The Legend Run: (Frosty) Ruined Eden - Tower of Ash

(Mandatory Rainbow Bell is added to the Backpack)

Team:


Aerodactyl [Stallord] (M)
Nature
: Jolly (+ Speed, -Sp.Atk)

Type: Flying/Rock

Abilities: Pressure/Rock Head/Unnerve(U)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 150 (130x1.15) (26% Accuracy Boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 20



Abilities: Pressure/Rock Head/Unnerve(U)/Tough Claws(M)

Mega Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 173 (+) (30% accuracy boost)
Size Class: 4
Weight Class: 4
Base Rank Total: 23


EC: Nope
MC: 0
AC: 5/5

Attacks (78/90):

Aerial Ace
Agility
Air Cutter
Ancient Power
Aqua Tail
Assurance
Attract
Bide
Bite
Bulldoze
Crunch
Curse
Defog
Detect
Double-Edge
Double Team
Dragon Breath
Dragon Claw
Dragon Pulse
Dragon Rage
Earthquake
Earth Power
Endure
Facade
Fire Blast
Fire Fang
Flamethrower
Fly
Foresight
Frustration
Giga Impact
Headbutt
Heat Wave
Hidden Power Fire
Hone Claws
Hyper Beam
Ice Fang
Incinerate
Iron Head
Iron Tail
Mimic
Payback
Protect
Pursuit
Rain Dance
Razor Wind
Reflect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Sandstorm
Scary Face
Sky Attack
Sky Drop
Sleep Talk
Smack Down
Snore
Stealth Rock
Steel Wing
Stone Edge
Substitute
Sunny Day
SuperSonic
Swagger
Tailwind
Take Down
Taunt
Thunder Fang
Torment
Toxic
Twister
Whirlwind
Wide Guard
Wing Attack

Bloodlust

Egg: Dragon Breath,
Past Gen Tutor: Ominous Wind, Swift
Past Gen TM: Rage, Captivate, Natural Gift,
XYTM: Secret Power, Attract, Thief, Round, Confide, Strength

Kangaskhan [Lady Maud] (F)
Nature: Jolly (+Spe, -SpA, + 12% acc)
Type: Normal
Abilities: Early Bird, Scrappy, Inner Focus (Unlocked)

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 104 (+)
Size Class: 4
Weight Class: 4
Base Rank Total: 18


Mega Kangaskhan [Lady Maud] (F)
Nature:
Jolly (+Spe, -SpA, + 15% acc)
Type: Normal
Abilities: Early Bird, Scrappy, Inner Focus (Unlocked), Parental Bond (Mega)

STATS
HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 115 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 23


MC: 0
AC: 5/5

Attacks (95/???):

Aerial Ace
Aqua Tail
Avalanche
Bide
Bite
Blizzard
Body Slam
Brick Break
Bulldoze
Chip Away
Circle Throw
Comet Punch
Counter
Covet
Crunch
Crush Claw
Curse
Cut
Dig
Disable
Dizzy Punch
Double Edge
Double Hit
Drain Punch
Dynamic Punch
Earthquake
Endeavor
Endure
Facade
Fake Out
Feint Attack
Fire Blast
Fire Punch
Fissure
Fling
Focus Blast
Focus Energy
Focus Punch
Foresight
Frustration
Giga impact
Hail
Hammer Arm
Headbutt
Helping Hand
Hyper Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Leer
Low Kick
Mega Kick
Mega Punch
Mimic
Natural Gift
Outrage
Power-Up Punch
Protect
Rage
Rain Dance
Rest
Retaliate
Return
Reversal
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Sandstorm
Shadow Claw
Skull Bash
Sleep Talk
Snore
Solar Beam
Spite
Submission
Substitute
Sucker Punch
Stomp
Sunny Day
Tail Whip
Take Down
Thief
Thunder
Thunder Punch
Toxic
Trump Card
Uproar
Water Gun
Whirlpool
Wish
Yawn

Hilda the Gardevoir(F)
Type:
Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy (U)
Nature: Bold (+1def, -1atk)

Stats:
HP:
100
Atk: 2 (-)
Def: 4 (+)
SpA: 5
SpD: 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21


