The Legend Run (Ragnarokalex) Timeless Tower


Gengar (Maltia) Female
Nature:
Timid
Type:
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.
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:
Levitate:
Type: 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 2 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+) (+19% Accuracy % Evasion)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Attacks: 28 Total
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Punch
Destiny Bond
Dark Pulse
Hex
Shadow Ball
Dream Eater

Disable
Will o Wisp
Perish Song

Pain Split
Counter
Magic Coat
Endure

Psychic
Substitute
Venoshock
Taunt
Torment
Protect
Giga Drain


Lucario (Aerza) Female
Nature:
Brave
Type:
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:
Type: 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. This speed boost is maintained at the end of each round.
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.
Justified:(DW)
Type: 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 by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 76 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
DC: 3/5
MC: 0


Attacks: 25 Total
Quick Attack
Foresight
Endure
Counter
Force Palm
Feint
Reversal
Screech
Metal Claw
Dark Pulse
Detect
Bone Rush
Metal Sound
Aura Sphere
Heal Pulse
Close Combat
Swords Dance
Dragon Pulse
Extreme Speed

Blaze Kick
Bullet Punch
Sky Uppercut

Protect
Payback
Swagger


Nidoking (Gage) Male
Nature:
Mild
Type:
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.
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:
Poison Point:
Type: 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).
Rivalry:
Type: Innate
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
Sheer Force: (Dreamworld)
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. (Dreamworld)


Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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


Attacks: 33 Total
Leer
Peck
Focus Energy
Tackle
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Thrash
Chip Away
Earth Power
Megahorn
Toxic Spikes

Disable
Sucker Punch
Counter

Endure
Super Fang

Protect
Toxic
Venoshock
Ice Beam
Thunderbolt
Substitute
Shadow Ball
Flamethrower
Taunt
Pay Day
Surf
Focus Blast
Torment
Bide


Potions: 1/2
Super Potion: 0/1
Ether: 0/2
Revive: 0/1
Pokeballs: 11/50
-3 Net
-3 Sports
-5 Nest
Berries: 4/30
2 Oran Berries
2 Leppa Berries
Battle Items: 0/20
Gems: 0/20
Spare Pocket (any item): 0/3

Timeless Tower

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-and it isn't just due to its frigid architecture. You recall an unfortunate incident with a mirror of white and a Jynx, forcing yourself and your fainted Pokemon to exit, pursued by a Beartic.

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 centre of the arena. You look around the room and see exits to 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?

Your Options are as follows...
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon

A Chatot sits on the Golem statue, taunting you both about your inability to access the Heaven's Ascent. He then flies away, to a nest on the cliffs you've just left. It seems you have a choice...which of the three towers will you choose?
 
Curse you Beartic..... one day i swear i shall return for your hide!!!

Composing myself i begin to stroll across the bridge leading to the large fortress of metal, hoping to have better luck striking riches there.

Enter Iron Dungeon
 


You come to the entrance, noticing an iron chamber immediately. The roof makes a shadow over a dulled section of metal. Gears grind in the background, making klinking noises as they go.

...No wait. They've noticed you.

Lackey Battle:

|

Klink (Quiet) @ Steel Gem (5) | Klink (Quiet) @ Steel Gem (5)
HP: 90 | 90
Energy: 100 | 100
Atk: Rank 2 | 2
Def: Rank 3 | 3
SpA: Rank 3 | 3
SpD: Rank 2 | 2
Speed: 26 (-) | 26 (-)
Size Class: 1 | 1
Weight Class: 2 | 2
Base Rank Total: 13 | 13
No Changes | No Changes

Klink 1: Zap Cannon Lucario, Gear Grind Gengar. If Nidoking Bodyblocks Lucario turn 1, use Hidden Power on Nidoking and Zap Cannon Lucario turn 2. If Lucario uses a Protective move turn 1, use Hidden Power on Nidoking and Zap Cannon Lucario turn 2.
Kink 2: Zap Cannon Gengar, Gear Grind Nidoking. If Gengar uses a Protective move turn 1, use Hidden Power on Nidoking and Zap Cannon Gengar turn 2. If Nidoking Bodyblocks Gengar turn 1, use Hidden Power on Nidoking and Zap Cannon Gengar turn 2.
Credit to IAR for the preformatted Klink.
 
Gage: Sheer Force on: Earth power Klink 1 - Earth Power Klink 1

Aerza: Protect - Close Combat Klink 1

Maltia: Hypnosis Klink 2 - Chill
 
Sorry-a certain reffing tool I had planned did not pan out.

