Timeless Tower - Rock Crag
Difficulty: Legendary
Prerequisites: None
Arena: N/A (No Terrain-Based Pokeballs function here)
RP Path:
RP 1 --> Guardians --> RP 2 --> RP 3 --> Boss
Difficulty: Legendary
Prerequisites: None
Arena: N/A (No Terrain-Based Pokeballs function here)
RP Path:
RP 1 --> Guardians --> RP 2 --> RP 3 --> Boss
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 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 three slots in the gate. Depictions of the gate are on the left and right and show three 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.
Recently, there have been reports of a large earthquake that shook the area. Ever since, the Pokemon in the area have become quite hostile, and most report the layouts of the dungeons having changed. You can even see that the towers seem somewhat shorter, though no less ominous.
What could this all mean? And where do you go from here?
Player Options:
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
d) Enter Heaven's Ascent.
e) Leave Timeless Tower.
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 three slots in the gate. Depictions of the gate are on the left and right and show three 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.
Recently, there have been reports of a large earthquake that shook the area. Ever since, the Pokemon in the area have become quite hostile, and most report the layouts of the dungeons having changed. You can even see that the towers seem somewhat shorter, though no less ominous.
What could this all mean? And where do you go from here?
Player Options:
a) Enter Ice Spire.
b) Enter Rock Crag.
c) Enter Iron Dungeon.
d) Enter Heaven's Ascent.
e) Leave Timeless Tower.
After spending some time walking, you end up on what seems to be some kind of natural balcony. It actually provides a beautiful view of the towers. Seeing no danger, and being quite exhausted from all that walking, you decide to take a short rest here. Unfortunately, this may have proven to be a mistake, as you hear chirping above you. You look up, and on a peak just above you see a nest full of Archen! You try to run, but they soon block off your every exit. Looks like you are not getting out of this one without a fight!
[REF NOTE] Initiate 5v3 battle vs Archen Horde
[REF NOTE] Initiate 5v3 battle vs Archen Horde
After dealing with the birds, you continue up the Crag. The slopes up are steep, and you trip on more than a few occasions. Still, before long you're able to get to a relatively flat area. Unfortunately, you seem to have stumbled upon the Sandstorm again, so you put your goggles on. Then you see a strange sight, a couple of shapes seem to be swimming within the sand! Before you know it, you see the shapes charge towards you! You get out your Pokemon to face the two Pokemon that soon splash out of the sand.
[REF NOTE] Initiate Guardian Fight with Armaldo and Omastar
[REF NOTE] Initiate Guardian Fight with Armaldo and Omastar
The trek through the Sandbound Sea takes a while, but before too long you get to the other side. Some hallways later, and you see a peculiarly shaped path. A downward slope, seemingly carved by human hands, slopes down into an abyss at the end. You see several indents that seem to suggest different pathways out of here, but before you can think further, you feel your feet push down a lose stone. A clank resounds from above you, and suddenly a giant boulder crashes down behind you and starts rolling towards you! You have about a split second to decide whether to try and stop the boulder from rolling, or to make a break for it!
Player Options:
a) Try to stop the boulder!
b) Run for it!
IF A) Try to stop the boulder!
IF B)Run for it!
Player Options:
a) Try to stop the boulder!
b) Run for it!
IF A) Try to stop the boulder!
Figuring that you're not outrunning a boulder that big, you steel yourself and your Pokemon to stop the boulder before it builds up any momentum. Suddenly, you start aching all around from the force of trying to stop the boulder, and you can tell that from your Pokemon as well. Still, you think you can stop it and move it into one of the indents if you continue trying. Alternatively, you could run away from the slowed down boulder, or go into an indent that's giving off a chilling wind, judging by the fog that seems to be emanating from it.
[REF NOTE] Inflict [20-(Sum of all Pokemon Size Classes, Max: 15)] damage to all active team members.
Player Options:
a) Try to stop the boulder!
b) Run for it!
c) Run towards the indent giving off a chilling wind.
IF a) Try to stop the boulder!
After a great effort, you finally get the boulder to stop, and have your Pokemon break it to pieces. The pieces then harmlessly roll down into the abyss. You can now continue on deeper into the crag without worrying about that anymore.
[REF NOTE] Inflict [(26-(Sum of all Pokemon Size Classes, no limit))/2 Round Down] damage to all active team members.IF b) Run for it!
You make a Run for it, and are able to get into one of the indents before the boulder crushes you. That said you expended a lot of energy running, but at least it's better than getting squished!
[REF NOTE] Deduct 10 EN from all active team members.IF c) Run towards the indent giving off a chilling wind.
You make a break for the chill air, only to realize a little too late that the indent has caved in, and that the air was simply coming through the cracks. With nothing left to do, you and your Pokemon cling to the wall and hope for the best! The boulder scrapes by you, giving the team a nasty bruise and threatening to bring you all down with it. Thankfully, it does not, and the boulder moves on by into the abyss. Once the shock has worn off, you get to work clearing the rock slide, and head on inside the Frigid Chamber.
