The Legend Run: (Rising_Dusk | TravelLog) Timeless Tower [Completed]

Deck Knight

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Challengers:

Rising_Dusk:

Milotic (F)

Nature: Bold
+1 Def, -1 Atk

Type: Water
Water STAB; can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale:
(Innate) This Pokemon's coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Cute Charm (DW):
(Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Stats:
HP: 100
Atk-: 1
Def+: 4
SpA: 4
SpD: 5
Spe: 81

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Splash-
Tackle-
Water Gun-
Wrap-
Water Sport-
Refresh-
Water Pulse-
Twister-
Recover-
Captivate-
Hydro Pump
Rain Dance
Safeguard

Haze-
Mirror Coat-
Light Screen-
Brine
Mud Sport
Hypnosis

Icy Wind
Role Play
Mud-Slap
Mimic

Surf-
Ice Beam-
Scald-
Blizzard
Dragon Tail
Toxic
Substitute
Hail
Protect
Hidden Power Grass 7
Dive
Rest
Sleep Talk
Endure

Dusknoir (M)

Nature: Quiet
+1 SpA, -10% Evasion, -15% Speed

Type: Ghost
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

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.

Stats:
HP: 90
Atk: 4
Def: 5
SpA+: 4
SpD: 5
Spe-: 39

EC: 9/9
MC: 0

Attacks:
Leer-
Night Shade-
Disable-
Foresight-
Astonish-
Confuse Ray-
Shadow Sneak-
Pursuit-
Will-O-Wisp
Hex
Bind
Fire Punch
Ice Punch
ThunderPunch
Gravity
Shadow Punch
Curse

Destiny Bond-
Pain Split-
Imprison-

Counter
DynamicPunch
Trick
Endure

Ice Beam-
Shadow Ball-
Toxic-
Charge Beam
Trick Room
Telekinesis
Blizzard
Earthquake
Focus Blast
Focus Punch
Substitute

Roselia (F)


Nature: Timid
+15% Speed, +10% Accuracy, -1 Atk

Type: Grass / Poison
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.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure:
(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.

Poison Point:
(Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Leaf Guard (DW):
(Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:
HP: 90
Atk-: 1
Def: 2
SpA: 4
SpD: 3
Spe+: 75

EC: 8/9
MC: 0
DC: 1/5

Attacks:
Absorb-
Growth-
Water Sport-
Stun Spore-
Mega Drain-
Worry Seed-
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Toxic
Aromatherapy
Synthesis
Ingrain

Leaf Storm-
Sleep Powder-
Spikes-

Energy Ball-
Venoshock-
Sludge Bomb-
Hidden Power Fire 6
Substitute


Items:
5 Heal Balls
5 Great Balls
10 Ultra Balls
5 Sport Balls

TravelLog:


Empoleon [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Defiant (DW) UNLOCKED: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 53 (-) (60/1.15)

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Pound
Growl
Bide
Bubble
Water Sport
Peck
Bubblebeam
Fury Attack
Metal Claw
Swagger
Drill Peck
Mist
Aqua Jet
Hydro Pump

FeatherDance
Mud-Slap
Mud Sport
Yawn

Water Pledge

Brick Break
Dig
Ice Beam
Protect
Scald

Chandelure [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)

Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body : (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW, UNLOCKED): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Levitate: (Command) The Pokemon hovers above the ground, avoiding all seismic attacks and Dig for three (3) actions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 80

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Shadow Ball
Pain Split
Overheat
Hex

Acid Armor*
Clear Smog*
Heat Wave*

Taunt*
Calm Mind*
Toxic*
Double Team
Flamethrower
Energy Ball
Protect
Psychic
Safeguard
Substitute
Sunny Day
Trick Room

Syclant [Loki] (M)
Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)

Type: Ice/Bug
Ice: 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.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): UNLOCKED (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Level Up:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Bug Buzz
Ice Punch
Sheer Cold
X-Scissor

Tail Glow
Earth Power
Counter

Acrobatics
Blizzard
Double Team
Earthquake
Focus Blast
Taunt
Stone Edge


Items:
5 Heal Balls
5 Great Balls
10 Ultra Balls
5 Sport Balls

Timeless Tower (Bonus Play)

Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.

The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.

The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.

A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.

As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.

What could this all mean? And where do you go from here?

