Pet Mod [Gen 9] Crossover Chaos

BowserAnimation.gif

Pokémon: Bowser
Franchise/Origin: Super Mario Bros.
Intended Tier: OU
Type: Fire/Dark
Regional Variation: (Optional)
Ability: Intimidate / Shell Armor / Sheer Force (HA)
Notable moves: Flare Blitz, Crunch, Lash Out, Throat Chop, Fire Fang, Flamethrower, Fire Bast, Shell Smash, Dragon Dance, Fire Punch, Dark Pulse, Rapid Spin, Earthquake, Rock Slide, Stone Edge, Spiky Shield, Poison Fang, Poison Jab, Dragon Claw, Outrage, Bulk Up, Breaking Swipe, Razor Shell, Spikes, Heat Crash, Heavy Slam, Magma Storm, Will-o-Wisp
Signature move:
G-Max Move, Z-Move, Mega Evolution, etc.:
(Optional)
Stats: 110/130/110/95/85/70 (600 BST)

250px-Cortez.png

Pokémon: Cortez
Franchise/Origin: Paper Mario: The Thousand-Year Door
Intended Tier: OU
Type: Ghost/Water
Ability: Cursed Body / Sharpness / Regenerator (HA)
Notable moves: Aqua Cutter, Bitter Blade, Shadow Bone, Swords Dance, Phantom Force, Close Combat, Wave Crash, Poltergeist, Crunch, Shadow Sneak
Signature move: Haunted Cutlass (Ghost-type, Physical, Power: 80, Accuracy: 100%, Category: Slicing)
G-Max Move, Z-Move, Mega Evolution, etc.: None
Stats: HP: 90 / Atk: 120 /Def: 100 /SpA: 70 /SpD: 80 / Spe: 70
 
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k time to work backwards from bw and see what i can come up with for gen 1-4 elite four type themes

(New)
Myrtle_Elite_2.png

"There are still many things I'm not used to on land, but I love the many delicious food. The cafe on Rhodes Island is my favorite!"

Pokémon: Myrtle
Franchise/Origin: Arknights
Intended Tier: UU
Type:
ground.png

Stats: 79 / 80 / 79 / 70 / 70 / 85 (BST: 463)
Abilities: Malum Veil (HA: Steely Spirit)
Signature ability - Malum Veil - Prevents the user and its allies from being afflicted by status conditions (no effect on Rest, Toxic Orb, or Flame Orb), thus similar to Purifying Salt.
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: Sand Tomb, Bulldoze, Land’s Wrath, Stomping Tantrum, U-turn, Foul Play, Play Rough, Spirit Break, Double-Edge, Pound, Take Down, Flail, Double Hit, Hold Back, Rock Slide, Rock Tomb, Stone Edge, Smack Down, Aqua Jet
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: Mud-Slap, Earth Power, Scorching Sands, Silver Wind, Pollen Puff, Dazzling Gleam, Disarming Voice, Draining Kiss, Strange Steam, Final Gambit, Magical Leaf, Energy Ball, Grass Knot, Swift, Uproar, Trump Card, Psychic, Power Gem, Flash Cannon, Hydro Pump, Surf, Water Pulse, Chilling Water
4-move-status.png
: Quiver Dance, Taunt, Quash, Charm, Sweet Kiss, Crafty Shield, Sunny Day, Defog, Grassy Terrain, Metronome, Mimic, Swords Dance, Endure, Follow Me, Helping Hand, Refresh, Wish, Lucky Chant, Celebrate, Confide, Happy Hour, Light Screen, Reflect, Calm Mind, Magic Coat, Sandstorm, Stealth Rock, Rain Dance, Life Dew

Reasoning: From her origin as a Durin, a race of dwarves in the setting of Arknights' Terra, she used to live under the ground and thus is granted the pure Ground-type due to the origin, however, compared to the dwarves originating from Norse mythology, which similarly live under the surface as Myrtle used to, metalworking is unusually absent as Myrtle belongs to a race of dwarves that are more tinkerers and gadget-makers than armoured to the teeth blacksmiths. Her Hidden Ability reflects her origin from being derived by these fabled dwarves otherwise, with Steely Spirit fitting her support and Double-oriented utility work in battle. Her signature and non-Hidden Ability are Malum Veil, named after the apple gadget, she carries around that has unusual restorative powers. The apple may have different ways to help her allies in Arknights during missions, but here as a Pokémon ability akin to Flower Veil and Aroma Veil, it gives her a way to circumvent her low base stat total of 463, derived from her Elite 2 promotion stats, due to her unique status as a Flagbearer Vanguard operator with little to no combat value and made more for support. Ground, Steel, and Rock moves ended up being needed moves for her to utilize her STAB and common coverage types for her Ground typing. Myrtle is named after the flowering plant known as the rose myrtle, resulting in Grass-type coverage. Another trait of Myrtle is that she carries butterfly symbolism with her as especially seen in her Elite 2 artwork, resulting in learning Quiver Dance (Butterfly Dance in Japanese and Chinese), which gives her a unique niche for such a battler that is mostly supposed to be a support party member, allowing her to clean up weakened opponents with her textbook average but workable Speed and Sp. Atk base stats.

Code:
Myrtle (F) @ Life Orb
Ability: Malum Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Quiver Dance
- Earth Power
- Power Gem
- Psychic / Draining Kiss
Code:
Myrtle (F) @ Leftovers
Ability: Malum Veil
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Scorching Sands
- Defog / Protect
- Magic Coat / Stealth Rock / Wish
- U-turn / Taunt

(Resub)
Nemhran_S.png

"Everything is according to plan. Now the whole world shall hear his [William's] voice."

Pokémon: Nemhran
Franchise/Origin: Girls' Frontline
Intended Tier: OU
Type:
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steel.png

Stats: 62 / 94 / 60 / 135 / 90 / 80 (BST: 521)
Abilities: Levitate / Illuminate (HA: Shield Dust)
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: U-turn, Skitter Smack, Steel Wing, Magnet Bomb, Metal Burst, Fly, Aerial Ace, Acrobatics, Dual Wingbeat, Rock Blast, Phantom Force, Psycho Cut, Feint Attack, Fling, Payback, Punishment, Foul Play
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: Signal Beam, Silver Wind, Bug Buzz, Struggle Bug, Infestation, Pollen Puff, Flash Cannon, Mirror Shot, Steel Beam, Tri Attack, Weather Ball, Wring Out, Air Slash, Hurricane, Power Gem, Night Shade, Shadow Ball, Ominous Wind, Hex, Giga Drain, Psychic, Mirror Coat, Extrasensory, Psyshock, Dark Pulse, Dazzling Gleam, Moonblast
4-move-status.png
: Quiver Dance, Disable, Flash, Pain Split, Safeguard, Wish, Defog, Roost, Tailwind, Poison Powder, Rock Polish, Confuse Ray, Spite, Rain Dance, Sleep Powder, Stun Spore, Magnet Rise, Amnesia, Light Screen, Reflect, Imprison, Magic Coat, Psycho Shift, Ally Switch, Instruct, Snowscape, Flatter, Memento, Torment, Quash

Nano Infestation -
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-
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- 40 BP - 15 PP - 100% - Salt Cure clone. When first applied to a target, the line “<Pokémon> is suffering a Nano Infestation!” appears upon activating its additional effect.

Reasoning: Dual-Bug/Steel-type as a half-human half-robot cyborg patterned after a moth, with the ability to fly using what appears to be cape-like wings at her back. Her two non-Hidden Abilities are Levitate to reference her ability to fly without being Flying-type and Illuminate to reference her ability to conjure balls of light to attack her enemies. Her Hidden Ability, Shield Dust is a reference to the numerous moth-like realmons that get the ability as a non-Hidden Ability. Being a moth, she is given access to the coveted Quiver Dance, which takes the term “Quiver Dance bot” somewhat too literally. Her signature move, a Salt Cure clone gains increased damage over time compared to types that aren’t Steel or Water. The former is justified very well by her usage of nanomachines in scale-like behaviour to incapacitate any Tactical Doll or similar robotic beings as she had done to immobilise M16A1 in Fixed Point; this also ties to her access to Sleep Powder and Stun Spore to cripple targets like the moth realmons also do. The Water-type’s vulnerability to Nano Infestation is somewhat of a stretch, but water is often a breeding ground for various insects where they can lay their eggs, such as some moths and many mosquitoes. Being able to produce light orbs to fight in battle, she gains a multitude of light-based coverage moves such as Power Gem and Dazzling Gleam as well as STAB move Flash Cannon to make use of her Quiver Dance capabilities and high Sp. Atk. Besides her base 62 HP, which is directly based on her 62K HP in the Fixed Point mission in which she is fought (Normal Mode Lonely Island I), her other base stats are derived from various Quiver Dancing moth realmons. She has the base Attack of Mothim, the base Defense of Venomoth and Frosmoth, the base Sp. Atk of Volcarona, the base Sp. Def of Dustox, and the base Speed of Masquerain.

Code:
Nemhran (F) @ Heavy-Duty Boots
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Bug Buzz
- Flash Cannon
- Shadow Ball / U-turn
Code:
Nemhran (F) @ Leftovers
Ability: Shield Dust
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Quiver Dance
- Roost
- Nano Infestation / Bug Buzz
- Psycho Shift / Sleep Powder
Code:
Nemhran (F) @ Leftovers / Mental Herb
Ability: Levitate
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Roost
- Bug Buzz
- Defog
- U-turn / Memento

(Resub)
Blaze_Elite_2.png

"My blood's only going to make this place hotter!"

Pokémon: Blaze
Franchise/Origin: Arknights
Intended Tier: OU
Type:
fire.png
steel.png

Stats: 106 / 120 / 86 / 60 / 70 / 92 (BST: 534)
Abilities: Blaze (HA: Flash Fire)
4-move-physical.png
: Cut, Quick Attack, Slash, Take Down, Double-Edge, Fake Out, Brutal Swing, Night Slash, Knock Off, U-Turn, Flame Charge, Flare Blitz, Aerial Ace, Counter, Reversal, Superpower, Metal Claw, Leaf Blade, Fire Punch, Smart Strike, Lunge, Rock Slide, Stone Edge, Waterfall, Aqua Jet, Liquidation, Temper Flare
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: Echoed Voice, Burning Jealousy, Burn Up, Fire Spin, Flame Burst, Inferno, Overheat, Shadow Ball, Flamethrower, Steel Beam, Fire Blast, Flash Cannon, Surf, Water Pulse, Brine, Scald, Echoed Voice, Hyper Voice
4-move-status.png
: Will-O-Wisp, Swords Dance, Iron Defense, Focus Energy, Agility, Metal Sound, Parting Shot, Torment, Imprison, Sunny Day, Taunt, Block, Rain Dance, Curse

Flare Chainsaw -
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-
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- 100 BP - 5 PP - 80% - High critical hit rate. 10% chance to burn target.
Z-Move - Requires Flare Blitz and Blazinium Z - Infernal Boiling Burst -
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-
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- 200 BP - Always burns the target. User takes recoil damage equal to 25% of the damage dealt to the opponent.

Reasoning: Fire-type is obvious. Steel-type so her signature move can actually get STAB. Being in the Feline race allows her to use cat-related moves. Blaze as an Ability was also exactly what it says on the tin. Flash Fire became her hidden ability to give her an alternative to the loss of her Fire resistance due to the Fire/Steel typing. The chainsaw made possible for her to use cutting and slashing moves. Leaf Blade and Cut became available due to chainsaw being usually used for tree cutting, not laying waste to foes. Notable is that due to the calculations on her base stats, from her maximum stats in her Elite 2 promotion rank (minus trust stat bonuses) she has the same BST as Charizard and Typhlosion, the latter having the same set of Abilities as her, and the former of which was part of the inspiration of fellow fire user Ifrit.