Hilda the Gardevoir(F)
Type:
Psychic/Fairy
Abilities: Synchronize/Trace/Telepathy(U)/Pixilate
Nature: Bold(+1def, -1atk)

Stats:
HP:
100
Atk: 2 (-)
Def: 4 (+)
SpA: 7
SpD: 5
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 25


EC: 9/9
MC: 0
AC: 5/5

Attacks (102/102 - Maxed!):

Ally Switch
Attract
Body Slam
Calm Mind
Charm
Charge Beam
Confide
Confuse Ray
Confusion
Dazzling Gleam
Defense Curl
Destiny Bond
Disable
Disarming Voice
Double-Edge
Double Team
Draining Kiss
Dream Eater
Echoed Voice
Encore
Endure
Energy Ball
Facade
Fire Punch
Flash
Fling
Focus Blast
Frustration
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Headbutt
Heal Bell
Heal Pulse
Healing Wish
Helping Hand
Hidden Power Ground
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Light Screen
Lucky Chant
Magic Coat
Magic Room
Magical Leaf
Mean Look
Memento
Mimic
Misty Terrain
Moonblast
Mud Slap
Natural Gift
Nightmare
Pain Split
Protect
Psych Up
Psychic
Psyshock
Rain Dance
Recycle
Reflect
Rest
Return
Round
Safeguard
Secret Power
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Sleep Talk
Snatch
Snore
Stored Power
Substitute
Sunny Day
Swagger
Swift
Synchronoise
Taunt
Telekinesis
Teleport
Thief
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Trick
Trick Room
Will-o-Wisp
Wish
Wonder Room
Zen Headbutt

Dispel
Shadow Mend

Slowking [King Daphnes Nohansen Hyrule] (M)
Type: Water/Psychic
Abilities:
Oblivious, Own Tempo, Regenerator (U)
Nature: Relaxed (+Def, -Spe, -10% evasion)

Stats:
HP:
100
Atk: 3
Def: 4 (+)
SpA: 4
SpD: 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
AC: 5/5

Attacks (90/??):

After You
Amnesia
Aqua Tail
Avalanche
Belly Drum
Bide
Blizzard
Block
Body Slam
Brick Break
Brine
Bubble Beam
Bulldoze
Confusion
Counter
Curse
Dig
Disable
Dive
Double-Edge
Dragon Tail
Drain Punch
Dream Eater
Dynamic Punch
Earthquake
Endure
Fire Blast
Fissure
Flamethrower
Focus Blast
Focus Punch
Foul Play
Future Sight
Giga Impact
Grass Knot
Growl
Hail
Headbutt
Heal Pulse
Hidden Power Ground
Hyper Beam
Ice Beam
Icy Wind
Incinerate
Iron Defense
Light Screen
Magic Coat
Me First
Mimic
Mud Sport
Mud-Slap
Nasty Plot
Nightmare
Power Gem
Power-Up Punch
Protect
Psych Up
Psychic
Psyshock
Quash
Rain Dance
Reflect
Rest
Rock Smash
Safeguard
Scald
Shadow Ball
Signal Beam
Skill Swap
Skull Bash
Slack Off
Sleep Talk
Snore
Substitute
Surf
Tackle
Telekinesis
Teleport
Thunder Wave
Toxic
Tri Attack
Trick
Trick Room
Water Gun
Water Pulse
Whirlpool
Wonder Room
Yawn
Zap Cannon
Zen Headbutt

Backpack:

Pack Limit: 45/45 CC

Potion: 3/3
3x Potion (3CC)
Super Potion: 2/2
2x Super Potion (4CC)
Ether: 3/3
3x Ether (3CC)
Elixir: 1/1
1x Elixir (4CC)
Revive: 2/2
2x Revive (8CC)
Status Removers: 4/4
4x Burn Heal (4CC)
TLR Item Spare Pocket: 5/5
1x Max Revive
2x Full Restore
1x Max Elixir
Requires 1× Rainbow Bell
Balls:
1x Master Ball
2x Heal Ball (4CC)
3x Repeat Ball (6CC)
8x Ultra Ball (8CC)
Held Items:
1x Hard Stone (Aerodactyl)
1x Leftovers (Gardevoir)
1x Kangaskhanite (Kangaskhan)
1x Kings Rock (Slowking)


TOWER OF ASH

Deciding to head out to the tower to the far right, you start taking a long walk there. Several minutes later, you arrive at the entrance of the Tower of Ash, gasping in awe at how huge the blackened tower really is. You try entering but the door will not budge. Not so soon as you try however, as the Bell Shell, the Bell String, AND the Rainbow Wing that you got from Molten Lake, Amperage Stream, and Toxic Swamp respectively in your backpack start glowing and fuse together!