Player Options:

Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
(Locked: Enter Heaven's Ascent)
 

Ingram solemnly approaches the island and its atrium. He had spent days approaching this island riding on Milotic. With him, he had a couple dozen Poke Balls, and he hoped to leave this island with his ultimate prize. He steeled himself and approached one of the gates, the one leading to the crag, a tower of elemental rock.
 


With slow, even steps Vance approached the main entryway. It's quiet here. He nodded with a strange approval at the solemnity of the place.
Truly magnificent.
Ever since he had found a map of the place, Vance had followed the hints, culling what information he could from the various storytellers and scholars. It was time to find out what lay within.

Smiling, with what might have been amusement, but equally might have been sorrow, Vance approached the tower of steel.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Boring Hollow

Rising_Dusk

You cross the bridge and enter the rocky crag, and immediately look on to a barren, desolate hollow. You might have thought construction equipment moved in here from the looks of it, but even then what inspires you most is that this desolation appears unnaturally natural.

It seems impossible that there could be life here in such an unforgiving place, but you hear rumblings up ahead. Even as you crossed the bridge you couldn't help but feel you were getting smaller as you approached. Whoever built this, and for what purpose escapes you, but nonetheless it stands here, laughing in the face of time.

There's little to do here but go forward. The designers must have thought the warm, cheery welcome at the door was sufficient. As you enter the next area you notice a few Pokemon stirring. Looks like you invaded their territory.

There's no water around, but the area is open to sunlight. Anywhere this sturdy probably looks at collateral damage as an improvement.


(M) | (F)

HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force

Rock Slide | Sandstorm
Low Kick (Milotic) | Rock Slide



_____

Iron Dungeon
Still Pall

TravelLog

As you descend the staircase to cross the bridge to Iron Dungeon, one thing immediately grasps you: This place is hidden behind Timeless Tower because the very view of it is depressing. It has a stainless efficiency that is both marvelous and alien.

The porticulis opens and inside the dungeon only gets more sparse. Whether this is from non-use or sheer impenetrability escapes you, but one thing is certain: the cheery light you left behind won't be an issue any longer.

You descend still further down into a blank, nondescript room. You hear no signs of organic life, only clicks, creaks, and grinding machinery. Even now you long for something soft just to contrast the starkness before you.

No matter, you came here for a reason, and you must press on. This place seems built to drain your will with its obstinance. Take care.

As you make a final turn around a corner you see a pathway shrouded by an iron curtain. Well, it's iron colored anyway, but you wouldn't be surprised if the sadist who built this place used actual iron. More importantly, those clicks you heard earlier are getting loud. Very loud.


(U) | (U)

HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

Sandstorm| Thunderbolt (Pengwin)
Thunderbolt (Pengwin) | Gear Grind (Loki)
 

Vance smiled, this time with real enjoyment. Life had been a bit boring recently, and he was feeling the urge to liven things up.
Well boys, looks like we have company.
He grabbed his pokeballs and released his companions, nodding to each one and receiving like nods in turn.
I know this isn't quite what we're here for, but let's get some exercise shall we?

Chandelure:
Confuse Ray (Klink #1)~Heat Wave


Empoleon:
Mud Sport~Brick Break (Klink #2)


Syclant:
Earth Power (Klink #2)~Focus Blast (Klink #2)
 

Ingram liked the scenery. The sheer desolation that existed here was refreshing; sometimes nature focused too hard on being beautiful that it forgot that beauty is often in the simplest of constructs. Two Pokemon, Rock-types, looked angry as he approached. His Pokemon were already released from their Poke Balls for the journey, and they looked on at the newcomers casually. Roselia emerges first from the corner and engages the Pokemon, but begins to glow as soon as she does! Ingram smirks as she evolves on the spot, making her an even better contributor to the team.

Roserade (F)


Nature: Timid
+15% Speed, +12% Accuracy, -1 Atk

Type: Grass / Poison
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.

Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Natural Cure:
(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.

Poison Point:
(Can be disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Technician (DW):
(Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Stats:
HP: 90
Atk-: 3
Def: 2
SpA: 5
SpD: 4
Spe+: 104

EC: 9/9
MC: 0
DC: 1/5

Attacks:
Absorb-
Growth-
Water Sport-
Stun Spore-
Mega Drain-
Worry Seed-
Poison Sting
Leech Seed
Magical Leaf
GrassWhistle
Giga Drain
Toxic
Aromatherapy
Synthesis
Ingrain
Weather Ball

Leaf Storm-
Sleep Powder-
Spikes-

Energy Ball-
Venoshock-
Sludge Bomb-
Hidden Power Fire 6
Substitute

"Go, deal with these. I have no desire to waste my precious Poke Balls here. These will be good experience for you." Ingram's right hand lifts and points menacingly at the territorial Pokemon. They wouldn't stand a chance.