Code:
Blaze (F) @ Choice Scarf
Ability: Blaze / Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade / Knock Off
- U-turn / Superpower
Code:
Blaze (F) @ Choice Band
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Flare Chainsaw
- Leaf Blade
- U-turn / Parting Shot
Code:
Blaze (F) @ Blazinium Z / Air Balloon
Ability: Blaze / Flash Fire
EVs: 248 HP / 252 Atk / 8 SpD
Adamant / Careful Nature
- Flare Blitz
- Flare Chainsaw / Superpower
- Leaf Blade
- Swords Dance / Fake Out

(Resub)
Suzuran_Elite_2.png

"Look, Doctor! Look at my Originium Arts! I've been working so hard on this! Now I'll be able to go to more places with my mentors, see more things, and help more people, right?"

Pokémon: Suzuran
Franchise/Origin: Arknights
Intended Tier: OU
Type:
psychic.png
fairy.png

Stats: 76 / 50 / 70 / 101 / 145 / 58 (BST: 500)
Abilities: Cloud Nine (HA: Tinted Lens)
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: Zen Headbutt, Spirit Break, Fling, Low Kick, Low Sweep, Acrobatics, Solar Blade, Quick Attack, Flail, Last Resort, Tail Slap, Hold Back, Iron Tail
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: Confusion, Psychic, Mirror Coat, Extrasensory, Psyshock, Stored Power, Psychic Noise, Dazzling Gleam, Disarming Voice, Focus Blast, Mystical Fire, Shadow Ball, Solar Beam, Energy Ball, Icy Wind, Ice Beam, Swift, Hyper Voice, Uproar, Tri Attack, Trump Card, Power Gem, Flash Cannon
4-move-status.png
: Light Screen, Reflect, Calm Mind, Magic Coat, Miracle Eye, Trick Room, Heal Pulse, Magic Room, Wonder Room, Psychic Terrain, Charm, Sweet Kiss, Baby-Doll Eyes, Crafty Shield, Misty Terrain, Fake Tears, Thunder Wave, Detect, Sunny Day, Will-O-Wisp, Aromatherapy, Mist, Snowscape, Disable, Metronome, Tail Whip, Morning Sun, Safeguard, Follow Me, Helping Hand, Refresh, Wish, Play Nice, Rain Dance, Life Dew

Foxfire Haze -
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-
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- N/A - 10 PP - 100% - Strength Sap clone that depends on the target's Speed stat instead of Attack, and as such lowers the target's Speed by 1 stage on use and heals the user’s HP by the amount of the target's effective Speed before its Speed was lowered.

Reasoning: Primary Psychic-type due to her kitsune heritage and usage of a staff like a high fantasy mage, cleric, or healer; owing to her desire to help and protect the operators of Rhodes Island, her secondary Fairy-type serves as a tie to the realmon kitsune Alolan Ninetales, which also has Fairy as its secondary type. Cloud Nine as her primary ability is mainly due to the etymology of the ability in both English and Japanese referring to someone of a carefree or naïve nature (the Psyduck line), which describes Suzuran's innocence quite nicely. Her hidden ability is Tinted Lens, which is more based on the part of Tinted Lens borrowing meaning from the idiom “to view the world through rose-coloured glasses", which ties into Suzuran's optimism and seeing her powers grow to form a figurative protective veil over those who treat a kit like her well as an operator full of innocence trying to find solace in a post-apocalyptic world such as Terra. Her signature move is partially based on her third skill of the same name in her source material, which serves as a Strength Sap clone. In Arknights proper, it slows enemies down near here and heals her and her allies (partially presented her with the ability to learn Heal Pulse), however she is unable to deal any damage while the skill is active, thus having the Status move category; Suzuran's movepool is mostly filled with support options (Status moves) because of her perceived passiveness. Her base stats are calculated from her Elite 2 promotion stats at max level, minus her Trust bonuses.

Code:
Suzuran (F) @ Leftovers / Mental Herb
Ability: Tinted Lens / Cloud Nine
EVs: 248 HP / 8 Def / 252 SpD
Bold / Calm Nature
- Wish
- Detect / Protect
- Mystical Fire / Morning Sun
- Foxfire Haze / Thunder Wave
Code:
Suzuran (F) @ Leftovers
Ability: Tinted Lens
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Calm Mind
- Stored Power
- Dazzling Gleam
- Psyshock / Foxfire Haze
 
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Pokémon: Satan
Franchise/Origin: Binding of Isaac
Intended Tier: OU
Type: Dark/Fairy
Ability: Opportunist/Mold Breaker/Defiant
Notable moves: Dark Pulse, Flamethrower, Fire Blast, Moonblast, Dazzling Gleam, Ice Beam, Blizzard, Throat Chop, Megahorn, Will-o-wisp, Ice Beam, Blizzard, Leech Life, Giga Drain, Curse, Spirit Break, Sucker Punch, Raging Fury, Dual Wingbeat, Hurricane, Inferno.
Signature move: Devil Deal (Lose 50% of your HP and apply Heal Block on that turn, however sharply raise Special Attack and Speed)
Z-Move: Mega Blast (Dark Type 230 BP Special Move that requires a recharge turn unless it kills)
Stats: 120/100/66/100/66/90

Reasoning: Type represents Satan's status as a fallen angel as well as as being the "Root of all Evil". HP stat is based on Satan's in game HP of 1200, 100 ATK and SPA is based off the item ID for Brimstone, and the 66 defenses are based on the "mark of the beast" 666. Opportunist is based off of his role as a shopkeeper who trades health for items, also inspiring the signature move, while Mold Breaker and Defiant represent his rebellion against god. Excluding all self explanatory moves, his Ice coverage and use of Hurricane reference Dante's inferno, while Leech Life and Giga Drain reference how he spawns Leeches in his boss battle. His overall game plan represents the idea of a devil deal, gaining strong offensive items like Brimstone or Mom's Knife in exchange for a cost in health (Heal Block on turn one means you can't cheese it).
Big Cookie | Cookie Clicker Wiki | Fandom


Pokémon: Big Cookie
Franchise/Origin: Cookie Clicker
Intended Tier: OU
Type: Fairy/Ground
Ability: Well Baked Body/Speed Boost/Sweet Veil
Notable moves: Earthquake, Play Rough, Spirit Break, Ruination, Dark Pulse, Lash Out, Stomping Tantrum, Earth Power, Dazzling Gleam, Gunk Shot, Sludge Wave, Flamethrower, Fire Blast, Temper Flare, Toxic, Dragon Darts, Explosion, Sweet Scent, Swallow, Stockpile, Spit-Up, Steel Roller, Crunch
Signature move: Golden Cookie (80 BP physical Ground Move which increases Attack by 1) Ascension (+30 per boost BP physical Fairy Move which removes all positive stat changes )
Stats: 100/80/80/80/80/80

Reasoning: Fairy/Ground as the cookie resembles a cracked earth (like the aftermath of an earthquake) and most of the "candy" pokemon are Fairy type. 100 is the recommended amount of sugar per day (for women) while 80 is the calories per cookie in a Chips Ahoy .Speed Boost is not necessarily a reference to something that happens in Cookie Clicker as much as it is representative of the general cumulative growth of the idle game format. Excluding the STAB moves, the Dark coverage represents the Occult ties of the Cookie (No, this is not a joke.) while the Poison coverage represents the dangers of chocolate and the common designation of "junk food". Fire coverage references the baking of the cookie, Dragon Darts references both the Wrinklers and Krumblor the Cookie Dragon (Again, not a joke.), Explosion references what happens when you "ascend" and Steel Roller is a reference to Rolling Pins. The general idea of Big Cookie is to resemble an idle game, start out weak but slowly snowball into greater and greater milestones. The "ascension" move references the role it plays in cookie clicker, resetting progress in exchange for some alternative upgrades.

Tainted The Lost - The Binding of Isaac - Guía Definitiva en Español

Pokémon: Tainted-Lost
Franchise/Origin: Binding of Isaac
Intended Tier: OU
Type: Ghost/Flying
Ability: Wonder Guard
Notable moves: Nasty Plot, Agility, Shadow Ball, Hex, Air Slash, Hurricane, Hydro Pump, Surf, Scald, Protect, Parting Shot, Dark Pulse, Fly, Poltergeist, Aura Sphere, Focus Blast, Calm Mind, Ruination, Psychic, Psyshock, Signal Beam, Bug Buzz, Sludge Bomb, Sludge Wave, Fake Tears, Astonish, Thunder, Thunderbolt.
Signature move: Holy Card (1pp move that grants the endure effect and +1 speed only if an attack is blocked)
Stats: 1(unchangeable)/100/65/130/65/100

Reasoning: Ghost/Flying is pretty self evident, and Wonder Guard is to reflect the idea of the Holy Card. Holy Card is an option which can provide immense benefit to Tainted Lost, but similar to in Base Isaac care should be used as in when to use it as it is a limited resource. Tainted Lost's stats are based on some of their base stats (1.30 damage multiplier, 1.00 luck, 6.5 range). Water coverage is based on them using tears in game, Parting Shot Dark Pulse and Poison coverage is based on their title as "The Baleful", Bug moves are based on the Web on Lost's sprite, Aura Sphere is based on an item they unlock, Sacred Orb, Psychic coverage is based on their dependence on Cards. Similarly to in Isaac, Tainted Lost is a risk reward mon which can be highly effective in the right hands, but can also just be dead weight if not carefully used.
 
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Tainted The Lost - The Binding of Isaac - Guía Definitiva en Español

Pokémon: Tainted-Lost
Franchise/Origin: Binding of Isaac
Intended Tier: OU
Type: Ghost/Flying
Ability: Partial Mantle (Wonder Guard but you can’t Terastallize)
Notable moves: Nasty Plot, Agility, Shadow Ball, Hex, Air Slash, Hurricane, Hydro Pump, Surf, Scald, Protect, Parting Shot, Dark Pulse, Fly, Poltergeist, Aura Sphere, Focus Blast, Calm Mind, Ruination, Psychic, Psyshock, Signal Beam, Bug Buzz, Sludge Bomb, Sludge Wave, Fake Tears, Astonish, Thunder, Thunderbolt.
Signature move: Holy Card (1pp move that grants the endure effect and +1 speed only if an attack is blocked)
Stats: 1(unchangeable)/100/65/130/65/100

Reasoning: Ghost/Flying is pretty self evident, and Wonder Guard is to reflect the idea of the Holy Card. Holy Card is an option which can provide immense benefit to Tainted Lost, but similar to in Base Isaac care should be used as in when to use it as it is a limited resource. Tainted Lost's stats are based on some of their base stats (1.30 damage multiplier, 1.00 luck, 6.5 range). Water coverage is based on them using tears in game, Parting Shot Dark Pulse and Poison coverage is based on their title as "The Baleful", Bug moves are based on the Web on Lost's sprite, Aura Sphere is based on an item they unlock, Sacred Orb, Psychic coverage is based on their dependence on Cards. Similarly to in Isaac, Tainted Lost is a risk reward mon which can be highly effective in the right hands, but can also just be dead weight if not carefully used.

