I think it is time I tried Black Sulfur Caldera. I do kind of have the team for it.
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Lapras (M), "Typhon"
Nature:
Quiet - Adds * to Special Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.
Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
Abilities:
Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19
EC: Doesn't Evolve
MC: All Moves Learnt
DC: Unlocked
Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt![]()
Nestor the Slowking (M)
Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 2
DC: Unlocked
Attacks (47):
-Belly Drum
-Bide
-Blizzard
-Block
-Brick Break
-Brine
-Bulldoze
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Dragon Tail
-Drain Punch
-Dream Eater
-Earthquake
-Endure
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Focus Blast
-Focus Punch
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Me First
-Mimic
-Mud Sport
-Mud Sport
-Nasty Plot
-Natural Gift
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psyshock
-Rain Dance
-Reflect
-Rest
-Safeguard
-Scald
-Shadow Ball
-Signal Beam
-Skill Swap
-Slack Off
-Slack Off
-Sleep Talk
-Substitute
-Sunny Day
-Surf
-Swagger
-Tackle
-Telekinesis
-Teleport
-Thunder Wave
-Trick
-Trick Room
-Toxic
-Water Gun
-Whirlpool
-Yawn
-Zap Cannon![]()
Starmie, "Astraea"
Nature:
Modest - Attack decreased by *, Special Attack increased by *
Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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:
Illuminate - (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
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.
Analytic - (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.
HP: 90
Atk: ** (-)
Def: ***
SpA: ***** (+)
SpD: ***
Spe: 115
Size Class: 2
Weight Class: 4
Base Rank Total: 19
EC: Fully Evolved
MC: 0
DC: Unlocked
Attacks (45):
-Barrier
-Bide
-Blizzard
-Brine
-Bubblebeam
-Camouflage
-Confuse Ray
-Cosmic Power
-Dive
-Double Team
-Dream Eater
-Endure
-Facade
-Flash
-Flash Cannon
-Frustration
-Grass Knot
-Gravity
-Gyro Ball
-Hail
-Harden
-Hidden Power Fight
-Hydro Pump
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Mimic
-Minimize
-Natural Gift
-Pain Split
-Protect
-Power Gem
-Psychic
-Psyshock
-Psych Up
-Rain Dance
-Rapid Spin
-Recover
-Reflect
-Reflect Type
-Rest
-Return
-Rollout
-Scald
-Secret Power
-Signal Beam
-Skill Swap
-Sleep Talk
-Substitute
-Surf
-Swift
-Tackle
-Telekinesis
-Teleport
-Thunder
-Thunderbolt
-Thunder Wave
-Toxic
-Trick
-Twister
-Water Gun
-Whirlpool
-Zap Cannon
All three will hold EBelts. I'll also bring:
2x Potion
1x Super Potion
2x Ether
1x Revive
1x Elixir
15x Sport Ball
20x Heal Ball
6x Cherish Ball
9x Timer Ball.
Hey ho let's go.
Overview
Black Sulfur Caldera is a deep and blackened pit that once erupted in a massive fiery explosion many hundreds of years ago. The terrain is now mostly barren with torched and odorous burns across its face. Nothing lives within miles of the area, not even Fire-type Pokemon, as the land is so inhospitable that very little can sustain life above ground. At the base of the caldera, however, there exists a small pit that recently opened up due to seismic activity. Some Pokemon trainers have ventured into the pit to explore, only to return with their whole Pokemon team fainted and them babbling nonsense about the magma demon therein. Intrigued, you prepare your Pokemon and decide to explore it yourself. Hopefully you'll find yourself better prepared than those others before you.
What will you do?
a)Go on forward
b)Leave the place