Milotic:
Rain Dance ~ Scald Roggenrola
IF (Roserade's Sleep Powder misses) THEN (Switch the order of Rain Dance and Scald)

Dusknoir:
Will-O-Wisp Bonsly ~ Shadow Punch Roggenrola

Roserade:
Sleep Powder Roggenrola ~ Energy Ball Roggenrola
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Boring Hollow

Rising_Dusk

The battle commences:


(M) | (F)

HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force

Rock Slide | Sandstorm
Low Kick (M) | Rock Slide

|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 100 | HP: 90 | HP: 100
EN: 100 | EN: 100 | EN: 80
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

Rain Dance | Will-O-Wisp (B) | Sleep Powder (R)
Scald (R) | Shadow Punch (R) | Energy Ball (R)

Action 1:
Sleep Powder succeeds [670/1000 Hit, 293/1000 Intensity (1)] (-6EN)
Rain Dance succeeds (-9EN, summon Rain)
Will-O-Wisp succeeds [362/1000, Burn Bonsly] (-7EN)
Roggenrolla is asleep.
Bonsly Rock Slide Slide succeeds [838/1000, 788/1000, 893/1000] (-7EN; 6 DMG, 4.5 -> 5 DMG, 9 DMG)
Bonsly Burn -2 HP

Action 2:
Energy Ball succeeds: [10/1000 SpD drop] (-5EN, 24 DMG)
Scald succeeds: [645/1000 no burn] (-5EN, 28 DMG)
Shadow Punch succeeds (-3EN, 9.50 -> 10 DMG)
Roggenrolla woke up!
Roggenrolla Rock Slide succeeds [433/1000, 785/1000, 348/1000] (-7EN, 9 DMG, 7.50 -> 8 DMG, 12 DMG)
Low Kick succeeds: (-5EN, 7 DMG)
Bonsly Burn -2 HP

Rain is falling. (3r)

Crit Rolls:
6825 9283 5181, (RS)
5998, (EB)
2699, (Sc)
2078, (SwP)
5135 1756 9488, (RS)
767 (LK)
No Crit.


(M) | (F)

HP: 86 | HP: 28
EN: 88 | EN: 93
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force
Burn | None
None | -1 SpD

|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 78 | HP: 77 | HP: 79
EN: 86 | EN: 90 | EN: 69
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

_____

(In Process)
Iron Dungeon
Still Pall

TravelLog

The battle commences:


(U) | (U)

HP: 90 | HP: 90
EN: 100 | EN: 100
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

Sandstorm | Thunderbolt (Pengwin)
Thunderbolt (Pengwin) | Gear Grind (Loki)

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 100 | HP: 90 | HP: 100
EN: 100 | EN: 100 | EN: 100
Spe: 53 | Spe: 80 | Spe: 121
Relaxed | Modest | Mild

Mud Sport | Confuse Ray (K1) | Earth Power (K2)
Brick Break (K2) | Heat Wave | Focus Blast (K2)

Action 1:
Earth Power succeeds (-7EN, 20.25 -> 20 DMG)
Confuse Ray succeeds (-4EN, Intensity [992/1000] (Intense 4a)
Mud Sport succeeds (-5 EN Electric BAP/2, 6a)
Klink1 hits itself in confusion. (-3EN, 4 DMG, [236/1000] confusion counter 2)
Klink2 Thunderbolt succeeds (-7 EN, 11.25 -> 11 DMG) [571/1000], para fails.

Action 2:
Focus Blast succeeds (-8EN, 24.75- 25 DMG)
Heat Wave succeeds (-6EN, 25.5 -> 26 DMG, 25.5 -< 26 DMG. [136/1000] No burn, [566/1000] No burn.
Brick Break succeeds (-6EN, 12 DMG)
Klink1 hits itself in confusion. (-3EN, 4 DMG, [452/1000], confusion counter 1)
Kling2 Gear Grind misses. [983/1000] (-6EN)

Crit rolls:
9260, (EP)
2822, (Tb)
6172, (FcB)
1515 7857, (HW)
8173 (BkBk)
No Crits.