Terastallization has been banned already. You can just switch it back to Wonder Guard.
 
No new subs from me due to an ongoing job hunt, lol RIP. I might have to bow out of future slates as well aside from resubs for the same reason. My tenure with this pet mod sure was fun while it lasted, though!

Resubmissions from Slate 15:

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(Image source by KaijuSamurai)

"RAGE."
Pokémon: Diablo
Franchise/Origin: Primal Rage
Intended Tier: UU
Type: Rock/Fire
Ability: Strong Jaw, Malevolent*, Anger Point (Hidden)
Boosts the power of Dark-type moves (a la Steelworker or Rocky Payload).
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
Signature moves:
  • 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/115 Atk/65 Def/115 SpA/65 SpD/100 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 a decent turn of 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. 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.

Overwatch-2-Lifeweaver-Gear.jpg


"Spend every moment growing into who you truly are."
Pokémon: Niran Pruksamanee/Lifeweaver
Franchise/Origin: Overwatch
Intended Tier: UU
Type: Psychic/Grass
Ability: Triage, Filter, Friend Guard (Hidden)
Notable moves: Wish, Calm Mind, Healing Wish, Heal Pulse, Confusion, Teleport, Psybeam, Psychic, Stored Power, Psyshock, Ally Switch, Agility, Reflect, Light Screen, Psychic Terrain, Grassy Terrain, Grass Knot, Magical Leaf, Leaf Storm, Bullet Seed, Leech Seed, Synthesis, Jungle Healing, Sunny Day, Recover, Aura Sphere, Circle Throw, Pin Missile, Pollen Puff, Aromatic Mist, Dazzling Gleam, Crafty Shield
Signature moves:
  • Petal Platform (Grass, Status, 24 PP max) - Negates the effects of entry hazards for 3 turns.
  • Life Grip (Psychic, Status, 16 PP max, +1 priority) - Targets one ally, which can include himself. This offers both a Protect effect for the rest of the turn and healing by 25% of the target's maximum HP.
Z-Move: Tree of Life - Status, requires Jungle Healing. Creates a tree-shaped energy construct like his ultimate. For the next five turns, not only are any allies including himself healed by 50% of their max HP (i.e. free Recover per turn), but any incoming attack damage is also reduced by 25% until the effect expires.
Stats: 120 HP/65 Atk/120 Def/65 SpA/120 SpD/40 Spe = 530

Reasoning:
An ex-employee of the Vishkar Corporation, Niran was born into a wealthy family in Thailand which sent him to the prestigious Vishkar Academy, where he delved into research on the pharmaceutical applications of biolight technology. When Vishkar tried to claim this innovation for their own use, Niran left for a life on the run, taking his research with him. Now a free-spirited philanthropist called Lifeweaver, he is listed in-game as a Support hero loaded with incredible utility, able to heal allies, sculpt terrain, and reposition himself and his team in unorthodox ways.
As for justifications for typing and abilities, Psychic is because of its effectiveness against Poison, its association with Light Screen and Reflect, and the fact that a number of Pokemon associated with healing were of that type before Fairy came along. Grass is because of the plant motif for most of his abilities, born from his admiration of his family's gardens during his youth - the Tree of Life that is his Z-Move is his ultimate in-game. As for his abilities, Triage relates to his healing abilities, Filter references the protective aspects of his character and some of his abilities, and Friend Guard is there to reference his Support class in general. As a bonus, I also made sure to reference every single one of his abilities in Overwatch 2 (the game where he was introduced) in at least one of the moves I gave him:
  • Healing Blossom = Wish, Healing Wish, Pollen Puff
  • Thorn Volley = Bullet Seed, Magical Leaf, Leaf Storm, Pin Missile
  • Petal Platform = One of his signature moves, plus Crafty Shield
  • Rejuvenating Dash = Agility, Teleport
  • Life Grip = One of his signature moves, plus Ally Switch (especially when paired with Wish and Healing Wish)
  • Tree of Life = Jungle Healing and the aforementioned custom Z-Move
Competitive Info:
Lifeweaver is slow as molasses and has little in the way of direct damage output, but makes up for it by being nigh indestructible. Even the fact that he has a whopping seven type weaknesses, especially that 4x weakness to Bug, is easily remedied by simply running Filter, and Synthesis and Recover are reliable healing options for if he has to run either of his other two abilities instead. Of course, his sheer defensive bulk should hopefully ensure that even a super-effective hit wouldn't be quite enough to insta-kill him, which is important because he's going to have to move second at best the vast majority of the time. Most of his utility comes from the variety of healing and ally-buffing moves and general support shenanigans he brings to the table, compensating for his paltry offensive firepower. In particular, his ability to negate entry hazards temporarily opens up a lot more versatility in terms of move and item usage without any specific need for moves to put a stop to them, and his Tree of Life Z-Move especially remains in effect even when he has to switch out and have someone else take his place, essentially giving anyone on his side of the field a little more freedom to do what they do best without having to worry about being struck down. Being forced to rely on chip damage to actually hurt anyone is further reflective of his Support hero class, but this is ancillary to the more useful effects inflicted by these same attacks such as debuffs, switch-outs, etc. In short, Niran is a dedicated healer who tends to struggle during one-on-one fights, but whose optimization for team battles means his presence alone can potentially turn the tide of even the most hopeless skirmish.
 
Resub from last gen
BowserJrSSBUmural.png

"Someday... when I'm bigger... I wanna fight that Mario again!"
Pokémon: Bowser Jr.
Franchise/Origin: Mario
Type: Steel / Dragon
Abilities: Prankster / Sheer Force / Technician
Notable moves: Body Slam, Body Press, Steel Beam, Flamethrower, Air Cutter, Iron Defense, Flash Cannon, Brick Break, Close Combat, Discharge, Draco Meteor, Dragon Dance, Dragon Pulse, Fire Blast, Hydro Pump
Stats: 76 / 71 / 105 / 117 / 105 / 87 = 561 BST

G-Max Bowser Jr.
Mecha_Jr._-_Mario_Rabbids_Kingdom_Battle.png

G-Max Move: G-Max Mecha Hammer:
steel.gif
/ Burns opponents.

Reasoning: Bowser Jr., Bowser's similarly evil son. Who's his mama? ...Uh, we'll get back to you on that. Bowser Jr. is very clearly a reptilian creature, so Dragon-type. He can breathe fire, just like his dad, but he rarely uses it. Instead, Bowser Jr. has become more and more tied to his Koopa Clown Car. For this reason, Bowser Jr. makes sense as a Steel / Dragon-type. He has Prankster because of his childlike nature ( and because he is possibly the thief known as Nabbit), Sheer Force because of the power of his mechs and machines, and Technician because of his connection to and expertise on machines. Many of his moves can be explained as modifications that he has made to his Koopa Clown Car to allow him to shoot things like fire. G-Max Bowser Jr. is based on Mecha Jr. from Mario + Rabbids Kingdom Battle. In that game, Mecha Jr.'s hammer can burn players hit, so that's what it does here.
And in honor of Multiversus full release:
Reindog_Portrait_Full.png

Pokémon: Reindog
Franchise/Origin: Multiversus
Intended Tier: OU
Type: Ice / Fairy
Ability: Cute Charm / Friend Guard / Fairy Aura
Notable moves: Follow Me, Helping Hand, Trick Room, Dazzling Gleam, Moonblast, Blizzard, Aroura Veil, Ice Beam, Flamethrower, Thunder, Snowscape, Substitute, Protect, Calm Mind, Defog, Light Screen, Reflect
Stats: 90/75/80/115/100/70 = 530 BST

Reasoning: I made Reindog Ice type due to him being a reindeer dog, and Fairy type because he is a very magical creature. Normal type seemed to basic for this magical creature. He gets Cute Charm because, I mean, look at him. He gets Friend Guard due to his original status as a Support character (until that role was removed in the full release.) He gets Fairy Aura due to his magical nature. He should be able to be a special attacker in singles, and in doubles should be able to be a supporting cleric mon.
 
Last edited:
neon-white-png.601494

"Not bad for a dead guy, huh?"
Pokémon: Neon White
Franchise/Origin: Neon White
Intended Tier: OU
Type: Ghost/Fighting
Ability: Mold Breaker / Serene Grace
Custom moves:
  • Divine Bullets - Fighting, Special, 20 BP, 100% Acc, 15 PP | Hits 2-5 times. Neutral against Ghost.
  • Gunshot (Steel-type, physical Snipe Shot)
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
Notable moves: Close Combat, Sacred Sword, Shadow Bone, Rock Blast, Bullet Seed, Scale Shot, Earthquake, Flare Blitz, Liquidation, Extreme Speed, Sucker Punch, U-turn, Astral Barrage, Focus Blast, Earth Power, Fire Blast, Energy Ball, Surf, Snipe Shot, Volt Switch, Teleport, Destiny Bond, Memento
Other moves: Shadow Punch, Phantom Force, Night Slash, Psycho Cut, Flame Charge, Bounce, Retaliate, Stomp, Quick Attack, Comet Punch, False Swipe, Shadow Ball, Shock Wave
Stats: 90/90/90/100/80/120 | 570 BST
neon-white-png.601496


Reasoning: 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
Mission 11 spoiler - Book of Life (prismatic): no ammo / can be discarded infinitely to teleport to a targeted object, be it a demon or the end of a level (the former is killed instantly)
If Neon White, the protagonist named White and become Neon, is out of cards, then at least he has 30 uses of his katana. If he runs out of those, then he is left with 10 uses of his fists, but exhausting those in turn will lead to his demise. (These weapons are the reason for his Fighting typing, as is the latter quirk for Memento.)
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.
He gets Mold Breaker because it's obligatory for a Neon striving towards their ideal afterlife, no less one who goes from following orders to defeating his master. Serene Grace comes from the aftermath of Level 10-1, Holy Ground: the Hand of God opens for him only, which fits the Japanese name Heavenly Blessing. Destiny Bond is based on the denouement: White is given the option to write Green, the main antagonist, into the Book of Death. Upon doing so, he loses his life in tandem. His base stats are loosely inspired by those of Marshadow, although his BST is chosen to reflect Silvally.
Note: White moves faster on water than on land.

terra-png.455508

Leader of her new world. Likes to break things.
Pokémon: Terra
Franchise/Origin: One Step from Eden
Intended Tier: OU
Type: Ground/Psychic
Ability: Terraforming* / Pyromancer (Fire-type Steelworker) / Levitate
*Upon switching in, the user sets a terrain based on SpA and SpD IVs: Grassy if both are even, Electric if only SpD is even, Psychic if only SpA is even, and Misty if both are odd.
Notable moves: Terrain Pulse, Nature Power, Block, Teleport, Earth Power, Scorching Sands, Future Sight, Psychic, Psyshock, Expanding Force, Stored Power, Fire Blast, Ice Beam, Power Gem, Rising Voltage, Volt Switch, Energy Ball, Giga Drain, Misty Explosion, Scald, Vacuum Wave, Earthquake, High Horsepower, Psychic Fangs, Flare Blitz, Triple Axel, Stone Edge, Wild Charge, Grassy Glide, Power Whip, Body Press, Knock Off, U-turn, Flip Turn, Stealth Rock, Spikes, Toxic Spikes, Roost, Calm Mind, Bulk Up, Nasty Plot, Swords Dance, Iron Defense, Cosmic Power, Will-O-Wisp, Toxic, Thunder Wave, Light Screen, Reflect, Trick Room
Other moves: All TM/TR moves from Gen 8 onward + Bind
Stats: 83/88/105/99/120/75 | 570 BST
terra-v3-png.601498