[REF NOTE] Inflict 10 Damage and Deduct 5 EN from all active team members, advance to Frigid Chamber
[REF NOTE] Inflict [20-(Sum of all Pokemon Size Classes, Max: 15)] damage to all active team members.
Player Options:
a) Try to stop the boulder!
b) Run for it!
c) Run towards the indent giving off a chilling wind.
IF a) Try to stop the boulder!
After a great effort, you finally get the boulder to stop, and have your Pokemon break it to pieces. The pieces then harmlessly roll down into the abyss. You can now continue on deeper into the crag without worrying about that anymore.
[REF NOTE] Inflict [(26-(Sum of all Pokemon Size Classes, no limit))/2 Round Down] damage to all active team members.
You make a Run for it, and are able to get into one of the indents before the boulder crushes you. That said you expended a lot of energy running, but at least it's better than getting squished!
[REF NOTE] Deduct 10 EN from all active team members.
You make a break for the chill air, only to realize a little too late that the indent has caved in, and that the air was simply coming through the cracks. With nothing left to do, you and your Pokemon cling to the wall and hope for the best! The boulder scrapes by you, giving the team a nasty bruise and threatening to bring you all down with it. Thankfully, it does not, and the boulder moves on by into the abyss. Once the shock has worn off, you get to work clearing the rock slide, and head on inside the Frigid Chamber.
[REF NOTE] Inflict 10 Damage and Deduct 5 EN from all active team members, advance to Frigid Chamber
IF B)Run for it!
Trying to stop a boulder that's moving towards you? No way! You make your best whip-wielder impression and hightail it down the slope! You are able to get some distance away from it, but it keeps rolling, and it has gotten faster! If you don't hurry and decide whether to stop it now, run for it, or move into an indent. One towards the bottom is giving off clouds, so you can tell that there's a cold breeze coming through there.
[REF NOTE] Deduct 10 EN from all active team members.
Player Options:
a) Try to stop the boulder!
b) Run for it!
c) Run towards the indent giving off a chilling wind.
IF a) Try to stop the boulder!
After a great effort, you finally get the boulder to stop, and have your Pokemon break it to pieces. The pieces then harmlessly roll down into the abyss. You can now continue on deeper into the crag without worrying about that anymore.
[REF NOTE] Inflict [(26-(Sum of all Pokemon Size Classes)] damage to all active team members.IF b) Run for it!
You make a Run for it, and are able to get into one of the indents before the boulder crushes you. That said you expended a lot of energy running, but at least it's better than getting squished!
[REF NOTE] Deduct 10 EN from all active team members.IF c) Run towards the indent giving off a chilling wind.
You make a break for the chill air, only to realize a little too late that the indent has caved in, and that the air was simply coming through the cracks. With nothing left to do, you and your Pokemon cling to the wall and hope for the best! The boulder scrapes by you, giving the team a nasty bruise and threatening to bring you all down with it. Thankfully, it does not, and the boulder moves on by into the abyss. Once the shock has worn off, you get to work clearing the rock slide, and head on inside the Frigid Chamber.
[REF NOTE] Inflict 10 Damage and Deduct 5 EN from all active team members, advance to Frigid Chamber
[REF NOTE] Deduct 10 EN from all active team members.
Player Options:
a) Try to stop the boulder!
b) Run for it!
c) Run towards the indent giving off a chilling wind.
IF a) Try to stop the boulder!
After a great effort, you finally get the boulder to stop, and have your Pokemon break it to pieces. The pieces then harmlessly roll down into the abyss. You can now continue on deeper into the crag without worrying about that anymore.
[REF NOTE] Inflict [(26-(Sum of all Pokemon Size Classes)] damage to all active team members.
You make a Run for it, and are able to get into one of the indents before the boulder crushes you. That said you expended a lot of energy running, but at least it's better than getting squished!
[REF NOTE] Deduct 10 EN from all active team members.
You make a break for the chill air, only to realize a little too late that the indent has caved in, and that the air was simply coming through the cracks. With nothing left to do, you and your Pokemon cling to the wall and hope for the best! The boulder scrapes by you, giving the team a nasty bruise and threatening to bring you all down with it. Thankfully, it does not, and the boulder moves on by into the abyss. Once the shock has worn off, you get to work clearing the rock slide, and head on inside the Frigid Chamber.