The fusion combines the three items and the creation sits in your hands. You seem to have been given the mythical Rainbow Bell
!


With this new item, you shake it and the door magically opens for you.


A) Enter the Tower!
B) Why am I here? Leave

Frosty chooses
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Onwards!

Stallord, Hilda and King Hyrule front

Lady Maud bench.

Items are as they stand on the backpack.
 

Tower of Ash - Tower Base (Lackey Battle)

Feeling ready, you store the Rainbow Bell in your bag and enter the Tower of Ash. The doors shut behind you.

-------

Battle Theme

You find yourself in a large square room that seems to make up the base of this giant tower. The ceiling seems to be quite low at roughly ten metres high and there are two sets of wooden stairs that seem to take you higher up this structure. The floor of the tower is laden with planks of polished, brown wood that seem to have shown their age after all this time and the walls seem to be plastered with the occasional metal pillar, wooden feature, and painted red with several windows protruding light to go along with the candlelights that protrude off the several chandeliers that hang off the ceiling. In the centre of the room lies a central pillar that seems to keep the entire tower supported alongside the other forms of support that keep the tower staying upright. The pillar seems to still be sturdy after so long and is coloured black with several flecks of red and a few holes, seeming to indicate something special.

After taking in the scenery, you decide to finally start walking. Taking a few steps however proved to not be a very smart idea as a Monferno and a Vulpix jump down from the chandeliers they were hanging on. The Monferno makes a wild call in the meantime and a Pignite clumsily tumbles down one of the set of stairs before hitting the floor face-first. The Pignite then shakes its head and gets up to join the Monferno and the Vulpix. At this point, you send in your Pokémon in preparation for a tough fight. The Vulpix's ability then causes the pillar in the middle of the room to ignite, pouring balls of fiery ash along the floor, which the wood surprisingly does not catch fire on. This will be a difficult task.


Monferno (X)
NATURE
: Naughty (+1 Atk, -1 SpD)

TYPE: Fire / Fighting
ABILITIES: Blaze / Iron Fist (H)

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 81
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 4/9
MC: 0
AC: 5/5

ATTACKS
Acrobatics
Close Combat
Ember
Facade
Feint
Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Fury Swipes
Leer
Mach Punch
Nasty Plot
Scratch
Slack Off
Taunt
Torment

Poison Jab
Protect
Shadow Claw
Sleep Talk
Substitute

Counter
Encore
Fake Out
Helping Hand
Quick Guard

Endeavour
Fire Punch
Gunk Shot
Heat Wave
Thunder Punch

Dig
Brick Break
Flame Charge
Rock Slide
Covet
Endure

Pignite (X)
NATURE
: Brave (+1 Atk, -15% Spe, -10% Eva)

TYPE: Fire / Fighting
ABILITIES: Blaze / Thick Fat (H)

STATS
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 47 (-)
Size Class: 2
Weight Class: 4
Base Rank Total: 15

EC: 4/9
MC: 0
AC: 5/5

ATTACKS
Arm Thrust
Assurance
Defence Curl
Ember
Flame Charge
Flamethrower
Flare Blitz
Head Smash
Heat Crash
Odour Sleuth
Roar
Rollout
Smog
Tackle
Tail Whip
Take Down

Gyro Ball
Protect
Substitute
Taunt
Wild Charge

Covet
Endeavour
Heavy Slam
Magnitude
Sucker Punch

Heat Wave
Helping Hand
Iron Tail
Low Kick
Superpower

Sleep Talk
Overheat
Rock Tomb
Rock Slide
Solar Beam
Brick Break

MC Allocation: 12

Vulpix (X)
NATURE
: Modest (+1 SpA, -1 Atk)

TYPE: Fire
ABILITIES: Flash Fire / Drought (H)

