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Kotomo is a turn-based RPG developed by Pyro Enterprises for the Onyx, taking heavy inspiration from the Pokémon franchise as well as the company's previous foray into the series, Pokémon Anima.

Story

Prologue

The game begins with a digitized screen asking the player for identification, enabling the player to input their name, date of birth, other personal information, and adjust their appearance. Upon inputting these settings, the screen flashes a note of confirmation as a logo for a company called Verdacorp appears on it. The camera then pans out to show the screen on the player character's watch, and pans out even further to reveal them sitting alone in some sort of subway car. The opening credits play as the train travels through a greyscale city, grey clouds overhead casting shadows on largely ruined buildings. The train continues traveling through multiple active smokestacks before arriving on a bridge on some cold, dead plain, the grey horizon stretching on endlessly. Eventually, the player arrives at a large white building, the subway pulling into a station as they are once again greeted by the Verdacorp logo.

The player enters the building and is quickly spotted by a blond woman in a blue dress. Introducing herself as Madeline, secretary and assistant to the head researchers at Verdacorp, she takes notice of the watch on the player's wrist and determines that it is an employee-level Active Menu device; as such, they must have been invited in by one of the company's employees. Asking the player to follow her through the building's halls, the pair eventually enter a serene and peaceful garden area, where Madeline opens a side door to some sort of laboratory. Inside are two male scientists, one large and fat with a fluffy white beard, the other scrawny and lanky with a strange-looking set of goggles. Madeline introduces the two as Professor Woodrow and Professor Hextor; upon hearing Madeline, Woodrow notices who the player is and welcomes their child to Verdacorp, the other two adults being surprised about the familial connection.

Aiming to catch the player up on what exactly their father does at Verdacorp, Woodrow explains that the state of the world's ecology and sustainability have been declining at a rapid rate for the past 30 years, and could potentially lead to the downfall of humanity if not stopped. As a result, Verdacorp was established to craft any means possible of recovering the environment; while some researchers, like Hextor, were biologists that researched new disease-resistant strains of plants, others instead created technological marvels designed to cleanse the environment directly, and others still, like Woodrow, dedicated their lives to researching renewable sources of energy that could help sustain the human race. He himself was currently preparing the finishing touches on a device that was designed to transfer quantum energy into electrical energy, using the flow of time and space itself as a means to generate power. The reason he had sent for the player, he explained, was to pull them out of college and use their intelligence to help Verdacorp and do something greater with themselves. After all, what was better than saving the planet?

Hextor interrupts the conversation between father and child, saying that the two of them would need more time alone in order to finish the quantum generator and instructing Madeline to take them back out to the garden. When the two manage to find some space alone, Madeline expresses exasperation that she never got to contribute to these great advancements in science and instead was left dealing with the busywork, and tells the player to simply explore the building and hang out until they receive word from the professors. After some time, however, an alarm begins to go off in the lab, and strange violet electricity begins bursting through the door. Concerned for their father, the player rushes towards the door and manages to pull it open, a worried Madeline immediately behind them.

Inside the laboratory, the player finds the quantum generator sparking and crackling with energy as the hole in its center glows with purple light. The two professors are on either side of the lab, Hextor panicking and hiding in the corner while Woodrow scavenges through their tools, looking for something. Seeing a red switch on the machine, the player rushes towards it, hoping that they can shut the device down. Madeline jumps after the player to attempt to pull them to safety, and Woodrow also extends his hand to realize what is happening, but before anyone can make a move, a beam of energy extends from the generator and pulls both the player and Madeline into the swirling core at the center. The generator shuts down, the professors looking on in horror as not a trace of either Madeline or the player remain.


The player finds themselves awakening in a dark forest, far from any place in or even around the Verdacorp building. They get to their feet and struggle to find their bearings, but even then, the unfamiliar surroundings begin to get to them, and they run through the forest at a breakneck pace attempting to find where they are. To their surprise, strange creatures begin jumping out at them from the brush, unlike anything the player has seen before; only getting more worried by the second, they continue to run from these creatures until eventually making it to a slightly lighter clearing. Though they appear to be cornered by the small monsters, someone behind them squirts a stream of water at them, calmly telling them to go back into the forest. As the creatures walk away, the player turns around to see a girl about their age with pinkish hair, who seems shocked at their condition. Wrapping her arms around them, she urgently begins taking the player through the woods, reassuring them that they can recover at their house.

After some time, the girl manages to escort the player through the forest and into a small town, built on a cliff looking over a beautiful sunset. Entering a larger house with a red roof, the girl sets the player down on a bed and starts rushing to get them some water. As she goes through this process, an old woman walks into the room, asking her what exactly is going on. While the girl explains to the old lady about finding the player in the woods, three small creatures akin to the ones found in the forest walk around the corner and look inquisitively at the player; shocked once again, they fall out of the bed, backing away from the small creatures who are equally startled at the impact. Trying to calm everything down, the girl seems to understand the player's unfamiliarity with the creatures, and decides explaining everything would be the best way to ease the player's tensions.

The girl introduces herself as Kiki, and the old woman as her mother, Sosa. The two lived in Gakechi Town, a small village on the island of Heiwana- something that Kiki seemed confused about before figuring that the player must have simply hit their head and lost some of their memory. The small creatures that the player seemed so afraid of were called Kotomo- magical creatures that had been living alongside humans since time immemorial, working alongside them to create a peaceful and stable society. Sosa herself was a Kotomo breeder, helping to raise and take care of young Kotomo. Even after being caught up to speed, the player seems dazed and confused, and asks to wander around the village for a moment.

After exploring Gakechi Town and coming to terms with where exactly they have wound up, the player attempts to venture back into the woods, hoping to locate Madeline and find a way back home. Before they leave, however, Kiki runs back after them, the three small Kotomo from the house following behind her. Kiki warns the player about heading off into the woods again without a Kotomo of their own to guide them, and offers to lend them one of the three rare ones that her mother had been taking care of for some time. After the player selects one to act as their partner, Kiki then challenges the player to a simple, friendly battle, hoping to ensure that they learn how to defend themselves as well as their new ally.


After making their way through the woods, the player arrives in another small town, this one being a bit larger than Gakechi Town. Exploring the area, they soon come across Madeline, who is sitting down on a bench with a small Scarling in their lap. Excited to see the player again, she runs up to them with their newfound Kotomo friend, attempting to explain to them everything that has happened since they were separated. After catching up Madeline expresses her joy again at reuniting with the player, but her mood then switches to concern upon realizing that they may not have a means of returning to their own world. In a split second, strange crackles of energy emerge from the forest, and as the two delve back in, they discover another portal akin to the one found on the quantum generator having appeared on its own. Seeing no other opportunity, the two jump in, taking their Kotomo with them. As the portal closes, however, an unknown individual with black and red clothes walks away from the scene, having witnessed the events that have transpired.

The player and Madeline find themselves back in the lab, with the pair of professors standing by the generator with a surprised expression. The joyous celebration of their return quickly turns to concern when Woodrow notices the player's starter and Madeline's Scarling, backing off in fear as Hextor jumps behind a nearby table in order to hide. Madeline quickly explains the situation, informing the professors that through the use of the generator, they had managed to access some form of alternate reality filled with fantastical creatures and a much more vibrant ecosystem than the one that they were currently part of. Intrigued, Hextor asks to see the player's starter, hoping to learn some of its secrets through dissection; as the creature backs off in fear, Woodrow instead proposes that the player and Madeline return to the new dimension and explore the environment... After all, this new world could potentially have the secret to saving their own. Handing the two of them a pair of digital catalogs in order to write down information about the Kotomo for scientific analysis, Woodrow reopened the generator's portal, wishing their child the best of luck exploring the new world.