Reasoning: She specializes in the Hearth category of spells, which partly involves manipulating the terrain (hence her name), the basis behind her Ground typing and primary Ability. As for Psychic, she moves around by teleporting and has a primary weapon consisting of downward laser beams fired from afar. Her secondary Ability is based on her Pyro loadout, and she also gets Levitate because her non-default skins do that. Most of this is comparable to Claydol, the primary inspiration behind her stat line. (Base 83 HP is based on last gen's Saffron, which was submitted with base 100 HP, and is proportionally parallel to their starting HP values in OSfE: 1000 compared to 1200.) Her movepool consists of terrain-related moves and Teleport for reasons mentioned prior, Block and Bind as parallels to her default loadout, and the rest because spells in OSfE are equivalent to TMs.

eizen-png.375007

"It's fine to take your time to decide. But as with everything, the choice is your own."
Pokémon: Eizen
Franchise/Origin: Tales of Zestiria/Berseria
Intended Tier: UU
Type: Rock/Flying
Ability: Reaper's Curse - If the user is Flying-type, then its Ground immunity is downgraded to a resistance (which the Rock part of Eizen's typing makes neutral), and it is left prone to (Toxic) Spikes, Sticky Web, and terrain effects. This Ability cannot be removed, but Air Balloon and Telekinesis cancel it out.
Notable moves: Accelerock, Ice Punch, Poison Jab, Drain Punch, Earthquake, Flare Blitz, Cross Chop, Dragon Ascent, Anchor Shot, Heat Wave, Power Gem, Ice Beam, Giga Drain, Earth Power, Vacuum Wave, Substitute, Hurricane, Shadow Ball, Recover, Wish, Outrage, Dragon Pulse, Dark Pulse, Stone Edge, Protect, Teleport, Revival Blessing
Other moves: Pound, Peck, Low Sweep, Smack Down, Acrobatics, Sky Uppercut, Fire Punch, Gust, Air Slash, Mud Shot, Agility, Heal Pulse, Rock Slide, Circle Throw, Detect
Z-Move: Venom Strike - Rock, Physical, 210 BP | Has combined efficacy with Poison, except against Steel-types. | Requires Stone Edge and Eizenium Z
Stats: 92/91/59/91/91/123 | 547 BST
eizen-png.518626


eizen-dragon-png.375008

"Edna..."
Primal Reversion: Eizen-Dragon
Item: Malevolence Overload
Intended Tier: OU
Type: Rock/Dragon
Ability: Multiscale
Stats: 92/121/59/101/111/163 (+30 Atk, +10 SpA, +20 SpD, +40 Spe) | 647 BST
eizen-dragon-png.518627


Reasoning: Rock/Flying typing comes from Wielder of Earth and Wind: "A title for one adept at malak earth artes for vitality, and wind artes for flow." (This title is the second from the top.) His "Reaper's Curse" is a unique subversion of the blessings that pour out when a malak receives prayers (as well as a convenient excuse to remove the illogical Ground/hazard/terrain immunities). Protect, Detect, and Teleport correspond to guarding, quicksteps, and switching. The rest of his movepool is based on his artes. (His main forms of offense are martial artes and malak artes: the former physically oriented, and the latter magically oriented.)
Martial
Fate: Pound (weak non-elemental attack)
Verdict: Peck, Low Sweep (weak wind attack; lowers Focus (Speed-ish))
Tempo: Accelerock (weak earth attack)
Eleventh Hour: Smack Down ("Has a chance to knock down enemies.")
Winter Winds: Ice Punch, Poison Jab ("a swift hook surrounded by cold air"; causes poison)
Clear Path: Drain Punch, Acrobatics (described as a hook and absorbs HP; wind-imbued)
Lighthouse: Earthquake, Flare Blitz, Sky Uppercut ("Stomps down with great force"; "follows up with an explosive mid-air uppercut strong enough to shake the earth")
Mirage: Fire Punch ("a white-hot hook")
Coercion: Cross Chop ("Performs a sudden chop")
Last Throes: Dragon Ascent (strong wind attack)
Deceiving Pummel: Anchor Shot ("Causes countless chains to erupt from the ground.")

Malak
Wind Lance: Gust (weak wind attack)
Air Thrust: Air Slash (not-so-weak wind attack)
Hell Gate: Heat Wave (fire+wind attack)
Stone Lance: Power Gem (involves rock)
Frigid Photon: Ice Beam, Giga Drain ("Fires a chunk of ice that shatters into a cascade of ice blossoms upon impact." (reminiscent of early Ice Beam animations); absorbs HP)
Geo Rumble: Earth Power, Mud Shot ("Causes the ground to shake"; inflicts slow)
Flash Step: Vacuum Wave ("Instantly moves to one enemy.")
Illusory Veil: Substitute (grants invulnerability when hit (I kinda had to fudge this one))
Plundering Ghost: Hurricane, Shadow Ball (powerful wind-imbued attack; has "ghost" in the name)

Healing
Quickness: Agility (boosts movement speed)
Resurrection: Recover, Wish, Heal Pulse (restores HP), Revival Blessing

Break
Draconic Drive: Outrage (name association)
Dragon Dive: Dragon Pulse, Dark Pulse ("Unleashes a wave of pure darkness")
Tyrant's Fete: Rock Slide, Stone Edge (earth-imbued)

Other
Road of Survival (Change): Circle Throw ("Knocks enemies back")
Venom Strike (5 BG Mystic Arte; earth-imbued)
His base stats are calculated by taking level 75 stats and dividing HP by 50 while other stats are divided by 2.25, all rounded half down. (Focus becomes Speed because it affects Soul Gauge regeneration, effectively making for faster attacks.)
His dragon form is based on the concept that a malak like him can transform into a dragon when overloaded with malevolence. As foreshadowed in the side quests of Tales of Berseria, this does inevitably happen to him, making him a minor antagonist / side boss in Tales of Zestiria. (Berseria is a prequel to Zestiria, albeit released a year later.)

abilities.ts
JavaScript:
reaperscurse: {
  onStart(pokemon) {
    if (!pokemon.hasItem('airballoon') {
      pokemon.addVolatile('smackdown');
    }
  },
  onAfterUseItem(item, pokemon) {
    if (pokemon !== this.effectData.target || item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onTakeItem(item, pokemon) {
    if (item.name !== 'airballoon') return;
    pokemon.addVolatile('smackdown');
  },
  onEffectiveness(typeMod, target, type, move) {
    if (type === 'Ground' && target.volatiles['smackdown']) {
      return typeMod - 1;
    }
    return typeMod;
  },
  isPermanent: true,
  isUnbreakable: true,
  name: "Reaper's Curse",
  desc: "If this Pokemon is Flying-type, then its immunity to Ground becomes a resistance, and it is prone to the effects of Spikes, Toxic Spikes, Sticky Web, and the Arena Trap Ability. The effects of Air Balloon and Telekinesis nullify the groundedness.",
  shortDesc: "Flying-type: Not airborne; resistant instead of immune to Ground.",
  rating: -0.5,
},
moves.ts
JavaScript:
telekinesis: {
  inherit: true,
  condition: {
    duration: 3,
    onStart(target) {
      if (['Diglett', 'Dugtrio', 'Palossand', 'Sandygast'].includes(target.baseSpecies.baseSpecies) ||
          target.baseSpecies.name === 'Gengar-Mega') {
        this.add('-immune', target);
        return null;
      }
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      if (target.volatiles['smackdown'] || target.volatiles['ingrain']) return false;
      this.add('-start', target, 'Telekinesis');
    },
    onAccuracyPriority: -1,
    onAccuracy(accuracy, target, source, move) {
      if (move && !move.ohko) return true;
    },
    onImmunity(type) {
      if (type === 'Ground') return false;
    },
    onUpdate(pokemon) {
      if (pokemon.baseSpecies.name === 'Gengar-Mega') {
        delete pokemon.volatiles['telekinesis'];
        this.add('-end', pokemon, 'Telekinesis', '[silent]');
      }
    },
    onResidualOrder: 16,
    onEnd(target) {
      this.add('-end', target, 'Telekinesis');
    },
  },
},
venomstrike: {
  accuracy: true,
  basePower: 210,
  category: "Physical",
  name: "Venom Strike",
  desc: "This move combines Poison in its type effectiveness against the target, unless the target is Steel-type.",
  shortDesc: "Combines Poison in its type effectiveness against non-Steel-types.",
  pp: 1,
  priority: 0,
  flags: {},
  isZ: "eizeniumz",
  onEffectiveness(typeMod, target, type, move) {
    if (target.hasType('Steel')) {
      return typeMod;
    }
    return typeMod + this.dex.getEffectiveness('Poison', type);
  },
  secondary: null,
  target: "normal",
  type: "Rock",
},
items.ts
JavaScript:
airballoon: {
  inherit: true,
  onStart(target) {
    if (!target.ignoringItem() && !this.field.getPseudoWeather('gravity')) {
      if (target.hasAbility('reaperscurse')) target.removeVolatile('smackdown');
      this.add('-item', target, 'Air Balloon');
    }
  },
},

dohalim-png.435819

"Adversity is said to be the best motivation."
Pokémon: Dohalim il Qaras
Franchise/Origin: Tales of Arise
Intended Tier: UU
Type: Dark/Ground
Ability: Rod Extension - If the user avoids a move with Detect, then the user gains the effects of Long Reach and Focus Energy for the next five turns or until after switching out, whichever comes first. This Ability can activate repeatedly to reset the turn counter.
Custom move: Air Pressure (Thousand Arrows but special and single-target)
Notable moves: Darkest Lariat, Sucker Punch, Fiery Wrath, Headlong Rush, Earthquake, Earth Power, Stone Edge, Accelerock, Power Gem, Thunderous Kick, Acrobatics, Power Whip, Dragon Hammer, Rapid Spin, Bind, Nature Power, Stealth Rock, Recover, Wish, Aromatherapy, Revival Blessing, Detect, Teleport
Other moves: Night Daze, Dark Pulse, Fling, High Jump Kick, Sky Uppercut, Double Hit, Double Slap, Fury Attack, Constrict, Heal Pulse, Aqua Ring, Cosmic Power, Block, Rototiller
Z-Move: Epochal Severance - Dark, Physical, 180 BP | Inflicts -1 Def and SpD on the target. | Requires Sucker Punch and Dohalium Z
Stats: 100/99/86/78/98/82 | 543 BST
dohalim-png.497220


Reasoning: Being Renan allows Dohalim to use dark magic, which supports Dark typing. As for Ground, he is the elemental lord of earth, and his power is mostly connected to making things like stalagmites and plants grow out of the ground. (This inspires Nature Power and Rototiller, and the plant aspect shows in his Boost Attack, which is the basis for Bind, Constrict, and Block.) Rod Extension is a battle mechanic unique to him, whereby a perfect dodge (parallel to Detect) momentarily lengthens his rod, buffing his melee range and critical hit ratio. Teleport comes from the ability to switch party members, while other moves are based on his artes.
Recovery
Heal, Cure: Recover, Heal Pulse, Wish
Regenerate: Aqua Ring
Dispel: Aromatherapy (cures status ailments)
Resurrection: Revival Blessing
Barrier: Cosmic Power (raises Defense and Elemental Defense)
Lionheart: Agility (raises AG recovery speed)

Ground Attacks
Tempest: Double Slap ("barrage of rod strikes")
Catapult: Fling ("Throws a twirling rod.")
Solitary Captivity: Stealth Rock ("lays a rock trap")
Penumbra: Accelerock ("moves instantly over an enemy"; earth-based)
Elusive Deity: Sky Uppercut, Darkest Lariat ("Rushes forward and thrashes [the] enemy in an upward leap."; dark-based)
Seismic Rupture: Headlong Rush, Stone Edge ("Dohalim twirls his rod while charging forward, following it up with a rock attack.")
Crescent Flash: Acrobatics (wind-based)
Sanguine Blossom: Thunderous Kick, Power Whip ("Launches a combo from an upper kick, then follows up with a rose vine lashing."; inflicts Curse, which increases damage taken)

Air Attacks
Rotating Piledriver: Rapid Spin ("a vertical spin")
Tornado Drive: Dragon Hammer ("slamming the staff downward")
Sonic Spear: Fury Attack ("A forward rush with repeated thrusts.")
Demon's Lance: Sucker Punch ("Forms a spear of darkness and throws it.")
Soaring Blast: Earthquake ("Sends a shockwave along the ground")
Eagle Rage: Double Hit, High Jump Kick ("Fires two shockwaves, then launches a diving attack.")

