Pet Mod [Gen 8] Crossover Chaos

Pika Xreme's Ruined Dragon
Mygavolt's Phantom (Mario + Rabbids)
ToadBrigade's Paula

Mygavolt's Player Pin
Rasdanation's Cup of Molten Chocolate
Pika Xreme's Delicate Flower
 

Congratulations to Pika Xreme, leafsaber47 and Mygavolt for winning with The Hollow Knight, Freudia Neuwahl and Phantom.

Additional congratulations to the ToadBrigade, Pika Xreme (again) and Mygavolt (again) for their winning submissions of the item mini-slate. The following items have been added to Crossover Chaos: Spicy Eel
, Delicate Flower
,
and Player Pin
.


This slate's bonus theme is Pixel Art. Any character that has ever been depicted in a game using a pixel-based art style will receive a bonus vote. These can be retro characters from 8 or 16-bit eras such as Kirby, modern games mimicking a retro style such as Celeste or games that take pixel art to a whole new level like Octopath Traveler.

The submission phase for this slate will go for two weeks as usual.

Have fun!
 
The retro character

"My determination to become a full-fledged mage is unshakeable!"
Pokémon: Arle Nadja
Type: Psychic/Water
Ability: Magician / Battle Armor / Illusion
Moves: Puyo Pop (from Ringo Ando), Psychic, Psyshock, Mist Ball, Mirror Coat, Eruption, Fire Blast, Flamethrower, Heat Wave, Lava Plume, Fire Spin, Glacieria (Ice-type Eruption), Blizzard, Ice Beam, Winter Magic (from Santa Claus), Freeze-Dry, Thunder, Thunderbolt, Discharge, Ancient Power, Hurricane, Gust, Moonblast, Dazzling Gleam, Lifesteal,* Judgment, Swift, Hidden Power, Pyro Ball, Lightning Arrow (Electric-type Pyro Ball), Present, Diamond Storm, Counter, Trick Room, Magic Room, Stealth Rock, Spikes, Thunder Wave, Aurora Veil, Hypnosis, Flash, Eerie Impulse, Charm, Scary Face, Agility, Barrier, Protect, Light Screen, Reflect, Teleport, Refresh, Recover, Life Dew, Metronome, Assist
*Dark, Special, 80 BP, 100% Acc, 10 PP | Drains half damage dealt (former signature move of Soma Cruz)
Z-Move: Bayoen - Psychic, Special, 180 BP | Targets all adjacent foes. Inflicts attraction on opposite-gendered targets and paralysis on other targets. | Requires Psyshock and Arlium Z
Stats: 80/100/80/120/100/60 | 540 BST
Reasoning: Being from the same series as Ringo Ando, Arle Nadja has Water typing, Puyo Pop, Psychic, Trick Room, Magic Room, Stealth Rock, and Spikes in common with her. Her signature technique, the counterpart to Ringo's Permutation, is called Bayoen. It originally rends the hearts of those nearby, and all heart-related moves (Heart Swap, Heart Stamp, and Take Heart) are Psychic-type, making Psychic a compatible primary type for Arle. Ability-wise, she gets Magician because she is one, Battle Armor because her standard attire consists of a breastplate, and Illusion based on her spell of the same name that discourages enemy encounters. Speaking of spells, the rest of her moves correspond to other ones that she has known throughout the Madou Monogatari / Puyo Puyo series.
(name associations unless specified otherwise)
Hot: Heat Wave
Fire: Flamethrower
Fire Arrow: Pyro Ball (close enough to an arrow)
Fire Storm: Fire Spin (creates a whirlpool of flame)
Magma-tude: Lava Plume (magic capable of bringing lava out from underground)
Volcana: Eruption
Cold: Freeze-Dry (cools down water)
Ice: Ice Beam (ice counterpart to Fire)
Ice Storm: Blizzard
Glacieria (ice counterpart to Volcana)
Winter Magic
Shock: Thunder Wave (electricity-based magic that stops foes)
Thunder
Lightning: Thunderbolt (strikes lightning over walls)
Lightning Arrow (electric counterpart to Fire Arrow)
Lightning Burst: Discharge
Stone: Ancient Power (earth-based magic that attacks with falling stones)
Wind: Gust (wind-based magic that can be used to do things such as gather leaves)
Tornado: Hurricane (can be used to generate a large tornado)
Sonic Ball: Mist Ball
Holy Laser: Dazzling Gleam (to distinguish holy-based magic from the standard kind)
Heaven's Ray: Moonblast (based on the above)
Aurora: Aurora Veil
Blast: Hidden Power (rudimentary attack magic)
Jugem: Judgment (localization)
Magic Missile: Swift (always hits due to tracking the target)
Holy Night Present: Present
Heedon / Sleep: Hypnosis (magic that can make enemies fall asleep)
Blind: Flash (magic that can blind the enemy)
Spooky: Eerie Impulse (lowers magical power)
Brain Dumbed: Psyshock (localized as Mind Blast)
Bayobayo: Charm (weakens physical attack power)
Lwark Woid: Lifesteal (dark-based magic that drains)
Speed Down: Scary Face (does what it says on the tin)
Speed Up: Agility (same as above)
Diacute / Diamond Cutie: Diamond Storm
Eclipse: Barrier (enhances Arle's defense)
Shield / Barrier / Don'een: Protect (defends Arle from various attacks)
Bayohihihi: Reflect, Light Screen (lessens damage taken)
Revia: Mirror Coat, Counter (retaliates damage taken)
Warp: Teleport
Purifa / Condia: Refresh (allows Arle to cure her current condition)
Healing / Gaia Healing: Recover (allows Arle to heal herself in battle)
"Buchi" Healing: Life Dew (allows Arle to heal her team)
Ruipanko: Metronome (has several, random effects)
Summon: Assist (allows Arle to summon people to fight for her)


The modern pixel characters (Yep, threw in another)
Neptunia Shooter.png

"A wild Neptune appeared!"
Pokémon: Neptune
Type: Electric/Fairy
Ability: Own Tempo / Prankster / Truant
Signature Moves:
  • Cross Combo - Fairy, Physical, 25 BP, 100% Acc, 20 PP | Hits 2-5 times.
  • Victory Slash - Fairy, Physical, 50 BP, 90% Acc, 10 PP | Hits 2 times.
  • Stat Multiplier - Fairy, Other, 15 PP | Raises the Defense, Special Defense, and Speed of the user or an adjacent ally.
Other Moves: Zing Zap, Spark, Sacred Sword, Leaf Blade, Night Slash, Psycho Cut, Slash, Thunderbolt, Dazzling Gleam, Flamethrower, Ice Beam, Air Slash, Incinerate, Swords Dance, Teleport
Z-Move: EXE Drive: Neptune Break - Fairy, Physical, 180 BP | Requires Cross Combo and Neptunium Z
Stats: 80/120/75/65/80/100 | 520 BST


"I fight for a reason!"
Form: Neptune-Purple-Heart (Ultra Burst form with Purple CPU Memory)
Ability: Levitate
Z-Move: EXE Drive: HDD Neptune - Fairy, Physical, 210 BP | Has combined efficacy with Electric, except against Ground-types. | Requires Victory Slash
Stats: 80/135/105/80/100/120 (+15 Atk, +30 Def, +15 SpA, +20 SpD, +20 Spe) | 620 BST

Reasoning: Tiny, toony, and more than a little loony, Neptune is the most prominent CPU (Console Patron Unit) of Planeptune, as well as the titular character and series protagonist. She specializes in lightning attacks and is a mischievous pudding fanatic, hence Electric/Fairy. She gets Own Tempo (JP: My Pace) from her tendency to boast about her protagonist status, Prankster because she is one, and Truant because she tends to laze around in spite of her CPU duties.
In-game, she is a physical DPS character with a unique supporting skill, although unfortunately most of her elemental coverage is on the special side.


*wrathful spider noises*
Pokémon: Ariadne
Type: Bug/Poison
Ability: Strong Jaw / Insomnia
Signature Move: Arachnid Havoc (Bug-type Thrash)
Other Moves: Attack Order, Lunge, Bug Bite, Gunk Shot, Signal Beam, Sludge Wave, Sludge Bomb, Acid Spray, Acid, Crunch, Bite, Thrash, Hyper Fang, Vise Grip, Outrage, Defend Order, Toxic, Sticky Web, Spider Web, Spikes, Rest
Stats: 150/130/60/100/90/70 | 600 BST
Reasoning: Second only to the PHALANX, this late-game boss is a giant spider capable of defecating acid, hence Bug/Poison. It also defecates webs in equal measure, but more importantly it fights with a horde of underlings (that do not heal it), some of which are spiky. When it's not defecating, it tends to move around while snapping its jaws, sometimes in an exceedingly furious manner. Insomnia is simply shared with Ariados, a fellow poisonous spider with a shared namesake.


