleport, Tera Blast, Thunder, Thunder Shock, Thunder Wave, Thunderbolt, Twin Beam, Volt Switch, Whirlwind, Will-O-Wisp, Wish
Weight: 156 kg / 343.9 lbs (mount included)
Overview/Justification: Her personal Wing Tamer and Sleipnir Rider classes have her mounted on a pegasus, so Flying is obligatory. Fairy typing and Cute Charm are based on her cutesy nature and being known in-game as "Little Charmer." She also gets Queenly Majesty as the second princess of Elusia. Being able to wield tomes and staves means having a wealth of special coverage (despite low Magic) and healing/utility options. One such tome is Tiramistorm, which justifies Dazzling Gleam due to the Fairy type typically being associated with sweets. Base stats are Sleipnir Rider growth rates, all doubled. (E: HP is now 1.5x; 10 SpD moved to Atk and 20 to SpA)
 
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V-Ripper_Battle.png

V-Raptor_Battle.png



Name: V-Raptor
Franchise: Fossil Fighters
Type:
fire.gif
rock.gif


Abilities:
Super Luck
Stats: 52 HP/80 Atk/50 Def/75 SpA/50 SpD/120 Spe (439 BST)

Moves: Toxic Combo, Cross Poison, Poison Fang, Poison Jab, Poison Tail, Smog, Ancient Power, Rock Slide, Rollout, Accelerock, Bite, Crunch, Hurricane, Air Slash, Aerial Ace, Acrobatics, Peck, Gust, Dual Chop, Dragon Claw, Dragon Tail, X-Scissor, Quick Attack, Scratch, Slash, Toxic, Poison Gas, Stealth Rock, Tailwind, Defog, Feather Dance, Agility, Quick Guard, Hone Claws, Whirlwind, Mind Reader
Attract, Captivate, Confide, Endure, Facade, Frustration, Helping Hand, Hidden Power, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Toxic Combo |
fighting.gif
|
physical.png
| 40 BP | 16 PP | 90% | Hits twice. Both hits have a 25% chance to poison.

Weight: 14.1 kg

Flavor Justification: V-Raptor is revived from a fossil, like Fossil Pokemon. It has low LP, decent Attack, and great Speed. Two of its skills inflict poison, and its team skill in Champions can also inflict poison. It's also Air-type, and has used some wind-based skills. In Champions, it has an incredibly high critical rate.
Name: V-Ripper
Franchise: Fossil Fighters
Type:
fire.gif
rock.gif


Abilities:
Super Luck
Stats: 76 HP/96 Atk/59 Def/80 SpA/59 SpD/135 Spe (505 BST)

Moves: Toxic Combo (see V-Raptor), Cross Poison, Poison Fang, Poison Jab, Poison Tail, Smog, Ancient Power, Rock Slide, Rollout, Accelerock, Bite, Crunch, Hurricane, Air Cutter, Air Slash, Aerial Ace, Acrobatics, Peck, Gust, Dual Chop, Dragon Claw, Dragon Tail, Outrage, X-Scissor, Fury Cutter, Jump Kick, High Jump Kick, Double Kick, Triple Kick, Triple Axel, Mega Kick, Quick Attack, Super Fang, Scratch, Slash, Toxic, Toxic Spikes, Poison Gas, Stealth Rock, Tailwind, Defog, Feather Dance, Agility, Quick Guard, Hone Claws, Whirlwind, Mind Reader
Attract, Captivate, Confide, Endure, Facade, Frustration, Giga Impact, Helping Hand, Hidden Power, Hyper Beam, Natural Gift, Protect, Rest, Return, Round, Secret Power, Sleep Talk, Snore, Substitute, Take Down, Tera Blast

Weight: 19.7 kg

Flavor Justification: V-Ripper continues to have great Speed, and a great critical rate, but its Defense is still low. Its LP improved. One of its moves is Ripper Kick, involving it jumping high before landing and kicking. Another one of its moves is Ripper Rage, having it do a flurry of kicks.
Competitive Role: V-Ripper can be a lead and set up hazards, or it can come in later in the game to support its team. It can use Toxic Spikes or Toxic Combo to easily poison opponents. It also has decent Attack for revenge killing, with priority attacks if its Speed isn't enough.