The pair return to the woods, with Madeline immediately wanting to return to the larger town and see the sights. As she ran off in the direction of the town, the player hears Kiki calling for them, deciding to investigate. The girl, upon seeing the player, expresses confusion for their sudden disappearance, but is happy to see them again regardless. Excited to have someone to finally hang out with, Kiki suggests following Madeline into the larger town, Komasu Town, in order to see the sights, something she rarely got to do on her own. While exploring the city, meeting plenty of friendly faces and mysterious Kotomo, the two come across a strange shrine with a small blue gem in the center of it. The player asks Kiki about the gem, learning that the object is known as the V Stone and is a symbol of Heiwana's guardian deity... although that was something that Kiki didn't know very much about. Kiki continues walking through the city streets, but the player is quickly stopped by an unknown figure- the same person who witnessed them walking through the portal originally.

The young man, a suspicious expression across his face, begins questioning the player, asking them about who exactly they were and why they entered the "mysterious vortex". Not wanting to jeopardize their father's mission and cause hysteria, the player dodges their questions, only for the mysterious individual to introduce themselves as Blade, claiming they will keep an eye on them.

As Blade walks off, the player continues exploring the town, eventually catching up with Kiki at a nearby marketplace. The two talk for a bit, with Kiki attempting to prod into the player's private life as they dodge her questions, aiming to not spoil the truth behind where they truly come from. Eventually, Kiki simply starts getting confused, wondering why exactly they don't know what a Kotomo is and why they seemed so shocked to see them for the first time. As the girl gets more suspicious, the two are suddenly interrupted by murmurings coming from nearby, and upon following the sound, the player discovers that the shrine from before is in shambled, with the V Stone missing. Concerned, Kiki begins searching the area, with the player close behind. Eventually, the two find Blade again, holding the V Stone around his neck. Kiki demands to know what exactly is going on, but Blade simply states that he has received a message from some higher being that his assistance is needed to protect Heiwana from a coming cataclysm. He then turns to the player; though his mysterious benefactor did not mention them by name, Blade announces his belief that they have something to do with the fate he feels the need to prevent, and challenges them to a Kotomo battle to finish them off.

Eventually, the player manages to win out, causing Blade to retreat into the forest and telling the player that they will rue the day they crossed the people of Heiwana. Kiki expresses her concern that the stone, an important part of her people's culture, was stolen, and the player decides that it would be in their best interests to pursue Blade and retrieve the V Stone. Setting foot outside the forest, the player finds their journey kicking into high gear, ready to experience the wonder and majesty of that Heiwana had to offer.

Gameplay

Gameplay in Kotomo is largely divided between two phases, being Overworld and Battle. While in the overworld, the player explores 3D environments, navigating around hazards and interacting with NPCs. The player can activate the game's menu by pressing Up on their D-pad, which pulls up the Active Menu, and Left and Right on the D-pad can be used to select an option before pressing A to confirm. The Left Stick is utilized for character movement, while the Right Stick is instead used for free camera control. The player can converse with NPCs or investigate suspicious objects using the A button; if the player presses X next to an NPC instead, however, you gain the option to challenge them to a battle. Battle can also be triggered when running into a wild Kotomo on the overworld, or when walking in the path of a more aggressive human NPC.

Kotomo

The fundamental basics of Kotomo's combat are based around the titular Kotomo, wild creatures native to the land of Heiwana. If a wild Kotomo is encountered in battle, the player has the option to either defeat it for EXP or convince it to join the player's team utilizing the Call command. The Call command has a percentage next to it which showcases the odds of the command working on the wild Kotomo; while simply damaging it increases the chance very slightly, the player can also use their own healing items on the wild opponent, which restores their health while also greatly increasing their trust, and thus the chances of Call working successfully. The player is also able to equip Charms, small trinkets which grant Call unique boosts or augmentations under certain conditions.

The player is tasked with managing a team of 6 Kotomo in order to fight their battles, which can be swapped out at any time with other Kotomo the player has collected using the Active Menu's Team option. Each of the player's team members can be equipped with an Item, which has varying passive effects, and their moves and abilities can be altered on a whim using the player's collected Movestones and Skillstones. Kotomo each have a passive Ability that triggers under varying circumstances, and can always be recruited with a unique one of their own; as a Kotomo levels up, they will earn an additional Ability Slot at certain milestones, letting the player use Skillstones to add more.

Each Kotomo possesses one of six Natures, which influence what stat it excels at most. A Kotomo's nature can be seen at a whim through its idle animation, as a Kotomo has unique idle animations depending on its Nature. The player is also able to assign a Training Regimen to each Kotomo, which functions as a secondary Nature and boosts the specific stat assigned to them. The list of Natures are as follows.

Gentle
A Kotomo with a soft and kind personality. Kotomo with a Gentle Nature tend to specialize in their HP stat.
Bold
A Kotomo with a brave and caring personality. Kotomo with a Bold Nature tend to specialize in their Attack stat.
Timid
A Kotomo with a fearful and cautious personality. Kotomo with a Timid Nature tend to specialize in their Defense stat.
Crafty
A Kotomo with an intelligent and curious personality. Kotomo with a Crafty Nature tend to specialize in their Magic stat.
Relaxed
A Kotomo with an easygoing and carefree personality. Kotomo with a Relaxed Nature tend to specialize in their Resistance stat.
Excited
A Kotomo with a vibrant and energetic personality. Kotomo with an Excited Nature tend to specialize in their Speed stat.

Battle System

The battle system in Kotomo is built around 2v2 battles, with the two leading members of the player's team being sent into battle first. Each Kotomo has access to four moves at any given time, each with their own amount of Move Points, or MP, which determine the amount of times a move can be used. MP fully recovers at the end of battle. After selecting moves for both of your team members, all combatants execute their chosen moves in accordance with their Speed stat; the turn order as determined by Speed is showcased by the flashing rings under each Kotomo, which signal the order of who will move. If a Kotomo loses all of their HP, they enter a KO state, in which they cannot perform any actions and are unable to battle. Battle is won when all of the opponent's Kotomo are KOed.

Aside from selecting one of their moves, the player can also use a Kotomo's turn to Change, letting them quickly swap to another team member, use an Item in order to recover a Kotomo, or attempt to Run from a wild battle. In battles with NPCs, both the Run and Call commands are replaced with the Cheer command, which can be used to encourage one of the player's Kotomo and charges some of their V-Energy.

Stances and V-Energy

At all times, the player's Kotomo exist in one of two Stances, denoted by the red or blue circle under their feet. The red Stance, located on the player's left, is known as the Strength Stance, and provides a 1.5x boost to the offensive stats of the Kotomo currently residing within. The other blue stance, Shield Stance, instead provides a 1.5x boost to defensive stats. Players can swap between Stances by hitting the Switch prompt on their turn, which will swap the Kotomo when combat proper begins and does not expend a turn. Proper use of the benefits of each Stance are key when battling at high-level play.

Each Kotomo has a bar of golden energy known as V-Energy, which accumulates as they both deal and take damage. When enough energy has accumulated and the bar is full, the Kotomo is then allowed to expend it on their turn in order to pull off a powerful maneuver which can often change the tide of battle, which is done by augmenting one of their four moves. If the user is in Strength Stance, they will be able to perform a V-Move, a powerful offensive attack that deals massive damage. If they are instead in Shield Stance, they will gain access to a V-Form, a passive buff which lasts for three turns and has varying effects based on the original source Type. The player may also obtain Relics throughout their journey, which are equippable items which provide a Kotomo access to a fifth V-Move or V-Form when held. If both Kotomo have their V-Energy bars filled, they are able to unite with the player to perform a third technique known as a V-Call or V-Cheer. V-Calls are available in wild battles, and greatly raise the chance of recruiting a wild Kotomo, while V-Cheers are available during human battles and act as a more powerful V-Move, dealing heavy damage and gaining the primary elemental properties of the pair of Kotomo using it.

