A Ludvik and their submarine.
(Trailing Epic)
Legendary Counterparts
Quirk Pool
Vigilant 60%
Charge 40%
Item Pool
When defeated, has a chance to drop:
Nothing at 30%, Diving Helmet at 40.83%, and Mystery Goo at 29.17%

...And some tokens:
Focus at 100%
Gender Pool
Female
Female
Female: 10%
Neither: 50%
Male: 40%
Gendered variants have no coat. Males get a shaggy wig, females are ghosts.
Male
Male
Male Secondary
Pulses are directional and cone shaped to 30 degrees, and can be directed. Pulses are now also fired towards the nearest or furthest foe, alternating every 2 minutes. Along with being conic instead of radial, pulses travel 50% faster and have 50% further range! male
Female Tertiary
Missiles become spectral- being able to hit foes even under cover. At a cost, they take 10 seconds to strike and deal 1 less damage, but have a 30% larger explosion radius. This also applies to Foe Maulers and Foe Assassins. female
Primary
Cannot be on land, switches between being submerged and surfaced every 5 - (HPs lost % / 3) minutes. While submerged, theyre immune to non-magical/heavy attacks and cant be struck by critical attacks! While surfaced, Ludvik may rarely pop open the glass dome and shoot their gun at the nearest foe, the gun having the same effects as their final form (Ludvik).
Secondary
Releases a radio pulse every 30 seconds. This pulse reveals the location of all hidden foes/items and boosts ally range and vision by 50% for 2 minutes, the boost diminishing over said time. The Ludsub has a 33% to release a radiation pulse instead, which applies Gamma to allies within 50% of Ludsub's vision and reduces beneficial status duration of foes by 3 seconds. If theyre gonna release a radiation pulse, they also have a 33% to instead release an atomic pulse which travels outwards slowly at first, and then quickly accelerates outwards, making all foes Dizzy and Chemical Burning them. Allies instead have Gamma applied still, but have the current duration of it tripled if its already applied. All pulses reach 10x further in water than they do on land, and mark the first foe afflicted to be attacked by allies first.
Tertiary
Every time their HPs drops below 10%, they fire a missile from the silo. This missile shoots upwards and cant be seen or detected for 5 seconds after its fired. After 5 seconds, comes back down while homing in on a random foe in Ludsub's vision. This missile deals 6 damage on impact and explodes with an explosion radius equal to 33% Ludsub's range that deals 4 damage. Can only fire a missile once every 10 seconds, so missiles can queue up and fire in succession if theyre stuck waiting. Every third missile launched is instead a Foe Mauler.
Ludsub
R
60
3
2
Pointed to by... Ludvik and Ludship
They really do wish they got the XL size.
(Trailing Epic)
Global Bonus
Up to a +100% breath holding duration the closer any ally is to Ludsub, starting at 1% from a range equal to 3x Ludsub's vision.
Legendary Counterparts
Quirk Pool
Vigilant 20%
Charge 80%
Item Pool
When defeated, has a chance to drop:
Nothing at 30%, Diving Helmet at 40.83%, and Mystery Goo at 29.17%

...And some tokens:
Focus at 100%
Gender Pool
Female
Female
Female: 10%
Neither: 50%
Male: 40%
Gendered variants have no coat. Males get a shaggy wig, females are ghosts.
Male
Male
Male Secondary
Pulses are directional and cone shaped to 30 degrees, and can be directed. Pulses are now also fired towards the nearest or furthest foe, alternating every 2 minutes. Along with being conic instead of radial, pulses travel 50% faster and have 50% further range! male
Pulses that hit obstacles bounce off weakly in all directions.
Female Tertiary
Missiles become spectral- being able to hit foes even under cover. At a cost, they take 10 seconds to strike and deal 1 less damage, but have a 30% larger explosion radius. This also applies to Foe Maulers and Foe Assassins. female
Foes caught in the explosion but not directly hit have a 10% to become Allergic.
Primary
Cannot be on land, switches between being submerged and surfaced every 5 - (HPs lost % / 3) minutes. While submerged, theyre immune to non-magical/heavy attacks and cant be struck by critical attacks! While surfaced, Ludvik may rarely pop open the glass dome and shoot their gun at the nearest foe, the gun having the same effects as their final form (Ludvik).
When surfaced, defense is boosted by 2, and when beached, by 4.
Secondary
Releases a radio pulse every 30 seconds. This pulse reveals the location of all hidden foes/items and boosts ally range and vision by 50% for 2 minutes, the boost diminishing over said time. The Ludsub has a 33% to release a radiation pulse instead, which applies Gamma to allies within 50% of Ludsub's vision and reduces beneficial status duration of foes by 3 seconds. If theyre gonna release a radiation pulse, they also have a 33% to instead release an atomic pulse which travels outwards slowly at first, and then quickly accelerates outwards, making all foes Dizzy and Chemical Burning them. Allies instead have Gamma applied still, but have the current duration of it tripled if its already applied. All pulses reach 10x further in water than they do on land, and mark the first foe afflicted to be attacked by allies first.
Normal, radiation, and atomic pulses have a 0.1%, 0.3%, and 0.6% to instantly kill any single foe whose less than 1%, 3%, and 6% the Ludsub's vision away from them respectively.
Tertiary
Every time their HPs drops below 10%, they fire a missile from the silo. This missile shoots upwards and cant be seen or detected for 5 seconds after its fired. After 5 seconds, comes back down while homing in on a random foe in Ludsub's vision. This missile deals 6 damage on impact and explodes with an explosion radius equal to 33% Ludsub's range that deals 4 damage. Can only fire a missile once every 10 seconds, so missiles can queue up and fire in succession if theyre stuck waiting. Every third missile launched is instead a Foe Mauler.
Every second missile is instead a Foe Mauler, and every second Foe Mauler is a Foe Assassin.
Ludsub
R
90
5
3