ONLY GLACIER KNIGHT, WATERWARRIOR, AND ANY TLR SUB-REFS ARE ALLOWED TO POST IN THIS THREAD.
Lucario (Phoenix) Male ♫
Nature: Hasty (+Spe, -Def, +12% Acc)
Type: Fighting/ Steel
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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: (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: (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 ability- UNLOCKED): (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 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90x1.15)
+12% Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks: (68 total)
Physical:
Blaze Kick
Bone Rush
Bonemerang
Brick Break
Bulldoze
Bullet Punch
Circle Throw
Close Combat
Counter
Cross Chop
Crunch
Dig
Drain Punch
Dual Chop
Earthquake
Extremespeed
Feint
Focus Punch
Force Palm
Frustration
Giga Impact
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Metal Claw
Payback
Quick Attack
Reversal
Return
Rock Slide
Shadow Claw
Sky Uppercut
Stone Edge
ThunderPunch
Special:
Aura Sphere
Dark Pulse
Dragon Pulse
Final Gambit
Flash Cannon
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Psychic
Shadow Ball
Vacuum Wave
Status:
Agility
Calm Mind
Copycat
Detect
Double Team
Endure
Follow Me
Foresight
Heal Pulse
Helping Hand
Magnet Rise
Me First
Metal Sound
Mind Reader
Nasty Plot
Protect
Rest
Screech
Substitute
Swords Dance
Toxic
Work Up
Slowpoke (Derpy Hooves) Female
Nature: Sassy (+SpD, -Spe, -10% evasion)
Type: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. 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 affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW ability- UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 26 (30/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: (51 total)
Physical:
Aqua Tail
Brick Break
Counter
Dig
Dive
Drain Punch
Earthquake
Focus Punch
Headbutt
Tackle
Zen Headbutt
Special:
Brine
Confusion
Fire Blast
Flamethrower
Focus Blast
Future Sight
Hyper Beam
Ice Beam
Grass Knot
Psychic
Psyshock
Scald
Shadow Ball
Signal Beam
Surf
Water Gun
Status:
Block
Curse
Disable
Double Team
Endure
Growl
Heal Pulse
Light Screen
Magic Coat
Me First
Protect
Rain Dance
Recycle
Reflect
Rest
Safeguard
Sleep Talk
Slack Off
Substitute
Telekinesis
Thunder Wave
Toxic
Trick Room
Yawn
Revenankh (Ra's al Ghul) Male
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost / Fighting
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.
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:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW ability- UNLOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Attacks: (45/ 90 total moves)
Physical:
Arm Thrust
Bide
Brick Break
Counter
Drain Punch
Dual Chop
Earthquake
Focus Punch
Giga Impact
Hammer Arm
Ice Punch
Low Sweep
Mach Punch
Payback
Power Whip
Revenge
Rock Slide
Rock Tomb
Shadow Punch
Shadow Sneak
Smack Down
Sucker Punch
Superpower
Vital Throw
Wrap
Special:
Sand Tomb
Shadow Ball
Wring Out
Status:
Destiny Bond
Double Team
Endure
Glare
Helping Hand
Mean Look
Moonlight
Pain Split
Protect
Safeguard
Sleep Talk
Substitute
Taunt
Telekinesis
Torment
Toxic
Wide Guard
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliff-side. 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 centre 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-coloured 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...
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
d) Enter Heaven's Ascent. (LOCKED)
e) Leave Timeless Tower.
Lucario (Phoenix) Male ♫
Nature: Hasty (+Spe, -Def, +12% Acc)
Type: Fighting/ Steel
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. 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: (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: (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 ability- UNLOCKED): (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 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (90x1.15)
+12% Acc
Size Class: 3
Weight Class: 4
Base Rank Total: 20
EC: 6/6
MC: 1
DC: 5/5
Attacks: (68 total)
Physical:
Blaze Kick
Bone Rush
Bonemerang
Brick Break
Bulldoze
Bullet Punch
Circle Throw
Close Combat
Counter
Cross Chop
Crunch
Dig
Drain Punch
Dual Chop
Earthquake
Extremespeed
Feint
Focus Punch
Force Palm
Frustration
Giga Impact
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Low Sweep
Metal Claw
Payback
Quick Attack
Reversal
Return
Rock Slide
Shadow Claw
Sky Uppercut
Stone Edge
ThunderPunch
Special:
Aura Sphere
Dark Pulse
Dragon Pulse
Final Gambit
Flash Cannon
Focus Blast
Hidden Power Grass (7)
Hyper Beam
Psychic
Shadow Ball
Vacuum Wave
Status:
Agility
Calm Mind
Copycat
Detect
Double Team
Endure
Follow Me
Foresight
Heal Pulse
Helping Hand
Magnet Rise
Me First
Metal Sound
Mind Reader
Nasty Plot
Protect
Rest
Screech
Substitute
Swords Dance
Toxic
Work Up
Slowpoke (Derpy Hooves) Female
Nature: Sassy (+SpD, -Spe, -10% evasion)
Type: Water/Psychic
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 regardless of Special Attack Rank. 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 affected by Attract, Cute Charm, or Captivate.
Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
Regenerator (DW ability- UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, 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.
Stats:
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4
SpD: Rank 4 (+)
Spe: 26 (30/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 5/5
Attacks: (51 total)
Physical:
Aqua Tail
Brick Break
Counter
Dig
Dive
Drain Punch
Earthquake
Focus Punch
Headbutt
Tackle
Zen Headbutt
Special:
Brine
Confusion
Fire Blast
Flamethrower
Focus Blast
Future Sight
Hyper Beam
Ice Beam
Grass Knot
Psychic
Psyshock
Scald
Shadow Ball
Signal Beam
Surf
Water Gun
Status:
Block
Curse
Disable
Double Team
Endure
Growl
Heal Pulse
Light Screen
Magic Coat
Me First
Protect
Rain Dance
Recycle
Reflect
Rest
Safeguard
Sleep Talk
Slack Off
Substitute
Telekinesis
Thunder Wave
Toxic
Trick Room
Yawn
Revenankh (Ra's al Ghul) Male
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost / Fighting
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.
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:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW ability- UNLOCKED): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.
Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
EC: N/A
MC: 0
DC: 5/5
Attacks: (45/ 90 total moves)
Physical:
Arm Thrust
Bide
Brick Break
Counter
Drain Punch
Dual Chop
Earthquake
Focus Punch
Giga Impact
Hammer Arm
Ice Punch
Low Sweep
Mach Punch
Payback
Power Whip
Revenge
Rock Slide
Rock Tomb
Shadow Punch
Shadow Sneak
Smack Down
Sucker Punch
Superpower
Vital Throw
Wrap
Special:
Sand Tomb
Shadow Ball
Wring Out
Status:
Destiny Bond
Double Team
Endure
Glare
Helping Hand
Mean Look
Moonlight
Pain Split
Protect
Safeguard
Sleep Talk
Substitute
Taunt
Telekinesis
Torment
Toxic
Wide Guard
Potions
2x Potion
1x Super Potion
Other Healing Items
2x Ether
1x Revive
Balls
5x Cherish Ball
20x Heal Ball
19x Sport Ball
5x Ultra Ball
Items:
2x Potion
1x Super Potion
Other Healing Items
2x Ether
1x Revive
Balls
5x Cherish Ball
20x Heal Ball
19x Sport Ball
5x Ultra Ball
Items:
TIMELESS TOWER
Timeless Tower is an unfathomably large structure seated on an impregnable cliff-side. 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 centre 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-coloured 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...
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
d) Enter Heaven's Ascent. (LOCKED)
e) Leave Timeless Tower.