V-Ripper @ Focus Sash
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Toxic Spikes
- Stealth Rock
- Toxic Combo
- Super Fang

V-Ripper @ Black Sludge
Ability: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Accelerock / Rock Slide
- Toxic
- Defog
- Tailwind
CreamandCheese_Speed_Battle.png

Name: Cream & Cheese
Franchise: Sonic
Type:
flying.gif
fairy.gif


Abilities: Aerilate | Friend Guard | [HA] No Guard
Stats: 110 HP/80 Atk/60 Def/72 SpA/78 SpD/110 Spe (510 BST)

Moves: Chao Rush, Acrobatics, Sky Attack, Dual Wingbeat, Fly, Bounce, Hurricane, Play Rough, Misty Explosion, U-turn, Skitter Smack, Rollout, Drill Run, Dig, Fling, Petal Dance, Petal Blizzard, Seed Bomb, Quick Attack, Body Slam, Double-Edge, Rapid Spin, Roost, Baby-Doll Eyes, Detect, Agility, Heal Pulse, Work Up, Heal Bell, Wish, Revival Blessing, Refresh, Recover, Flash, Play Nice, Harden
Attract, Captivate, Confide, 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

Chao Rush |
fighting.gif
|
physical.png
| 60 BP | 24 PP | 100% | +1 priority.

Weight: 12 kg

Flavor Justification: Chaos are fairylike beings, and Cheese is one who fights with his partner Cream. Both are capable of flight. Cream often orders Cheese to fly into the opponent. Cheese will spin and twirl in the air, and can even create tornadoes. In The Dark Brotherhood, Cream also has healing powers. Cream & Cheese get Aerilate because of Cream being a bunny that's adapted to fly, Friend Guard because of Cream able to boost her allies' defenses, and No Guard because of the strategy of Cream pointing to an opponent and Cheese flying to attack the opponent. They get Petal Dance and Seed Bomb and Petal Blizzard because of being involved in the Flower Festival attack.
Competitive Role: Cream is a cleric who relies on Speed as opposed to defenses.

Cream & Cheese @ Heavy-Duty Boots
Ability: Aerilate
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Heal Bell
- Wish
- Play Rough / Return
- U-turn / Rapid Spin

EDIT: Added 6 Attack to V-Ripper. Removed Cream Cracker from Cream & Cheese.
 
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Still better late than never, here are the vetoes!

Character Name: Kracko
We already have Berdly as an Electric/Flying, and even if these two serve different roles it’s still unwelcome overlap. Perhaps you could go with Mono-Flying and Lightning Rod, instead? Kracko would likely still find success this way. If you have other ideas feel free to say so.

Pokémon: Scout
Mad Milk being 80% draining for 5 turns is maybe a bit overtuned, considering just how potent that much draining can be. Reducing it to 60% for the move’s duration would be better.

Angie Yonaga
-2 -2 offenses for the Z-Move is rough, and giving the regular move a 30% chance to lower Attack by two stages is also a bit much, even considering she’d like to run Unaware. Making the Z-Move only lower both offenses by one stage and the regular move have a 20% chance to activate the secondary effect would be solid as a balancing measure.

Pokémon: Pit
Pokémon: Diablo
Pit’s Mega is much too bulky, considering he’s a Steel/Fairy with Roost. Slightly reducing the offensive stats of the base form and then reducing the stat points put into the bulk of the Mega is the balancing recommendation here. Even if a bit of the Speed has to be added back to the equation.

Diablo merely needs to have the G-Max move removed, as G-Max moves are not allowed in this version of Crossover Chaos.

Pokémon: Queen
Pokémon: Wario
I’m certain this was the intention with A Toast, but it will be officially classified as a type of screen, so that it doesn’t stack with Reflect, Light Screen, or Aurora Veil. This is a minor semantic distinction that doesn’t need to be directly addressed, but it was worth mentioning since Wario is also being placed here.