Typing System

× Defending type
FLA WAT ELE PLA ICE MLE PSN ERT WND PSY MAG BUG SHD MYT MTL LGT DIG
A
t
t
a
c
k
i
n
g

t
y
p
e
FLA ½× 1x 1x ½× ½× 1x 1x ½× 1x
WAT ½× ½× ½× 1x ½× 1x 1x ½× 1x
ELE 1x 1x 1x 1x ½× ½× ½× 1x 1x
PLA ½× 1x 1x ½× 1x ½× 1x 1x ½× 1x 1x 1x
ICE ½× 1x ½× 1x ½× 1x 1x ½× 1x
MLE 1x 1x 1x 1x 1x 1x ½× ½× ½× ½× 1x
PSN 1x 1x 1x 1x 1x ½× ½× ½× 1x ½×
ERT 1x ½× ½× ½× 1x 1x ½× 1x 1x 1x 1x ½× 1x
WND 1x 1x 1x 1x ½× 1x 1x ½× 1x 1x 1x ½× 1x
PSY 1x 1x 1x 1x ½× 1x 1x ½× ½× ½× 1x ½×
MAG 1x 1x 1x 1x ½× 1x 1x ½× ½× 1x 1x ½×
BUG 1x ½× 1x ½× 1x 1x 1x ½× 1x ½×
SHD ½× ½× 1x 1x 1x 1x 1x ½× 1x
MYT 1x ½× 1x 1x 1x ½× 1x 1x ½× 1x 1x
MTL ½× 1x ½× 1x 1x ½× 1x 1x 1x ½× ½× 1x 1x
LGT 1x 1x ½× 1x 1x ½× 1x 1x 1x ½× 1x 1x 1x
DIG 1x ½× ½× 1x 1x ½× 1x 1x ½× 1x 1x 1x 1x

Each Kotomo is classified under one of 17 elemental classes known as Types; they can either be single-Typed, referred to as Monotype, or dual-Typed, referred to as Bitype. Types influence the defensive capabilities of each Kotomo, granting them resistances and weaknesses, as well as offer increased power to similarly-typed moves through a mechanic called STAB, or Same-Type Attack Bonus. Additionally, an 18th Type known as Neutral exists, but only in regards to certain moves. No Kotomo is typed as Neutral, and as such, it is hard to receive STAB on these moves; Neutral Moves are not resisted or are strong against anything, making them a universal standard option that can be usefully applied in many situations.

Status Effects

Status Information
Stat Up The boosting of one of the Kotomo's main stats alongside the hidden stats of accuracy and evasion, discounting HP. Each stat can be raised up to 5 times, with each boost resulting in an additional .5x effectiveness- at max level, the total is 2.5x normal stat distribution.
Stat Down The lowering of one of the Kotomo's main stats alongside the hidden stats of accuracy and evasion, discounting HP. Each stat can be lowered up to 5 times, with each boost resulting in an additional .1x effectiveness- at minimum level, the total is half normal stat distribution.
Burn Certain attacks, most notably Flame-type ones, can set the opponent on fire. Burned Kotomo take 1/8th of their Max HP in damage every time they move- this can be bypassed if the action taken on their turn is performed by the trainer instead of the Kotomo. In addition, physical contact with a Burned Kotomo can transfer the status to someone else. Flame-type Kotomo have a natural immunity to Burn. Burning Kotomo can receive Technical Hits from Wind attacks.
Poison Certain attacks, most notably Poison-type ones, can infect the opponent with poison. Poisoned Kotomo take 1/20th of their Max HP in damage at the end of each turn- this number doubles each turn the Poison status remains, eventually becoming much deadlier if not dealt with. Poison-type Kotomo have a natural immunity to Poison.
Daze Certain attacks are capable of stunning the opponent, inflicting Daze. Daze prevents the affected user from taking any action at all, even those performed by the trainer, for a single turn. The first time Daze is inflicted on a target in a battle, it is 100% guaranteed to work, but every subsequent time it is inflicted, the odds reduce by 25%. Dazed Kotomo can receive Technical Hits from Psychic attacks.
Paralysis Certain attacks, most notably Electric-type ones, can paralyze the opponent. Limiting the victim's ability to move and defend themselves, Paralysis acts as a heavy reduction of the Attack, Magic, and Speed stats, reducing them by half and stacking with stat increases and decreases. Electric-type Kotomo have a natural immunity to Paralysis.
Soaked Certain attacks, most notably Water-type ones, can soak the opponent in water, reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Water-type Kotomo have a natural immunity to Soaking. Soaked Kotomo are guaranteed to be Frozen and can receive Technical Hits from Electric attacks.
Freeze Certain attacks, most notably Ice-type ones, can freeze the opponent solid. reducing their defensive stats. Much like Paralysis, Soaking acts as a 50% reduction to Defense and Resistance that stacks with other stat increases and decreases. Ice-type Kotomo have a natural immunity to Freeze. Frozen Kotomo can receive Technical Hits from Flame and Melee attacks.
Amnesia Certain attacks have the ability to inflict amnesia on the opponent. While their fighting capabilities are unhindered, and their stats remain the same, a Kotomo with Amnesia is unable to utilize their V-Energy in any way, locking a key option in battle.

Characters

Character Information

KotomoChris

KotomoCiela

Player Avatar
The customizable character that the player uses to interact with the game. A college sophomore in a decaying world on the brink of collapse, the player is called into action by their father, Professor Woodrow, with the purpose of helping his company Verdacorp find a way to restore the environment. Along the way, the player gets caught up in an experiment in dimensional wormholes, and are swept away to the beautiful land of Heiwana in the process. This new world is yours to explore!
The default names provided for the Avatar are Chris and Ciela.
Prof. Woodrow TBA
Prof. Hextor TBA
KotomoMadeline
Aide Madeline
Madeline is a secretary working for Verdacorp, proud of being able to serve such an honorable company but wishing she could get something more out of life. That opportunity comes when she accidentally joins the player in entering the land of Heiwana, being tasked alongside them by Professor Woodrow to study the Kotomo and their mysterious powers. Unlike the player, Madeline seems far more concerned with taking care of and raising her Kotomo than she is with training them.
Star Kotomo: Scarlie
Scarling
KotomoKiki
Kiki
A young girl who encounters the player shortly after their accidental arrival in Heiwana. The daughter of Kotomo breeder Sosa, Kiki is an adorably sweet and kindhearted girl who immediately bonds with the player, even going as far as to lending them one of the family's three starter Kotomo as a gift. Eager to get out of the house and see the world, Kiki volunteers to join the player as their partner, travelling alongside them throughout their journey.
Star Kotomo: Ace & Mina
KotomoStarters
KotomoBlade
Blade
A teenager who lives out in the wild, preferring to avoid human contact in favor of interacting with Kotomo, especially those who follow him as his team. After witnessing the player emerging from a portal, Blade becomes convinced that only doom and destruction can come as long as they remain in Heiwana, and they make it their primary goal to drive away and defeat you. Little about Blade's past is known, but Kiki seems to know Blade isn't his real name...
Star Kotomo: Ren
Corbonn
IrinaKotomo
Irina
Irina is a mysterious woman who resides in a small house in the middle of the Forloria Forest; due to her ghastly aura and pale skin, she is often claimed to be a ghost or specter by those who catch sight of her on her nightly walks. In spite of this, Irina is actually a very caring and motherly individual, having taken in her Kotomo from a previous owner who abandoned them. The player can stop by Irina's place to buy some of her delicious home-cooked food or to help raise Kotomo the player is not currently using, acting as a form of training ground.
Star Kotomo: Camilla
Dekayuga

Kotomo Listing

Kotomo Information Abilities
Synax
Synax
The Empathic Kotomo
001
Psychic

Synax is one of the rarest Kotomo in the land of Heiwana, primarily being raised in captivity. Though its body is underdeveloped, its mind is very developed indeed, giving it psychic powers that it uses to swim through the air in lieu of locomotion. The fins on its head are long nerves that connect directly to its brain, giving it the ability to sense the emotions of others nearby.
Can be Advanced at Level 20.
Adaptation
The user's same-type moves gain a 1.5x power increase at low health.
Tandrum
Tandrum
The Beating Kotomo
004
Electric