STATS
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/6
MC: 0
AC: 5/5

ATTACKS
Baby-doll Eyes
Captivate
Confuse Ray
Ember
Extrasensory
Feint Attack
Fire Blast
Fire Spin
Flame Burst
Flamethrower
Grudge
Hex
Imprison
Inferno
Payback
Quick Attack
Roar
Safeguard
Tail Whip
Will-O-Wisp

Dark Pulse
Energy Ball
Protect
Sleep Talk
Substitute

Disable
Extrasensory
Heat Wave
Hex
Hypnosis

Foul Play
Pain Split
Role Play
Snore
Spite

Covet
Endure
Toxic
Dig
Overheat
Bide


--------​

Team Frosty (A-A-A-B):

Aerodactyl [Stallord] (M) | Hilda the Gardevoir(F) | Slowking [King Hyrule] (M)
Flying/Rock | Psychic/Fairy | Water/Psychic
100 | 100 | 100
100 | 100 | 100
Hard Rock | Leftovers | King's Rock
4/3/1/3/150/4/4 | 2/4/5/4/80 | 4/4/4/4/26/3/4
Pressure/Rock Head/Unnerve | Synchronize/Trace/Telepathy | Oblivious, Own Tempo, Regenerator
+26% Accuracy | No Stat Changes | -10% Evasion
Normal | Normal | Normal

Bench


Mega Kangaskhan [Lady Maud] (F)
Normal
110
100
Kangaskhanite
5/4/1/4/115/4/5
Early Bird, Scrappy, Inner Focus, Parental Bond
No Stat Changes
Normal
Tower Base (A-A-A):

Monferno (M) | Pignite (M) | Vulpix (F)
Fire / Fighting | Fire / Fighting | Fire
100 | 100 | 90
100 | 100 | 100
No Item | No Item | No Item
4/2/3/1/81/2/2 | 4/2/3/2/47/2/4 | 1/2/3/3/65/1/1
Blaze / Iron Fist | Blaze / Thick Fat | Flash Fire / Drought
No Stat Changes | -10% Evasion | No Stat Changes
Normal | Normal | Normal​
Restrictions: No Rain or Hail permitted, Limited Ceiling, No External Water or Grass Source, Electric Terrain, Grassy Terrain, and Misty Terrain cannot be summoned.

Combination Timers: 2 (Status), 3 (Damaging)

Description: The first room the player enters when entering the Tower of Ash itself. Nothing much worthy of note here bar its indoor nature not allowing anything taking flight to properly evade attacks and a special cauldron in the middle full of fiery ash that could ignite upon the calling of sun...

Mechanics:
● Arena Type: Structure.
● Fly, Bounce, and Sky Drop do not have their evasive properties due to the low ceiling.
● Sun, when summoned, instead ignites the pillar of ash in the middle of the arena, summoning a field effect called Ash Terrain. Ash Terrain deals 2 DPA to (non Fire-type) grounded Pokémon without Flash Fire and triggers Flash Fire on grounded Pokémon who get it. Ash Terrain also has the usual sun properties and enables Fire-types to use Sacred Fire even if they do not normally get it.

[Lackey Battle: Tower Base]

Frosty: 1 CC
Stallord the Aerodactyl : 3 MC
Hilda the Gardevoir: 0 CC
King Daphnes Nohansen Hyrule the Slowking : 3 MC
Lady Maud the Kangaskhan : 0 MC

Gale: 2 [Base] + 1x2 [Non Combat Update] + 2x0 [Combat 4 <= 6 Pokemon] + 0.5x0 [Pokeball] + 1.5x0 [Combat <= 3 Pokemon] = 4 UC
Potions: 3/3
Super Potions: 2/2
Ether: 3/3
Elixir: 1/1
Revive: 2/2
Status Removers: 4/4 (Burn Heal)
Spare Pocket: 5/5 (1x Max Revive, 2x Full Restore, 1x Max Elixir, Requires 1× Rainbow Bell)
Pokeballs: 2x Heal Balls, 3x Repeat Balls, 8x Ultra Balls, 1x Master Ball
Battle Items: 1x Hard Stone, 1x Leftovers, 1x Kangaskhanite, 1x Kings Rock

ITEMS/POKEMON GAINS/LOSSES
+1 Rainbow Bell
Frosty opts to Trace or Not

Also, I have a few clarifications.

