Team Rising_Dusk
Team lol
Rising_Dusk, Deck_Knight, and Terrador explore
The Precipice of Dust
A three-player Elite dungeon
Note for Keepers: Notice how I listed the teams first, then the title of the dungeon; along with the dungeon's expected player count and difficulty. These details should always go first. After that, it's less distinct. I personally chose to give flavor that places the players at the dungeon first, so as to provide the players with a clear goal. I showed the map screenshot only after I brought their trainers to the dungeon; remember that the trainer serves as a player's eyes and ears. Nothing actually happens yet, though - the players always get to take the initiative and act first. Nothing should ever happen to the players before they get a chance to act.
Team Deck Knight![]()
Lucario (M)*
Nature: Naive
+15% Spe, +12% Accuracy, -1 SpD
Type: Fighting / Steel
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Abilities:
Steadfast:
(Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.
Inner Focus:
(Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW):
(Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way will be maintained at the end of each round.
Stats:
HP: 100
Atk: 4
Def: 3
SpA: 4
SpD-: 2
Spe+: 104
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Quick Attack*
Foresight*
Endure*
Counter*
Force Palm*
Feint*
Reversal*
Screech*
Bone Rush
Nasty Plot
Metal Sound
Dark Pulse
Detect
Metal Claw
ExtremeSpeed
Aura Sphere
Heal Pulse
Quick Guard
Me First
Copycat
Dragon Pulse
Close Combat
Vacuum Wave*
Agility*
Crunch*
Hi Jump Kick
Circle Throw
Blaze Kick
Follow Me
Magnet Rise
ThunderPunch
Magic Coat
Ice Punch
Helping Hand
Zen Headbutt
Swords Dance*
Brick Break*
Hidden Power Grass 7*
Psychic
Substitute
Flash Cannon
Focus Punch
Stone Edge
Drain Punch
Toxic
Dig
Rest
Sleep Talk
Protect
Earthquake
Rain Dance
Sunny Day
Fling![]()
Weavile (M)*
Nature: Jolly
+15% Spe, +24% Accuracy, -1 SpA
Type: Dark / Ice
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Pickpocket (DW):
(Innate) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.
Stats:
HP: 100
Atk: 5
Def: 3
SpA-: 1
SpD: 3
Spe+: 144
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Scratch*
Leer*
Taunt*
Quick Attack*
Screech*
Faint Attack*
Fury Swipes*
Agility*
Beat Up
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Hone Claws
Fling
Ice Shard*
Ice Punch*
Pursuit*
Fake Out
Assist
Feint
Foresight
Punishment
DynamicPunch
Counter
Avalanche
Endure
Mimic
Knock Off
Low Kick
Moonlight
Swords Dance*
Brick Break*
Aerial Ace*
Reflect
Hail
Snatch
Shadow Claw
Dig
Protect
Detect
Substitute
Focus Punch
Toxic
Torment
Rain Dance
Rest
Sleep Talk![]()
Aerodactyl (F)
Nature: Jolly
+15% Spe, +26% Accuracy, -1 SpA
Type: Rock / Flying
Rock STAB; take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Abilities:
Rock Head:
(Innate) This Pokemon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure:
(Innate) This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve (DW):
(Innate) The Pokemon's presence causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Stats:
HP: 100
Atk: 4
Def: 3
SpA-: 1
SpD: 3
Spe+: 150
MC: 0
DC: 5/5
Attacks:
Ice Fang-
Fire Fang-
Thunder Fang-
Wing Attack-
Supersonic-
Bite-
Scary Face-
Roar-
Agility-
AncientPower-
Rock Slide
Crunch
Roost-
Tailwind-
Whirlwind-
Aqua Tail
Endure
Stone Edge-
Earthquake-
Taunt-
Stealth Rock
Sky Attack
Toxic
Smack Down
Substitute
Reflect
Fly
Protect
Detect
Bide
Torment
Iron Tail
Rest
Sleep Talk
Dragon Claw
![]()
Torterra [Rook] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)
Type: Grass/Ground
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
EC: 9/9
MC: 0
DC: 4/5
Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm
Sand Tomb
Superpower
Worry Seed
Toxic
Light Screen
Facade
Rock Slide
Swords Dance![]()
Claydol [Bishop] (U)
Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.
Stats:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v) (-)
EC: 6/6
MC: 0
DC: N/A
Attacks:
Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Extrasensory
Earth Power
Power Trick
Heal Block
Ice Beam
Telekinesis
Smack Down
Earthquake
Dig
Trick Room![]()
Stunfisk [Foggy Bottom] (M)
Nature: Mild (Adds 1 Rank to Special Attack; Subtracts 1 Rank from Defense)
Type: Ground/Electric
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Abilities:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Sand Veil (DW): (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Stats:
HP: 110
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 32
EC: N/A
MC: 0
DC: 0/5
Attacks:
Mud-Slap
Mud Sport
Bide
Thundershock
Mud Shot
Camouflage
Mud Bomb
Discharge
Thunderbolt
Earth Power
Pain Split
Yawn
Toxic
Dig
Scald
Team lol
![]()
Mienshao * [Shao] (Male)
Nature: Jolly (+Spe, +16.8% Acc, -* SAtk)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Ability 1: Inner Focus Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 2: Regenerator Type: Innate
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Ability 3: Reckless Type: Innate
This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.