[REF NOTE] Inflict 10 Damage and Deduct 5 EN from all active team members, advance to Frigid Chamber
Deeper into the Crag, you eventually come across a large amphitheater of stone, gravel, and sand. The domed ceiling features a breathtaking amount of stalactites hanging down, while some rocks seem to form "benches" that encircle the center of the room, home to a column, who's shape seems to indicate that one of the stalactites above melded with a huge stalagmite below. The east and west sides of the room open up into balconies like the one you saw earlier. It's quite the scenic room, but you don't even get the opportunity to rest before a Tyrantrum jumps out, seemingly from nowhere, though actually from a cliff above, and crashes down, slamming his tail on <Pokemon with the Highest HP>, forcing it out and causing a few of the Stalactites to fall down to block your path. It looks like it will take you two rounds to get the stalactites, all the while Tyrantrum Hones his Claws for the coming feast!
[REF NOTE] Initiate Tyrantrum Trap vs Active Player Pokemon with the highest HP. Tyrantrum has used Dragon Tail and Hone Claws (-10 Energy).
[REF NOTE] Initiate Tyrantrum Trap vs Active Player Pokemon with the highest HP. Tyrantrum has used Dragon Tail and Hone Claws (-10 Energy).
The sheer roughness of the terrain in this dark lair is impressive enough, it feels like an impassable object just looking at it. The overwhelmingly jagged terrain takes your every once of will to navigate, but eventually you come into an upper chamber that has all the appearances of a throne room. Jagged rocks loom ominously at the corners of the sphere. A pedestal stands alone in the center of the room in front of a massive stone throne with a massive statue sitting in it. It has a stone shaped exactly like the one in the mosaic in at the entrance.
This time, sand is sitting all around, and much of the rock is broken and cracked, though fortunately the Rock Ruby on the altar seems untouched. The sand seems to be deep, very deep, like the Sandbound Sea before. While the altar seems relatively unscathed, it seems like the only safe places to walk are on the cracked rocks. Slowly you make your way to the altar, and grab the ruby.
Regret instantly fills your mind as all of a sudden the room shakes violently, and the statue comes to life! It's facial features and details crumble away, revealing an angry Regirock. The pieces that before were so fine now disintegrate into a dust. That isn't the end of them, unfortunately, as Regirock cries out and the entire room's soil seems to be blown apart and thrown around into a massive Sandstorm. You can barely hear it, but a rock crashes behind you, sealing you inside. Suddenly, some of the sand is thrown upwards as a Cradily comes out of the sand, ready send you packing. Regirock stands firm, daring you to attack it.
[REF NOTE] Initate Boss Fight vs Regirock and Cradily
This time, sand is sitting all around, and much of the rock is broken and cracked, though fortunately the Rock Ruby on the altar seems untouched. The sand seems to be deep, very deep, like the Sandbound Sea before. While the altar seems relatively unscathed, it seems like the only safe places to walk are on the cracked rocks. Slowly you make your way to the altar, and grab the ruby.
Regret instantly fills your mind as all of a sudden the room shakes violently, and the statue comes to life! It's facial features and details crumble away, revealing an angry Regirock. The pieces that before were so fine now disintegrate into a dust. That isn't the end of them, unfortunately, as Regirock cries out and the entire room's soil seems to be blown apart and thrown around into a massive Sandstorm. You can barely hear it, but a rock crashes behind you, sealing you inside. Suddenly, some of the sand is thrown upwards as a Cradily comes out of the sand, ready send you packing. Regirock stands firm, daring you to attack it.
[REF NOTE] Initate Boss Fight vs Regirock and Cradily
After that scrape you take a short rest from the trials before, then continue on. However, the deeper you go in, the colder the air gets, to the point where it's about as freezing as the Ice Spire. Eventually, you get to a room where...hail is falling down? You can't help but chuckle at the irony. Over to the far end of the room, you see a small hole with something shining out of it. Thinking it's treasure, you head for it, before you hear a loud roar! You contemplate turning back, but before you're able to do so, an Aurorus roars again at you, and rocks cave in the way you came in. It then freezes some of the air around it to create an Ice wall around itself, with a hole in the middle for it to launch it's own attacks. It looks like you will have to send only one Pokemon to fight this Aurorus!
[REF NOTE] Initiate Rare Encounter with Aurorus. IF Player wins without losing any Pokemon, then player gains 1 Hyper Potion. After battle, advance to The Tyrant's Lair
[If the above condition is met] After Aurorus falls, it makes a thud on the ground, which causes the chamber to start caving in. Thanks to not losing anyone, you have enough time to investigate the hole, and inside you find a Hyper Potion! Lucky you!
[If it is not met]After Aurorus falls, it makes a thud on the ground, which causes the chamber to start caving in. Unfortunately, you have to spend most of your time returning your Pokemon to their Pokeballs before running out. You can't help but wonder what the hole had, but you shrug and move on.
[REF NOTE] Initiate Rare Encounter with Aurorus. IF Player wins without losing any Pokemon, then player gains 1 Hyper Potion. After battle, advance to The Tyrant's Lair
[If the above condition is met] After Aurorus falls, it makes a thud on the ground, which causes the chamber to start caving in. Thanks to not losing anyone, you have enough time to investigate the hole, and inside you find a Hyper Potion! Lucky you!