Artes
Stalagmite: Earth Power ("makes the ground rise upward across multiple phases")
Air Pressure ("crushes the area surrounding an enemy")
Ground Dasher: Power Gem ("gushes rocks out of an earth fissure")
Negative Gate: Dark Pulse (base dark)
Bloody Howling: Night Daze (higher dark)
Execution: Fiery Wrath (strongest dark)
Stats are derived from their Level 100 counterparts in-game, with Penetration representing Speed. HP is divided by 100 and doubled in its deviation from the minimum, whereas the rest of the stats are simply divided by 8 (SpA) or 6 (others).
Alphen: 105/113/100/66/80/98 | 562 BST
Shionne: 83/87/83/90/110/81 | 534 BST
Rinwell: 69/84/73/146/112/97 | 581 BST
Law: 88/128/78/64/68/114 | 540 BST
Kisara: 114/96/121/56/65/91 | 543 BST

JavaScript:
rodextension: {
  // The activation of this Ability is implemented in Detect's `condition` in moves.ts
  onEnd(pokemon) {
    pokemon.removeVolatile('rodextension');
  },
  condition: {
    duration: 5,
    noCopy: true, // doesn't get copied by Baton Pass
    onStart(target): {
      this.add('-start', target, 'ability: Rod Extension');
    },
    onModifyMove(move) {
      delete move.flags['contact'];
    },
    onModifyCritRatio(critRatio) {
      return critRatio + 2;
    },
    onEnd(target) {
      this.add('-end', target, 'ability: Rod Extension', '[silent]');
    },
  },
  name: "Rod Extension",
  desc: "If this Pokemon avoids a move using Detect, its chance for a critical hit rises by 2 stages, and its attacks cease to make contact with the target. This effect lasts for 5 turns starting from the latest activation of this Ability, which can be renewed if the condition is fulfilled anew.",
  shortDesc: "If Detect works, 5-turn non-contact and crit ratio boost.",
  rating: 1.5,
},

moves.ts:
JavaScript:
detect: {
  inherit: true,
  volatileStatus: 'detect',
  condition: {
    duration: 1,
    onStart(target) {
      this.add('-singleturn', target, 'Protect');
    },
    onTryHitPriority: 3,
    onTryHit(target, source, move) {
      if (!move.flags['protect']) {
        if (move.isZ || (move.isMax && !move.breaksProtect)) target.getMoveHitData(move).zBrokeProtect = true;
        return;
      }
      if (move.smartTarget) {
        move.smartTarget = false;
      } else {
        this.add('-activate', target, 'move: Protect');
      }
      const lockedmove = source.getVolatile('lockedmove');
      if (lockedmove) {
        // Outrage counter is reset
        if (source.volatiles['lockedmove'].duration === 2) {
          delete source.volatiles['lockedmove'];
        }
      }
      if (target.hasAbility('rodextension')) {
        const rodextension = target.getVolatile('rodextension');
        if (rodextension) {
          delete target.volatiles['rodextension'];
        }
        target.addVolatile('rodextension');
      }
      return this.NOT_FAIL;
    },
  },
},

260

"I feel like I could take on a whole army!"
latest

Pokémon: Nowi
Franchise/Origin: Fire Emblem Awakening
Intended Tier: UU
Type: Dragon/Normal
Ability: Normalize
Custom move: Manakete Breath - Dragon, Physical, 100 BP, 90% Acc, 20 PP | Can only be used by Nowi-Dragon. (This is subject to change if other manaketes make the cut.) Neutral against Fairy and Steel. Can target non-adjacent foes in Triple Battles.
Other moves: Taunt, Detect, Ally Switch, and non-attacking universal TMs from Gen V onward (barring Toxic)
Stats: 80/100/100/92/106/92 | 570 BST
base-nowi-png.497215


nowiwins-jpg.496309

"Ha-HA!"
Primal Reversion: Nowi-Dragon
Item: Nowi's Dragonstone
Type: Dragon
Ability: Levitate
Stats: 80/125/130/107/126/102 (+25 Atk, +30 Def, +15 SpA, +20 SpD, +10 Spe) | 670 BST
dragon-nowi-png.497216


Reasoning: Being a manakete gives her the affinity of a dragon, which translates to Dragon typing. Normal typing in base form comes from her human appearance, which cannot attack without a Dragonstone or a Dragonstone+. Normalize in this form stems concurrently from her inability to attack and her likeness to an unarmed civilian. In her dragon form, she can fly but does not have the affinity of a flier, hence pure Dragon with Levitate. She also has only one kind of attack that is purely physical, has no immunities, does not deal less damage against armored units, has a range of 1-2 tiles, and can deal extra damage to opposing dragons with the skill Wyrmsbane. Taunt is inspired by her child-like personality and subsequent tendency to do so, Detect comes from the possibility of evasion, and Ally Switch is based on Dual Guarding. Her growth rates do not translate well to base stats, so I instead compared the stat caps of a manakete to those of other classes, using the villager class as a baseline.
 
Last edited:
matt being a creature.png

"Treasure is pretty! Clearly what isn't locked was meant to be taken by us."
Pokémon: Matt
Origin: Epic Battle Fantasy
Intended Tier: OU
Type: Fighting/Ground
Abilities: Gluttony / Pickpocket / Water Absorb

Stats: 103 HP / 131 Attack / 91 Defense / 103 Special Attack / 74 Special Defense / 69 Speed

Notable Moves:
Physical - Sacred Sword, Close Combat, Reversal, Cataclysm, Drill Run, High Horsepower, Stone Edge, Bitter Blade, Raging Fury, Flare Blitz, Ice Hammer, Icicle Crash, Ice Shard, Avalanche, Liquidation, Waterfall, Poison Jab, Spark, Seed Bomb, Wood Hammer, Dragon Claw, Guillotine, Thief
Special - Earth Power, Scorching Sands, Focus Blast, Final Gambit, Boomburst, Air Slash, Lava Plume, Eruption, Surf, Dark Pulse, Acid Spray
Status - Swords Dance, Iron Defense, Reflect, Agility, Heal Bell, Recycle

Cataclysm: Physical Ground-type, 120 BP, 85% accuracy, 5/8 PP. High critical hit rate.



Matt is the main protagonist* of the Epic Battle Fantasy series - a questionably-heroic swordsman who keeps winding up on epic quests to save the world. He likes swords. A lot.

Matt is considered the 'warrior' among the playable characters, hence his Fighting type. It also gives him STAB on Sacred Sword! Ground because his most damaging skill since EBF3 has generally been Cataclysm, an Earth-element attack, and his Fire and Ice skills are directly tied to Cataclysm's upgrade tree while also involving 'Matt hits the ground and something comes out of it'.

He doesn't get Earthquake because his multi-target options are limited, only having one that runs off of his higher physical Attack (Swift Slash in EBF3 and EBF4, Slicing Cyclone in EBF5) and it's weak as piss.

Gluttony because one of his defining traits is that he eats a lot and is willing to eat basically anything. Pickpocket because his other defining trait is that he has no respect for other people's property. Water Absorb because having an elemental resistance above 100% in Epic Battle Fantasy means you can absorb damage of that type - Matt's default armor gives him water resistance, and it's pretty easy to push him over that threshold with the right weapon or Flair.

Broadly, his movepool is based off of the various Skills he can learn in the games, though it's not exhaustive. Generally he gets Cataclysm's upgrade tree (which focuses on Earth while also giving Fire and Ice) as well as Holy Sword and a few Poison/Bio skills. He also gets Water skills sometimes.

Wood Hammer and Dragon Claw because he has weapons fitting those descriptions. Guillotine because one of his Limit Breaks, Annihialte, has a high Instant Death chance. Thief because he is one.

Final Gambit due to being a valid user of Sacrifice in EBF4, Boomburst due to formerly being the main user of Power Metal and Screamer, Air Slash because he's gotten a few Wind skills, Dark Pulse also due to Screamer, Acid Spray due to getting an Acid skill.

Swords Dance should not require explanation, and he also is capable of buffing Attack. Iron Defense and Reflect due to having the 'Protect' skill to boost the party's defense. Agility because of Reflex, which boosts Evade because Epic Battle Fantasy doesn't have a true Speed stat. Heal Bell due to Purify which can cure the party's statuses and also Power Metal again. Recycle because, prior to EBF4, he was generally the one with exclusive access to whatever summon is responsible for distributing random items. It also synergizes nicely with Gluttony, allowing him to tank properly as is his role.

His stats are based off of his base stats in EBF4 specifically.
 
8A8C2ED2-C46F-4332-892F-A584AF4A9983.jpeg

Pokemon: Paper Mario
Type: Normal/Grass
Abilities: Infiltrator/Inner Focus/Simple
Stats: 90/105/75/95/70/100
Signature Move: Art Attack
- Type: Normal
- Classification: Special
- Power: 30
- Accuracy: --
- PP: 5 (max 8)
- Effect: Hits 3-5 times. Never misses. Ignores changes to the target's stats when attacking (in the vein of Saced Sword).
Moves: Stomp, Mega Kick, Body Slam, Egg Bomb, Rapid Spin, Razor Wind, Wood Hammer, Leaf Blade, Jump Kick, High Jump Kick, Axe Kick, Bounce, Aerial Ace, Fire Lash, Heat Wave, Surf, Earthquake, Earth Power, Magnitude, Rollout, Meteor Beam, Ice Hammer, Icy Wind, Recover, Bulk Up, Focus Energy, Laser Focus, Lunar Blessing, Cosmic Power, Safeguard, Cotton Spore, Horn Drill
Overview: Paper Mario, pretty much exclusively the TTYD version. Typing is Normal/Grass because he's Mario but made of paper, abilities are due to his thin paper physiology, and his heroic nature. Simple is here because of his relative simplicity, as well as a nod to the pure effectiveness of stat buffing strategies in TTYD. His moves consist of a mix between ones that represent his base capabilities, his equipment upgrades, the "curses" he's afflicted with, his equippable badges, his usable items, and his obtainable special moves via the power of the Crystal Stars and the Magical Map. Some moves aren't quite perfect fits flavor-wise but are included due to their mechanical similarities to the special moves being represented, including Lunar Blessing for Sweet Treat, Cotton Spore for Clock Out, Horn Drill for Showstopper, and Meteor Beam for Supernova. I decided to use his signature move slot to provide him with Art Attack to round out his special moves at least somewhat satisfactorily. Paper Mario's role is essentially as a sweeper that utilizes Simple Bulk Up or perhaps Meteor Beam along with Rapid Spin to boost his offenses to impressive levels so as to power through his opponents.
 