The postmodern pixel character
Alfyn (sprite).png

It was an age when the medical arts were still in their infancy.
With war and disease rampant, the sick and the suffering depended on men and women who brewed remedies with wisdom and compassion.
...Men and women known as apothecaries.

Pokémon: Alfyn
Type: Poison/Ice
Ability: Wonder Skin / Heightened Healing*
*The user, when regaining HP or PP, regains 1.3* the norm. (e.g. Recover heals 65%, Leppa Berry restores 13 PP, and Leftovers restore 13/160 (roughly 8%) HP per turn, but Wish does not heal extra if the recipient does not have Heightened Healing)
Signature Move: Amputation - Poison, Physical, 85 BP, 100% Acc, 15 PP | Non-contact. The doubles and halves in the offensive effectiveness of Steel override the corresponding values of Poison. That is to say:
2x Fairy, Grass, Ice, Rock
0.5x Electric, Fire, Ghost, Ground, Poison, Steel, Water
Other Moves: Ice Shard, Axe Strike (from Camilla), Slash, Reversal, Natural Gift, Fling, Clear Smog, Acid Spray, Ice Beam, Pollen Puff, Toxic, Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard, Life Dew, Aromatherapy, Poison Powder, Sleep Powder, Confuse Ray, Screech, Cotton Spore, Sweet Scent, Protect, Recycle, Aqua Ring, Quash, After You
Stats: 100/100/100/70/100/70 | 540 BST
Reasoning: Representative of the Apothecary Job in Octopath Traveler. Apothecaries have a means of poisoning (Toxic) and an Ice spell (Ice Beam) at their disposal and fight with axes (Axe Strike, Slash). They are also capable healers (Recover, Refresh, Wish, Heal Pulse, Purify, Safeguard) with niche support skills in Resist Ailments (Wonder Skin) and Heightened Healing. Alfyn in particular boasts a Talent called Concoct, a means of aiding allies and harming foes, explaining the rest of his movepool.
 
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Ema Skye

Work!

Pokémon: Sebastian
Origin: Stardew Valley
Type: Dark/Ice
Stats: 70 / 80 / 70 / 115 / 85 / 125 [545 BST]
Ability: Technician
Moves: Snarl, Icy Wind, Parting Shot, Water Pulse, Frost Breath, Thief, Acid Spray, Weather Ball, Mud Shot, Ominous Wind, Conversion, Conversion2, Recycle, Recover, Tri Attack, Magic Coat, Lock-On, Psych Up, Reflect, Light Screen, Universals
Signature Move: Extinguish. Normal. Special. 50BP. Doubles in power and is super effective against Fire-types. Applies the Powder effect on the opposing Pokemon.
Reasoning: The 'emo kid' who lives in the mountains, stays in his room and is savvy with technology (he's a computer programmer who has no problems fixing his motorcycle) obviously fits the Dark/Ice type and Technician. The movepool gives him a lot of stuff to get the boost, and given an emphasis on underpowered moves, might make him interesting in any competitive environment. Technician Frost Breath is a pain to switch into!
 

T.I.A.

formerly Ticktock
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Pokémon: **Akira Tadokoro**
Origin: Live A Live (Both the original and remake)
Type: Normal/Psychic
Stats: 80 / 110 / 90 / 120 / 95 / 75 [570 BST]
Abilities: Forewarn / Anger Point / Technician (HA)
Moves: Teleport, Slack Off, Low Kick, Double Kick, Mega Punch, Superpower, Psychic, Psyshock, Future Sight, Role Play, Rest, Recover, Heaven Image, Heal Pulse, Dark Pulse, Mirror Coat, Flamethrower, Icy Wind, Focus Blast, Holy Blow, Shadow Ball, Holy Image, Psycho Cut, Universal TMs since Gen 1
New Elements:
  • Heaven Image: Normal | Status | - BP | 100% Acc. | 5 PP (Max 8) | Puts all opponents to sleep.
  • Holy Blow: Normal | Physical | 80 BP | 100% Acc. | 15 PP (Max 24) | Targets the opponent's Special Defense during damage. 20% chance to flinch the target.
  • Holy Image: Normal | Special | 30 BP | 100% Acc. | 5 PP (Max 8) |100% chance to lower all of the opponent's stats (including accuracy and evasion) by 1 stage each. Hits both opponents in a Double Battle
Reasoning: The main protagonist of the Flow chapter of Live-A-Live, and with the upcoming remake, I thought it would be a good time to post him here. Normal/Psychic because of him being a normal teenager but with psychokinetic powers, and his stats reflect his rather tanky and powerful, but slow, nature later on. Forewarn because he can read minds (I couldn't think of anything else), Anger Point because of his temper, and Technician because he needs a boosting move. His moves help represent his different techniques and also a bit of his lazy nature, as well as his surprising affliction to Christianity in a few of his moves. Funnily enough, all of the original moves are all just that.

Soku-portrait-suwako.png
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Pokémon: **Suwako Moriya** (Ubers-level)
Origin: Touhou 10: Mountain of Faith (though the sprites are from 12.3: Hisoutensoku)
Type: Water/Ground
Stats: 150 / 120 / 100 / 120 / 100 / 80 [680 BST]
Ability: Earthly Creation
Moves: Earthquake, Earth Power, Bulldoze, Dig, Scorching Sands, Mud Shot, Rototiller, Spikes, Thousand Waves, Hydro Pump, Surf, Scald, Waterfall, Origin Pulse, Water Spout, Liquidation, Aqua Jet, Bubble Beam, Dive, Flip Turn, Life Dew, Rain Dance, Steam Eruption, Water Slicer (from Juvia Lockster), Wash Away (from Water Vellumental), Ancient Power, Accelerock, Power Gem, Rock Tomb, Rock Slide, Stone Edge, Rock Blast, Rock Wrecker, Stealth Rock, Smack Down, Earth Pillar (from Kragg), Magmaul (from Spire), Wild Minerals (from George the Volcano), Eruption, Lava Plume, Gear Grind, Meteor Mash, Moriya's Iron Ring, Buzzsaw (from Austin Carter), Poison Jab, Poison Gas, Sludge Bomb, Sludge Wave, Toxic, Venom Drench, Venoshock, Blighted Earth, Aromatherapy, Forest's Curse, Frenzy Plant, Grassy Terrain, Leaf Storm, Leech Seed, Power Whip, Thorn Trap (from Waluigi), Sprout Chomp, Plants Rise (from Sylvanos), Bounce, Double Hit, Jump Over (from Chrome Rex), Rest, Slack Off, Taunt, Torment, Curse, Dark Pulse, Colony Lasers (from Finalhazard), Force Palm, Sky Uppercut, Cobalt Spread, All pledges, Universal TMs since Gen 4, Mishaguji Strike
New Elements:

  • Earthly Creation: Has the effects of Adaptability, gives STAB to Rock, Fire, Steel, Poison, and Grass-type moves as well (which are accounted for the Adaptability bonus), and also takes half damage from all said moves as well as gaining the defensive benefits from those specific types (does not grant the type effectiveness of those moves, though). Cannot be negated, copied, or replaced in any way, and doesn't work on any Pokemon other than Suwako (if they somehow manage to get it.
  • Moriya's Iron Ring: Steel | Special | 30 BP | 90% Acc. | 10 PP (Max 16) | Hits 3 times.
  • Blighted Earth: Poison | Status | - BP | -% Acc. | 10 PP (Max 16) | Summons a entry hazard on the opponent's side, causing them to have 2 random stats lowered by 1 stage each on switch-in. Z-Move resets the user's reduced stats to 0.
  • Cobalt Spread: Water | Special | 70 BP | 100% Acc. | 10 PP (Max 16) | Has a 30% chance to either inflict Curse, Taunt, or Heal Block effects.
  • Mishaguji Strike: Poison | Special | 190 BP | -% Acc. | 1 PP (Max 16) | Requires Curse and the Mishaguji's Fang (Z-Stone). Inflicts the opponent with the Ghost-type Curse effect and -1 to all stats each (except evasion and accuracy)
Reasoning: And now for everyone's favorite froggy god of the earth, Suwako! Water/Ground is because she's a goddess who's able to control "earthliness" or basically anything that's considered a part of the static and flowing Earth (including trees), not to mention her heavy frog-related imagery, and her stats are just basically to show her tough nature and use of magic in her attacks, as well as being a bit slow. Her ability also reflects this power as, giving that she's over 2000 years old, she's got a ton of skill beneath her. Her moves are all things that she is shown or is known to do, mostly rocks and the earth, but also controlling water, summoning magma pillars, throwing sharp metal rings (and possibly other objects), shooting lasers from her limbs, and generally acting like a typical frog. Her Z-Move also references her being the only one to tame and control Mishaguji, as well as inflicting powerful curses with it. A few other moves reference her usage of stone hands as well.
 