(U) | (U)

HP: 56 | HP: 7
EN: 94 | EN: 87
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 89 | HP: 90 | HP: 100
EN: 89 | EN: 90 | EN: 85
Spe: 53 | Spe: 80 | Spe: 121
Relaxed | Modest | Mild​
 

Ingram smiles at how easy this really is. He has no intention of trying to catch these silly little things, so he's just trying to KO them with as little energy expenditure as possible. He ponders for a split moment and issues actions at his party.

"Milotic, end this Roggenrola! Roserade, hold back and try to regenerate yourself from evolution! Dusknoir, keep the pressure up, but don't overextend!"

Milotic:
Brine Roggenrola ~ Scald Bonsly

Dusknoir:
Focus Blast Bonsly ~ Chill

Roserade:
Chill ~ Energy Ball Bonsly
 


Despite himself, Vance laughed. This was nothing like the challenge he had been looking for, and certainly not worth using his pokeballs on. Time to move on. With a relaxed gesture, Vance raised his hand and languidly snapped his fingers, the sound reverberating off the steel corridors.

Gentlemen, end this.

Chandelure:
Heat Wave~chill

Empoleon:
Chill~Brick Break (K1)

Syclant:
Chill~Earth Power (K1)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Boring Hollow

Rising_Dusk

The battle continues:


(M) | (F)

HP: 86 | HP: 28
EN: 88 | EN: 93
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force
Burn | None
None | -1 SpD

Rock Slide | Protect
Flail (R) | Sandstorm

|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 78 | HP: 77 | HP: 79
EN: 86 | EN: 90 | EN: 69
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

Brine (R) | Focus Blast (B) | Chill
Scald (B) | Chill | Energy Ball (B)

Action 1:
Roggenrolla used Protect! (-7EN)
Roserade Chills successfully (+12EN)
Milotic's Brine is blocked by the Protect! (-7EN Milotic, 32.75 -> 33 DMG blocked, -11 EN Roggenrolla)
Dusknoir Focus Blast succeeds [549/1000], -8EN, 21 DMG. [807/1000] No SpD Drop.
Bonsly Rock Slide succeeds [823/1000], [687/1000], [271/1000] (-7EN; 6 DMG, 4.5 -> 5 DMG, 9 DMG)
Bonsly Burn -2 HP

Action 2:
Roserade Energy Ball succeeds (-5EN, 21.75 -> 22 DMG, [7/1000] SpD drop.)
Milotic Scald succeeds (-5EN, 25.75 -> 26 DMG)
Dusknoir Chills successfully (+12 EN)
Roggenrolla whipped up a Sandstorm! (SS to take effect next round) (-10EN)
Bonsly Flail is successful. 7/90 HP = 8%, BAP 15. (-10 EN, 15 DMG)
Bonsly Burn -2HP

A sandstorm rages (4r).

Crit Rolls:
9143 (Bne),
2527(FcB),
4745 9560 7847 (RS),
5428 (EB),
6060 (Sc),
6765 (Fl)
No crits.



(M) | (F)

HP: 5 | HP: 28
EN: 71 | EN: 65
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force
Burn | None
-1 SpD | -1 SpD

|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 72 | HP: 72 | HP: 55
EN: 74 | EN: 94 | EN: 76
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

_____

(M) | (F)

HP: 5 | HP: 28
EN: 71 | EN: 65
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force
Burn | None
-1 SpD | -1 SpD

Rock Slide | Protect
Sucker Punch (R) | Explosion
IF Rain Dance used first action next round:
Sucker Punch + Bodyblock (Rose for Rogg) | Explosion first actions.


_____

Iron Dungeon
Still Pall

TravelLog

The battle continues:


(U) | (U)

HP: 56 | HP: 7
EN: 94 | EN: 87
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

Discharge | Protect
Protect | Discharge

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 89 | HP: 90 | HP: 100
EN: 89 | EN: 90 | EN: 85
Spe: 53 | Spe: 80 | Spe: 121
Relaxed | Modest | Mild

Chill | Heat Wave | Chill
Brick Break (K1) | Chill | Earth Power (K1)

Action 1:
Klink2 Used Protect! (-7EN)
Syclant Chills successfully (+12EN)
Heat Wave succeeds [379/1000] (no burn) (-6EN, DMG 25.5 -> 26 for K1) (26 Damage blocked, -9EN for K2)
Empoleon Chills successfully (+12EN)
Klink1 Discharge succeeds (-6EN, (10 DMG [795/1000] no para, 8 DMG [282/1000] PRZ (20%), 8 DMG [656/1000] no para. (14 Damage blocked, -5EN for K2)

Action 2:
Klink1 used Protect! (-7EN)
Syclant's Earth Power (-7EN) is blocked by Protect! (20 Damage blocked, -7EN)
Empoleon's Brick Break (-6EN) is blocked by Protect! (12 Damage blocked, -4EN)
Klink2 Discharge succeeds (-6 EN, 10 DMG [696/1000] no para, 8 DMG [524/1000] no para, 8 DMG [340/1000] no para. (14 Damage blocked, -5EN for K1)
Chandelure Chills successfully (+12EN) [965/1000] no FP.