- Please confirm if Status Removers are Due to Gym Badge Privileges.
- How many Master Balls can a player carry in a back pack.
- Your Back Pack has 44 CC of Items, but you show as 45 CC packed, please confirm if its 44 CC or I am missing something.
- I believe Rainbow Bell has to be carried as per the Flavor, lemme know if otherwise.

Dogfish44 Its_A_Random zarator

Let me know if I have missed something here, just want to clarify a few things before starting and this would probably be one time. [Coz Rusty Ram *cough* *cough*]
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
- Please confirm if Status Removers are Due to Gym Badge Privileges.
Part of the Uber Backpack set, but anyone can use them if the backpack has the slots. Heck, some runs I'd actively suggest it.

- How many Master Balls can a player carry in a back pack.
As many as they have.

Pester others on the other two.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
If it's under the CC pack limit it does not matter. If he has 45 CC of items but declared 44 CC, then it does not really matter since he is within the limit.

Rainbow Bell is a MacGuffin that is just a "You can enter this dungeon" thing. It does not need to be represented in the backpack, or if you really have to, put it in other (Balls/Items/etc).
 
Tower of Ash - Tower Base (Lackey Battle)

Battle Theme


Monferno (M) | Pignite (M) | Vulpix (F)

--------​

Monferno (M) #No Item
_____________________
Fake Out (Aerodactyl) ~ Rock Slide (Aerodactyl)

IF your target is under the effects of a P/E move when you would act, THEN use [RP: Covet (Adjacent Opponent)] that action instead and push actions back.
IF Gardevoir uses Taunt, AND Gardevoir is not under the effects of Taunt when you would act, THEN use Taunt ( Gardevoir ) that action instead, and push actions back.

Pignite (M) #No Item
_____________________
Sacred Fire (Aerodactyl) ~ Gyro Ball (Aerodactyl)

IF your target is under the effects of a P/E move when you would act, THEN use [RP: Covet (Adjacent Opponent)] that action instead.
IF your HP is less then 50 when you would act, THEN use Endeavor (Slowking) that action instead.

Vulpix (M) #No Item
_____________________
Dark Pulse (Slowking) ~ Heat Wave (Opps)

IF your HP is less then 50 when you would act, THEN use Pain Split (Gardevoir) that action instead.
IF Monferno is under the effects of Taunt, THEN use Inferno (Aerodactyl) on the first instance, Inferno (Slowking) on the second instance and push actions back.

Team Frosty (A-A-A-B):

Aerodactyl [Stallord] (M) | Hilda the Gardevoir(F) | Slowking [King Hyrule] (M)
Flying/Rock | Psychic/Fairy | Water/Psychic
100 | 100 | 100
100 | 94 | 100
Hard Rock | Leftovers | King's Rock
4/3/1/3/150/4/4 | 2/4/5/4/80 | 4/4/4/4/26/3/4
Pressure/Rock Head/Unnerve | Synchronize/Flash Fire (6a)/Telepathy | Oblivious, Own Tempo, Regenerator
+26% Accuracy | No Stat Changes | -10% Evasion
Normal | Normal | Normal

Bench


Mega Kangaskhan [Lady Maud] (F)
Normal
110
100
Kangaskhanite
5/4/1/4/115/4/5
Early Bird, Scrappy, Inner Focus, Parental Bond
No Stat Changes
Normal
Tower Base (A-A-A):

Monferno (M) | Pignite (M) | Vulpix (F)
Fire / Fighting | Fire / Fighting | Fire
100 | 100 | 90
100 | 100 | 100
No Item | No Item | No Item
4/2/3/1/81/2/2 | 4/2/3/2/47/2/4 | 1/2/3/3/65/1/1
Blaze / Iron Fist | Blaze / Thick Fat | Flash Fire / Drought
No Stat Changes | -10% Evasion | No Stat Changes
Normal | Normal | Normal​
Restrictions: No Rain or Hail permitted, Limited Ceiling, No External Water or Grass Source, Electric Terrain, Grassy Terrain, and Misty Terrain cannot be summoned.