Wario’s typing matches that of Ana, which is pertinent considering the two are quite similar in many ways. The council has suggested changing it to Poison/Fighting, but I would also feel like Dark/Fighting or even Normal/Dark would make sense. Of course, movepool adjustments may need to be made with a typing change. His Z-Move should be renamed to Wario Waft if only to fit more closely with Z-Move naming conventions, but more crucially, the effects are extremely strong. Having it force an opposing Pokemon out at +2 priority while also Poisoning them, and then on top of that you get to switch afterward is a terrifying set of effects when put all together. Even just the forced switch and the Poison would make it a very strong Z-Move, and phasing followed by a free switch is likely to be unacceptable on anything. In conclusion, it needs to be reworked into something weaker than it currently is.

Name: V-Ripper
Name: Cream & Cheese
V-Ripper is a decent hazard and utility mon but it could probably use just a bit more Attack, since the current metagame would probably be rather hostile for it.

Cream Cracker is not healthy by design, we really don’t need an additional entry hazard to worry about. You could replace this with Stealth Rock, or just remove it entirely, and it would be fine.

Character Name: Amir
Toning down his SpA very slightly (even 95 or 90 are likely good enough) and giving him a few more utility options that aren’t just Thunder Wave, Knock Off, and a Tailwind clone would help with keeping him from just going full on offensive all the time instead of serving as utility.

Character Name: Hortensia
Hortensia’s SpD being as high as it is causes her to eclipse every other SpD option currently in the metagame, and she is also very passive. Moving some of her Special bulk to her offenses is highly recommended.

Vetoes are planned to be open until Thursday, at which point voting will begin.
 
We already have Berdly as an Electric/Flying, and even if these two serve different roles it’s still unwelcome overlap. Perhaps you could go with Mono-Flying and Lightning Rod, instead? Kracko would likely still find success this way. If you have other ideas feel free to say so.
okay! I changed Kracko to be a pure Flying Type wth Lightning Rod!

(i'd still like for it to have electric stab though. Maybe I should give it a custom :^/)
 
Pit’s Mega is much too bulky, considering he’s a Steel/Fairy with Roost. Slightly reducing the offensive stats of the base form and then reducing the stat points put into the bulk of the Mega is the balancing recommendation here. Even if a bit of the Speed has to be added back to the equation.

Diablo merely needs to have the G-Max move removed, as G-Max moves are not allowed in this version of Crossover Chaos.

For Pit's Mega, I've reduced the defensive buffs by 10 points each, with a slightly higher offensive stat increase and slightly less reduction to Speed. I also nerfed both his offensive stats and his BST for his base form to keep it from being too overpowered.

Infernal Chasm is being kept, but I've changed it from a G-Max move to a Z-Move since those are present in some other subs I've seen. Its burn chance has been reduced as well, again for balance purposes.
 
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Still better late than never, here are the vetoes!
-2 -2 offenses for the Z-Move is rough, and giving the regular move a 30% chance to lower Attack by two stages is also a bit much, even considering she’d like to run Unaware. Making the Z-Move only lower both offenses by one stage and the regular move have a 20% chance to activate the secondary effect would be solid as a balancing measure.
OK, I've done mine! Remember, Atua would prefer that you could vote for Angie....(But not necessarily)
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All vetoes have been addressed, so that moves us to the voting phase.
Cyaneedle's Kracko
ImaginaryNeon's Scout
Akira153's Meta Knight
Anchor9's Hornet
Ubertrainer2000's Angie Yonaga
Ubertrainer2000's Miu Iruma
Ubertrainer2000's Tsumugi Shirogane
flareth13's Amir
Falchion's Pit
Falchion's Diablo
ErrorMon's Queen
ErrorMon's Wario
master oden's Old Duke
master oden's Ansur
SpyderMarz' H'aanit
Mygavolt's Neon Violet
Mygavolt's Hortensia
Ninetales Dragons' V-Ripper
Ninetales Dragons' Cream & Cheese
Voting will last until Sunday, as usual, followed by Slate 8!
 
ImaginaryNeon's Scout
Akira153's Meta Knight
Ubertrainer2000's Angie Yonaga
Ninetales Dragons' V-Ripper
Falchion's Pit (SV)
 
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