Tandrum is one of the rarest Kotomo in the land of Heiwana, primarily being raised in captivity. The glowing organ in the center of its body is capable of generating electricity when agitated, and Tandrum will often bang on it with its fists when angered. The resulting static electricity delivers a painful shock on contact, and also makes Tandrum's hair stand on end, making it appear larger to opponents.
Can be Advanced at Level 20.
Adaptation
The user's same-type moves gain a 1.5x power increase at low health.
Stiril
Stiril
The Magnetic Kotomo
007
Metal

Stiril is one of the rarest Kotomo in the land of Heiwana, primarily being raised in captivity. Noted neat freaks, Stiril hate dirty environments, and use the magnetic properties of their horns to collect refuse and clump it together into magnetized balls. Young Stiril have been seen scraping their horns on objects to sharpen and maintain them, leading to issues when they accidentally become magnetized to something metal.
Can be Advanced at Level 20.
Adaptation
The user's same-type moves gain a 1.5x power increase at low health.
Colward
Cowlard
The Hooded Kotomo
010
Bug

Inhabiting many of Heiwana's lush forests, Cowlard are bugs that are capable of spinning and weaving a thick silk. Naturally fearful due to their relative inability to fight off predators, they create silk hoods around them as a natural defense, warding off attempts to grab them. Their antennae have radar-like capabilities, and can extend to scan further; interestingly, doing so seems to contract the hood around their face, much like the strings on an actual hoodie.
Can be Advanced at Level 23.
Thick Coat
Hiding in their thick coat, the user gains a three-stage boost to their defenses at low health.
----
Sticky Silk
The sticky webbing surrounding this Kotomo causes the Speed of anything that touches it to lower by one stage.
Cowltessa
Cowltessa
The Fashionista Kotomo
011
Bug

Much more powerful than in its previous form, Cowltessa is far more confident in itself and no longer needs to hide itself behind a silk cloak. It now uses its silk creation to form a variety of beautiful patterns and designs which it then wears; its creations have inspired fashion designers across the land. By weaving its claws through the silk around its neck, it can create fine webbing that it then hurls upon its foes to ensnare them.
Thick Coat
Hiding in their thick coat, the user gains a three-stage boost to their defenses at low health.
----
Sticky Silk
The sticky webbing surrounding this Kotomo causes the Speed of anything that touches it to lower by one stage.
Rookid
Rookid
The Training Kotomo
012
Melee

Rookid travel far and wide across the land of Heiwana, searching for the toughest climates in order to train their body into peak fighting form. Unfortunately, due to their underdeveloped muscles, they tend not to get very far without help, and many find themselves roaming home without success. The red armor on their bodies encases their most sensitive areas, but this added defense sometimes makes Rookid more reckless and less wary of danger.
Can be Advanced at Level 20.
Warrior's Fist
The power of the user's punch-based attacks increases to 1.5x normal.
----
Comeback Kid
The user's offensive stats and speed increase after reaching 33% HP.
Rookenji
Rookenji
The Fisticuff Kotomo
013
Melee

Having spent sufficient time training their fighting style and honing their warrior's spirit, Rookenji emerges a much more powerful combatant, able to harness elemental energy with their fists. The dark lines across their body are actually exposed muscle; when they strike at maximum power, these muscles glow bright red. The gem on their head is actually a third eye, granting them enhanced perception and letting them duck and weave around incoming attacks with ease.
Warrior's Fist
The power of the user's punch-based attacks increases to 1.5x normal.
----
Comeback Kid
The user's offensive stats and speed increase after reaching 33% HP.
Scarling
Scarling
The Feather Kotomo
014
Wind

Unable to fly, Scarling move about by rolling on the ground, tucking in their feet and letting their fluffy down act as a defensive barrier. The large red feather on its head can be easily plucked and reattached to Scarling's body at a moment's notice; despite its frail legs, it is able to hurl this feather at high velocity by performing a headbutt. The feather itself is shockingly sturdy and sharp when thrown, almost acting like a knife.
Can be Advanced at Level 18.
Skillful
Increases the power of the user's weaker moves (below 70 base power).
----
Deadeye
Landing an attack successfully has a 33% chance to reduce the target's speed by one stage.
Skewird
Skewird
The Knife Kotomo
015
Wind

The tail of a Skewird is made entirely out of its sharp, razor-like feathers, which it can pluck out and hurl forward with startling speed and accuracy. Miraculously, these feathers seem to grow back instantaneously after being plucked. A notable songbird, Skewird can be often found clicking their tails against a hard surface to act as a metronome, keeping time while they chirp sweet, soothing melodies.
Can be Advanced at Level 32.
Skillful
Increases the power of the user's weaker moves (below 70 base power).
----
Deadeye
Landing an attack successfully has a 33% chance to reduce the target's speed by one stage.
Cadavird
Cadavird
The Marksman Kotomo
016
Wind

Using their wings and hands, Cadavird are able to pluck and throw razor feathers at incredibly high speeds, tossing multiple feathers to maximize the damage they deal. Their tail is now hidden under a thick cover of fluffy black feathers, as if to conceal the danger that this Kotomo carries with it at all times. An oddly picky eater, Cadavird will use its razor feathers to chop up and prepare food it is given, and will even use them as utensils if the need arises.
Skillful
Increases the power of the user's weaker moves (below 70 base power).
----
Deadeye
Landing an attack successfully has a 33% chance to reduce the target's speed by one stage.
Bonpeito
Bonpeito
The Shooting Star Kotomo
017
Light

A rare Kotomo said to have fallen from the skies in ancient times, streaking over the horizon like a shooting star. The powerful muscles in their hind legs let them run and jump very fast, and in doing so, their fur lets loose tiny sparkles of light that makes its path almost resemble a starry night sky. The pointed crest on its forehead can be charged up to generate a brilliant beam of light, useful for stunning opponents and lighting the way at nighttime.
Sparkle
Physical contact with the user has a 50% chance to inflict Daze.
Rundrake
Rundrake
The Timid Kotomo
018
Plant
Mythic

A very small and feeble Kotomo, Rundrake are fearful for their life at almost every second of every day. Having impressive hidden potential but not enough courage to fully utilize it, as well as becoming a prime target for Kotomo hunters due to their large yield of experience, Rundrake uses its skills to flee from battle as fast as possible. If a trainer cares for them, however, they can prove to be incredibly faithful and powerful allies.
Escape Artist
The user is timid and tends to want to flee battle, letting it negate attempts to block switching out or fleeing from battle.
Dispyser
Dispyser
The Trickery Kotomo
019
Bug
Poison

Formerly a predatory species that hunted Rundrake, Dispyser's nature as a hunter has changed considerably after it discovered that its prey was also being sought after by humans. Evolving false leaves and a green color scheme in order to resemble Rundrake, the Kotomo now avoids hunting its former prey, instead tricking humans and other predators into pursuing it instead. It laces the area around its home with transparent, sticky webbing, preventing them from escaping and leaving them vulnerable to its attacks.
Cunning Trap
Blocking off all escape routes, this Kotomo's presence prevents the opponent from switching out or fleeing from battle.
Pokypunk
Pokypunk
The Spiked Kotomo
020
Flame

Pokypunk are very popular with young kids, being seen as "cool" for their prickly backs and ability to set themselves ablaze through the use of friction; this reaction is aided by chemical compounds formed on the tips of their spines. Though their backs are sharp and defensive, their bellies are soft and act as a weakspot when exposed. Opponents will often try to flip Pokypunk onto its back, where its spines become lodged in the ground and prevent it from flipping back over.
Can be advanced at Level 32.
Flame Needle
Physical contact with the user has a 50% chance to inflict Burn.
Flardequil
Flardequil
The Stylish Kotomo
021
Flame

Flardequil possess the ability to generate blade-like jets of flame along their upper arms, activated by scraping them against solid surfaces and using friction to heat them up. Due to both their high natural speeds and the necessary friction required to charge up their attacks, Flardequil are notorious thrillseekers, doing whatever they can to travel as fast as possible. Parents who once trusted their children with Pokypunk now find themselves attempting to discourage them from following the actions of Flardequil, lest they be harmed in the process.
Flame Needle
Physical contact with the user has a 50% chance to inflict Burn.
Pubble
Pubble
The Floating Kotomo
022
Water