Done. RagnarokAlex may post now.

|
|

Gengar @ Leftovers | Lucario (Quiet) @ Expert Belt | Nidoking @ Life Orb
HP: 90 | 100 | 100
Energy: 100 | 100 | 100
Atk: Rank 2 | 5 | 3
Def: Rank 2 | 3 | 2
SpA: Rank 5 | 4 | 4
SpD: Rank 3 | 3 | 3
Speed: 127 (+19% acc) | 76 (-) | 85
Size Class: 3 | 3 | 3
Weight Class: 3 | 4 | 4
Base Rank Total: 19 | 20 | 18
No Changes | No Changes | No Changes

|

Klink (Quiet) @ Steel Gem (5) | Klink (Quiet) @ Steel Gem (5)
HP: 90 | 90
Energy: 100 | 100
Atk: Rank 2 | 2
Def: Rank 3 | 3
SpA: Rank 3 | 3
SpD: Rank 2 | 2
Speed: 26 (-) | 26 (-)
Size Class: 1 | 1
Weight Class: 2 | 2
Base Rank Total: 13 | 13
No Changes | No Changes

Oh dear. Hax has stricken.

Protect-Lucario isn't taking any attacks, so -7 energy
Hypnosis Hit: 8996 Miss (1-8900 from +speed and -speed interaction is a hit) -7 energy
EP Crit: 2970 No.
(9+3+5+(2*1.5))*1.5=30 damage to Klink 1, -6 energy
-2 LO recoil
Speed Tie: Doesn't matter.
Klink 2:
Zap Cannon Hit: 3054 Hits
Zap Cannon Crit: 4458 No Crit
(12+2 (Plus/Minus boost))=14 damage and 25% paralysis, -9 energy
Klink 1:
Hidden Power Crit: 7893 No crit
(7+2)*1.5 (It's an SE Hidden Power!)=13.5~14 damage, -5 energy
Leftovers heal Gengar (+1 HP)


EP Crit: 2970 No.
(9+3+5+(2*1.5))*1.5=30 damage to Klink 1, -10 energy
-2 LO recoil
CC Crit: 6123 No Crit, Lucario's defenses -1 each
(12+3+2+(2*1.5))*1.5=30 damage to Klink 1, -7 energy
Klink 1 fainted!
Paralysis roll: 28
Gengar is paralyzed! It can't move! -5% para rating
Klink 2:
Gear Grind Hit: 7387 Hits
GG Crit 1: 8918
GG Crit 2: 4218 No Crits
(10+3)=13 damage, -7 energy
Leftovers heal Gengar (+1 HP)


|
|

Gengar @ Leftovers | Lucario (Quiet) @ Expert Belt | Nidoking @ Life Orb
HP: 78 | 100 | 69
Energy: 86 | 86 | 84
Atk: Rank 2 | 5 | 3
Def: Rank 2 | 3 | 2
SpA: Rank 5 | 4 | 4
SpD: Rank 3 | 3 | 3
Speed: 31 (127) (+19% acc) | (76) (-) | 85
Size Class: 3 | 3 | 3
Weight Class: 3 | 4 | 4
Base Rank Total: 19 | 20 | 18
15% paralysis | -1 defense/special defense | No Changes



|

Klink (Quiet) @ Steel Gem (5) | Klink (Quiet) @ Steel Gem (5)
HP: 0 | 90
Energy: fainted | 84
Atk: Rank 2 | 2
Def: Rank 3 | 3
SpA: Rank 3 | 3
SpD: Rank 2 | 2
Speed: 26 (-) | 26 (-)
Size Class: 1 | 1
Weight Class: 2 | 2
Base Rank Total: 13 | 13
No Changes | No Changes
 
Maltia: Hypnosis - Chill
IF Klink attempts to use Zap Cannon, and isnt disabled already, switch that action to Disable and push actions down

Aerza: Heal Pulse Gage - Close Combat

Gage: Chill - Earth Power
 
Zap Cannon Lucario-Protect

Nidoking chilled and recovered 12 energy!

Lucario used Heal Pulse!

+20 HP to Nidoking, -14 energy to Lucario.

Paralysis Roll: 1978 (does not paralyze)
Gengar used Disable (Zap Cannon, please specify in parentheses after the attack next time)!

Klink's Zap Cannon is disabled! -9 energy.

Klink used Protect!
Klink protected itself!