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fire emblem anima triangle post theme lol



"Whaddya mean, 'war crimes'?"
Pokémon: Napalm Man
Franchise/Origin: Mega Man (Classic)
Type:
steel.png
fire.png

Abilities:
Reckless (HA: Artillery)
Other Moves:
4-move-physical.png
: Iron Head, Magnet Bomb, Heavy Slam, Deploy Missiles (originally from Galleom), Steel Roller, Fire Punch, Flare Blitz, Flame Charge, Heat Crash, Double-Edge, Headbutt, Take Down, Rock Climb, Retaliate, Revenge, Superpower, High Horsepower, Rock Slide, Rock Blast, Rock Tomb, Stone Edge, Smack Down, Zen Headbutt, Pursuit, Payback, Power Trip
4-move-special.png
: Flash Cannon, Steel Beam, Fire Blast, Flamethrower, Overheat, Flame Burst, Weather Ball, Terrain Pulse, Focus Blast, Shadow Ball, Solar Beam
4-move-status.png
: Iron Defense, Shift Gear, Sunny Day, Will-O-Wisp, Leer, Swords Dance, Lock-On, Swagger, Block, Me First, Work Up, Sandstorm, Rock Polish, Rain Dance, Grassy Terrain, Trick, Flatter, Snatch, Taunt, Torment, Embargo, Nasty Plot, Obstruct
Signature move:
Napalm Bomb –
fire.png
4-move-physical.png
– 100 BP – 20 PP – 75% – Ballistic move (cannot damage targets with Bulletproof). 30% chance to burn target.
Stats: 90/115/118/95/59/75 (BST: 552)

Reasoning: Mega Man In The Vietnam War (1955-1975 Colorized)
Dual-Steel/Fire type due to being a robot (and getting the benefits from the E-Tank, ofc) that is named after the incendiary weapon napalm itself despite not using the thing himself. He does use parabolic fire and burning rocket exhausts to ram down targets in The Power Battle and The Power Fighters though, thus he can learn Flare Blitz plus other "recklessly tackling the foe" moves. His signature move is based on his own Special Weapon, the Napalm Bomb, but is given a better link to actual napalm due to its Fire-typing and its high chance to burn – napalm's structure is a more potent producer of third-degree burns compared to conventional fire. It's a bomb so the thing's blocked by Bulletproof like Seed Bomb and Mud Bomb, and Napalm Man's Hidden Ability is Artillery (from the Renaissance and Modern Age Bases of Age of War fame, he's a war machine after all) to help boost Napalm Bomb and Steel-type STAB move Deploy Missiles, which is borrowed from fellow robot Galleom of the Subspace Emissary. Artillery fits his nature as a living tank fitted to be a tool for sieges. His lone non-Hidden Ability is Reckless due to often being labelled as a maniac, and has a strong distaste for safety equipment, meaning he has no concept of safety for himself and the work he does for Dr. Wily and thus can be seen as a warrior sated by the thrill of combat with a high impulse that results in him forgetting about the concept of safety and protective measures in general. His base stats are unique in their own way as a Robot Master created and named by Dr. Wily after a feared weapon of war. His base HP stat is shared with Wood Man, another of the mad doctor's creations, who may be considered Napalm Man's older brother. The Sp. Atk, Sp. Def, and Speed base stats of his are derived from the start and end years of the Vietnam War, from 1955 to 1975, excluding the 1's – due to napalm being an infamous, yet staple icon of the Vietnam War. This sums up to his lowest base stat being his Sp. Def, a nod to his weakness of the jewel-based Crystal Eye (ala Power Gem). The neutral effectiveness of Power Gem (and other Special Rock-type moves) fits Napalm Man despite how Crystal Eye, in his source material, is his weakness due to the fact he takes (slightly) less damage from Crystal Eye compared to Mega Man 5's other Robot Masters and their inability to take their weakness as well as Napalm Man does (Crystal Eye does 3 damage to him, the other Robot Masters of Mega Man 5 take 4 damage from their weaknesses). Many of Napalm Man's damaging, non-STAB coverage moves are there to taking his penchant of tackling down his foes during battle into account, to bolster the Artillery Ability's benefits to ball and bomb moves, and/or are par for the course of his two types to learn. His Status movepool isn't the greatest but contains many powerful moves that are to his benefit, like Swords Dance, Nasty Plot, Trick, Obstruct, Lock-On, and Will-O-Wisp. Shift Gear is notable for being an allusion to the Double Gear system introduced in Mega Man 11, which shares a lot of common non-boss enemies with Mega Man 5 – the game Napalm Man debuted in.


Code:
Napalm Man (M) @ E-Tank / Leftovers
Ability: Artillery
EVs: 4 HP / 252 Atk / 252 Def
Adamant Nature
- Napalm Bomb
- Deploy Missiles
- Rock Blast
- Swords Dance / Iron Defense
Code:
Napalm Man (M) @ Protective Pads
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Iron Head / Deploy Missiles
- Double-Edge / Stone Edge
- Shift Gear
Code:
Napalm Man (M) @ Shuca Berry
Ability: Artillery
EVs: 224 Atk / 32 SpA / 252 Spe
Rash Nature
- Napalm Bomb
- Deploy Missiles / Rock Blast
- Shadow Ball / Focus Blast
- Swords Dance / Nasty Plot / Work Up
Theme Slate Reasoning: He's from a NES game, just check out that sweet 8-bit sprite under his portrait, dawg.

(Resub)

rieszsfc.png

"I am Riesz. It is a pleasure to make your acquaintance."
Pokémon: Riesz
Franchise/Origin: Trials of Mana (JP: Seiken Densetsu 3)
Type (Amazon):
flying.png
normal.png

Type (Vanadis/Meteorite):
flying.png
fairy.png

Type (Fenrir Knight/Brynhildr):
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Abilities:
Steadfast (HA: Gale Wings)
Other Moves:
4-move-physical.png
: Sky Attack, Bounce, Acrobatics, Double-Edge, Fury Attack, Quick Attack, Take Down, False Swipe, Endeavor, Feint, Last Resort, Retaliate, U-turn, Lunge, Pursuit, Knock Off, Assurance, Outrage, Dragon Rush, Dual Chop, Spirit Break, Counter, Low Kick, Reversal, Superpower, Close Combat, Low Sweep, Psycho Cut, Smart Strike
4-move-special.png
: Air Cutter, Air Slash, Hurricane, Razor Wind, Swift, Tri Attack, Hyper Voice, Silver Wind, Dark Pulse, Snarl, Twister, Dazzling Gleam, Fairy Wind, Moonblast, Focus Blast, Ominous Wind, Energy Ball, Psychic, Stored Power, Meteor Beam, Flash Cannon, Water Pulse
4-move-status.png
: Feather Dance, Defog, Tailwind, Flash, Focus Energy, Swords Dance, Whirlwind, Safeguard, Helping Hand, Howl, Nature Power, Refresh, Wish, After You, Work Up, Torment, Quash, Dragon Dance, Sweet Kiss, Misty Terrain, Detect, Sunny Day, Agility, Barrier, Light Screen, Reflect, Calm Mind, Cosmic Power, Rain Dance, Life Dew
Signature moves:
Whirlwind Spear –
flying.png
4-move-special.png
– 50 BP – 10 PP – 100% – Hits 2 times. First hit is Special while second hit is Physical. Only the second hit of this move makes contact.
Light Lance –
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– 90 BP – 10 PP – 100% – User must be in Vanadis form to use. Grounds ungrounded targets.
Raging Fury –
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– 120 BP – 5 PP – 100% - User must be in Fenrir Knight form to use. Lowers user's Defense and Sp. Def stats by 1 stage each.
Elysium Slash –
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– 130 BP – 5 PP – 90% – User must be in Meteorite form to use. Lowers user's Sp. Atk by 2 stages.
Raptor Lance –
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– 85 BP – 5 PP – 100% – User must be in Brynhildr form to use. Stronger variant of Acrobatics.
Stats:
Amazon - 73/74/74/68/71/55 (BST: 415)
Vanadis/Meteorite - 73/91/104/78/110/95 (BST: 551)
Fenrir Knight/Brynhildr - 73/104/91/98/81/100 (BST: 547)

Evolves into Vanadis form at Level 38 during daytime, Meteorite form via exposure to a Dawn Stone, Fenrir Knight form at Level 38 during nighttime, and Brynhildr form via exposure to a Moon Stone.