[If it is not met]After Aurorus falls, it makes a thud on the ground, which causes the chamber to start caving in. Unfortunately, you have to spend most of your time returning your Pokemon to their Pokeballs before running out. You can't help but wonder what the hole had, but you shrug and move on.
Sandbound Sea:
A large, open room full of almost nothing but sand. That said, there is an impressive amount of it, and some strange property that allows certain Rock types to gain an impressive amount of speed.
Effects:
Constant Sandstorm
Sandstorm can only be negated by Weather Stones, and such weather lasts only half the usual time.
The special sand here activates Swift Swim for all Rock types that have it while Sandstorm is up.
A large, open room full of almost nothing but sand. That said, there is an impressive amount of it, and some strange property that allows certain Rock types to gain an impressive amount of speed.
Effects:
Constant Sandstorm
Sandstorm can only be negated by Weather Stones, and such weather lasts only half the usual time.
The special sand here activates Swift Swim for all Rock types that have it while Sandstorm is up.
Dust To Dust:
This classic final boss room has had a recent makeover thanks to the mysterious earthquake. It still has the rock altar, but it is filled to the brim with sand. Rocks float in the air around the challenger, daring the challenger to make switches. The wind currents from earlier seem to be emanating from here. In fact, if one tries to block the sandstorm, the winds will just kick it up all over again. The low ceiling prevents certain evasive maneuvers, and keeps Regirock's attacks on track. Perhaps the strangest thing is a strange chill in the air...it seems Cradily is connected to Regirock somehow.
Effects:
Stealth Rock in effect on challengers for the duration of the battle. It cannot be removed by Rapid Spin.
Constant, unalterable Sandstorm. Can only be negated by Weather Stones, and such weather lasts only half the usual time. Air Lock and similar abilities will still work
Fly and Bounce cannot gain enough altitude to evade.
Regirock gains 100% Accuracy on all Rock typed attacks.
Item cannot be removed from boss, but can be Embargoed or Magic Roomed.
Symbiosis: All gradual healing attacks (e.g Ingrain, Leech Seed) and draining attacks (e.g. Mega Drain, Giga Drain) from Cradily will also heal Regirock for that much hp. If Regirock's hp is full, or becomes full, the spillover drain will instead damage the entire challenger's active team by that much, though this damage cannot exceed 10 for any one action.
This classic final boss room has had a recent makeover thanks to the mysterious earthquake. It still has the rock altar, but it is filled to the brim with sand. Rocks float in the air around the challenger, daring the challenger to make switches. The wind currents from earlier seem to be emanating from here. In fact, if one tries to block the sandstorm, the winds will just kick it up all over again. The low ceiling prevents certain evasive maneuvers, and keeps Regirock's attacks on track. Perhaps the strangest thing is a strange chill in the air...it seems Cradily is connected to Regirock somehow.
Effects:
Stealth Rock in effect on challengers for the duration of the battle. It cannot be removed by Rapid Spin.
Constant, unalterable Sandstorm. Can only be negated by Weather Stones, and such weather lasts only half the usual time. Air Lock and similar abilities will still work
Fly and Bounce cannot gain enough altitude to evade.
Regirock gains 100% Accuracy on all Rock typed attacks.
Item cannot be removed from boss, but can be Embargoed or Magic Roomed.
Symbiosis: All gradual healing attacks (e.g Ingrain, Leech Seed) and draining attacks (e.g. Mega Drain, Giga Drain) from Cradily will also heal Regirock for that much hp. If Regirock's hp is full, or becomes full, the spillover drain will instead damage the entire challenger's active team by that much, though this damage cannot exceed 10 for any one action.
Pleasant Balcony:
This balcony provides a splendid view of the Timeless Tower. However, it's also a prime breeding ground for Archeops.
Effects:
No Special Effects
This balcony provides a splendid view of the Timeless Tower. However, it's also a prime breeding ground for Archeops.
Effects:
No Special Effects
Tyrant's Amphitheater:
This beautiful amphitheater contains a ton of stalactites on the ceiling, as well as a hungry hungry Tyrantrum.
Effects:
No Special Effects
This beautiful amphitheater contains a ton of stalactites on the ceiling, as well as a hungry hungry Tyrantrum.
Effects:
No Special Effects
Frigid Antechamber:
This freezing chamber is noted for little more than being really cold, oh and the golf ball sized hail that's dropping on your head.
Effects:
While Hail is up, Refrigerate can turn any move into an ice type, with the corresponding BAP increase.
Air Lock and Cloud Nine take one round to activate. Weather Stone boosted weather moves will activate at the start of the next round.
This freezing chamber is noted for little more than being really cold, oh and the golf ball sized hail that's dropping on your head.