A Pubble's body is covered in a sleek, fluffy fur that is coated in hydrophobic oils. This, combined with its incredibly low weight, give it amazing levels of buoyancy, and it can even be compared to an inflatable raft. It's incredibly loyal, following humans that it bonds to into any situation, and despite not having the strength to swim very quickly, it's more than happy to serve as a flotation device for struggling swimmers and children alike.
Can be Advanced at Level 35.
Swimmer
The user's Speed increases by 1.5x in Rain.
----
Purebred
The user negates attempts to lower its offensive stats.
Frosky
Frosky
The Frost Kotomo
023
Water
Ice

Using its newly-found cryogenic abilities, Frosky is able to walk on water by lowering the temperature of its paws dramatically, freezing whatever they touch on contact. Their tail is covered with a thick coating of ice, which can sometimes result in weaponized shards of ice being thrown around if it wags too hard. Frosky is just as playful and loyal as Pubble, but with its increased power and size, becomes a much more effective watchdog- parents often leave their children in the protective care of Frosky.
Swimmer
The user's Speed increases by 1.5x in Rain.
----
Purebred
The user negates attempts to lower its offensive stats.
Dandilite
Dandilite
The Flower Kotomo
024
Plant

The petals on Dandilite's back serve a dual purpose; while they are often opened up and exposed so that the Kotomo may collect solar energy to gain sustenance, they can also be focused together in order to harness the collected power into burning solar beams. Its leaf-like hands, normally curled up, can be extended quite far when unfurled, letting Dandilite grasp or strike objects from far away. Though a pest, it's beloved by children, often being used as a common starting Kotomo itself.
Can be Advanced at Level 30.
Photosynthesis
The user regains 1/10th of their HP per turn in Sunlight.
----
Solar Charge
The user's offensive stats increase by 1.5x in Sunlight.
Aerilion
Aerilion
The Floating Fluff Kotomo
025
Plant
Wind

Aerilion's leaf hands have expanded to massive size, and its low weight means that by flapping its arms, it is fully capable of flight. Though its control over solar energy has decreased, it's become much more powerful than its previous form; its leaves are sharp enough to send blade-like slashes of wind at targets, and the soft fluff on its head can become spiky at a moment's notice, granting it defense against attackers. Though it will try to oblige children who grab onto its stem in an attempt to fly, it typically cannot take off with the excess weight.
Photosynthesis
The user regains 1/10th of their HP per turn in Sunlight.
----
Solar Charge
The user's offensive stats increase by 1.5x in Sunlight.
Glurm
Glurm
The Glowing Kotomo
026
Bug
Light

Glurm is a very diminutive Kotomo, resembling a simple blob that latches onto the side of trees in order to get off the ground away from danger. When its heart beats, the yellow strip on its back flashes, creating a soothing pulse when Glurm is calm and a frantic alarm when it is excited or scared. In southern Heiwana, it is common practice to hang Glurm feeders on one's house, both to provide them with a safe home and to use their light as a means to save on electricity.
Can be Advanced at Level 27.
Advanced Form based on time of day.
Guiding Light
The user provides themselves and their partner with a two-stage Accuracy boost when present.
----
Beacon
Amplifies the power of the user's Light moves.

LuxectSun

LuxectMoon


Luxect
The Lantern Kotomo
027
Bug
Light

Luxect is notable for having two distinct variants, differentiated by the times in which they are active as well as the glowing patterns on their wings. Diurnal Luxect are orange like the dawn, and develop the ability to use Flame and Electric-type attacks; nocturnal Luxect, in contrast, are the same deep blue as a night sky, and gain access to Water and Ice-type attacks. Their abdomen contains an organ that constantly emits bright light, and their tendency to flock around cities has lead travelers to civilization many a time.
Guiding Light
The user provides themselves and their partner with a two-stage Accuracy boost when present.
----
Beacon
Amplifies the power of the user's Light moves.
Corbonn
Corbonn
The Core Kotomo
???
Earth
Light

A very rare Kotomo with a beautiful, shiny gemstone embedded within its core. Rather aggressive, it lashes out at human and Kotomo alike with diamond-hard spikes, using its core to fire off beams of light. They are capable of bonding and merging with other rock to make themselves larger and more powerful; even other Corbonn can fuse together in order to increase the union's intelligence and fighting abilities.
Can be Advanced by Unbinding 5 times.
Trainee
The user gains slightly more EXP during battle. Does not affect external sources of EXP.

Dainamech

DainamechLastStand


Dainamech
The Heroic Kotomo
???
Earth
Light

If six Corbonn combined, they unite into the mighty Dainamech, who is capable of focusing and refracting light into laser blades hot enough to slice through solid metal with ease. The only thing stronger than their dense, rocky armor is their sense of justice, and they will do anything in their power to protect the trainer they have bonded with. If one of their allies falls in battle, they enter an ascended state known as Heavenly Form, which increases their power dramatically for the goal of avenging their fallen partner.
Last Stand
If the user's ally is KOed through any means, they will recover approximately 40% of their Max HP and enter Heavenly Form, enhancing all of their stats and changing the move Crystal Blade into Heavenly Blade.
GnawtyKotomo
Gnawty
The Biting Kotomo
???
Shadow

Gnawty has the power to dig what appear to be dimensional holes out of shadow, giving them the apparent ability to teleport on a whim. As this ability relies on darkness in order to function properly, Gnawty find themselves dwelling in dark environments such as caves or deep jungles in order to facilitate its use. One of the smallest Kotomo, Gnawty is still a threat due to how ferocious it is, using its razor-sharp teeth to lodge into its opponents and avoid being shaken off.
Can be Advanced at Level 32.
Gaping Maw
The power of the user's biting moves is increased by 1.5x normal.
Mawlar
Mawlar
The Devouring Kotomo
???
Shadow

Mawlar has become too big to emerge fully from the shadow holes it generates, and as a result has become much more lethargic and slow to act. This does not make it any less of a lethal predator, however, as it still traps its prey by cornering them with its bulk and shoving them down its absolutely massive gullet. If need be, it is capable of breathing shadowy smoke from its throat, creating a smokescreen to disorient its foes and enable it to launch an attack without retaliation.
Gaping Maw
The power of the user's biting moves is increased by 1.5x normal.
Kittek
Kittek
The Artificial Kotomo
???
Digital

The first-ever Digital-type Kotomo, Kittek is composed entirely out of an otherworldly energy received through radio transmissions. It is through the power of Kittek that Heiwana developed digital technology such as computers, which lead to the propagation of more Digital-type Kotomo. Born from an unstable signal, Kittek seems to move choppily, as if every single action it takes required time to be loaded.
Can be Advanced by using the Update Protocol.
Power Cycle
The user receives a 1-stage boost to their Speed after every action they take.
Bastek
Bastek
The Online Kotomo
???
Digital

Having been updated to receive digital signals more clearly, Bastek runs at peak performance at all times. The glowing receptor on its head constantly scans its surroundings, processing all of the information it can in order to tell Bastek the perfect route to approach its foes. It moves at lightning speed, and with its ability to accurately calculate the opponent's fighting strategy, Bastek is often capable of ending fights in seconds. They like to curl up against electric appliances, which makes their bodies appear as though they are covered in static and makes them tingle to the touch.
Power Cycle
The user receives a 1-stage boost to their Speed after every action they take.
Hoppier
Hoppier
The Fencer Kotomo
???
Metal
Bug

An agile humanoid Kotomo who has developed two natural blades out of steel, which it stores inside natural scabbards found on its thighs. When fighting, it adopts a one-legged combat stance, drawing a single sword and using the weight of the sheathed one to act as a sort of counterbalance; when victory looks impossible, it will use both of its swords and move at lightning speed. Outside of combat, Hoppier is a gentlemanly Kotomo, always acting as a sworn protector and friend to those it trusts.
Swiftskill
All of the user's multi-hit attacks are guaranteed to hit the maximum number of times. This effect does not work if a middle hit of a multi-hit attack KOs the enemy, which will cancel the attack, or if the user is KOed due to a counterattack.
Fuguli
Fuguli
The Explosive Kotomo
???
Water
Flame

