Engineer Pikachu
Good morning, you bastards!
Challengers
SubwayJ
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Soak
Giga Drain
Natural Gift
Ingrain
Gravity
Leaf Storm
Leaf Blade
Future Sight
Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute
Energy Ball
Grass Knot
Payback
Hidden Power (Water 7)
Synthesis
Snatch
Total Moves: 38
Nature: Impish (+Def, -SpAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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.
Sheer Force: (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.
Iron Fist: (DW UNLOCKED) (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats: (Impish Nature)
HP: 110
Atk: Rank 5
Def: Rank 4 (+)
Sp Atk: Rank 1 (-)
Sp Def: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 0
DC: 5/5
Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Rock Slide
Focus Punch
Bulk Up
Mach Punch
Wide Guard
Detect
Endure
Foresight
Counter
Comet Punch
Reversal
Stone Edge
Poison Jab
Façade
Taunt
Payback
Substitute
Dig
Earthquake
Brick Break
Rest
Ice Punch
Fire Punch
ThunderPunch
Drain Punch
Sleep Talk
Block
Helping Hand
Knock Off
Snore
Total Moves: 39
Nature: Bold (+Def, -Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Hydration (DW UNLOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats: (Bold Nature)
HP: 120
Atk: Rank 2(-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Trump Card
Water Gun
Water Pulse
Aurora Beam
Aqua Ring
Hydro Pump
Bite
Muddy Water
Acid Armor
Haze
Wish
Stored Power
Yawn
Endure
Protect
Work Up
Round
Shadow Ball
Toxic
Hidden Power (Electric 7)
Ice Beam
Blizzard
Hyper Beam
Mimic
Rain Dance
Double Team
Surf
Brine
Bide
Reflect
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Signal Beam
Sleep Talk
Total Moves: 43
Texas Cloverleaf
Emboar, HulaCloverPig, Male
Nature: Quiet (+1 SpAtk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (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.
Emboar
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Heat Wave
Total Moves: 43
Stratagem, M
Nature: Modest(+1 S. Attack, -1 Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): UNLOCKED (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Moves:
Giga Drain
Weather Ball
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Magnet Rise
Acupressure
Mud Shot
Power Gem
Earth Power
Metal Sound
Paleo Wave
Ancientpower
Head Smash
Electro Ball
Protect
Fire Blast
Energy Ball
Toxic
Endure
Volt Switch
Hidden Power Ice (6)
Heat Wave
Hyper Beam
Stealth Rock
Calm Mind
Rest
Sleep Talk
Explosion
Sandstorm
Rain Dance
Total Moves: 33
Metagross, Rocky
Nature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: 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.
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:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Metagross
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Hyper Beam
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock Smash
Psychic
Endure
Explosion
Rock Slide
Selfdestruct
Grass Knot
Shadow Ball
Total Moves: 29
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.
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
Enter Heaven's Ascent [LOCKED]
SubwayJ
Nature: Quiet (+Sp Atk, -Speed)
Type: Grass/Ghost
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.
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:
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.
Stats: (Quiet Nature)
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 4
Base Rank Total: 23
EC 6/6
MC 0
DC 5/5
Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball
Soak
Giga Drain
Natural Gift
Ingrain
Gravity
Leaf Storm
Leaf Blade
Future Sight
Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute
Energy Ball
Grass Knot
Payback
Hidden Power (Water 7)
Synthesis
Snatch
Total Moves: 38
Nature: Impish (+Def, -SpAtk)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
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.
Sheer Force: (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.
Iron Fist: (DW UNLOCKED) (Trait) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks affected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
Stats: (Impish Nature)
HP: 110
Atk: Rank 5
Def: Rank 4 (+)
Sp Atk: Rank 1 (-)
Sp Def: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
EC: 9/9
MC: 0
DC: 5/5
Moves:
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Rock Slide
Focus Punch
Bulk Up
Mach Punch
Wide Guard
Detect
Endure
Foresight
Counter
Comet Punch
Reversal
Stone Edge
Poison Jab
Façade
Taunt
Payback
Substitute
Dig
Earthquake
Brick Break
Rest
Ice Punch
Fire Punch
ThunderPunch
Drain Punch
Sleep Talk
Block
Helping Hand
Knock Off
Snore
Total Moves: 39
Nature: Bold (+Def, -Atk)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.
Hydration (DW UNLOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.