Combination Timers: 2 (Status), 3 (Damaging)

Description: The first room the player enters when entering the Tower of Ash itself. Nothing much worthy of note here bar its indoor nature not allowing anything taking flight to properly evade attacks and a special cauldron in the middle full of fiery ash that could ignite upon the calling of sun...

Mechanics:
● Arena Type: Structure.
● Fly, Bounce, and Sky Drop do not have their evasive properties due to the low ceiling.
● Sun, when summoned, instead ignites the pillar of ash in the middle of the arena, summoning a field effect called Ash Terrain. Ash Terrain deals 2 DPA to (non Fire-type) grounded Pokémon without Flash Fire and triggers Flash Fire on grounded Pokémon who get it. Ash Terrain also has the usual sun properties and enables Fire-types to use Sacred Fire even if they do not normally get it.

[Lackey Battle: Tower Base]

Frosty: 1 CC
Stallord the Aerodactyl : 3 MC
Hilda the Gardevoir: 0 CC
King Daphnes Nohansen Hyrule the Slowking : 3 MC
Lady Maud the Kangaskhan : 0 MC

Gale: 2 [Base] + 1x2 [Non Combat Update] + 2x1 [Combat 4 <= 6 Pokemon] + 0.5x0 [Pokeball] + 1.5x0 [Combat <= 3 Pokemon] = 6 UC
Potions: 3/3
Super Potions: 2/2
Ether: 3/3
Elixir: 1/1
Revive: 2/2
Status Removers: 4/4 (Burn Heal)
Spare Pocket: 5/5 (1x Max Revive, 2x Full Restore, 1x Max Elixir, Requires 1× Rainbow Bell)
Pokeballs: 2x Heal Balls, 3x Repeat Balls, 8x Ultra Balls, 1x Master Ball
Battle Items: 1x Hard Stone, 1x Leftovers, 1x Kangaskhanite, 1x Kings Rock

ITEMS/POKEMON GAINS/LOSSES
+1 Rainbow Bell
Frosty to Maul the Lackeys
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
King's Rock Slowking should have 3/4/5/4 stats.

Good for me that I am not in a hurry.

King Hyrule/Slowking: Psychic (Monferno) - Psyshock (Monferno)
Hilda/Gardevoir: Psychic (Monferno) - Psychic (Monferno)
Stallord/Aerodactyl: Explosion - Wide Guard
 
Tower of Ash - Tower Base (Lackey Battle)

Battle Theme


Monferno (M) | Pignite (M) | Vulpix (F)

--------​

Aerodactyl gets ready to explode, but Monferno doesn't want any explosions around the fire mons, so he flinches the Primal bird.

Rest of the party's attacks go towards Monferno who they don't want to see staying around. Monferno makes a lucky escape when Vulpix flinches King Hyrule, but is it really an escape?

The legend hunting team is looking even more psyched at getting rid of the pesky lackeys.

Team Frosty (A-A-A-B):

Aerodactyl [Stallord] (M) | Hilda the Gardevoir(F) | Slowking [King Hyrule] (M)
Flying/Rock | Psychic/Fairy | Water/Psychic
56 | 100 | 90
94 | 80 | 95
Hard Rock | Leftovers | King's Rock
4/3/1/3/150/4/4 | 2/4/5/4/80 | 3/4/5/4/26/3/4
Pressure/Rock Head/Unnerve | Synchronize/Flash Fire (Activated) (4a)/Telepathy | Oblivious, Own Tempo, Regenerator (Activated)
+26% Accuracy | No Stat Changes | -10% Evasion
Burn (2 DPA) | Normal | Ash Terrain (2 DPA)

Bench


Mega Kangaskhan [Lady Maud] (F)
Normal
110
100
Kangaskhanite
5/4/1/4/115/4/5
Early Bird, Scrappy, Inner Focus, Parental Bond
No Stat Changes
Normal
Tower Base (A-A-A):

Monferno (M) | Pignite (M) | Vulpix (F)
Fire / Fighting | Fire / Fighting | Fire
26 | 100 | 90
86 | 86 | 86
No Item | No Item | No Item
4/2/3/1/81/2/2 | 4/2/3/2/47/2/4 | 1/2/3/3/65/1/1
Blaze (Activated) / Iron Fist | Blaze / Thick Fat | Flash Fire (Activated) / Drought
No Stat Changes | -10% Evasion | No Stat Changes
Normal | Normal | Normal

Field Effect: Sun is active for 3 rounds​
BEGIN ROUND ONE
---
ACTION ONE
Monferno used Fake Out!
Crit: 8738
(4 + 6 - 4.5)/1.5 = 3.67
-6 EN

Aerodactyl flinched!