(U) | (U)

HP: 30 | HP: 7
EN: 64 | EN: 65
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 69 | HP: 74 | HP: 84
EN: 95 | EN: 96 | EN: 90
Spe: 53 | Spe: 20 (80/4) | Spe: 121
Relaxed | Modest | Mild
None | PRZ (20%) | None

_____

(U) | (U)

HP: 30 | HP: 7
EN: 64 | EN: 65
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

Flash Cannon (S) | Flash Cannon (S)
Thunderbolt (E) | Discharge


 

Ingram crosses his arms at how dumb these Pokemon are being, but decides not to let it get to him. This whole thing is ridiculous anyway. "Just kill something, I don't even care what you do." The Pokemon, sensing Ingram's frustration and general lack of care for how the job gets done, decide to order sensibly for themselves.

Milotic:
Recover ~ Chill

Dusknoir:
Shadow Punch Bonsly ~ Shadow Sneak Roggenrola

Roserade:
Chill ~ Mega Drain Roggenrola
 


Looks like we underestimated those gearheads.

Vance's eyes were no longer light. They were cold, frozen, as lifeless as the surrounding steel walls. It was long past time for this to be over. He had charged in recklessly and paid the price, but Vance didn't make the same mistake twice.

Do it.

Chandelure:
Flamethrower (K1)~Protect (Empoleon)
If you were paralyzed A1, try the same action for A2

Empoleon:
Protect (Scylant)~Brick Break (K1)
If you can't protect Syclant, Bodyblock A1 instead

Syclant:
Earth Power (K2)~Focus Blast(K1)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Boring Hollow

Rising_Dusk

The battle continues:


(M) | (F)

HP: 5 | HP: 28
EN: 71 | EN: 65
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force
Burn | None
-1 SpD | -1 SpD

Rock Slide | Protect
Sucker Punch (R) | Explosion
IF Rain Dance used first action next round:
Sucker Punch + Bodyblock (Rose for Rogg) | Explosion first actions.



|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 72 | HP: 72 | HP: 55
EN: 74 | EN: 94 | EN: 76
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

Recover | Shadow Punch (B) | Chill
Chill | Shadow Sneak (R) | Mega Drain (R)

Action 1:
Roggenrolla used Protect! (-7EN)
Roserade Chill succeeds (+12EN)
Milotic Recover succeeds (-12EN, +20HP)
Dusknoir Shadow Punch succeeds (-3EN, 9.50 -> 10 DMG. Bonsly is KOd)
Bonsly fainted! (1KOC Dusknoir)

Sandstorm Rages! (2 DMG Milotic/Dusknoir/Roserade)

Action 2:
Dusknoir Shadow Sneak succeeds (-3EN, 7.50-> 8 DMG)
Roserade Mega Drain succeeds (-8EN, 20 Damage, 10 HP Healed, Roggenrolla is KO'd!)
Roggenrolla faints! (1KOC Roserade)

All wild Pokemon fainted!
The battle ended!


(M) | (F)

HP: KO | HP: KO
EN: KO | EN: KO
Spe: 8 | Spe: 13
Brave | Brave
Sturdy| Sturdy
Rock Head | Sand Force

|
|

Milotic (F) | Dusknoir (M) | Roserade (F)
HP: 90 | HP: 70 | HP: 63
EN: 62 | EN: 88 | EN: 80
Spe: 81 | Spe: 39 | Spe: 104
Bold | Quiet | Timid

Rewards Bank:
Rising_Dusk: 2 TC
Milotic: 3 MC
Dusknoir: 3 MC, 1 KOC
Roserade: 1 EC, 2 MC, 1 DC, 1 KOC

Boring Hollow

Your foes defeated, you survey the area. Nothing more stirs from the Boring Hollow, and the path moves only forward. As you continue through the Rock Crag, you notice the stones get increasingly more difficult to scale.