Aggressive and sensitive to approach, Fuguli are some of the hardest Kotomo to tame and train. When threatened, they inflate their bodies and expose their hard spines as a defense mechanism; if the worst comes to worst, they also possess an internal combustion sac that allows them to detonate their body, blasting their spikes everywhere as shrapnel. A deflated Fuguli is much calmer and easier to care for, and even when inflated, they can be soothed by stroking the light orange underside, which stimulates their combustion sac and produces a nice warmth.
Death Charge
Upon being KOd, the user explodes, damaging everyone with a Flame-elemental attack. Damage is based off of the user's Attack.
Marino
Marino
The Algae Kotomo
???
Water
Plant

Residing in the marshy waters of the Alkaria Swamp have resulted in this small Kotomo developing a thick coat of algae around its body. This algae serves as an extension of its body, acting as protection, a means of locomotion, and even as a source of food if Marino is desperate enough to require it. Trainers who own a Marino are advised to take care and groom them regularly; if the algae gets too dense, it can be hard for the Marino to breath properly.
Can be Advanced at Level 32.
Insulation
The user is immune to Ice-type attacks.
----
Water Filter
The user recovers HP if hit with a Poison-type attack.
Marmossus
Marmossus
The Swamp Kotomo
???
Water
Plant

Although Marmossus appears incredibly large at first glance, reaching heights of over seven feet tall, this is in fact due to the heavy buildup of algae around its body; when submerged in water, the whole body structure collapses and only reaches about a foot and a half tall. Marmossus uses this to navigate the swampy terrain it calls home, hiding under the water with only the leaves on its head sticking above the surface. It's incredibly strong, and its musculature is enhanced by the dense algae on its body.
Insulation
The user is immune to Ice-type attacks.
----
Water Filter
The user recovers HP if hit with a Poison-type attack.
Fuchin
Fuchin
The Curiosity Kotomo
???
Psychic
Melee

Fuchin is a very inquisitive Kotomo, with the bulk of their nervous system being concentrated in their arms and hands. Developing a hypersensitive sense of touch as a result, Fuchin tend to learn the fastest when physically handling an object, resulting in their habit of touching objects they are curious about. Their tails are prehensile and can move very quickly, aiding Fuchin in their attempts to steal and hold small objects.
Supportive
The user's support moves gain maximum priority.
----
Emptyhanded
Provides the user with a 1.5x Speed boost if they lack a held item.
Poxic
Poxic
The Microbe Kotomo
???
Poison

Normally nanoscopic, Poxic reside all around in nearly every single living organism. Being found inside or around much larger organisms, however, has enabled them to grow to sizes visible to the naked eye. Inside their crystalline heads is a fluid mixture of toxins and genetic code, which evaporates on contact with oxygen. Don't inhale the smoke, or you'll get sick- and start growing tiny Poxic inside you!
Can be Advanced at level 32.
Contagion
Using a physical attack on a target will transfer the user's status conditions to them.
----
Toxic Touch
Physical contact with this Kotomo will inflict Poison.
Toxide
Toxide
The Virus Kotomo
???
Poison

A much more hostile virus than Poxic, Toxide will use its legs as injector needles to directly introduce the toxins contained in its body to a victim. Exposure to Toxide's infection is much harsher than its previous form, and can result in splitting headaches and digestive issues that last up to two weeks. It's capable of self-replicating, splitting through mitosis after ingesting enough nutrients.
Contagion
Using a physical attack on a target will transfer the user's status conditions to them.
----
Toxic Touch
Physical contact with this Kotomo will inflict Poison.
Turtot
Turtot
The Shelled Kotomo
???
Earth

Turtot possess a stony shell that protects them from almost all harm, but if it gets too dried out, it can shatter into pieces, and Turtot will have to make a new one from mud and stone. It uses its powerful front claws to dig into the desert soil and hide until it has enough energy to advance forms. The spike on its back defends it from predators while it does so, and it also acts as a pump that siphons moisture from the air and into Turtot's body.
Can be Advanced at Level 34.
Stone Shell
The user's Defense increases one stage every time it takes damage.
----
Shell Shatter
At half health, this Kotomo's shell breaks and turns into Spikes on the enemy's field.
Gigapagos
Gigapagos
The Colossal Kotomo
???
Earth

Gigapagos are most commonly seen at about the size of a human being, but given enough time, they can grow to absolutely colossal sizes- in fact, Makrana City is built on the back of a Gigapagos over 100 feet tall! They require very little sustenance relative to their bulk, primarily subsisting off of water. The spike that protected its original form has widened into a dish with a thin membrane, which pools water and drains it into Gigapagos's system.
Stone Shell
The user's Defense increases one stage every time it takes damage.
----
Shell Shatter
At half health, this Kotomo's shell breaks and turns into Spikes on the enemy's field.
Rhomid
Rhomid
The Drone Kotomo
???
Light

Only measuring at about a foot tall, Rhomid is a very tiny nomadic Kotomo that can be found hovering around the desert at nighttime, gazing vacantly with its glowing eye. It never seems to tire, and the internal power source giving it fuel never runs out, letting it stay active 24/7 without the need for rest. It seems intent on analyzing anything and everything it comes across, then emitting strange radio signals as if it is relaying the collected information back to something.
Can be Advanced at Level 30 during Nighttime.
Analysis
The user scans the opponent's offensive stats, granting them a two-stage increase to the defensive stat that matches the higher one.
Rhomidens
Rhomidens
The Flyfortress Kotomo
???
Light
Shadow

Descending from the heavens as if a divine entity in its own right, Rhomidens scans the horizon in every direction with its four massive eyes. A single blink is capable of generating massive influxes of light and shadow that result in paradoxical phenomena, almost as if this Kotomo is bending the laws of the universe to suit its needs. After analyzing an opponent's fighting style, it adjusts its own accordingly; the massive halo-like construct of light seems to act as a receptor dish that collects the data of Rhomid around the world.
Analysis
The user scans the opponent's offensive stats, granting them a two-stage increase to the defensive stat that matches the higher one.
Punkila
Punkila
The Gang Kotomo
???
Poison
Shadow

Crowds of Punkila gather around in the desert sands, marking their territory using glowing prints to ward off others. If someone invades their turf while the nocturnal lizards are active, they'll gang up to attack and assault the intruder as a combined unit- during the day, however, they fall fast asleep under the warm sands to conserve energy. Their glowing scales secrete a poisonous venom when touched, and they can also spit globs of sticky poison at opponents.
Shed Scales
The user uses their shed skin to slip out of Bind, granting them immunity to it.
----
Bully
The user's attacks deal 50% more damage if the target is suffering from a status ailment.
Ashela
Ashela
The Ashen Kotomo
???
Flame
Magic

A lonely Kotomo covered in volcanic ash, which obscures the brightly-glowing fire spirit within. It's unable to utilize the full extent of its power with all the ash covering it, resulting in its feeble nature and fear of others. It's said that, at the stroke of midnight, an Ashela can shed its covering and unlock its true potential, but only if it has the support of people who truly care about it.
Can be Advanced by entering Playtime mode and reaching midnight.
Scorching Body
Physical contact with the user will set the opponent on fire, inflicting Burn.
Calderela
Calderela
The Princess Kotomo
???
Flame
Magic

Having unlocked its true potential, Calderela now reveals its true form, being forged from living lava itself. It has a very delicate touch despite its potentially deadly nature, using its body to draw intricate and beautiful patterns in the air with quickly-hardening molten glass derived from its body. This is not to imply Calderela is not a force to be reckoned with, however, as they are known to harness the power of geothermal energy in order to summon powerful eruptions and attack their foes.
Scorching Body
Physical contact with the user will set the opponent on fire, inflicting Burn.
Shamini
Shamini
The Lucky Kotomo
???
Magic