Effects:
While Hail is up, Refrigerate can turn any move into an ice type, with the corresponding BAP increase.
Air Lock and Cloud Nine take one round to activate. Weather Stone boosted weather moves will activate at the start of the next round.
Guardians: Omastar, Armaldo
Boss: Regirock, Gradily
Trap Pokemon: Tyrantrum
Horde Pokemon: Archen
Rare Encounter: Aurorus
Horde Pokemon have their max HP set to half. Horde pokemon deal 50% Damage from their attacks.
MC Allocation is given in the MC slot of a pokemon, make sure you spend it before you post up profiles!
And yes, do make sure you remember to post profiles. And make sure you add a gender of your choice whilst you're at it!
Guardians:
Boss:
Trap Pokemon:
Horde Pokemon:
Rare Encounter:
Boss: Regirock, Gradily
Trap Pokemon: Tyrantrum
Horde Pokemon: Archen
Rare Encounter: Aurorus
Horde Pokemon have their max HP set to half. Horde pokemon deal 50% Damage from their attacks.
MC Allocation is given in the MC slot of a pokemon, make sure you spend it before you post up profiles!
And yes, do make sure you remember to post profiles. And make sure you add a gender of your choice whilst you're at it!
Guardians:
[hide=]
[img]http://www.smogon.com/download/sprites/bw/139.png[/img]
[b]Omastar (#)[/b]
[b]Nature:[/b] Lonely (+1 Atk, -1 Def)
[b]Type:[/b] Water/Rock
[b]Abilities:[/b] Swift Swim/Shell Armor/Weak Armor (H)
[b]Stats:[/b]
HP: 100
ATK: 3 (+) [4]
DEF: 4 (-)
SPA: 4
SPD: 3
SPE: 55 (110)
BRT: 19
SC: 2
WC: 3
[b]Item:[/b] Helix Fossil
EC: 6/6
MC: 12
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Bite
Brine
Constrict
Horn Attack
Hydro Pump
Leer
Mud Shot
Protect
Rock Blast
Rollout
Shell Smash
Spike Cannon
Tickle
Water Gun
Withdraw
Aurora Beam
Bide
Bubble Beam
Haze
Knock Off
Blizzard
Facade
Rock Polish
Rock Slide
Stone Edge
Submission
Surf
[b]Tactics:[/b] The Helix Fossil and the arena seem a little redundant, but think of it as insurance, if one goes you can rely on the other. Regardless, you make a lovely mixed attacker with the fossil, especially after a Shell Smash Boost. Just ignore Weak Armor, between Swift Swim and Shell Smash you have more than enough Speed.
[/hide]
[img]http://www.smogon.com/download/sprites/bw/139.png[/img]
[b]Omastar (#)[/b]
[b]Nature:[/b] Lonely (+1 Atk, -1 Def)
[b]Type:[/b] Water/Rock
[b]Abilities:[/b] Swift Swim/Shell Armor/Weak Armor (H)
[b]Stats:[/b]
HP: 100
ATK: 3 (+) [4]
DEF: 4 (-)
SPA: 4
SPD: 3
SPE: 55 (110)
BRT: 19
SC: 2
WC: 3
[b]Item:[/b] Helix Fossil
EC: 6/6
MC: 12
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Bite
Brine
Constrict
Horn Attack
Hydro Pump
Leer
Mud Shot
Protect
Rock Blast
Rollout
Shell Smash
Spike Cannon
Tickle
Water Gun
Withdraw
Aurora Beam
Bide
Bubble Beam
Haze
Knock Off
Blizzard
Facade
Rock Polish
Rock Slide
Stone Edge
Submission
Surf
[b]Tactics:[/b] The Helix Fossil and the arena seem a little redundant, but think of it as insurance, if one goes you can rely on the other. Regardless, you make a lovely mixed attacker with the fossil, especially after a Shell Smash Boost. Just ignore Weak Armor, between Swift Swim and Shell Smash you have more than enough Speed.
[/hide]
[hide=]
[img]http://www.smogon.com/download/sprites/bw/348.png[/img]
[b]Armaldo (#)[/b]
[b]Nature:[/b] Hardy (No effect on stats)
[b]Type:[/b] Rock/Bug
[b]Abilities:[/b] Battle Armor/Swift Swim (H)
[b]Stats:[/b]
HP: 100
ATK: 5
DEF: 4
SPA: 3
SPD: 3 (4)
SPE: 45 (90)
BRT: 20
SC: 3
WC: 4
[b]Item:[/b] Claw Fossil
EC: 6/6
MC: 12
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Crush Claw
Fury Cutter
Harden
Metal Claw
Mud Sport
Protect
Rock Blast
Scratch
Slash
Water Gun
X-Scissor
Aqua Jet
Cross Poison
Curse
Iron Defense
Screech
Aerial Ace
Brick Break
Dig
Earthquake
Flash Cannon
Rock Slide
Stone Edge
[b]Tactics:[/b] This guy is the local Grass type killer, use Armaldo to cover Omastar while he destroys things.