You continue and a forked path goes along the way. One appears more rugged than the other, but somehow, like everything else in this desolate place, appears more traveled. A rare deviation from the standard operating procedure of most people. Then again, this place isn't very people friendly.

Player Options:
Take the Path Less Traveled
Take the Rugged, Well-Worn Path

_____

Iron Dungeon
Still Pall

TravelLog

The battle continues:



(U) | (U)

HP: 30 | HP: 7
EN: 64 | EN: 65
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

Flash Cannon (S) | Flash Cannon (S)
Thunderbolt (E) | Discharge



|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 69 | HP: 74 | HP: 84
EN: 95 | EN: 96 | EN: 90
Spe: 53 | Spe: 20 (80/4) | Spe: 121
Relaxed | Modest | Mild
None | PRZ (20%) | None

Protect (Syclant) | Flamethrower (K1) | Earth Power (K2)
Brick Break (K1) | Protect (Empoleon) | Focus Blast (K1)

Action 1:
Earth Power succeeds (-7EN, 17 Damage, Klink is KO'd, 1 KOC Syclant)
Empoleon stretches Protect to guard Syclant! (-7EN)
Kling2 Flash Cannon is blocked by the stretched Protect! (-5EN, 22.50 -> 23 DMG blocked, -8EN)
Chandelure Flamethrower succeeds [250/1000] no FP, (-6EN, 29.25 -> 29 DMG)

Action 2:
Focus Blast succeeds (-8EN, 24.75 -> 25DMG, Klink is KO'd, 1 KOC Syclant)

All wild Pokemon fainted!
The battle ended!


(U) | (U)

HP: KO | HP: KO
EN: KO | EN: KO
Spe: 26 | Spe: 26
Quiet | Quiet
Plus| Plus
Minus| Minus
Clear Body | Clear Body

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 69 | HP: 74 | HP: 84
EN: 80 | EN: 90 | EN: 75
Spe: 53 | Spe: 20 (80/4) | Spe: 121
Relaxed | Modest | Mild
None | PRZ (15%) | None

Rewards Bank:
TravelLog: 2 TC
Pengwin: 3 MC
Danse Macabre: 3 MC
Loki: 3 MC, 2 KOC

Still Pall

Your foes defeated, you travel behind the iron curtain into sterile area. The path forks before you, though both hallways appear identical bar their direction. It's very possible you could get lost in this place, there are no markings anywhere. For lack of better terms, you have a bland corridor to your right, and a bland corridor to your left.

Player Options:
Take the Bland Corridor to your Right
Take the Bland Corridor to your Left​
 

Ingram surveys the two options and considers for a moment. Surely the path less traveled would have greater Pokemon to face upon it, the likes he might want to catch for use later in this dungeon. However, the path more traveled would likely have items dropped from those who had attempted this dungeon before and failed in their quest. These items, perhaps even Poke Balls, would help him the most in capturing his final quarry. For this reason, his mind was made.

He beckoned to his Pokemon and pointed ahead down the well-worn path. "Come. We'll go this way."
 


Nodding in satisfaction at the defeat of their enemies, Vance strode forward and surveyed the forked path. Which way to go? Without any hint of difference, the decision wasn't exactly straightforward.

When it comes down to it, one is as good as the other under the circumstances.

With a nod to the left, Vance directed his pokemon down the left corridor, pausing only to point at the nearby wall.

Mark it, Danse Macabre. Burn it a bit so we can tell which way we've gone in case we end up back here.

With mischievious glee, the Chandelure did as ordered, releasing a bit of flame and some wax, which it dutifully imprinted with one of its appendages. Taking note, Syclant and Empoleon do likewise, such that the left corridor's entrance is marked with a circle of singed metal, inside of which lie three wax seals, each with the imprint of one of Vance's three companions.

He nodded, satisfied.

On we go.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Rumble Hall

Rising_Dusk

You come across an area of the crag that is more unstable than the others. Earthquakes seem to randomly average this area, causing you to lose your footing, but aside from physical movement, the area seems entirely unscathed. It's entirely possible this could be the work of a Pokemon rather than an actual feature of the area. In any case you can see down two paths, one where a few small rocks rumble visibly, while the other is calm.You surmise the quakes are coming from that area.

a) enter towards the quakes and inspect what is going on.
b) continue onward and ignore the quakes.
c) stay and see if something happens.