Reasoning: Primary-Flying type due to being princess of Laurent, a kingdom in Fa'Diel that has an affinity to the element of wind, which is partially portrayed in the Flying-type. Her secondary type varies depending on form, based on the Light/Dark paths her classes can take in Trials of Mana. Vanadis and Meteorite are highly Light-attuned and so come with the Fairy-type. On the other side, Fenrir Knight and Brynhildr are Dark attuned and come with the Dark-type. Sometimes, Reisz and her Vanadis class is shown with unexplained pointy elf ears, unlike Angela who always has these pointy ears. Elves and such pointy ears are often conflated with the Fairy-type's concept, so therefore both Light-sided classes of hers usable in battle have that type. To differentiate from the four stronger forms Riesz can use in battle and to make sure no (evolved) form is obsolete, each of the four forms that aren't her basic Amazon form (class) have a signature move based and names after on the class strikes that she can use in her home game. All but one class strike that is a signature move can be only used with a certain form, the one usually learned upon promotion to that class. The lone exception is Whirlwind Spear, first known in Riesz's base Amazon class (form), which gives her a reliable Flying STAB. Being usable by all forms of Riesz is more faithful to how class strikes actually work in Trials of Mana in which previous classes' class strikes are retained from promoting to new ones, unlike with what is done with these signature moves here. The light-attuned class strikes as signature moves are variants of moves which shares their presentational concepts. Light Lance is similar to Thousand Arrows in concept with a rain of projectiles from the sky; Elysium Slash ends with a meteor in its animation, calling back to Draco Meteor. A good chunk of Reisz's moves in her surprisingly good movepool are implied to be exclusive to her Class 3 classes she has, excluding Vanadis: Fenrir Knight (Dark Pulse, Snarl, Howl), Dragon Master (Outrage, Dragon Rush, Dragon Dance), and Starlancer (Meteor Beam, Swift, Cosmic Power). No form restriction is applied to these moves to save players (and me) some headache. Her base stats are calculated from values that from both the original SFC version of Trials of Mana and the 2020 remake. All her forms' base stats except for HP and Speed are from the remake, which is processed by halving the max customizable stats she has at Lv. 99. The fan-favourite Princess of Laurent has Steadfast as her primary ability, due to her stoic and determined personality and outlook on her goals throughout the story, despite being a kind princess. Her Hidden Ability, Gale Wings, is only active at 100% HP, which the locked ability of her Dragon Master class is also guilty of doing. Gale Wings allows her to gain more power from her somewhat lacking Flying STAB (mainly on the Physical side) indirectly compared to the general power boost Aerilate has. Gale Wings' etymology also ties in nicely to her headwear, most of her outfits often have decorative wings attached to them.

Code:
Riesz-Fenrir Knight (F) @ Heavy-Duty Boots / No Item
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Raging Fury / Knock Off
- Whirlwind Spear / Acrobatics
- Spirit Break
- Swords Dance / Dragon Dance
Code:
Riesz-Vanadis (F) @ Mental Herb / Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast / Light Lance
- Hurricane / Defog
- Wish
- U-turn

Theme Slate Reasoning: Of course it wouldn't be a pixel art slate without sprites for proof, check the picture below her artwork - she debuted in a SNES RPG for Pete's sake!

(Resub)

"Touch my ears? You can try to touch them however you want... but people usually only touch them once. Why? Ehehe — don't you recognize why when you touch them?"
Pokémon: Goldenglow
Franchise/Origin: Arknights
Type:
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Abilities:
Static/Aftermath (HA: Galvanize)
Other Moves:
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: Spark, Wild Charge, Flail, Fake Out, Last Resort, Hold Back, Low Kick, Force Palm, Low Sweep, U-turn, Iron Tail
4-move-special.png
: Confusion, Dream Eater, Psybeam, Psychic, Mirror Coat, Psyshock, Thunder, Thundershock, Thunderbolt, Zap Cannon, Shock Wave, Charge Beam, Discharge, Volt Switch, Parabolic Charge, Rising Voltage, Sonic Boom, Swift, Tri Attack, Hyper Voice, Uproar, Weather Ball, Echoed Voice, Terrain Pulse, Signal Beam, Shadow Ball, Energy Ball, Grass Knot, Snarl, Disarming Voice, Dazzling Gleam
4-move-status.png
: Light Screen, Reflect, Calm Mind, Imprison, Magic Coat, Guard Split, Psychic Terrain, Thunder Wave, Charge, Magnet Rise, Eerie Impulse, Electric Terrain, Disable, Flash, Mean Look, Pain Split, Assist, Copycat, Work Up, Tearful Look, Sandstorm, Spite, Grudge, Rain Dance, Hail, Fake Tears, Memento, Torment, Decorate
Signature move:
Clear Sparks -
electric.png
-
4-move-special.png
- 120 BP - 100% - 10 PP - Locks the user into the move for 2-3 turns ala Outrage, thus PP is only depleted on the first use of the move. Does not confuse the user after the last turn that the move is used unlike similar moves.
Stats: 77/57/50/82/100/85 (BST: 451)

Reasoning: Goldenglow is based on the Scottish Fold cat breed, which is also the inspiration for Espurr and its evolution Meowstic, thus she shares the Psychic type with them as her primary type. Her secondary type is Electric due to her Originium Arts being based on the static electricity she happens to build up in her system like the Mareep line. Her non-Hidden Abilities are Static and Aftermath, the former for obvious reasons (she can accidentally shock unwanted victims with her powers) and the latter for her lightning drones exploding on contact with foes whenever possible with her skills. Her Hidden Ability is Galvanize, primarily meant as an ability to circumvent the lacklustre nature of her base stats and BST (which are calculated straight from her source material, btw) via indirect addition of more power to her moves but to also draw in the fact that Goldenglow is kind of a living magnet as compasses always point towards her no matter what. Clear Sparks is her signature move, based on her third skill in Arknights proper, which locks her into the skill as she is unable to do any other attacks, normal or not - as testament to its Outrage based behaviour on use. Her massive number of Electric moves includes the essential Thunder Wave for her defensive nature during battle and Parabolic Charge as a way for her to stay healthy in battle despite the lack of recovery, fitting due to her status as a Scottish Fold cat having high amount of health complications. Calm Mind was needed to give her the best shot at succeeding outside of support roles using it for added boosts to her massive Special movepool - and as a Feline she also has the obligatory catty moves Fake Out and Assist - the former a very useful asset in Double Battles. Decorate came as a move in her moveset due to being a hairdresser and cosmetologist - as if she was decorating the hair of her allies. Hyper Voice and Tri Attack are mainly there to give her incentive to give Galvanize as much power as it needs - she's probably as liable to scream in fear like Jessica is.

Code:
Goldenglow (F) @ Assault Vest
Ability: Aftermath
EVs: 248 HP / 8 SpD / 252 Spe
Timid / Calm Nature
- Volt Switch
- Parabolic Charge
- Psyshock / Energy Ball
- Mirror Coat / Fake Out / U-turn
Code:
Goldenglow (F) @ Life Orb
Ability: Galvanize
EVs: 252 SpA / 252 SpD / 4 Spe
Modest Nature
- Calm Mind
- Hyper Voice
- Substitute / Thunder Wave
- Pain Split
 
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1647642320459.png

"I won't lose to anyone!
Only I can defeat my own self!
I'll keep being an idiot till the end!""
Name: Fulgur Halcyon Eze
Series/Franchise: Brave Frontier
Type: Electric/Fighting
Abilities: Defiant, *Electrify*, and Sniper
New Ability *Electrify* - Normal Type moves become Electric-type. Increases the power of those moves.
Stats: 95/110/95/95/90/85 [BST 570]

New Move: *Supreme Bolt (95 Pow/90 Acc/10pp. Physical.Contact. Electric type.) Ignores ground immunity (Neutral damage to Ground types) and deals damage based on Sp.Def. 20% chance to boost this pokemon's and Allie's Crit rate by 1 stage. Why use coverage to counter ground types when you have a Thunderbolt that can break it? although pokemon with rough skin may deflect some of the broken earth at user?
Moves: Slash, Aerial Ace, False Swipe, Cut, Air Slash, Brick Break, Sword Dance, thunder bolt, bolt strike, charge, eerie impulse, Electric Terrain, Thunder, Wild Charge, Wildbolt Storm, Zap Cannon, Aura Sphere, Sacred Sword, Bulk up, Focus Blast, Meteor Assault, Revenge, Rock Smash, and Hurricane