Stats:
HP: 90
Atk: Rank 5
Def: Rank 2
SAtk: Rank 2 (-)
SDef: Rank 2
Spd: 121 (+)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Pound*
Meditate*
Detect*
Fake Out*
Doubleslap*
Swift*
Calm Mind*
Hi Jump Kick
Drain Punch
Knock Off*
Low Kick*
Me First*
Acrobatics*
Swords Dance*
Stone Edge*
Rock Slide
Substitute
Brick Break
Reflect![]()
Starmie * [Celeste] (Genderless)
Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)
Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
<Psychic>: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Ability 1: Natural Cure
Type: Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Ability 2: Illuminate
Type: Can be Activated
At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Command: (Ability: Illuminate [does not take up one of your three actions per round])
Ability 3 (DW): Analytic
Type: Can be Enabled
If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.
Stats:
HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115 + 15%)
EC: 6/6
MC: 0
DC: 5/5
Attacks:
Tackle *
Harden *
Water Gun *
Rapid Spin *
Recover *
Camouflage *
Swift*
Reflect Type*
Power Gem*
Hydro Pump*
Ice Beam*
Thunderbolt*
Psychic*
Blizzard
Protect
Substitute
Reflect
Psyshock
Thunder
Light Screen
Bide
Rain Dance![]()
Dragonite [Opus] [Male]
Nature: Hasty (+ Spd, +9.729 Acc, - Def)
Type: Dragon/Flying
Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.
Stats:
HP: 100
Atk: Rank 5
Def: Rank 2(-)
SAtk: Rank 4
SDef: Rank 4
Spd: 92 (+)
EC: 9/9
MC: 0
DC: 5/5
Abilities:
Ability 1:Inner Focus: Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Ability 2: Multiscale (DW Unlocked!): Type: Innate
This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.
Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Fire Punch
ThunderPunch
Roost
Outrage
Hurricane
Aqua Tail
Safeguard
Dragon Rush
Dragon Pulse
Extremespeed
Draco Meteor
Fire Blast
Blizzard
Thunder
Substitute
Protect
Fly
Earthquake
Stone Edge
Bide
Reflect
Light Screen
Brick Break
Rain Dance
Rising_Dusk, Deck_Knight, and Terrador explore
The Precipice of Dust
A three-player Elite dungeon
Your travels take you to many places, and bring you tell of many stories.
Recently, you've happened upon a small, home-y town in a rather dry, arid region. Welcoming the chance to cool off; you turn off of the road and direct your footsteps towards the town.
The Pokémon Center is sweltering; air conditioning can only do so much for a glass-panel building. You settle in with a meal and listen to the talk; it's strangely single-minded, even for a town of this size. You nudge another customer and wonder aloud what the deal is; he tells you a tale of a "Lord of the Sands" who has taken up residence in an old temple out in the desert proper.
As you make to leave the Center, a voice asks you to wait. After a moment's ponder, a woman recognizes you for the league trainer that you are; in seconds you're flooded with questions. There are "what's your favorite type" and "what kind of Poké Ball do you use" in there, but the prevailing question is this: "Can you deal with the Sand Lord?"
Of course, you can't refuse - not loudly enough for them to hear, anyway.
Soon enough, you're brought to the edge of town where a jeep sits in idle. Two other trainers sit inside; they too are swamped with admirers and critics. The driver turns as you sit down and idly asks "What are you in for, am I right?" He chuckles lightly to himself and gives the jeep gas.
***
As you're driven to the old temple, you come to find out more about the other two trainers - both of them were pressured into coming out here, just as you were. The jeep arrives just as night is beginning to fall; the driver disembarks from the jeep first. Wishing you luck, he tosses you the keys and extracts a small motorbike from the trunk. As he drives off into the distance, the three of you turn to face the mesa you've been brought to.

__________________________________________________The first thing you see is a sheer cliff; it runs a vast distance in either direction; the details are hazy outside of the light of your Pokémon. A pair of large, intricate double doors are visible on the cliff's face. The tracks in the sand at their base indicate recent usage; they don't seem to be stuck in any way.
What do, trainers?
Note for Keepers: Notice how I listed the teams first, then the title of the dungeon; along with the dungeon's expected player count and difficulty. These details should always go first. After that, it's less distinct. I personally chose to give flavor that places the players at the dungeon first, so as to provide the players with a clear goal. I showed the map screenshot only after I brought their trainers to the dungeon; remember that the trainer serves as a player's eyes and ears. Nothing actually happens yet, though - the players always get to take the initiative and act first. Nothing should ever happen to the players before they get a chance to act.