_____

Iron Dungeon
Gear Golem

TravelLog


While the rest of the area seem bland for the most part, a very intricate design has been placed here. A massive humanoid contraption stands at the center of the room. What this represents you have no clue. It doesn't really resemble any person or Pokemon you know of. In any case the room has no apparent exit, but the gear golem has several levers in front of it. Upon review, the room looks a bit round on the edges, not like the square steel structures you've been used to. There are 3 levers, left, right, and center placed about 5 feet in front on the golem. You hear clanging behind you, forward seems like the best path.

a) pull the left lever
b) pull the center lever
c) pull the right lever
 


Unable to help himself, Vance laughed. Yet again, he was faced with a choice and had nothing to go on. If it weren't for the importance of the choice, he might have closed his eyes and picked at random. Luckily, he had a bit of a trump card.

Pengwin, use your steel-affinity to figure out what the levers do. Once you find out, inform me.

After a brief moment, Pengwin approached the levers, then relayed his findings with his usual diligence.

Interesting. Thanks old friend.

We'll be taking the right path gentlemen. Like before, I want you all to mark it carefully. We can't afford to make mistakes here, and even the choice of routes is no exception.


...

Once his pokemon had done as ordered, the four strode onward, further into the steel dungeon.


_______________
Edit@Below: Should holding briefly and having Empoleon use his steel-affinity to examine the levers for hints be an option, Vance endorses that plan.
 

Ingram's one to take action at a moment's notice, but he also prides himself on not being an idiot. Throwing one's Pokemon blindly into tremors is never a good idea, especially with rocks piled everywhere nearby. Still, curious as to what could be the cause of these quakes, he decides to bide his time with his team. Lifting a hand to signal this to his Pokemon, he dropped to his knees and focused on the path from which the quakes originated.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Rumble Hall

Rising_Dusk

Inside you find the quakes were not being generated by a wild Pokemon, but rather the only piece of machinery you've yet to find in this place. It looks like they tried to excavate the area, and got approximately nowhere. Their base camp remains, and you find
Hard Stone among the remnants. You have no idea where they went, but apparently the machine was expendable. It looks like it still has a
Cell Battery attached as well.

Inventory: (Can be attached to or used on Pokemon before the next action sequence of an RP starts)
Hard Stone
Cell Battery


You double back and continue on the path.

Vista

You come to a beautiful vista that overlooks Timeless Tower. You can spot the bridge you came here in, and you still look up at the massive height of the main tower. You can spot the Iron Dungeon from here as well. There is some room to move up and get a better view, though there might be wild Pokemon here.

Do you

a) approach the edge of the Vista

b) stay close to the wall and move on.

_____

Iron Dungeon
Gear Golem

TravelLog

The gear golem shifts to the right, revealing a cache of items on pedestals. They could be booby-trapped. A faint electric glow surrounds them, suggesting grabbing an item will help release the lever. Unfortunately the golem has stopped moving, and there's still two other levers. You try them, but they are stuck. Looks like you'll need to chance it.

The items are
Ether (20 EN),
Silk Scarf, and
Steel Gem.

Which items will you grab?
 

Elated at the find, Ingram pockets the items. He ponders on whether he wants to give Milotic the Cell Battery yet or not, but decides for the moment to avoid it. It'll be most valuable if we can hold onto it for a goodly while. As he thinks, his team and he approach a vista of sorts. He ponders for a moment, shrugs his shoulders, and strides up toward the vista to see what he can from the perch. Pokemon or no, he has no issues taking what comes in stride.
 


Smirking with pleasure, Vance looked at the items for a moment. After thinking briefly about the possibilities, he decided that the potions would be the most useful, with the steel gem and scarf coming in second and third respectively. Knowing that trouble would almost certainly result, but welcoming it nonetheless, Vance grabbed the potions (and, if possible, the Steel Gem as well).
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Vista

Rising_Dusk

As you approach, your worst fears come true, as you are flanked by a Solrock. It bursts down from its place in the sky where it was absorbing Solar Rays, and traps Roserade with a Fire Spin (-4EN, 2 DMG) that cuts off pursuit and traps Roserade along with it. Your other Pokemon won't be able to join the battle to help it for two rounds. Additionally, the sun starts glowing brightly (-10EN Solrock for Sunny Day)

Trap Combat: (Singles 2r)
Sunny Day

(U)
@ Watmel Berry
HP: 100
EN: 86
Spe: 70
Naughty
Levitate
Status: None
Boosts: None