Reasoning: because Spark damage doesn't translate well to pokemon (and the pledge and Round moves already do that), I turned his damage stacking stuff into Critical Hit, since it's the same thing at a glance. also you can't really intimidate a Electrical Barbarian who can defy game logic. also Electrify ability? Do I have to mention that he is a Electrical Barbarian who is also powered up by a treasure that is also a electric sword that also cranks up that electric power by a watt ton? also Meteor Assualt for the size of mentioned Sword, Wildbolt Storm matches his Vibe, Hurricane as flying coverage for any reason, and Supreme Bolt is his ultimate burst attack.
1647642743129.png

"Spirits residing in Lexida
Once again, lend me your power!
The power to destroy the gods!"
Name: Algor Halcyon Selena
Series/Franchise: Brave Frontier
Type: Ice/Fairy
Abilities: Sturdy, *Liquify* and Regenerator
New Ability:*Liquify - Normal Type moves become Water-type. Increases the power of those moves.
Stats: 95/85/95/100/110/85 [BST 570]
Moves: Slash, Aerial Ace, False Swipe, Cut, Air Slash, Brick Break, Heal pulse, Heal Bell, Aqua Ring, Sword Dance, Water Pulse, Water Pledge, Scald, Rain Dance, Dazzling Gleam, Ice Beam, Ice Shard, Blizzard, Icy Wind, Mountain Gale (just a stronger Icy Wind), Moonlight, Life Dew, Soak, and Shadow Bone.

*Mercius Blade (95 Pow/90 Acc/10pp. Physical. Contact. Water type.) heals half the damage done and grants the same amount to ally. 10% chance to cure this pokemon's and allied pokemon's status conditions.

Reasoning: The Water starter of the Six Heroes, but due to her more Ice like element specialty, she will be Ice type, Fairy used because it all comes down to Being the only female of the group and Healer, while her personal ability lets her have a Sturdy like ability, and the side effect of her burst attacks have a side effect of healing, hence all of her healing moves, Aqua Ring, and Regenerator, Soak is there for utility sake with Liquify coming down to being just like the other two's unique ability like this. oh also if Shadow bone is a bone contains a spirit, her sword carries hundreds of souls for some reason. and just like the other two, Main abilityis likethe other two's even though she won't get Stab like the other two. Mercius Blade is her ultimate attack hence why it's unique. Mountain Gale is just stronger Icy Wind despite the fact that it's a signature move and Selena kinda lacks in that department a little bit. also me: *Gives her 1 Fairy move*

will add third later.
 

Attachments

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Time for me to bring back a SUPER old submission.

"You can't let yourself be held back by common sense in Gensokyo, right?"



Pokémon: **Sanae Kochiya** (Touhou Fuujinroku ~ Mountain of Faith. Slate Bonus is from her appearance in Hisoutensoku).
Type: Water/Flying
Ability: Blessings of Moriya
Signature Ability- Blessings of Moriya: Sanae acts as if she is also a Ground-type for purposes of Weaknesses, Resistances and STAB. So she's essentially a Water/Flying/Ground-type. Cannot be disabled or copied by any means.
Moves: Surf, Cobalt Spread, God's Wind, The Day the Sea Split, Dazzling Gleam, Tailwind, Reflect, Light Screen, Grassy Terrain, Misty Terrain, Earth Power, Hydro Pump, Aeroblast, Taunt, Encore, Toxic, Calm Mind, Follow Me, Thunder Wave, Heal Bell, Baton Pass, Soak, Rain Dance, Life Dew, Aqua Ring.
Signature Moves
Cobalt Spread: Ground-type, Special, 80 BP, 10 PP. 30% chance to inflict Toxic Poison, Paralysis or Burn on the target. (Basically a Ground-type Tri Attack with a higher chance of inflicting, but no freeze.)
God's Wind: Flying-Type, 85 BP, 10 PP. 20% chance to increase all stats by 1 stage. (Basically a better, Flying-type Ancient Power).
The Day the Sea Split: Water-Type, Special, 95 BP, 15 PP. Ignores the target's stat boosts.
Z-Moves
Yasaka's Divine Wind: Upgraded from God's Wind with Kanakium Z. 185 BP, Flying-type, Special. Raises all stats by 1 stage (basically Flying-type Clangorous Soulblaze).
Wily Toad: Upgraded from Cobalt Spread with Suwakium Z. 185 BP, Ground-type, Special. Inflicts Sleep or Freeze on the target.
Moses' Miracle: Upgraded from The Day the Sea Split with Sanaium Z. 200 BP, Water-type, Special. Ignores the Target's Stat Boosts and has a high critical hit rate.
Stats: 110/50/100/100/100/90 (550 BST)
Reasoning: Sanae Kochiya is an Arahitogami- a human who ascended to godhood while alive- who first appeared in Mountain of Faith. She has low physical attack, but her other stats are decent across the board, and she has a good bulk of 110/100/100. Her typing is a bit weird and mostly a reference to her spell cards (Sanae mostly deals with water, for instance, The Day the Sea Split, which is her signature move), plus the two gods whose power she borrows, Kanako Yasaka and Suwako Moriya. Kanako Yasaka, a Sky Goddess denotes her Flying-typing, and her signature ability is a reference to Suwako Moriya, who is an earth goddess. This grants her a unique triple-typing of Ground/Water/Flying, granting Sanae two immunities (Ground and Electric), resistances to Fire, Poison, Steel, Bug and Fighting, and only a few weaknesses, notably to Grass and Ice (She did lose to Cirno in Hisoutensoku, after all!).

She also, fittingly, has three signature moves: Cobalt Spread references Suwako's secondary nature as a curse goddess (and is named for one of Sanae's shot-types), inflicting the lowest damage of her signature moves but cursing the foe with nasty status ailments. God's Wind references Kanako's secondary nature as a War Goddess (later technological innovation), which empowers those who side with her. Lastly, The Day the Sea Split is from Sanae's own power, ignoring other stat gains that the enemy may have. And surprise surprise, they have Z-Move equivalents too. Yasaka's Divine Wind and Moses' Miracle are named for Spell Cards from Mountain of Faith, whereas Wily Toad is named for her bomb from Undefined Fantastic Object.

Sanae is a supportive 'mon who comes in two distinct flavours. One flavour of Sanae supports her team, the other hinders the enemy team. She has a wide supportive movepool and combined with her nice defensive typing she can fairly easily switch in and promptly start throwing statuses or setting up for teammates. Sanae is not completely devoid of offensive presence either and, in a pinch, she can start throwing out powerful attacks, since Water/Ground/Flying is actually pretty decent combined coverage, too, so she can play a pretty decent Set-up sweeper, too. And Base 100 Speed is pretty fast. That being said, she's a bit dependant on luck for her signature moves' other effects and she can only use ONE Signature Z Move.

Her other moves are standard fare for being supportive and since she can create miracles there's no real reason to say she can't use 'em. In particular, a couple of the moves, such as Dazzling Gleam, Tailwind and Aeroblast are evocative of some of Sanae's other spell cards. As for Life Dew, it is evocative of how some of Sanae's Spell Cards (most notably Bumper Crop Rice Shower) are seen as healing abilities in various fan works. It's also evocative of the Calm Weather that is associated with her in Hisoutensoku, which steadily heals her over time, which is also somewhat the basis for Aqua Ring.
 