Stats: (Bold Nature)
HP: 120
Atk: Rank 2(-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20
EC: 6/6
MC: 0
DC: 5/5
Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Trump Card
Water Gun
Water Pulse
Aurora Beam
Aqua Ring
Hydro Pump
Bite
Muddy Water
Acid Armor
Haze
Wish
Stored Power
Yawn
Endure
Protect
Work Up
Round
Shadow Ball
Toxic
Hidden Power (Electric 7)
Ice Beam
Blizzard
Hyper Beam
Mimic
Rain Dance
Double Team
Surf
Brine
Bide
Reflect
Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Signal Beam
Sleep Talk
Total Moves: 43
BACKPACK
Potion [2/2]
2x Potion
Super Potion [1/1]
1x Super Potion
Ether [2/2]
2x Ether
Revive [1/1]
1x Revive
Pokeballs [50/50]
25x Heal Ball
15x Sport Ball
10x Timer Ball
Berries [0/30]
Battle Items [3/20]
1x Miracle Seed
1x Expert Belt
1x Water Stone
Gems [0/20]
Spare Pocket [0/3]
REWARDS BANK
SubwayJ: —
Necturna: —
Conkeldurr: —
Vaporeon: —
REFEREE
Potion [2/2]
2x Potion
Super Potion [1/1]
1x Super Potion
Ether [2/2]
2x Ether
Revive [1/1]
1x Revive
Pokeballs [50/50]
25x Heal Ball
15x Sport Ball
10x Timer Ball
Berries [0/30]
Battle Items [3/20]
1x Miracle Seed
1x Expert Belt
1x Water Stone
Gems [0/20]
Spare Pocket [0/3]
REWARDS BANK
SubwayJ: —
Necturna: —
Conkeldurr: —
Vaporeon: —
REFEREE
Texas Cloverleaf
Emboar, HulaCloverPig, Male
Nature: Quiet (+1 SpAtk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
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.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.
Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (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.
Emboar
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower
Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk
Wild Charge
Grass Knot
Will-O-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Work Up
Sunny Day
Solarbeam
Earthquake
Helping Hand
Heat Wave
Total Moves: 43
Stratagem, M
Nature: Modest(+1 S. Attack, -1 Attack)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): UNLOCKED (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 130
Size Class: 2
Weight Class: 3
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 5/5
Moves:
Giga Drain
Weather Ball
Vacuum Wave
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Magnet Rise
Acupressure
Mud Shot
Power Gem
Earth Power
Metal Sound
Paleo Wave
Ancientpower
Head Smash
Electro Ball
Protect
Fire Blast
Energy Ball
Toxic
Endure
Volt Switch
Hidden Power Ice (6)
Heat Wave
Hyper Beam
Stealth Rock
Calm Mind
Rest
Sleep Talk
Explosion
Sandstorm
Rain Dance
Total Moves: 33
Metagross, Rocky
Nature: Quiet (+1 SpAtk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: 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.
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:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
Metagross
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22
EC: 9/9
MC: 0
DC: 5/5
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face
Hammer Arm
Hyper Beam
Zen Headbutt
Iron Defense
Iron Head
Thunderpunch
Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Reflect
Rock Smash
Psychic
Endure
Explosion
Rock Slide
Selfdestruct
Grass Knot
Shadow Ball
Total Moves: 29
BACKPACK
Potion [2/2]
2x Potion
Super Potion [0/1]
Ether [1/2]
1x Ether
Revive [1/1]
1x Revive
Pokeballs [15/50]
5x Heal Ball
5x Sport Ball
5x Cherish Ball
Berries [0/30]
Battle Items [1/20]
1x Expert Belt
Gems [0/20]
Spare Pocket [0/3]
REWARDS BANK
Texas Cloverleaf: —
Emboar: —
Stratagem: —
Metagross: —
REFEREE
Potion [2/2]
2x Potion
Super Potion [0/1]
Ether [1/2]
1x Ether
Revive [1/1]
1x Revive
Pokeballs [15/50]
5x Heal Ball
5x Sport Ball
5x Cherish Ball
Berries [0/30]
Battle Items [1/20]
1x Expert Belt
Gems [0/20]
Spare Pocket [0/3]
REWARDS BANK
Texas Cloverleaf: —
Emboar: —
Stratagem: —
Metagross: —
REFEREE
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.
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
Enter Heaven's Ascent [LOCKED]