Lucario used Close Combat!
Klink protected itself!
Damage that would have been dealt: 30 (based on previous calculations)
-7 energy

Nidoking used Earth Power!
Klink protected itself!
Damage that would have been dealt: 30 (based on previous calculations)
-2 LO recoil (whether Protect triggers ASB Life Orb is pretty much ref discretion), -6 energy

Paralysis Roll: 3316 (does not paralyze)
Gengar used Hypnosis! Klink Protected itself! -7 energy

Protect energy calculations: 7+(60/2.5)=7+24=31 energy
Klink: -31 energy


|
|

Gengar @ Leftovers | Lucario (Quiet) @ Expert Belt | Nidoking @ Life Orb
HP: 78 | 100 | 69
Energy: 72 | 65 | 84
Atk: Rank 2 | 5 | 3
Def: Rank 2 | 3 | 2
SpA: Rank 5 | 4 | 4
SpD: Rank 3 | 3 | 3
Speed: 31 (127) (+19% acc) | (76) (-) | 85
Size Class: 3 | 3 | 3
Weight Class: 3 | 4 | 4
Base Rank Total: 19 | 20 | 18
10% paralysis | -1 defense/special defense | No Changes


Klink (Quiet) @ Steel Gem (5)
HP: 90
Energy: 44
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Speed: 26 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
No Changes

Hyper Beam+Hyper Beam Nidoking.
If Nidoking uses a Protective move, use the aforementioned combo on Lucario.
If Gengar uses Hypnosis turn 1, use Protect turn 1 and Metal Sound Nidoking turn 2.
 
Gage: Protect (Transfer to Aerza) - Chill

Aerza: Chill - Chill

Maltia: Chill - Chill


Hooray for loopholes and massive combo energy costs :)
 
Placeholder. (PS-there was pretty much no way Klink was going to do anything due to Hypnosis, which is why I decided to pseudo-explode it to prevent both captures and force energy abuse :) )
 
Nidoking Protected Lucario!

Lucario chilled! +12 energy.

Paralysis Roll: 4968
Gengar chilled! +12 energy.

Klink used Omega Hyper Beam! (Energy Check: Klink has at least 26 (11+15) energy, can execute combo.)
Lucario is protected by Nidoking!
Damage that would have been dealt: (15*2.25)*2/3+1.75=24.25~24
7+24/2.5=16.6~17 energy taken from Nidoking
(11*2+4)*2=52 energy, Klink fainted!


|
|

Gengar @ Leftovers | Lucario (Quiet) @ Expert Belt | Nidoking @ Life Orb
HP: 78 | 100 | 69
Energy: 84 | 77 | 67
Atk: Rank 2 | 5 | 3
Def: Rank 2 | 3 | 2
SpA: Rank 5 | 4 | 4
SpD: Rank 3 | 3 | 3
Speed: 31 (127) (+19% acc) | (76) (-) | 85
Size Class: 3 | 3 | 3
Weight Class: 3 | 4 | 4
Base Rank Total: 19 | 20 | 18
5% paralysis | No Changes | No Changes


Klink (Quiet) @ Steel Gem (5)
HP: 90
Energy: Bluescreen of Fainted Status
Atk: Rank 2
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Speed: 26 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13
Fainted

The Klinks, too exhausted to continue fighting, retreat through the door. You give chase, but they seem to know their way around better than you do. They escape [giving Lucario 2 KOC-the second from last-hitting Klink 2's Protect], leading you into...

*will post map once my personal favorite image host gets back up*
Hall Of Mirrors

You come to the strangest room you've seen yet. It's still as cold and bland as everywhere else you've seen so far, but you can actually see yourself is this steel. It seems to have merged itself with a glass-like substance. Up ahead you encounter a circular room, and as you enter it you realize you can't find out where you are. Every side reflects your image. Before you panic, you notice a Bronzong floating around behind you. You attempt to follow it, but it turns around a corner.

You try searching for it again, and eventually you come upon its lair. Unfortunately you have no way back. Bronzong blasts a wall with Flash Cannon and hides away, although the hallway it burst into looks like the normal ones you were encountering before. Unfortunaltely, only one of your Pokemon can give pursuit to it, the other two will have to clear away the space. It doesn't look like you'll be able to continue without giving chase.

Bronzong

Bronzong (-) @ Float Stone
HP: 100
Energy: 100
Atk: Rank 4
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Speed: 28
Size Class: 3
Weight Class: 5
Base Rank Total: 19
No Changes

Choose your mon and issue 3 actions for it.
 
(How do these rare creatures of power always end up finding me? All i want to do is explore an ancient ruin and maybe ransack all the loot in it, was that so wrong? Oh well I guess this thing will have to be dealt with if I'm going to be able to clear a path through, I guess my best bet is to try to scare it off with a display of power........Gage should be able to do that, hes intimidating enough.)

"Gage, I choose you!" As i throw his poke'ball to release him, he pokes me in the back and gives me a quizzical look. "Oh yeah, i guess your not in there right now are you. Well I choose you anyway, head on through the hole and show that thing he can't mess with the Azure Brigade!" As Gage crawls though the hole i call after it, "Now Gage, you've got this, just fluster him so he can't fight properly then detonate the ground right from under its.........bell? Either way bring out the big guns and take an early lead so it can't catch up!"


Ill send in Gage. If its possible, Id like him to trade items with Aerza before going in.

Sheer Force ON: Taunt - Earth Power - Earth Power
 

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