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tfw you realize this half-ghost qualifies for slate bonus

"The things that cannot be cut by my Roukanken, forged by youkai... are next to none!"
Pokémon: Youmu Konpaku
Type: Ghost/Normal
Abilities: Unaware / Inner Focus / Rattled
New Move: Hakurouken Slash (Physical, Ghost-type Clear Smog. Slash-based and makes contact.)
Moves: Sacred Sword, Slash, Night Slash, Shadow Claw, Razor Wind, Superpower, Extreme Speed, Quick Attack, Aerial Ace, Petal Dance, Leaf Blade, Psycho Cut, Shadow Ball, Dazzling Gleam, Mist, Fury Cutter, False Swipe, Cut, Air Slash, Brick Break, X-Scissor
Stats: 70/120/90/55/70/135 [BST 540]

Reasoning: Ghost/Normal because she's half-phantom and half-human; Not only does each half fit each type like a glove, but the typing as a whole also represents the paradoxical nature of her existence. Unaware because she's an airhead, and Rattled because ghosts scare her (yes really), with Inner Focus due to always having a clear eye on her objective, something she makes very clear when Yuyuko seemingly gets sidetracked. She wields two swords, the Roukanken and Hakurouken, which can cleave open beings and confusion respectively, the latter of which also entails sending phantoms to Heaven, be they otherwise permitted there or not, though humans are just dealt mild discomfort. Her moves are based on her attacks and skills throughout the Touhou games. Superpower in particular because some of her attacks are named after the Animal Realm and Superpower's JP name can also be read as "Animal Power". And speaking of, she's noted for blinding speed as she cuts down things with a sword that can cleave MANY things, and in later mainlines games her focused "fire" is actually charging up a huge slash that is only unleashed after you release the focus or shoot button.
 
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deltarune nerd time

"Hey. Let me tell you a secret. Quiet people piss me off."
1648167697734.png

Pokemon: **Susie**
Franchise: Deltarune
Type: Fighting/Dark
Stats: 80/140/85/70/85/85 BST: 545
Abilities: Reckless, Sheer Force, Intimidate
Moves: Beat Up, Belly Drum, Brutal Swing, Close Combat, Dragon Dance, Fell Stinger, Lash Out, Night Slash, Payback, Play Rough, Power Trip, Rest, Substitute, Swords Dance, Taunt, Universals
Reasoning: Susie is a brash, reckless barney the dinosaur person monster thing, and the fighting type is to show her affinity towards fighting, and dark for being mean and violent at times. Most moves have something to do with her personality or weaponry, and her high attack is because of her having the highest attack of all your party members.

"Welcome. I am the Prince of this Kingdom... The KINGDOM OF DARKNESS."
1648167825126.png

Pokemon: **Ralsei**
Franchise: Deltarune
Type: Fairy
Stats 90/70/85/120/100/80 BST: 545
Abilities: Serene Grace, Fluffy, Magic Guard
Moves: Ally Switch, Aromatic Mist, Calm Mind, Charm, Confusion, Dazzling Gleam, Encore, Expanding Force, Fairy Wind, Fleur Cannon, Heal Pulse, Helping Hand, Hypnosis, Heal Pulse, Ice Beam, Light Screen, Mirror Coat, Mist, Moonblast, Moonlight, Mystical Fire, Play Nice, Psychic, Recover, Reflect, Role Play, Sing, Tri Attack, Wish, Universals
Reasoning: Ralsei is a furry goat Darkner who specializes in healing magic, having the Fairy type for being a healer/cleric, and many magic based moves and abilities. Many healing moves are included, to show the affinity towards healing. Sing is for when he puts enemies to sleep with a lullaby, and many support moves are added, and Fluffy is because Ralsei is often mentioned to be fluffy.

Thanks to leafsaber47 for telling me about Noelle.
Also I just made my Smogon account and I figured this slate is a free chance to post a crapton of deltarune stuff because idk, deltarune is in pixels so free votes idk

"I'm...! The bad guy."
1648168688268.png

Pokemon: Lancer
Franchise: Deltarune
Type: Normal
Stats: 115/115/95/70/95/55 BST: 545
Abilities: Prankster, Simple
Moves: Beat Up, Body Slam, Bounce, Bulk Up, Double-Edge, Encore, Fake Out, Parting Shot, Play Rough, Power Trip, Protect, Reversal, Slack Off, Sucker Punch, Superpower, Swagger, Taunt, Universals
Reasoning: Lancer is a rambunctious, funni boi who I gave the normal type because i needed a type it just seemed to fit him idk
He often makes jokes, for Prankster, and he is, well, pretty simple in general. idk honestly I couldn't think of as much for him as I could for the others (sorry lancer)
 
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"... Fine! You want to see what happens so bad? Watch what happens when I cast a spell I don't know!"
View attachment 414860
Pokemon: Noelle
Franchise: Deltarune
Type: Ice/Fairy
Stats: 85/30/85/135/100/110 BST: 545
Abilities: Rattled, Serene Grace, Snowgrave
Moves: Ice Shock. Snowgrave, Aurora Beam, Blizzard, Calm Mind, Charm, Dazzling Gleam, Earth Power, Extrasensory, Freeze-Dry, Hail, Hyper Beam, Ice Beam, Light Screen, Mirror Coat, Mist, Moonlight, Shadow Ball, Sheer Cold, Stored Power, Universals
Signature Moves: Ice Shock (100 BP 100% ACC 10 PP Special Ice move, 20% freeze) Snowgrave (160 BP, never misses, 1 PP, fails unless holding Thorn Ring, transforms to Snowgrave form after use.)
Reasoning: Noelle is an innocent goat person thing, who specializes in ice magic. She had the fairy type and serene grace for being an angel-like character, and rattled because she is scared easily. most moves are magic related, and Ice shock and Snowgrave are spells she uses, the latter being only on the special Snowgrave route where she is forced by the player to kill people to "get stronger", eventually killing her friend with the spell, which is fatal.

Noelle-Snowgrave
Type: Ice Fairy
Stats: 85/50/85/190/115/120 BST: 645
Ability: Refrigerate
Sorry about this, but this ice-cold reindeer has already won a Crossover Chaos slate before and thus has already joined the dex roster, as seen here. What's up with this slate and constant Deltarune submission duplicates?
 

Pokemon: Sei Asagiri
Franchise:
VA-11 Hall-A
Type:


Ability: Weak Armor, Nanomachine Healing
Nanomachine Healing: If this Pokemon was hit by an attack, recovers 1/12 HP at the end of the turn

Notable Moves: Bodyguard, Iron Head, Bullet Punch, Anchor Shot, Superpower, Close Combat, Knock Off, Scald, Life Dew, Recover, Heal Pulse, Pain Split, Wish, Aromatherapy, Protect, Quick Guard, Wide Guard
Bodyguard:
|
| -- BP | --% accuracy | 20 (32) PP | Switches the user out and incoming switch-in is protected from direct damage
Stats: 68/ 87 / 129 / 72 / 121 / 93 (570 BST)

Reasoning: Sei Asagiri is a patron of the bar, VA-11 Hall_A. She is a member of the White Knight organisation (sans corruption) in the Valkyrie division. As a member of the Valkyries, Sei is first and foremost a healer and protector and this is reflected in her abilities and moves, especially her healing moves such as Wish and Aromatherapy. Not only do White Knights wear steel armour, Sei also has abs of steel. Of course she has to be Steel type. Her signature ability, Nanomachine Healing, is from nanomachines that help her recover from physical and mental trauma quickly. Weak Armor comes from the armour she wears, however the armour White Knights use as effective as they'd like to believe.

Throughout the game Sei becomes a bodyguard for her friend, Stella. This gives her a range of protection moves, including her signature move Bodyguard, which acts like a Parting Shot clone but has a protection effect. When serving drinks to Sei, she will prefer cold, low-alcohol beverages. Serving her a hot drink will result in her not liking it and it likely being thrown away, hence Scald. Anchor Shot comes from a scene in the game where someone get trapped in her steel helmet. Other moves such as Superpower come from her being competent in martial arts and being one of the physically strongest characters in the game.
 