Shamini possess magical powers from birth that seem to enable them affect probability, such as manipulating games of chance or the weather. The seal placed on its chest helps it control these powers until it advances, but occasional mishaps have been known to occur if a seal comes off. Due to their friendly demeanor and tiny size, they're a popular companion for younger girls, who often take care of their Shamini like a doll.
Can be Advanced at Level 30 or by leveling up while holding the Forbidden Seal.
Lucky Charm
Boosts the party's luck slightly, increasing the rate of dodging attacks and getting critical hits.
Shamamori
Shamamori
The Vestal Kotomo
???
Magic

Having focused under the guidance of its trainer, Shamamori's magical power has increased exponentially, granting it the ability to manipulate fortune and heal others. Shamamori is usually silent and stalwart, but has a soft spot for children and smaller Kotomo. It's often sought after by those hoping to use its fortune-controlling powers to make a quick buck, but the disciplined Kotomo often refuses to listen to these sorts of individuals and may occasionally assault humans it deems unworthy of using its powers.
Lucky Charm
Boosts the party's luck slightly, increasing the rate of dodging attacks and getting critical hits.
Dekayuga
Dekayuga
The Misfortune Kotomo
???
Magic
Shadow

If a Shamini's actions upset its trainer, or if its trainer is abusive, it may become frustrated or worried and begin to develop dark powers. If this occurs, its advanced form will become Dekayuga, and their ability to bring misfortune and harm will result in an innate fear of both their own strength and that of their trainer's wrath. Though initially timid and fearful, if shown enough love, they can proved to be even kinder than Shamamori. Unlike others in their line, they crave physical contact and affection, and will hold the hand of a trainer they trust in order to feel safe and secure.
Bad Luck
Greatly lowers the enemy party's luck, reducing their chance of getting critical hits or dodging attacks.
Cryad
Cryad
The Crying Kotomo
???
Ice

A small, spritely Kotomo often found dwelling in solitude, making small sobbing noises that can be mistaken for the cries of a young girl. Cryad are very sensitive to the emotions of grief and sadness, and can often be found hovering around sites where recent tragedies have occurred. This has lead to a superstition in the past that Cryad actually cause these tragic events, though in recent years, this urban legend has had many detractors attempt to disprove it for the sake of the Cryad species.
Can be Advanced by learning Frost Sword.
Snowstorm
The user summons Snowy weather upon entry. This lasts for 5 turns.
Tiriad
Tiriad
The Mourning Kotomo
???
Ice
Mythic

Tiriad can often be found hovering around gravestones or other locations of death, silently watching over the departed. Rather than simply using it as a dwelling site like Cryad, Tiriad acts as the omnipresent guardian of the dead, using its icy powers to manifest tools such as blades or icicle spears. If they sense that someone approaches them with malicious intent, they will not hesitate to strike down any foe, fighting until their last breath. Possessing naturally long lifespans, it is said that a Tiriad will stay by their trainer's side even in death.
Snowstorm
The user summons Snowy weather upon entry. This lasts for 5 turns.
Wendigast
Wendigast
The Frostwalker Kotomo
???
Ice
Shadow

A silent predator who stalks the icy wastes, turning near-invisible in snowstorms in order to conceal its movement. Its thin, icy feet help ensure that it leaves little to no tracks, and once it approaches its prey from behind, a single slash from its frozen claws is often enough to ensure that whatever it attacks will be solidified instantly. The snowflake-like decorations on the side of its head are actually horns, and a Wendigast with larger horns is often deferred to as the most powerful among the tribes they form.
Frost Body
The user regains 1/10th of their HP per turn in Snow.
----
Apex Predator
The user's same-type moves gain increased priority.
Furnoid
Furnoid
The Furnace Kotomo
???
Flame
Metal

Furnoid tends to dwell in cold areas, such as the peak of Mt. Ashoria; as a result, it has developed the ability to generate heat using an internal reactor engine of sorts. This engine is powered by movement, resulting in Furnoid acting energetic and rambunctious when it needs to warm up. This has earned it the ire of some humans, but it is still accepted for the warmth it provides.
Can be Advanced by learning Flame Cannon.
Cozy Fire
Both the user and their partner recover 1/12th of their HP at the end of each turn.
Furnolem
Furnolem
The Reactor Kotomo
???
Flame
Metal

Furnolem's internal flame is powered by consuming things, and it's grown powerful enough to make its metallic body hot to the touch at almost all times. Humans will often feed it just to keep them nearby, and the warmth it gives off is relaxing to both human and Kotomo; the resulting desire for physical contact is inverse to Furnolem's own shyness, resulting from a fear of its own strength. Using the pipes built into its fingers, it is capable of firing off powerful streams of flame, and its jaw has a crushing strength of 6,000 lbs, letting it chew things easily.
Cozy Fire
Both the user and their partner recover 1/12th of their HP at the end of each turn.
Eringa
Eringa
The Spirit Ring Kotomo
???
Shadow
Psychic

A mysterious ancient Kotomo inhabiting the shape of a golden ring, with a dark void suspended inside it. It seems to be highly intelligent, perhaps surpassing humans in its arcane knowledge, but it is not hostile in the slightest. Rather, it seems to seek humans or Kotomo who desire strength and power, selflessly granting them access to its boundless supply of spectral energy to empower them. While kind-hearted, it has no sense of morality, and Eringa have served both heroes and conquerors alike.
Spirit Share
The user gives up their turn to provide their partner with a second turn. Does not work if the user is alone or the last party member remaining.

World Map

Moves

Move Type Move Data
Nibble
Neutral
30 Strength - 100 Acc. - Physical
It's typical for young animals to bite on objects when they're teething. Kotomo just tend to be a bit more violent.
Bash
Neutral
40 Strength - 100 Acc. - Physical
What little kid hasn't thrown their weight around once or twice? In this case, however, it hurts a bit more.
Gnaw
Neutral
75 Strength - 100 Acc. - Physical
A vicious bite that can lower the target's Defense stat. That one's gonna smart later...

Abilities

Items

Consumable

Item Description
Healfruit A tasty red apple-like fruit grown all over Heiwana. Restores 50 HP and makes a wild Kotomo a bit friendlier towards you.
Big Healfruit A rarer version of the Healfruit that has a shiny green color. Restores 100 HP and makes a wild Kotomo even friendlier towards you.
Mega Healfruit This larger Healfruit is a shocking electric blue color, making it stand out. Restores 150 HP and makes a wild Kotomo very friendly towards you.
Legendary Healfruit The fruit of legend, this Healfruit takes on a shiny golden coloration. Restores all of a Kotomo's HP and makes a wild Kotomo incredibly happy towards you.
Revival Shard A mysterious crystal with the magical power to bring back those who have fallen unconscious. Restores a KOed Kotomo's HP by 1/2.
Revival Star A large crystal with the magical power to bring back those who have fallen unconscious. Fully restores a KOed Kotomo's HP.
Antidote Leaf This small green leaf acts as a natural cure-all for many kinds of illnesses and purges toxins when eaten. Cures Poison.
Snap Stick This brittle, cinnamon-like stick creates both a loud sound and lovely smell when broken, making it useful for returning one's senses. Cures Daze.
Water Capsule A jelly-like ball filled with nice, refreshing water, good for a quick drink or for putting out fires at a moment's notice. Cures Burn.
Silver Needle Acupuncture is an ancient art used to stimulate the muscles, and a quick poke of this needle does the job nicely. Curse Paralysis.
Fire Seed This small red seed creates a tiny explosion when thrown on the ground, good for a toy or for melting ice quickly. Cures Freeze.
Memory Bell A strange golden bell that has the power to snap one back to consciousness if they have forgotten something. Cures Amnesia.
Ruby Cookie This cookie is notable for the striking red color of its dough; other than that, it just looks like chocolate chip. Cures all status ailments.