[/hide]
[img]http://www.smogon.com/download/sprites/bw/348.png[/img]
[b]Armaldo (#)[/b]
[b]Nature:[/b] Hardy (No effect on stats)
[b]Type:[/b] Rock/Bug
[b]Abilities:[/b] Battle Armor/Swift Swim (H)
[b]Stats:[/b]
HP: 100
ATK: 5
DEF: 4
SPA: 3
SPD: 3 (4)
SPE: 45 (90)
BRT: 20
SC: 3
WC: 4
[b]Item:[/b] Claw Fossil
EC: 6/6
MC: 12
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Crush Claw
Fury Cutter
Harden
Metal Claw
Mud Sport
Protect
Rock Blast
Scratch
Slash
Water Gun
X-Scissor
Aqua Jet
Cross Poison
Curse
Iron Defense
Screech
Aerial Ace
Brick Break
Dig
Earthquake
Flash Cannon
Rock Slide
Stone Edge
[b]Tactics:[/b] This guy is the local Grass type killer, use Armaldo to cover Omastar while he destroys things.
[/hide]
Boss:
[hide=]
[img]http://www.smogon.com/download/sprites/bw/377.png[/img]
[b]Regirock (X)[/b]
[b]Nature: Brave (+1 Atk, Speed ÷ 1.15, -10% Evasion)[/b]
[b]Type: Rock[/b]
[b]Abilities: Clear Body/Sturdy (H)[/b]
[b]Stats:[/b]
HP: 100
ATK: 5 (+)
DEF: 9
SPA: 2
SPD: 4
SPE: 43 (50/1.15)
BRT: 24
SC: 3
WC: 6
[b]Item:[/b] Focus Sash
MC: 15
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Charge Beam
Curse
Explosion
Hammer Arm
Hyper Beam
Iron Defense
Lock-On
Rock Throw
Stomp
Stone Edge
Superpower
Zap Cannon
Block
Body Slam
Counter
Fire Punch
Ice Punch
Brick Break
Dig
Double Team
Drain Punch
Earthquake
Focus Punch
Hidden Power (Psychic)
Protect
Psych Up
Rest
Rock Polish
Rock Slide
Safeguard
Sandstorm
Sleep Talk
Smack Down
Stealth Rock
Substitute
Thunderbolt
Thunder Wave
[b]Tactics:[/b] The main attraction Regirock is here to put a stop to the run. Nothing complicated here, just use your 100% accurate Rock Attacks and try to keep your health up to abuse Symbiosis.
[/hide]
[img]http://www.smogon.com/download/sprites/bw/377.png[/img]
[b]Regirock (X)[/b]
[b]Nature: Brave (+1 Atk, Speed ÷ 1.15, -10% Evasion)[/b]
[b]Type: Rock[/b]
[b]Abilities: Clear Body/Sturdy (H)[/b]
[b]Stats:[/b]
HP: 100
ATK: 5 (+)
DEF: 9
SPA: 2
SPD: 4
SPE: 43 (50/1.15)
BRT: 24
SC: 3
WC: 6
[b]Item:[/b] Focus Sash
MC: 15
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Charge Beam
Curse
Explosion
Hammer Arm
Hyper Beam
Iron Defense
Lock-On
Rock Throw
Stomp
Stone Edge
Superpower
Zap Cannon
Block
Body Slam
Counter
Fire Punch
Ice Punch
Brick Break
Dig
Double Team
Drain Punch
Earthquake
Focus Punch
Hidden Power (Psychic)
Protect
Psych Up
Rest
Rock Polish
Rock Slide
Safeguard
Sandstorm
Sleep Talk
Smack Down
Stealth Rock
Substitute
Thunderbolt
Thunder Wave
[b]Tactics:[/b] The main attraction Regirock is here to put a stop to the run. Nothing complicated here, just use your 100% accurate Rock Attacks and try to keep your health up to abuse Symbiosis.