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Exonerated from voting crimes.
Mygavolt's Arle Nadja
Mygavolt's Neptune
Mygavolt's Ariadne
Mygavolt's Alfyn
Emma Skye's Sebastian
Ticktock's Akira Tadokoro
Ticktock's Suwako Moriya
leafsaber47's Napalm Man
leafsaber47's Riesz
leafsaber47's Goldenglow
Crazygeko64's Fulgur Halcyon Eze
Crazygeko64's Algor Halcyon Selena
Neosonic97's Sanae Kochiya
Kirbyrider1337's Youmu Konpaku
creeperguy270's Susie
creeperguy270's Ralsei
creeperguy270's Lancer
ToadBrigade's Sei Asagiri
 
new boi
Beat Saber Avatar.png

"We're playing Beat Saber!" - Frank Bentley in Unlimited Power
Pokémon: Beat Saber Avatar
Type: Normal/Psychic
Ability: Dancer / Adaptability / Zen Mode
Signature Move: Beat Saber - Psychic, Special, 50 BP, 90% Acc, 10 PP | Hits 2 times, with each hit having its own accuracy check. Drains 50% of damage dealt. Physical if Atk > SpA.
Other Moves: Rhythm Strike (from Screwbots), Slash, Double Hit, Rapid Spin, Pay Day, Psycho Cut, Sacred Sword, Fury Cutter, Dual Chop, God Blow (from Aqua), Molotov (from Austin Carter), Gear Grind, Crabhammer, Fly, Poltergeist, Triple Axel, Swift, Charge Beam, Secret Sword, Hurricane, Air Slash, Surf, Scorching Sands, Power Gem, Dark Pulse, Dazzling Gleam, Flamethrower, Mystical Fire, Hidden Power, Swords Dance, Tailwind, Teleport, Haze, Taunt, Sunny Day, Rain Dance, Recover, Wish, Charge, Rest, Sleep Talk, Detect, Attract, Will-O-Wisp, Magic Coat, Magic Room, Magic Powder, Trick-or-Treat, Lucky Chant, Spotlight, Assist
Stats: 100/115/55/115/55/115 | 555 BST
Stats (Zen Mode): 100/75/115/80/115/115 | 600 BST
Reasoning: It's an existence similar to Porygon, therefore Normal-type. Psychic typing matches the Jedi in Expanded (namely Yoda and Anakin/Vader), as well as Anakin's signature Lightsaber Throw. Beat Saber is basically dancing and all about adapting to the flying blocks, hence Dancer and Adaptability. Zen Mode is based on the eponymous Solo play modifier that removes all notes, allowing the player to just listen to the songs, which translates to trading power for bulk. (Incidentally, the base 115s are derived from the maximum possible score per note, while the 90% accuracy of the signature move is equal to the threshold of the highest rank in the game: SS.) Rhythm Strike, Double Hit, Dual Chop, and slashing/sword moves are influenced by the core gameplay, while the rest of the movepool is based on songs that are freely available in the latest patch (currently 1.21).
Volume 1
$100 Bills: Pay Day
Breezer: Flying-type moves
Escape (ft. Summer Haze): Teleport, Haze
Legend (ft. Backchat): God Blow (lyric in the first verse), Taunt

Volume 2
Be There For You: Sunny Day, Rain Dance ("the sun will rise" + "the rain will fall")
Elixia: Recover, Wish (resembles "elixir")
Rum n' Bass: Surf, Molotov (inspired by pirates/alcohol)

Volume 3
Give a Little Love: Attract
Full Charge: Charge (Beam)
Burning Sands: Scorching Sands

Volume 4
Into the Dream: Rest, Sleep Talk, Hypnosis, Dream Eater
It Takes Me: Dark Pulse ("It" is "the darkness")
Spin Eternally: Rapid Spin

Volume 5
Firestarter: Fire-type moves
I Wanna Be a Machine: Gear Grind
Magic: Dazzling Gleam (JP: Magical Shine) and other Magic moves

Extras
Spooky Beat: Trick-or-Treat
FitBeat: Detect (involves a lot of obstacle evasion)
Crab Rave: Crabhammer
Pop/Stars: Swift (JP: Speed Star)
One Hope: Hidden Power ("Me and you and the unknown")
Angel Voices: Lucky Chant

Camellia
EXiT This Earth's Atomosphere [sic]: Fly
Ghost: Poltergeist (It's a noisy song, and "poltergeist" literally means "noisy ghost")
Light it up: Spotlight
Crystallized: Power Gem
Cycle Hit: Triple Axel
WHAT THE CAT!?: Assist (JP: Cat's Paw)

re-boi

*donkey-like worm noises*
Pokémon: Molgera
Type: Ground
Ability: Sand Veil / Rough Skin / Arena Trap
Moves: Earthquake, Dig, Sand Tomb, Crunch, Bite, Iron Tail, Slam, Giga Impact, Breaking Swipe, Fly, Attack Order, Defend Order, Coil, Spikes, Sandstorm
Stats: 120/140/80/50/100/90 | 580 BST
Reasoning: This sand worm is the final of the six main bosses in the game. It fights in a sandy environment, and based on how the sand disappears when it dies, it surely must be directly responsible for the sand. Therefore, it is Ground-type with Sandstorm. Abilities are Sand Veil because it blends in with the sand, Rough Skin because...well, just look at it, and Arena Trap for the same reason Trapinch gets it: because it spends most of its time in a sand pit with its mouth wide open. (This also supports Sand Tomb, Crunch, and Bite.) While in this state, it summons offshoots to attack Link, hence Attack/Defend Order. (Heal Order is excluded due to no healing involved.) When at low HP, it flies around (somehow) and eventually burrows into the sand, thus Fly and Dig. Other moves are based on its anatomy as a serpentine creature with a notably large and menacing tail. (Spikes is there because the tail looks like it could shed them.)


EDIT: Also, since monke has been submitted (and I actually bought Rivals of Aether), I'll throw in another.
(new [tom]boi)

She has a warrior spirit tempered with focus and discipline and is always eager for a good fight.
Pokémon: Olympia
Type: Fighting/Rock
Ability: Inner Focus / Guts / Sturdy
Moves: Close Combat, High Jump Kick, Superpower, Low Kick, Sky Uppercut, Force Palm, Mach Punch, Rock Smash, Double Kick, Reversal, Counter, Diamond Storm, Stone Edge, Rock Slide, Accelerock, Earthquake, Bulldoze, Mega Kick, Mega Punch, Tail Slap, Quick Attack, Play Rough, Bullet Punch, U-turn, Knock Off, Sucker Punch, Stealth Rock, Bulk Up, Sharpen, Focus Energy, Detect, Taunt
Stats: 85/120/99/55/76/100 | 535 BST
Reasoning: What you see is what you get: a karate mouse with control over gemstones. The gemstones bring Carbink and Diancie to mind, which in turn inspire her Rock typing/moves, Sturdy, and Sharpen. As a karate mouse, she also gets Fighting typing, Inner Focus, Guts, and plenty of moves related to her fighting style. (Well, Bulk Up is a mix of the two.) In particular, Emerald Focus and Zircon Straight are special moves that influence Counter + Force Palm and priority moves respectively.
 
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a mon with a top 10 type vs a mon with a terrible bottom 10 type according to wolfey

(Resub)


"It’ll be even more efficient if someone who can work with me comes along."
Pokémon: Eunectes
Franchise/Origin: Arknights
Type:
ground.png
steel.png

Abilities:
Peerless Bravery (HA: Technician)
Signature ability - Peerless Bravery - User’s Attack is boosted by 30% when user is above 50% HP. User’s Defense is boosted by 30% instead of Attack when user is at 50% HP or below.
Other Moves:
4-move-physical.png
: Earthquake, Sand Tomb, Bulldoze, High Horsepower, Iron Tail, Gyro Ball, Magnet Bomb, Metal Burst, Heavy Slam, Axe Strike (originally from Camilla (Fire Emblem)), U-Turn, Lunge, Feint Attack, Pursuit, Knock Off, Assurance, Night Slash, Payback, Throat Chop, Dragon Tail, Dual Chop, Breaking Swipe, Counter, Reversal, Revenge, Body Press, Aerial Ace, Body Slam, Cut, Slam, Slash, False Swipe, Double Hit, Poison Tail, Poison Jab, Rock Slide, Rock Tomb, Stone Edge, Smack Down
4-move-special.png
: Mud-Slap, Mud Shot, Earth Power, Flash Cannon, Mirror Shot, Steel Beam, Snarl, Focus Blast, Swift, Tri Attack, Venoshock, Ancient Power
4-move-status.png
: Iron Defense, Metal Sound, Gear Up, Snatch, Torment, Embargo, Thunder Wave, Electric Terrain, Sunny Day, Grassy Terrain, Glare, Leer, Swords Dance, Safeguard, Nature Power, Work Up, Laser Focus, Coil, Calm Mind, Sandstorm, Wide Guard, Rain Dance
Stats: 134/143/112/100/40/69 (BST: 598)

Reasoning: Primary Ground-type due to being based on anacondas, non-venomous snakes. Sandaconda is another snake realmon that shares the Ground typing with her. The Ground type is also a type that Krookodile has, which is based on the same order of reptiles as Gavial, Eunectes’s rival. Secondary Steel due to her metal shield and her expertise in mechanism and robots. Her main ability, Peerless Bravery is based on her Talent within Arknights with similar in-game behavior. Her hidden ability, Technician, is both for competitive and flavor reasons due to the etymology of the word “Technician” itself possibly referring to engineering/laboratory/electronic technicians. Technician allows Eunectes to use her massive physical movepool with lacking BP which allows her a different edge in battle. Due to two of her skills within Arknights itself implying she uses an axe of some sort (Tomahawk, Menacing Slash), she gains Axe Strike and various cutting moves. Being of the Pythia race grants her a great boosting move in Coil and a paralysis move in Glare, but due to being a robotic expert, has Thunder Wave as an option, which unfortunately is superseded by Glare. With Coil in her disposal she contributes to the niche of improving moves with imperfect accuracy to use at massive power (Stone Edge, Iron Tail, Axe Strike). The perk of being a tower defense game character allows her moves like Safeguard and Wide Guard. Her base stats are based on her Elite 2 promotion stats within Arknights itself.