Bait/Food

Item Description
Standard Bait Your average, everyday Kotomo kibble. Makes a wild Kotomo a bit friendlier towards you.
Big Bait Top-grade, high-quality Kotomo kibble made from the freshest ingredients. Makes a wild Kotomo much friendlier towards you.
Rangeo Fruit A fruit with a juicy, soft center similar to a large grape. Increases friendliness of whoever eats it- most effective on Kotomo with a Gentle Nature.
Chariri Fruit A fruit with a strong taste and thick outer layer. Increases friendliness of whoever eats it- most effective on Kotomo with a Bold Nature.
Haduni Fruit A fruit with a sweet taste and a fluffy interior, reminiscent of a banana. Increases friendliness of whoever eats it- most effective on Kotomo with a Timid Nature.
Limio Fruit A fruit with a striking sour taste and mottled green skin. Increases friendliness of whoever eats it- most effective on Kotomo with a Crafty Nature.
Beribu Fruit A fruit with a shiny skin and large seeds dotted around the outside. Increases friendliness of whoever eats it- most effective on Kotomo with a Relaxed Nature.
Aprea Fruit A fruit with soft flesh and a refreshingly crisp flavor. Increases friendliness of whoever eats it- most effective on Kotomo with a Excited Nature.
Normal Chocolate A ball of chocolate, crafted specially for consumption by Kotomo. Increases the friendliness of whoever eats it- Chocolates can also be used as healing items when equipped as a held item.
Spicy Chocolate A ball of chocolate sprinkled with flaming-hot chili flakes- it goes surprisingly well with the cool chocolate! Increases friendliness of whoever eats it- most effective on Flame-type Kotomo.
Jammy Chocolate A ball of chocolate filled with a gooey, fruity berry jam that colors your tongue blue. Increases friendliness of whoever eats it- most effective on Water-type Kotomo.
Zesty Chocolate A ball of chocolate sprinkled with the zest- and juices- of a sour citrus fruit. Really packs a zing! Increases friendliness of whoever eats it- most effective on Electric-type Kotomo.
Minty Chocolate A ball of chocolate mixed with natural mint leaves, giving it a cool refreshing taste and letting it cure bad breath. Increases friendliness of whoever eats it- most effective on Plant-type Kotomo.
Powdered Chocolate A ball of chocolate sprinkled with powdered sugar- the resulting dessert looks a bit like a snowball! Increases friendliness of whoever eats it- most effective on Ice-type Kotomo.
Nutty Chocolate A ball of chocolate mixed together with chopped nuts, which supplies extra fiber and a healthy helping of protein! Increases friendliness of whoever eats it- most effective on Melee-type Kotomo.
Gooey Chocolate A ball of chocolate filled with a sinfully smooth blend of dark chocolate and cherry flavoring. Increases friendliness of whoever eats it- most effective on Poison-type Kotomo.
Crunchy Chocolate A ball of chocolate with an incredibly thick, crunchy exterior that's liable to break a tooth if you aren't careful. Increases friendliness of whoever eats it- most effective on Earth-type Kotomo.
Aerated Chocolate A ball of chocolate infused with air bubbles, giving it a lighter, creamier texture than normal. Increases friendliness of whoever eats it- most effective on Wind-type Kotomo.
Marbled Chocolate A ball of chocolate that's been mixed together with white chocolate in order to create an entrancing marbled design. Increases friendliness of whoever eats it- most effective on Psychic-type Kotomo.
Sprinkle Chocolate A ball of chocolate coated in dazzling rainbow-colored sprinkles, making every bite an absolute delight! Increases friendliness of whoever eats it- most effective on Magic-type Kotomo.
Honey Chocolate A ball of chocolate filled with a sweet honey filling, locally sourced from Bug Kotomo farms. Increases friendliness of whoever eats it- most effective on Bug-type Kotomo.
Seductive Chocolate A ball of chocolate wrapped around a strawberry- the taste is dark, luscious, and downright sinister. Increases friendliness of whoever eats it- most effective on Shadow-type Kotomo.
Golden Chocolate A ball of chocolate partially wrapped in gold leaf, signifying that this chocolate is the food of kings. Increases friendliness of whoever eats it- most effective on Mythic-type Kotomo.
Metallic Chocolate A ball of chocolate that hasn't been taken out of the foil wrapper yet. Hey, it's high in iron! Increases friendliness of whoever eats it- most effective on Metal-type Kotomo.
White Chocolate A ball of chocolate double-dipped in a white chocolate icing, giving it a shiny white shell to hide the insides. Increases friendliness of whoever eats it- most effective on Light-type Kotomo.
3D Chocolate A ball of chocolate printed out of a 3D printer and formed into an elaborate shape- technology is incredible! Increases friendliness of whoever eats it- most effective on Digital-type Kotomo.
Orange Shake A nutritious orange-colored shake designed to help train Kotomo. Provides a boost to the Max HP of whoever you feed it to.
Red Shake A nutritious red-colored shake designed to help train Kotomo. Provides a boost to the Attack of whoever you feed it to.
Blue Shake A nutritious blue-colored shake designed to help train Kotomo. Provides a boost to the Defense of whoever you feed it to.
Green Shake A nutritious green-colored shake designed to help train Kotomo. Provides a boost to the Magic of whoever you feed it to.
Cyan Shake A nutritious Cyan-colored shake designed to help train Kotomo. Provides a boost to the Resistance of whoever you feed it to.
Yellow Shake A nutritious yellow-colored shake designed to help train Kotomo. Provides a boost to the Speed of whoever you feed it to.

Trivia

  • Credit to Exotoro (tbc) for assistance with designing Bonpeito, Chris and Ciela, as well as providing feedback on the designs of Cowltessa and Rookenji.

Gallery

Fan Art

A gallery for fanart created for the project. Feel free to post!

Fantendo Smash Bros. Combat (erictom333)
Fighters #1 Unten • #2 Strafe • #3 PalmMan • #5 Pesh • #6 Zerita • #7 Aingeru • #8 Rachel • #9 Bowie • #10 Leah • #11 Fera • #12 Silver Zin • #13 Doomulus Grime • #15 McBoo • #16 Volt • #17 Mioda • #18 Meta-Form • #19 Reptflux • #20 Mika Sho • #21 Scotch • #22 Umbra • #23 Hama • #24 Riddle • #25 Kýrios • #26 Sia • #27 X-Ray • #28 Sakeena • #29 Aurora • #30 Tess • #31 Crow • #32 Amy • #33 Tayshaun • #34 3.14 • #35 Mynis • #36 Valerie • #37 Aero • #38 Zellen • #39 Tigzon • #40 Reten • #41 Palutena • #42 Kaiden • #43 Nightless • #44 Nycho • #45 Bunea • #46 Voidmato • #47 Jura-Pek • #48 Xazalea • #49 Bynde • #50 Nyxiel • #51 Alec • #52 Caleb • #53 Janka • #54 Glenn • #55 Lumino • #56 Felicity • #57 Vessa • #58 Lucius • #59 Thrusterhound • #60 Cassandra • #61 Anthony • #62 Millyrain • #63 Redge • #64 Storm • #65 Simone
DLC Fighters #66 Kalatia • #67 Pubble • #68 Obena • #69 Mindy • #70 Cardinal
Stages Chococarrot Charge • City Roof • Cobalt • Draconian Kingdom • Dragonbreak Falls • Fantendo Firehouse • Final Frontier • Gas Station • Grand Mal City • Leah's Hospital • Lock's Base • Mango Island • Montanian Village • Neo York City Streets • Peaceful PlainsPusher's Pile • Western Village • World Tournament • Zeon Remnant
Bosses AdamDoomulus PrimeEndal the MonkeyKing Kube KiloBotMalloryMaster BinaryMistress of WeirdNetnu
Items BlumpBull HornsChocodiceCorrupted CoreFinisher SphereGoo GrenadeGlistening BlumpKeinz Colored KetchupKolorb-BallPushyRage SodaSummoner Orb (See below)UntencakeZaxinian Cuisine
Summoner Orb characters AbsintheAinhoaBoareDoormatFriday BlakeJasper JabberwockyLisa LeyserLockLucky VeridianMobiusMuffinObenaPennyRetronRonnie & ClaireRuby GlaesSpreeYukiKiva (DLC)
Misc Alternate CostumesPenny's DatabaseSpirits
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