[/hide]
[hide=]
[img]http://www.smogon.com/download/sprites/bw/346.png[/img]
[b]Cradily (#)[/b]
[b]Nature: Quiet (+1 SpA, Speed ÷ 1.15, -10% Evasion)[/b]
[b]Type: Rock/Grass[/b]
[b]Abilities: Suction Cups/Storm Drain (H)[/b]
[b]Stats:[/b]
HP: 100
ATK: 3 (4)
DEF: 4
SPA: 4 (+)
SPD: 4
SPE: 37 (43/1.15)
BRT: 19
SC: 3
WC: 4
[b]Item:[/b] Root Fossil
EC: 6/6
MC: 15
AC: 5/5
[b]Attacks:[/b]
Acid
Amnesia
Ancient Power
Astonish
Confuse Ray
Constrict
Energy Ball
Gastro Acid
Ingrain
Spit Up
Stockpile
Swallow
Wring Out
Barrier
Endure
Mega Drain
Mirror Coat
Recover
Bind
Block
Double-Edge
Gastro Acid
Headbutt
Pain Split
Synthesis
Worry Seed
Attract
Bulldoze
Double Team
Earthquake
Energy Ball
Facade
Giga Drain
Giga Impact
Hidden Power (Fire)
Hyper Beam
Infestation
Protect
Rest
Rock Polish
Rock Slide
Rock Tomb
Sludge Bomb
Sludge Wave
Stone Edge
Swagger
[b]Tactics:[/b] Cradily might not look like much, but between Symbiosis and Storm Drain it's a powerful threat. One fun thing to do is if your opponent tries to set up A1 and forgets to attack, use Rest for 12 damage a pop! Other than that, just focus on Draining your opponent dry.
[/hide]
[img]http://www.smogon.com/download/sprites/bw/346.png[/img]
[b]Cradily (#)[/b]
[b]Nature: Quiet (+1 SpA, Speed ÷ 1.15, -10% Evasion)[/b]
[b]Type: Rock/Grass[/b]
[b]Abilities: Suction Cups/Storm Drain (H)[/b]
[b]Stats:[/b]
HP: 100
ATK: 3 (4)
DEF: 4
SPA: 4 (+)
SPD: 4
SPE: 37 (43/1.15)
BRT: 19
SC: 3
WC: 4
[b]Item:[/b] Root Fossil
EC: 6/6
MC: 15
AC: 5/5
[b]Attacks:[/b]
Acid
Amnesia
Ancient Power
Astonish
Confuse Ray
Constrict
Energy Ball
Gastro Acid
Ingrain
Spit Up
Stockpile
Swallow
Wring Out
Barrier
Endure
Mega Drain
Mirror Coat
Recover
Bind
Block
Double-Edge
Gastro Acid
Headbutt
Pain Split
Synthesis
Worry Seed
Attract
Bulldoze
Double Team
Earthquake
Energy Ball
Facade
Giga Drain
Giga Impact
Hidden Power (Fire)
Hyper Beam
Infestation
Protect
Rest
Rock Polish
Rock Slide
Rock Tomb
Sludge Bomb
Sludge Wave
Stone Edge
Swagger
[b]Tactics:[/b] Cradily might not look like much, but between Symbiosis and Storm Drain it's a powerful threat. One fun thing to do is if your opponent tries to set up A1 and forgets to attack, use Rest for 12 damage a pop! Other than that, just focus on Draining your opponent dry.
[/hide]
Trap Pokemon:
[hide=]
[img]http://www.smogon.com/media/sprites/xy/front/tyrantrum.png[/img]
[b]Tyrantrum (#)[/b]
[b]Nature:[/b] Careful (+1 SpD, -1 SpA)
[b]Type:[/b] Rock/Dragon
[b]Abilities:[/b] Strong Jaw/Rock Head (H)
[b]Stats:[/b]
HP: 100
ATK: 5
DEF: 5
SPA: 2 (-)
SPD: 3 (+) [4]
SPE: 71
BRT: 21
SC: 5
WC: 6
[b]Item:[/b] Jaw Fossil
EC: 6/6
MC: 10
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Bide
Bite
Charm
Crunch
Dragon Claw
Dragon Tail
Earthquake
Giga Impact
Head Smash
Horn Drill
Roar
Rock Slide
Stealth Rock
Stomp
Tackle
Tail Whip
Thrash
Fire Fang
Ice Fang
Poison Fang
Rock Polish
Thunder Fang
Aerial Ace
Brick Break
Hone Claws
Protect
Stone Edge
[b]Tactics:[/b] ...Do I really need to explain this? HULK SMASH!
[/hide]
[img]http://www.smogon.com/media/sprites/xy/front/tyrantrum.png[/img]
[b]Tyrantrum (#)[/b]
[b]Nature:[/b] Careful (+1 SpD, -1 SpA)
[b]Type:[/b] Rock/Dragon
[b]Abilities:[/b] Strong Jaw/Rock Head (H)
[b]Stats:[/b]
HP: 100
ATK: 5
DEF: 5
SPA: 2 (-)
SPD: 3 (+) [4]
SPE: 71
BRT: 21
SC: 5
WC: 6
[b]Item:[/b] Jaw Fossil
EC: 6/6
MC: 10
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Bide
Bite
Charm
Crunch
Dragon Claw
Dragon Tail
Earthquake
Giga Impact
Head Smash
Horn Drill
Roar
Rock Slide
Stealth Rock
Stomp
Tackle
Tail Whip
Thrash
Fire Fang
Ice Fang
Poison Fang
Rock Polish
Thunder Fang
Aerial Ace
Brick Break
Hone Claws
Protect
Stone Edge
[b]Tactics:[/b] ...Do I really need to explain this? HULK SMASH!