It's time for voting. Vote for your three favourite submissions.
ImaginaryNeon's Demoman
Swagodile's Bowser
Swagodile's Cortez
leafsaber47's Myrtle
leafsaber47's Nemhran
leafsaber47's Blaze
leafsaber47's Suzuran
ErrorMan's Satan
ErrorMan's Big Cookie
ErroMan's Tainted-Lost
Falchion's Diablo
Falchion's Lifeweaver
Slyfry101's Bowser Jr
Slyfry101's Reindog
Mygavolt's Neon White
Mygavolt's Terra
Mygavolt's Eizen
Mygavolt's Dohalim
Mygavolt's Nowi
Pika Xreme's Matt
KeeganSkyin4444's Paper Mario
 
Pokémon: [sans]
Franchise/Origin:undertale
Intended Tier:
(OU)
Type:ghost dark)
Ability:wonder guard
Notable moves:all bone moves pulse moves and psychic
Signature move:gaster blaster:hyper beam with no recharge and it is dark type
Stats:
(1/1/1/300/1/200

Reasoning: I have sans wonder guard because in his boss fight he doesn’t get hit but he dies in one hit and his physical stats are the same as in undertale and 1 is his max health
 
Pokémon: [sans]
Franchise/Origin:undertale
Intended Tier:
(OU)
Type:ghost dark)
Ability:wonder guard
Notable moves:all bone moves pulse moves and psychic
Signature move:gaster blaster:hyper beam with no recharge and it is dark type
Stats:
(1/1/1/300/1/200

Reasoning: I have sans wonder guard because in his boss fight he doesn’t get hit but he dies in one hit and his physical stats are the same as in undertale and 1 is his max health
Submissions are closed, mate.
 
crossover chaos slate 29.png

Congratulations to Swagodile, ImaginaryNeon and Falchion for winning with Bowser, Demoman and Diablo.

This slate's bonus theme is Going Rogue. Any character that has some sort of roguelike mechanic (repeatable gameplay loop, random level design) is eligible for this slate's bonus. Characters from roguelikes such as Slay the Spire, rogue-'lites' such as Hades and similar modes such as Splatoon's Side Order missions all count.

You have one week to submit your characters*

Have fun.

*Terms and conditions may apply.
 
pITVq2z.png

"Meep!"
Nearly every cell in Spore's Cell Stage

Pokémon: Cell
Franchise/Origin: Spore
Intended Tier: OU
Type:
water.gif

Regional Variation: None
Ability: Cellular Evolution: When a friendly Pokémon is knocked out, if Cell is in your party, he switches in and evolves (Transforms) into the knocked out Pokémon. Only works once per battle.
Notable moves: Surf, Giga Drain, Aqua Ring, Psych Up, Confuse Ray, Charm, Tidy Up, Recover, Lunge, Gastro Acid, Corrosive Acid, Flip Turn, Ice Beam, Terrain Pulse, Agility, Calm Mind, Scale Shot, Swift, Energy Ball, Rain Dance, Thunder Wave
Signature move: None
G-Max Move, Z-Move, Mega Evolution, etc.: None
Stats: 45/60/112/70/110/115
d6vYq1N.png

"A genius violinist from Melody Land who is homestaying at the TamaCafe. Very openhearted, focused, and friendly! One side of her loves Oyajitchi's old fashioned jokes."
Tamagotchi Smart

Pokémon: Melodytchi
Franchise/Origin: Tamagotchi
Intended Tier: OU
Type:
fairy.gif

Regional Variation: None
Ability: Serene Grace/Triage/Punk Rock
Notable moves: Relic Song, Dazzling Gleam, Charm, Attract, Hyper Voice, Overdrive, Misty Terrain, Psychic Noise, Alluring Voice, Fake Out, Healing Wish, Teeter Dance, Disable, Play Rough, Draining Kiss, Disarming Voice
Signature move: Melody Waltz: A Fairy-type Status move with 8 PP. For five turns, everyone's ability is treated as Serene Grace.
Stats: 80/77/73/110/115/95
a6vFwKG.png

Mega Evolution: Melody Muse
Mega Stone: Melody Violin
Mega Evolution Type:
fairy.gif
psychic.gif

Mega Evolution Ability: Soul Heart
Mega Evolution Stats: 80/47/153/130/175/55
u5PN2nG.png

"After rain comes, destruction!"
Mega Man & Bass CD

Pokémon: Toad Man
Franchise/Origin: Mega Man
Intended Tier: OU
Type:
water.gif

Regional Variation: None
Ability: Drizzle/Rain Dish/Dancer
Notable moves: Rain Flush, Rain Dance, Surf, Liquidation, Poison Jab, Upper Hand, Bounce, Fake Out, U-Turn, Sludge Bomb, Sludge Wave, Ancient Power, Agility, Teeter Dance, Mach Punch, Confuse Ray, Supersonic, Protect, Aqua Ring, Thunder, Taunt
Signature move: Rain Flush: 90BP Special Water move with 100% accuracy and 16PP. Has a 30% chance to lower the target's Special Defence by 1.
G-Max Move, Z-Move, Mega Evolution, etc.: None
Stats: 90/55/75/115/120/90
TqB6IRy.png

"I do not think we have been introduced. I am Celestia Ludenberg."
Celestia Ludenberg

Pokémon: Celestia Ludenberg
Franchise/Origin: Danganronpa
Intended Tier: OU
Type:
fairy.gif

Regional Variation:
None
Ability: Ultimate Gambler: This Pokémon is always treated as if she is holding the Loaded Dice. In addition, increases the power of her multistrike moves by 50%.
Notable moves: Population Bomb, Play Rough, Foul Play, Night Slash, Swords Dance, Nasty Plot, Pin Missile, Triple Kick, Rock Blast, Icicle Spear, Wood Hammer, Will-O-Wisp, Triple Axel, Arm Thrust, Bone Rush, Scary Face, Taunt, Torment, Dark Pulse, Dazzling Gleam, Amnesia, Trick
Signature move: None
Signature Z-Move: The Burning of the Versailles Witch: On the first turn, charges up and burns the target. ("The opposing target has been found guilty! The opposing target was burned!") On the second turn, hits the target with a 250 BP Physical Fire move that is a critical hit if the target is burned. Upgrades from Wood Hammer using the Z-Crystal "Hammer 4".
Stats: 95/50/103/50/93/110
vnvKveh.png

"The Unholy Moley, Underworld Bully, I will crush those who oppose me, just like mummy told me!"
Notorious D.I.G's lyrics

Pokémon: Fortissimole
Franchise/Origin: Crypt Of The Necrodancer
Intended Tier: OU
Type: GroundGhost
Regional Variation: None
Ability: Notorious D.I.G: Sound-based moves become Ground-type.
Notable moves: Oppose, Dig, Earthquake, Earth Power, Hyper Voice, Parting Shot, Howl, Crush Claw, Shadow Claw, Protect, Iron Defense, Amnesia, Quash, Trick, Drill Run, Acrobatics, Trick Room, Endure, Hone Claws, Sunny Day, Sing, Taunt, Phantom Force
Signature move: Oppose: Ground Status move with 16 PP that suppresses the ability of both Pokémon as long as Fortissimole remains in battle. Has a priority of +4.
G-Max Move, Z-Move, Mega Evolution, etc.: None
Stats: 120/75/95/140/100/30
 
Last edited:
who left the trumpets here

(Resub)
Highmore_Elite_2.png

"Anything that seems to be given for free will eventually demand some price of you. That's the lesson I learned. And some of what you do appears to practically overturn that... I'll have to wait and see."
Pokémon: Highmore
Franchise/Origin: Arknights
Intended Tier: OU
Type:
ghost.png
water.png

Stats:
92 / 113 / 95 / 56 / 70 / 85 (BST: 511)
Abilities: Regenerator / Reaper (HA: Levitate)
Signature ability - Reaper - Heals the user for a fixed 50 HP after the user has used a damaging move.
4-move-physical.png
: Shadow Claw, Shadow Sneak, Phantom Force, Dive, Razor Shell, Liquidation, Flip Turn, Aqua Cutter, Cut, Slash, False Swipe, Feint, Retaliate, Revenge, Aerial Ace, Stone Edge, Fury Cutter, Petal Blizzard, Psycho Cut, Icicle Spear, Feint Attack, Pursuit, Assurance, Night Slash, Payback, Throat Chop, Spirit Break
4-move-special.png
: Night Shade, Shadow Ball, Hex, Hydro Pump, Surf, Whirlpool, Water Pulse, Brine, Scald, Chilling Water, Razor Wind, Weather Ball, Wring Out, Air Slash, Earth Power, Ancient Power, Giga Drain, Psychic, Mirror Coat, Extrasensory, Psyshock, Blizzard, Ice Beam, Icy Wind, Dark Pulse
4-move-status.png
: Confuse Ray, Destiny Bond, Spite, Grudge, Rain Dance, Disable, Swords Dance, Pain Split, Acid Armor, Stealth Rock, Will-o-Wisp, Light Screen, Reflect, Imprison, Haze, Snowscape, Memento, Torment

Foam Scythe -
ghost.png
-
4-move-physical.png
- 90 BP - 10 PP - 100% - Slicing move (boosted by Sharpness). Heals the user for 50% of the damage dealt to the target.

Paranoia_Illusion_sprite.png

"An Ægir girl who went out of control after ingesting Seaborn cells. Her throat makes no voice, for the prayers of we many have blocked it. She is drowned in power, becoming what she once detested the most."
Form: Highmore-Paranoia Illusion (via Gigantamax)
G-Max Move:
G-Max Paranoia -
ghost.png
- Lowers the Defense and Speed stats of all opponents in a Double Battle by 1 stage each.

Reasoning: Primary Ghost-type due to being based on coral and the type that Highmore shares with Cursola, another fellow tormented soul, whose base stat total is just one point lower than Highmore’s. Her secondary Water type references her status as a member of the Aegir race in Arknights, and calls back to Johtonian Corsola, which has the Water type as well. Her Primary Ability, Regenerator, is the Hidden Ability of Johtonian Corsola, and her Secondary Ability, Reaper, heals a fixed 50 HP upon landing a damaging move, and is to provide consistency with other members of the Reaper Guard subclass to give their unique gimmick some substance as others have done with the Guard subclass. Her Hidden Ability, Levitate, not just makes her a Water-type with a coveted Ground resist but an even more coveted non-Flying Ground immunity. This is the only ability of Highmore’s to come full sale from her appearance as the final boss of Integrated Strategies #3, the Paranoia Illusion, her Gigantamax form here, as her enemy form can float over the Doctor’s defences if she isn’t grounded by something like Texas’s Sword Rain. Her self-healing properties that both Regenerator and Reaper carry are already present in both her playable Operator version and her Paranoia Illusion boss form. The reason why it is a Hidden Ability is because Levitate is mainly derived from this boss form of hers, not so much her playable Operator form. Foam Scythe is a Bitter Blade variation to provide her a reliable source of physical Ghost-type STAB, which similarly restores her health upon damaging an enemy with her sickle as in her source material (in addition to Reaper). Her G-Max Move, as an eldritch Seaborne no longer having human sense, gets G-Max Paranoia, which replaces the spot where Max Phantasm would have been if her Gigantamax and G-Max Move weren’t there. G-Max Paranoia replicates the adverse effects her enemy form inflicts onto her targets via decreasing their attack speed directly, and potentially reducing their defensive stats by Arknights’ Corrosion Damage mechanic. As a sickle-wielding user, she gains slicing moves like Slash, Aerial Ace, Psycho Cut, and Night Slash. Icicle Spear is important Physical Ice-type coverage for her, as the same move is learnt by both Corsola forms and Cursola. Her only forms of recovery are unreliable thanks to her nature as a Reaper Guard, which cannot be healed by Medic Operators, stuck with only Rest and Pain Split to help her recover health (outside of HP-draining moves/Reaper, of course).