Gardevoir used Psychic!
Crit: 7656
(8 + 3 + 7.5 - 1.5)*1.5 = 25.5
Effect: 3791
-5 EN

Vulpix used Dark Pulse!
Crit: 3424
(8 + 4.5 - 6)*1.5 = 9.75
Effect: 1459 y
-6 EN

Pignite used Sacred Fire!
Hit: 275
Crit: 846
(10 + 3 + 6 - 4.5 + 3)/1.5 = 11.67
Effect: 437 y
-7 EN

Slowking flinched!

King's Rock recovery +2 HP (Slowking)
Ash Terrain damage -2 HP (Slowking)
Burn damage -2 HP (Aerodactyl)

---
ACTION TWO

Aerodactyl used Wide Guard!
-6 EN

Monferno used Rock Slide!
Bop!
-8 EN

Gardevoir used Psychic!
Crit: 8670
(8 + 3 + 7.5 - 1.5)*1.5 = 25.5
Effect: 9955
-9 EN

Vulpix used Heat Wave!
Pop!
-8 EN

Pignite used Gyro Ball!
Crit: 3586
(15 + 6 - 4.5)*1.5 = 24.75
-7 EN

Slowking used Psyshock!
Crit: 8670
(8 + 3 + 7.5 - 3)*1.5 = 23.25
-5 EN

King's Rock recovery +2 HP (Slowking)
Ash Terrain damage -2 HP (Slowking)
Burn damage -2 HP (Aerodactyl)

---
END ROUND

Sun is active for 3 rounds!
Restrictions: No Rain or Hail permitted, Limited Ceiling, No External Water or Grass Source, Electric Terrain, Grassy Terrain, and Misty Terrain cannot be summoned.

Combination Timers: 2 (Status), 3 (Damaging)

Description: The first room the player enters when entering the Tower of Ash itself. Nothing much worthy of note here bar its indoor nature not allowing anything taking flight to properly evade attacks and a special cauldron in the middle full of fiery ash that could ignite upon the calling of sun...

Mechanics:
● Arena Type: Structure.
● Fly, Bounce, and Sky Drop do not have their evasive properties due to the low ceiling.
● Sun, when summoned, instead ignites the pillar of ash in the middle of the arena, summoning a field effect called Ash Terrain. Ash Terrain deals 2 DPA to (non Fire-type) grounded Pokémon without Flash Fire and triggers Flash Fire on grounded Pokémon who get it. Ash Terrain also has the usual sun properties and enables Fire-types to use Sacred Fire even if they do not normally get it.

[Lackey Battle: Tower Base]

Frosty: 1 CC
Stallord the Aerodactyl : 3 MC
Hilda the Gardevoir: 0 CC
King Daphnes Nohansen Hyrule the Slowking : 3 MC
Lady Maud the Kangaskhan : 0 MC

Gale: 2 [Base] + 1x2 [Non Combat Update] + 2x2 [Combat 4 <= 6 Pokemon] + 0.5x0 [Pokeball] + 1.5x0 [Combat <= 3 Pokemon] = 8 UC
Potions: 3/3
Super Potions: 2/2
Ether: 3/3
Elixir: 1/1
Revive: 2/2
Status Removers: 4/4 (Burn Heal)
Spare Pocket: 5/5 (1x Max Revive, 2x Full Restore, 1x Max Elixir, Requires 1× Rainbow Bell)
Pokeballs: 2x Heal Balls, 3x Repeat Balls, 8x Ultra Balls, 1x Master Ball
Battle Items: 1x Hard Stone, 1x Leftovers, 1x Kangaskhanite, 1x Kings Rock

ITEMS/POKEMON GAINS/LOSSES
+1 Rainbow Bell
Frosty to Maul the Lackeys
 
Last edited:

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I wanted legends when I didnt have master balls

and now that I do, I couldnt care less.

Not gonna bother you any further. We are overdemanded as it is.

Forfeit
 

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