Code:
Eunectes (F) @ Leftovers
Ability: Peerless Bravery
EVs: 248 HP / 252 Atk / 8 SpD
Careful Nature
- Coil
- Iron Tail / Axe Strike
- Earthquake
- Body Press / Stone Edge
Code:
Eunectes (F) @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Magnet Bomb
- Bulldoze
- Rock Tomb / Aerial Ace
- U-turn


"My magic is pretty awesome, isn't it? Hee hee, come on, praise me more!"
Pokémon: Karyl (JP: Kyaru)
Franchise/Origin: Princess Connect/Granblue Fantasy/et al.
Type:
dark.png
psychic.png

Abilities: Pressure (HA: Dark Eclipse)
Signature ability - Dark Eclipse - Sp. Atk variant of Intrepid Sword; user's Sp. Atk stat is raised by 1 stage when entering battle.
Other Moves:
4-move-physical.png
: Feint Attack, Pursuit, Assurance, Fling, Payback, Sucker Punch, Foul Play, Lash Out, Psycho Cut, Quick Attack, Flail, Endeavor, Fake Out, Last Resort, Low Kick, Revenge, Low Sweep, Stomping Tantrum, U-turn, Iron Tail, Liquidation, Wild Charge
4-move-special.png
: Dark Pulse, Snarl, Psybeam, Psychic, Mirror Coat, Extrasensory, Psyshock, Stored Power, Tri Attack, Hyper Voice, Uproar, Echoed Voice, Focus Blast, Night Shade, Shadow Ball, Ominous Wind, Hex, Water Pulse, Brine, Energy Ball, Thunder, Thunderbolt, Shock Wave, Dazzling Gleam, Disarming Voice, Misty Explosion
4-move-status.png
: Fake Tears, Flatter, Snatch, Torment, Quash, Parting Shot, Agility, Light Screen, Reflect, Calm Mind, Ally Switch, Psychic Terrain, Disable, Growl, Safeguard, Assist, Follow Me, Copycat, Work Up, Wide Guard, Confuse Ray, Curse, Destiny Bond, Spite, Grudge, Rain Dance, Thunder Wave, Eerie Impulse, Haze, Hail, Misty Terrain
Signature move:
Z-Move - Requires Dark Pulse and Kyarium Z - Abyss Burst -
dark.png
-
4-move-special.png
- 180 BP - The PP of the target's last used move is fully depleted after this move is used.
Stats: 67/40/55/143/64/87 (BST: 456)

Reasoning: Dark/Psychic-type due to being a mage that specialises in dark magic and initially the traitor of Gourmet Edifice, the main guild seen in Princess Connect Re:Dive, also the type's 4x weakness to Bug-type move also fits Karyl's fear of insects. Pressure takes a nod to her Union Burst, which so happens to be her Z-Move, that carries a negative effect based on PP for her target like the Fear status effect in Priconne proper does for TP. Pressure's etymology also references Karyl's regrets from her wrongdoing to what would gradually become her friends (like Mewtwo in the Pokémon anime, who also has Pressure), and also the pressure she carries from having to deal with her abusive parents in the real world and the manipulation she constantly received from Kaiser Insight. Dark Eclipse gives her a Sp. Atk boost when she enters battle, which is her passive EX skill - in her source material, Dark Eclipse also holds a similar effect. Thunder Ball is one of her skills in the source material she hails from, suggesting she is also adept at thunder-based spells, so she carries Thunderbolt and other Electric moves for coverage (Meowstic, another cat, also knows Thunderbolt like Karyl does). Being a beastkin in the world of Astrum with cat features, she carries Fake Out and Assist, the former being a good support move despite her low physical Attack stat. Her base stats are sourced from her source material with her Ultimate Equipment and sporting a 6-star rank/rarity/etc.

Code:
Karyl (F) @ Choice Scarf
Ability: Dark Eclipse
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Psychic
- Thunderbolt / Focus Blast
- Parting Shot
Code:
Karyl (F) @ Kyarium Z / Life Orb
Ability: Dark Eclipse
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Calm Mind / Destiny Bond
Code:
Karyl (F) @ Tanga Berry / HP Banana
Ability: Dark Eclipse
EVs: 8 HP / 252 SpA / 248 SpD
Calm Nature
- Hex
- Tri Attack / Focus Blast
- Foul Play / Parting Shot
- Thunder Wave
 
1649354735182.png

Pokémon: Hodan
Franchise/Origin: Rivals of Aether
Type:

Abilities: Full Steam
Signature Ability: Full Steam - Upon switching in, gets a steam modifier that is consumed by its signature moves. Upon using steam, Hodan will recover steam at the end of next turn.
Moves: Rising Geyser, Boiling Rush, Steam Flip, Mud Bath, Dive, Muddy Water, Scald, Soak, Water Sport, Waterfall, Fire Punch, Flame Charge, Heat Crash, Heat Wave, Overheat, Acrobatics, Bounce, Bulldoze, Earth Power, Mud Bomb, Mud Shot, Mud Sport, Mud Slap, Brutal Swing, Darkest Lariat, Bind, Body Slam, Double Hit, Double Slap, Double-Edge, Endure, Headbutt, Mega Punch, Rapid Spin, Slam, Splash, Strength, Tackle, Take Down, Thrash, Work Up, Power Whip, Bulk Up, Low Sweep, Zen Headbutt
Doesn’t Learn Protect
Signature Moves:
Rising Geyser -
-
- 90 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and is super-effective against flying types.
Boiling Rush -
-
- 110 BP - 10 PP [16 Max] - 85% Acc - If used while Hodan has steam, removes steam modifier and has perfect accuracy.
Steam Flip -
-
- 65 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and doubles in power.
Mud Bath -
-
- 95 BP - 10 PP [16 Max] - 100% Acc - If used while Hodan has steam, removes steam modifier and traps the opponent.
Stats: 90 / 115 / 90 / 70 / 80 / 90 [535 BST]
Reasoning: Hodan, the Hot Spring Sage, primarily utilizes the element of Steam, the result of mixing Water and Fire elements. However, do not be mistaken, for Hodan has studied and practiced Elementalism, where all elements come together peacefully. As such, Hodan is able to utilize moves of Water, Fire, Air, and Earth.
Hodan’s Signature Ability and 4 signature moves reflects these ideas, as well as Hodan’s central mechanic in-game: steam. There are two different ways Steam can boost his moves: holding down builds up Hodan’s steam, which can be unleashed into performing more powerful versions of attacks, however other moves have specific interactions when passing by Hodan’s Sweat Spirits, which are steam versions of himself that he can throw around the map. His ability, Full Steam, merges these two mechanics into a singular, central ability. Each Signature move reflects an attack that gets powered up by steam in one way or another:
Rising Geyser reflect’s Hodan’s up-tilt. Without steam the move is a stationary Headbutt that launches opponents upwards. However, when charged with steam, it becomes a rising kick that causes Hodan to jump into the air. As such, the charged version gives much more vertical range, making it easier to hit airborne opponents, hence its charged effect making it SE to flying types.
Boiling Rush references Hodan’s dash attack, which has a great deal of power behind it, but is hard to hit because it lacks much range. However, with steam charged, the attack covers much more distance, making it much easier to land, or in this case, gain perfect accuracy.
Steam Flip references Hodan’s up-special, where Hodan jumps up and flips, hurting anyone in his path. When charged by steam, this move launches Hodan higher, and also deals greater damage and knockback to anyone it hits, hence the doubled power effect given to this move.
Mud Bath is Hodan’s down-special, where he leaps forward and smashes his opponent into the ground. In Hodan were to pass by a Sweat Spirit in this move, this action would also summon a wave of mud that goes across the entire surface he landed on, making anyone hit by the wave stuck in place for a little bit. This effect felt like it was closest to the Spirit Shackle/Anchor Shot effect of making the opponent unable to leave.
There is so much more I could go over regarding my choices for sub, however I fear this justification section would go on for far too long describing which moves act as a parallel to which attacks Hodan has within RoA, so I think I’ll just leave this here lmao.
 
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