Code:
Highmore (F) @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Foam Scythe
- Liquidation
- Icicle Spear / Stone Edge
- Flip Turn / Shadow Sneak
Code:
Highmore (F) @ Leftovers / Colbur Berry
Ability: Reaper / Regenerator
EVs: 248 HP / 8 SpA / 252 Def
Bold / Impish Nature
- Foam Scythe / Liquidation / Scald
- Haze / Flip Turn
- Pain Split
- Will-o-Wisp / Toxic / Haze
Code:
Highmore (F) @ Focus Sash / Custap Berry
Ability: Reaper
EVs: 4 Def / 252 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Shadow Sneak / Foam Scythe
- Memento / Destiny Bond
- Haze / Imprison

Theme Slate Reasoning: She qualifies by technicality since she is a character very important to the lore and plot behind Mizuki & Caerula Arbor, also known as Integrated Strategies #3, and she is unlocked for general use in Arknights after playing IS#3 for a specific amount of time and has additional combat bonuses inside IS#3 itself. Integrated Strategies is Arknights's roguelike side mode in similar vein to Splatoon 3's Side Order. Like how Pearl and Marina are Splatoon characters that are a part of Side Order, Highmore and Mizuki are Arknights characters that are a part of IS#3. What is here as Highmore's Gigantamax form is the default boss fought at the end of a run of IS#3 as well.

(Gen 8 Resub)
FreudiaRKSF.jpg

"I have that which I must protect... even from the hands of God!"
Pokémon: Freudia Neuwahl
Franchise/Origin: Rosenkreuzstilette
Intended Tier: UU (might be UUBL material)
Type:
ice.png
psychic.png

Stats: 102 / 95 / 80 / 85 / 95 / 95 (BST: 552)
Abilities: Levitate / Resent Point (HA: Skill Link)
Signature ability - Resent Point - Special Attack version of Anger Point; the user's Sp. Atk stages are set to +6 regardless of its current stage if it has been struck by a critical hit.
4-move-physical.png
: Ice Punch, Icicle Spear, Avalanche, Ice Shard, Icicle Crash, Triple Axel, Ice Spinner, Psycho Cut, Spike Cannon, Rapid Spin, Feint, Retaliate, Low Kick, Revenge, Low Sweep, Acrobatics, Pin Missile, Phantom Force, Pursuit, Assurance, Lash Out, Spirit Break
4-move-special.png
: Aurora Beam, Blizzard, Ice Beam, Icy Wind, Powder Snow, Sheer Cold, Frost Breath, Freeze-Dry, Psybeam, Psychic, Mirror Coat, Extrasensory, Psyshock, Stored Power, Weather Ball, Focus Blast, Signal Beam, Shadow Ball, Flash Cannon, Energy Ball, Snarl, Dazzling Gleam
4-move-status.png
: Mist, Snowscape, Aurora Veil, Agility, Barrier, Light Screen, Reflect, Teleport, Calm Mind, Imprison, Skill Swap, Magic Coat, Psychic Terrain, Disable, Double Team, Mimic, Swords Dance, Mind Reader, Safeguard, Wish, Work Up, Curse, Spite, Grudge, Sunny Day, Rain Dance, Torment, Quash, Moonlight, Misty Terrain

Reasoning: Ice/Psychic-type due to being a cryokinetic magus (mage/witch) who can transform water vapour into her ice magic, which is mainly coming in the form of Freudenstachel, a rally of sharp icicles like Icicle Spear, Cloyster's former signature move. Like Cloyster, Freudia shares her base Attack and Sp. Attack stats with it and has Skill Link as her hidden ability. Levitate is one of her abilities via her ability to float in the air during her battles with Spiritia, her best friend, and a variant of Anger Point that runs on Sp. Attack, owing to her two types formerly being Special types of pre-Generation IV, due to how much main antagonist Iris Zeppelin managed to piss her off despite Freudia having a cold personality that belies the heat of anger, here called Resent Point. The needle-like nature of Freudenstachel comes with coverage moves Pin Missile and Spike Cannon. Her Ice-type movepool is massive and includes Aurora Beam and Aurora Veil due to Weißteufel's thematises. During her boss battle when the player is playing as Spiritia, she constantly vanishes and reappears as if teleporting (Phantom Force & Teleport). Her power and ability-stealing/copying abilities results in being able to use Mimic, Skill Swap, etc.

Code:
Freudia Neuwahl (F) @ Heavy-Duty Boots
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Spear
- Psycho Cut
- Pin Missile / Pursuit
- Swords Dance
Code:
Freudia Neuwahl (F) @ Leftovers
Ability: Levitate / Resent Point
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Psyshock / Stored Power
- Teleport / Focus Blast
- Calm Mind

(New)
Nian_Elite_2.png

"My body burns at over 1,400 degrees!"
Pokémon: Nian
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dragon.png

Stats: 121 / 87 / 117 / 76 / 70 / 73 (BST: 544)
Abilities: Steelworker (HA: Flame Body)
4-move-physical.png
: Outrage, Dragon Rush, Dragon Tail, Iron Tail, Metal Burst, Smart Strike, Steel Roller, Beat Up, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Night Slash, Sucker Punch, Foul Play, Power Trip, Throat Chop, Play Rough, Spirit Break, Counter, Revenge, Superpower, Sacred Sword, Body Press, Flare Blitz, Flame Charge, Aerial Ace, Sand Tomb, Bulldoze, Stomping Tantrum, Cut, Rage, Slash, Chip Away, Psycho Cut, Rock Slide, Rock Tomb, Stone Edge
4-move-special.png
: Dragon Rage, Dragon Breath, Draco Meteor, Dragon Pulse, Flash Cannon, Dark Pulse, Fire Blast, Overheat, Incinerate, Mystical Fire, Air Slash, Night Shade, Shadow Ball, Earth Power, Hyper Voice, Psychic, Extrasensory, Stored Power, Ancient Power
4-move-status.png
: Dragon Dance, Iron Defense, Metal Sound, Snatch, Taunt, Torment, Nasty Plot, Obstruct, Crafty Shield, Sunny Day, Will-o-Wisp, Curse, Spite, Grudge, Haze, Leer, Roar, Swords Dance, Swagger, Stockpile, Swallow, Me First, Work Up, Power Trick, Sandstorm, Wide Guard

Tin Burning -
steel.png
-
4-move-status.png
- N/A - 20 PP - N/A - Raises user's Attack, Defense, and Sp. Atk stats by 1 stage each.

Reasoning: Pure-Dragon type due to her namesake, the nian of Chinese mythology, being based partially on Eastern dragons. Steelworker as her sole ability due to her metallurgy and blacksmith proficiency. Tin Burning, her signature move, is based on her first Skill in Arknights proper, which increases her Defense stat likewise, but works differently in that it allows Nian to switch between dealing physical and Arts (like the Special category) damage, thus boosting both Attack and Sp. Atk as a boosting move. Tin Burning as a Pokémon move thus is a combination of Harden and Work Up, an odd and highly niche combination. Her coverage types include the Rock and Ground-types due to her proficiency in creating terracotta soldiers, which have been portrayed in a similar example in gaming to the Touhou Project character duo of Keiki Haniyasushin and Mayumi Joutouguu, both of which are represented with the Earth-type (a combination of Ground and Rock) in Touhou Puppet Dance Performance Extended. The Fire-type coverage, while quite ironic for her origin, are tied to the high temperatures her metal-working habits can shoot up to, her love of firecrackers and spicy hotpot, and one of her lines stating, “My body burns at over 1,400 degrees!", thus tying her to the realmon Magmar with similarly superhot body temperature. This is the reason why Flame Body is her Hidden Ability, which is Magmar’s non-Hidden ability. Iron Defense is a Steel-type move with the same name as her third skill, so it was a given she can learn the move by level-up. Her stats are sources from her Elite 2 promotion stats at the max level of 90, minus the Trust bonuses that would have given her stats an extra boost (Nian's BST is close to that of Volcarona's anyways).

Code:
Nian (F) @ Leftovers
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Body Press
- Iron Defense
- Dragon Tail
- Knock Off / Will-O-Wisp / Taunt
Code:
Nian (F) @ Leftovers
Ability: Steelworker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Body Press
- Outrage
- Smart Strike / Iron Tail
- Tin Burning / Dragon Dance

(New)
W_Elite_2.png

"A mercenary's leadership focuses on practicality. Don't expect me to babysit others."
Pokémon: W
Franchise/Origin: Arknights
Intended Tier: OU
Type:
dark.png

Stats:
80 / 130 / 70 / 65 / 70 / 39 (BST: 454)
Abilities: Manic Speed
Signature ability - Manic Speed - Doubles user's Speed stat. (Huge Power/Pure Power Speed equivalent.)
4-move-physical.png
: Beat Up, Feint Attack, Pursuit, Thief, Knock Off, Assurance, Fling, Payback, Punishment, Sucker Punch, Foul Play, Power Trip, Throat Chop, Lash Out, Outrage, Counter, Revenge, Close Combat, Low Sweep, Flare Blitz, Flame Charge, Acrobatics, Shadow Sneak, Stomping Tantrum, Explosion, Quick Attack, Rage, Self-Destruct, Covet, Chip Away, Poison Tail, Zen Headbutt, Smack Down, Iron Tail, Metal Burst, Bullet Burst
4-move-special.png
: Dark Pulse, Snarl, Fiery Wrath, Fire Spin, Overheat, Flame Burst, Mystical Fire, Burning Jealousy, Night Shade, Shadow Ball, Sonic Boom, Wring Out, Sludge Bomb, Clear Smog
4-move-status.png
: Flatter, Snatch, Taunt, Torment, Embargo, Nasty Plot, Switcheroo, Parting Shot, Thunder Wave, Crafty Shield, Quick Guard, Will-O-Wisp, Curse, Sand Attack, Spikes, Haze, Snowscape, Disable, Leer, Supersonic, Swords Dance, Lock-On, Mean Look, Swagger, Acupressure, Me First, Work Up, Confide, Laser Focus, Toxic Spikes, Trick Room, Speed Swap, Sandstorm, Stealth Rock, Wide Guard

Reasoning: Pure Dark-type due being a Sarkaz, a race of demons. A Huge Power/Pure Power clone for the Speed stat called Manic Speed was given to her as her (currently) only ability to give her better use of her massive physical attacking prowess. Owing to her hobby of setting up explosive hazards, she gains access to almost all vanilla entry hazards. Some of her other moves includes various team support moves due to being in a tower defense game and Nasty Plot mainly due to her personality but can be also used to power up Power Trip even if using Special attacks on her would be a poor choice. Due to her base stats being directly calculated from Arknights in her Elite 2 promotion, her slow ASPD results in a slow Speed base stat of 39, which gets bumped up to an equivalent base Speed of around 125 by Manic Speed’s effect.

