
Aerodactyl [Jet] (Male)
Nature: Jolly (+ Speed, -Sp.Atk)
Type:
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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
EC: Nope
MC: 0
DC: 0/5
Abilities (30):
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 presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Attacks:
Ice Fang
Fire Fang
Thunder Fang
Wing Attack
Supersonic
Bite
Scary Face
Roar
Agility
AncientPower
Crunch
Iron Head
Sky Drop
Giga Impact
Rock Slide
Roost
Tailwind
Pursuit
Sky Attack
Aqua Tail
Aerial Ace
Stone Edge
Earthquake
Taunt
Protect
Swagger
Substitute
Reflect
Bide
Double Team
Flamethrower
Rock Tomb
Defog
Strength

Pyroak [Willow] (F)
Nature: Quiet (Adds a Rank to Special Attack. Subtracts 15% from Speed.)
Type: Fire / Grass
Fire: Fire STAB; immune to burn, 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.
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.
Stats:
HP: 120
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 51 (60 * .15 = 9)
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 9 / 9
MC: 5
DC: 5 / 5
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.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Attacks:
Wood Hammer
Flare Blitz
Pound (*)
Bullet Seed (*)
Sweet Scent (*)
Growth (*)
Ember (*)
Leech Seed (*)
Flame Wheel (*)
Giga Drain (*)
Fire Spin (*)
Synthesis
Energy Ball
Lava Plume
Earth Power (*)
Aromatherapy (*)
Seed Bomb (*)
Heat Wave
Worry Seed
Hidden Power (Ice, 7) (*)
Flamethrower (*)
Substitute (*)
Light Screen
Reflect
Toxic
Sunny Day
SolarBeam
Protect

Heracross [Achilles] (M)
Nature: Adamant (+Atk, -SAtk)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85
MC: 1
DC: 5/5
Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW Unlocked): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter
Bide
Focus Punch
Pursuit
Earthquake
Shadow Claw
Stone Edge
Close Combat
Megahorn
Smack Down
Toxic
Vacuum Wave
Protect
Dig
Substitute
Swagger
Detect
Body Slam
Mimic
♪♫ - Mt. Pyre
Hold CTRL and click to open the music in a new tab.
Throne of the Jungle King
A one-mon Hard dungeon for three players.
As explored by Leethoof, DarkSlay, and iiMKUltra.
Rules:
Chills: Each Pokémon brought by an Explorer has 10 Chills to use for the entire delve.
Pokémon Restrictions: Fully-evolved non-legendary Pokémon only.
Pokémon Capture: Not Permitted. (during the test run, at least)
Held Items: None may be brought. Items may be picked up mid-dungeon, however.
Number of Players: 3.
Player Team Size: 1 Pokémon per Explorer.
Room 0: Rope Bridge [Leethoof, DarkSlay, iiMKUltra] Connects to Room 1.Staring down the rickety path before you, you're not so sure this is a good idea.
The day had started like any other; you passed towns and routes in the fashion that a trainer often does. However, late this morning, you received a contact from a local museum regarding a recent discovery off of a nearby road. Not having any particular obligations otherwise, you deigned to go along with their next outing.
Now, examining the rickety rope bridge in front of you, you're starting to reconsider. Too late now, though; the rest of the expedition has returned to the town in the jeep, shouting good-lucks as they rapidly – is flee the right word? – from the gaping maw of the jungle. You gulp and regard your fellow explorers solemnly.
So, who goes first?
Room 1: ???