Flamethrower (sear powders) ~ Natural Gift ~ Rock Tomb


Roserade (F)
HP: 53
EN: 76
Spe: 104
Timid
Status: Fire Spin (4a)
Boosts: None

_____

Iron Dungeon
Gear Golem

TravelLog

You grab the Ether (20 EN) cautiously to no ill effects, and feeling confident go after the Steel Gem. Nothing happens for about 10 seconds. You contemplate going for the third item, but then a massive spark explodes from the two pedestals. Your Pokemon guard you, each taking five (5) damage each in the process.

|
|

Pengwin (M) | Danse Macabre (M) | Loki (M)
HP: 64 | HP: 69 | HP: 79
EN: 80 | EN: 90 | EN: 75
Spe: 53 | Spe: 20 (80/4) | Spe: 121
Relaxed | Modest | Mild
None | PRZ (15%) | None​

Inventory:
Ether (20 EN)
Steel Gem

The Gear Golem reactivates, and you find the levers loose to the touch again.

Do you grab

a) the left lever
b) the center lever
 

Ingram leaps back from the sudden eruption of flames. Milotic and Dusknoir rear up, wanting to jump in, but are unable due to the nature of the trap. Ingram contemplates for a moment, considers the environmental shifts about, and yells orders at Roserade over the flames. He risks losing a Pokemon this early in the game if he doesn't play against this Solrock perfectly, and so maintains his cool absolutely.

Roserade:
Water Sport ~ Synthesis ~ Sleep Powder
 


That's what we get for being greedy, I suppose. In any case, the fact that we got the items at all is good. We'll start by giving that Steel Gem to Empoleon, then we'll continue forward by trying the center lever.

After glancing at his pokemon, Vance strode forward, items safely tucked away for later, and grasped the center lever. With a wink at Chandelure, he pulled.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
The Legend Run

Rock Crag
Vista

Rising_Dusk

As you approach, your worst fears come true, as you are flanked by a Solrock. It bursts down from its place in the sky where it was absorbing Solar Rays, and traps Roserade with a Fire Spin (-4EN, 2 DMG) that cuts off pursuit and traps Roserade along with it. Your other Pokemon won't be able to join the battle to help it for two rounds. Additionally, the sun starts glowing brightly (-10EN Solrock for Sunny Day)

Trap Combat: (Singles 2r)
Sunny Day

(U)
@ Watmel Berry (4 uses)
HP: 100
EN: 86
Spe: 70
Naughty
Levitate
Status: None
Boosts: None

Flamethrower (sear powders) ~ Natural Gift ~ Rock Tomb


Roserade (F)
HP: 59
EN: 80
Spe: 104
Timid
Status: Fire Spin (4a)
Boosts: None

Water Sport ~ Synthesis ~ Sleep Powder

Action 1:
Water Sport is successful (-5EN, Fire-Effectiveness reduced one level for 6a)
Flamethrower is successful [784/1000, no burn] (-7EN, 14 DMG, Watmel -1)
Fire Spin (-2HP)

Action 2:
Synthesis is successful (+30HP, -14EN)
Natural Gift is successful (-6EN, 18 DMG, Watmel -1)
Fire Spin (-2HP)

Action 3:
Sleep Powder fails [977/1000] (-6EN)
Rock Tomb is successful [616/1000] (-4EN, 11 DMG, Roserade Speed -1)
Fire Spin (-2HP)

Crit rolls:
Flamethrower: [4033/10000]
Natural Gift: [7304/10000]
Rock Tomb: [7947/10000]


(U)
@ Watmel Berry (7/8 Natural Gift, 2/4 uses)
HP: 100
EN: 69
Spe: 70
Naughty
Levitate
Status: None
Boosts: None


Roserade (F)
HP: 40
EN: 55
Spe: 69 (104 *2/3)
Timid
Status: Fire Spin (1a), Water Sport (3a)
Boosts: Speed -1

_____

Iron Dungeon
Gear Golem

TravelLog

As you pull the center lever, the Gear Golem moves backward and locks into place, revealing a stairwell that will allow you to move on. The Gear Golem appears inactive now, so it looks like you won't have a chance to pull the other levers. You continue.

Scrapyard


You come to an abandoned scrapyard. As you look around there seems to be little of value, however you imagine there's a few abandoned appliances here. You spot an array of broken down appliances. You could probably take one with you, it seems a Rotom used to inhabit it and it has enough energy to fit in one of your Pokeballs, at least until you leave.



a) grab an appliance

b) move onward
 

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