Code:
W (F) @ Focus Sash / Normal Gem
Ability: Manic Speed
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Parting Shot / Explosion
- Taunt
- Stealth Rock / Spikes / Toxic Spikes
Code:
W (F) @ Heavy-Duty Boots
Ability: Manic Speed
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Parting Shot
- Bullet Burst
- Will-O-Wisp / Thunder Wave / Taunt
Code:
W (F) @ Choice Band
Ability: Manic Speed
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Bullet Burst
- Close Combat
- Parting Shot / Switcheroo
 
Last edited:
(Resub)
Pokémon: [sans]
Franchise/Origin:undertale
Intended Tier:
(OU)
Type:ghost dark)
Ability:wonder guard
Notable moves:all bone moves pulse moves and psychic
Signature move:gaster blaster:hyper beam with no recharge and it is dark type
Stats:
(1/1/300/1/200

Reasoning: I have sans wonder guard because in his boss fight he doesn’t get hit but he dies in one hit and his physical stats are the same as in undertale and 1 is his max health
 
Last edited:
USER_Monarch_-_Render_HQ.png


"We are being engaged by multiple Titans. XO-16 armed."
Pokémon: Monarch
Franchise/Origin: Titanfall 2
Intended Tier: OU
Type: Bug
Ability: Upgrade Core, Emergency Exit (HA)
Notable moves: U-Turn, Self-Destruct, Teleport, Extreme Speed, Electroweb, Smokescreen, Parting Shot, Body Slam, Body Press, Thief, Acrobatics, Bug Buzz, Bullet Punch, X-Scissor, XO16A2 Chaingun, Strength Sap, Pin Missile, Recover, Rearm, Drain Punch, Double Kick, Gen 7 Universal TMs (Monarch was released post-launch. All other Titans from Titanfall 2 would have Gen 6's Universal TMs)
Signature ability: Upgrade Core (Upon KO-ing an opponent, Monarch gains +1 Atk, +1 Def)
Signature move 1: XO16A2 Chaingun (85 BP, Bug, Physical, 100% Accuracy, 24 PP, ignores stat changes, bullet)
Signature move 2: Rearm (Normal, Status, 100% Accuracy, 24 PP, Refresh clone that grants +1 Speed to user)
Code:
    xo16a2chaingun: {
        num: 999,
        accuracy: 100,
        basePower: 85,
        category: "Physical",
        name: "XO16A2 Chaingun",
        pp: 15,
        priority: 0,
        flags: {protect: 1, mirror: 1, metronome: 1, bullet: 1},
        ignoreEvasion: true,
        ignoreDefensive: true,
        secondary: null,
        target: "normal",
        type: "Bug",
        contestType: "Smart",
    },
    rearm: {
        num: 999,
        accuracy: true,
        basePower: 0,
        category: "Status",
        name: "Rearm",
        pp: 15,
        priority: 0,
        flags: {snatch: 1, metronome: 1},
        onHit(pokemon) {
            if (['', 'slp', 'frz'].includes(pokemon.status)) return false;
            pokemon.cureStatus();
        },
        secondary: {
            chance: 100,
            self: {
                boosts: {
                    spe: 1,
                },
            },
        },
        target: "self",
        type: "Normal",
        zMove: {effect: 'heal'},
        contestType: "Smart",
    },
Stats: 110/100/95/70/85/60 (520 BST (nerfed from 550))

Explanation: In Titanfall 2, Monarch promotes staying alive in order to upgrade its abilities, hence its Ability and sizeable bulk. Monarch's Bug typing is based on the insect-based imagery of some of Monarch's Nose Arts (and to avoid overlap with Tone, who was already Normal type).
Various moves were based on Monarch's abilities or the kits that it can use.
Strength Sap, Drain Punch: Energy Thief
Pin Missile: Rocket Salvo
Recover: Upgrade Core (After fully upgraded)
Electroweb, Smokescreen: Electric Smoke
Self-Destruct: Nuclear Ejection
Parting Shot, Emergency Exit: Stealth Auto-Eject
 
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Gunner (OSfE).png

Mercenary hot shot, uses his gun to solve problems.
Pokémon: Gunner
Franchise/Origin: One Step from Eden
Intended Tier: UU
Type: Fire/Electric
Ability: Cover Fire - Grants a 25% damage boost if the user attacks while behind a Substitute.
Hidden Ability: Mega Launcher
Custom moves:
  • Bomb Throw - Fire, Physical, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Damp.
  • Bomb Blast - Normal, Special, 100 BP, 100% Acc, 10 PP | Activates one turn after use. Blocked by Bulletproof.
  • Bullet Burst (from Irene)
Notable moves: Flare Blitz, Temper Flare, Flame Charge, Supercell Slam, Wild Charge, Triple Axel, U-turn, Flip Turn, Knock Off, Fire Blast, Flamethrower, Thunderbolt, Volt Switch, Dragon Pulse, Aura Sphere, Dark Pulse, Terrain Pulse, Ice Beam, Substitute, Stealth Rock, Spikes, Toxic Spikes, Dragon Dance, Agility, Nasty Plot, Calm Mind, Roost, Trick Room
Other moves: All TM/TR moves from Gen 8 onward + Whirlwind
Stats: 83/111/89/120/88/79 | 570 BST
Gunner (OSfE).png


Reasoning: His primary loadout contains Pekay Fire, and he more commonly throws bombs that produce fiery explosions, so Fire typing is obligatory. In his boss battle, one of his attacks involves cloaking himself with electricity and dashing around the field, hence Electric. Another involves summoning a harmless gust of wind to push the player to the leftmost column, which translates to Whirlwind. Bullet Burst roughly corresponds to the Blue Bullets in his default loadout. Cover Fire is named after an artifact in common with both his loadouts, although it has a different activation condition, considering the shuffle mechanic is not very Pokémon-friendly.
(Pokémon Shuffle? Never heard of it. :psysly:)
His base stats and Mega Launcher are mostly inspired by Clawitzer, the former also taking into account his starting HP of 1000.

Violette.png

She'll compose her own songs, and dance to them too!
Pokémon: Violette
Franchise/Origin: One Step from Eden
Intended Tier: UU
Type: Normal/Poison
Ability: Dancer / Punk Rock
Notable moves: Overdrive, Body Slam, Double-Edge, Poison Jab, Gunk Shot, Earthquake, Close Combat, Knock Off, U-turn, Flip Turn, Hyper Voice, Sludge Bomb, Fire Blast, Earth Power, Focus Blast, Alluring Voice, Psychic Noise, Snarl, Ice Beam, Volt Switch, Swords Dance, Dragon Dance, Nasty Plot, Calm Mind, Stealth Rock, Spikes, Toxic Spikes, Roost
Other moves: All TM/TR moves from Gen 8 onward + Perish Song
Stats: 75/118/80/118/80/99 | 570 BST
Violette.png


Reasoning: Normal is commonly associated with sound, as exemplified in Hyper Voice, Boomburst, Exploud and Meloetta. Violette represents the Miseri category of spells, which signifies poison and healing. The tagline above describes her default loadout and is the reason for Dancer. As for Punk Rock, her alternate outfit is that of a rocker with an electric guitar, which calls for Overdrive as well. Perish Song is inspired by the main gimmick in her boss battle, where she makes the player step to the rhythm to gain shield points and then deals unavoidable damage equal to the shield points available. Her base stats are primarily inspired by those of Kricketune, which resembles a violin beetle, with HP based on her starting HP of 900.

terra-png.455508

Leader of her new world. Likes to break things.
Pokémon: Terra
Franchise/Origin: One Step from Eden
Intended Tier: OU
Type: Ground/Psychic
Ability: Terraforming* / Pyromancer (Fire-type Steelworker) / Levitate
*Upon switching in, the user sets a terrain based on SpA and SpD IVs: Grassy if both are even, Electric if only SpD is even, Psychic if only SpA is even, and Misty if both are odd.
Notable moves: Terrain Pulse, Nature Power, Block, Teleport, Earth Power, Scorching Sands, Future Sight, Psychic, Psyshock, Expanding Force, Stored Power, Fire Blast, Ice Beam, Power Gem, Rising Voltage, Volt Switch, Energy Ball, Giga Drain, Misty Explosion, Scald, Vacuum Wave, Earthquake, High Horsepower, Psychic Fangs, Flare Blitz, Triple Axel, Stone Edge, Wild Charge, Grassy Glide, Power Whip, Body Press, Knock Off, U-turn, Flip Turn, Stealth Rock, Spikes, Toxic Spikes, Roost, Calm Mind, Bulk Up, Nasty Plot, Swords Dance, Iron Defense, Cosmic Power, Will-O-Wisp, Toxic, Thunder Wave, Light Screen, Reflect, Trick Room
Other moves: All TM/TR moves from Gen 8 onward + Bind
Stats: 83/88/105/99/120/75 | 570 BST
terra-v3-png.601498


Reasoning: She specializes in the Hearth category of spells, which partly involves manipulating the terrain (hence her name), the basis behind her Ground typing and primary Ability. As for Psychic, she moves around by teleporting and has a primary weapon consisting of downward laser beams fired from afar. Her secondary Ability is based on her Pyro loadout, and she also gets Levitate because her non-default skins do that. Most of this is comparable to Claydol, the primary inspiration behind her stat line. (Base 83 HP is based on last gen's Saffron, which was submitted with base 100 HP, and is proportionally parallel to their starting HP values in OSfE: 1000 compared to 1200.) Her movepool consists of terrain-related moves and Teleport for reasons mentioned prior, Block and Bind as parallels to her default loadout, and the rest because spells in OSfE are equivalent to TMs.

shopkeeper-osfe-png.534964

Lives to sell and sells to live.
Pokémon: Shopkeeper
Franchise/Origin: One Step from Eden
Intended Tier: Ubers
Type: Normal
Ability: Good as Gold / Steely Spirit
Notable moves: Make It Rain, Recover, Hyper Voice, Steel Beam, Shadow Ball, Hex, Focus Blast, Fire Blast, Earth Power, Ice Beam, Volt Switch, Psyshock, Body Slam, Iron Head, Close Combat, Earthquake, Flare Blitz, Knock Off, U-turn, Body Press, Swords Dance, Nasty Plot, Stealth Rock, Spikes, Toxic Spikes, Encore, Taunt, Will-O-Wisp, Thunder Wave, Bulk Up, Calm Mind, Dragon Dance, Iron Defense, Trick, Reflect, Light Screen
Other moves: All TM/TR moves from Gen 8 onward + Pay Day, Happy Hour
Stats: 111/111/111/111/111/111 | 666 BST
shopkeeper-png.534965


Reasoning: As an NPC, she's like Kecleon in Mystery Dungeon but more beatable and without the dumb recruitment RNG. As a playable character, her money is her HP and what she throws as her primary weapon. When it hits an enemy, or when she loses it by taking damage, it falls on her side of the field so she can regain it by stepping on specific tiles. This makes her comparable to Gholdengo, but the only type that fits her is Normal, so she gets Steely Spirit for pseudo-STAB on Make It Rain. Between battles, she gets access to a random stock of free spells, which are the OSfE equivalent of TMs, hence the rest of her movepool.
She has Uber-level stats and 666 BST because she is the only playable character capable of defeating Serif, whom I would call the "mascot god" of the game.
 
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