[/hide]
Horde Pokemon:
[hide=]
[img]http://www.smogon.com/download/sprites/bw/596.png[/img]
[b]Archen (#)[/b]
[b]Nature:[/b] Quirky (No effect on stats)
[b]Type:[/b] Rock/Flying
[b]Abilities:[/b] Defeatist
[b]Stats:[/b]
HP: 45
ATK: 4
DEF: 2
SPA: 3
SPD: 2 (3)
SPE: 70
BRT: 16
SC: 1
WC: 1
[b]Item:[/b] Plume Fossil
EC: 0/6
MC: 6
[b]Attacks:[/b]
Acrobatics
Agility
Ancient Power
Crunch
Double Team
Dragon Breath
Dragon Claw
Endeavor
Leer
Pluck
Quick Attack
Quick Guard
Rock Slide
Rock Throw
Scary Face
Thrash
U-Turn
Wing Attack
Ally Switch
Defog
Dragon Pulse
Head Smash
Knock Off
Acrobatics
Aerial Ace
Earthquake
Facade
Stone Edge
[b]Tactics:[/b] These guys have a higher attack than most Nest Pokemon, so just hit hard and fast. Fortunately you don't need to worry about Defeatist. Ally Switch can do a number on challengers that rely on single target attacks.
[/hide]
[img]http://www.smogon.com/download/sprites/bw/596.png[/img]
[b]Archen (#)[/b]
[b]Nature:[/b] Quirky (No effect on stats)
[b]Type:[/b] Rock/Flying
[b]Abilities:[/b] Defeatist
[b]Stats:[/b]
HP: 45
ATK: 4
DEF: 2
SPA: 3
SPD: 2 (3)
SPE: 70
BRT: 16
SC: 1
WC: 1
[b]Item:[/b] Plume Fossil
EC: 0/6
MC: 6
[b]Attacks:[/b]
Acrobatics
Agility
Ancient Power
Crunch
Double Team
Dragon Breath
Dragon Claw
Endeavor
Leer
Pluck
Quick Attack
Quick Guard
Rock Slide
Rock Throw
Scary Face
Thrash
U-Turn
Wing Attack
Ally Switch
Defog
Dragon Pulse
Head Smash
Knock Off
Acrobatics
Aerial Ace
Earthquake
Facade
Stone Edge
[b]Tactics:[/b] These guys have a higher attack than most Nest Pokemon, so just hit hard and fast. Fortunately you don't need to worry about Defeatist. Ally Switch can do a number on challengers that rely on single target attacks.
[/hide]
Rare Encounter:
[hide=]
[img]http://www.smogon.com/media/sprites/xy/front/aurorus.png[/img]
[b]Aurorus (#)[/b]
[b]Nature:[/b] Quiet (+1 SpA, Speed ÷ 1.15, -10% Evasion)
[b]Type:[/b] Rock/Ice
[b]Abilities:[/b] Refrigerate/Snow Warning (H)
[b]Stats:[/b]
HP: 120
ATK: 3 (4)
DEF: 3
SPA: 5 (+)
SPD: 3
SPE: 50 (58/1.15)
BRT: 20
SC: 5
WC: 6
[b]Item:[/b] Sail Fossil
EC: 6/6
MC: 10
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Aurora Beam
Avalanche
Blizzard
Encore
Freeze-Dry
Growl
Hail
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Mist
Nature Power
Powder Snow
Rock Throw
Round
Take Down
Thunder Wave
Barrier
Discharge
Haze
Magnet Rise
Mirror Coat
Calm Mind
Dark Pulse
Earthquake
Flash Cannon
Thunderbolt
[b]Tactics:[/b] Your arena effect allows you to turn all of your moves into an ice type move, so if it's effective, do so. Just one tip, kill Revenankh before he gets here.
[/hide]
[img]http://www.smogon.com/media/sprites/xy/front/aurorus.png[/img]
[b]Aurorus (#)[/b]
[b]Nature:[/b] Quiet (+1 SpA, Speed ÷ 1.15, -10% Evasion)
[b]Type:[/b] Rock/Ice
[b]Abilities:[/b] Refrigerate/Snow Warning (H)
[b]Stats:[/b]
HP: 120
ATK: 3 (4)
DEF: 3
SPA: 5 (+)
SPD: 3
SPE: 50 (58/1.15)
BRT: 20
SC: 5
WC: 6
[b]Item:[/b] Sail Fossil
EC: 6/6
MC: 10
AC: 5/5
[b]Attacks:[/b]
Ancient Power
Aurora Beam
Avalanche
Blizzard
Encore
Freeze-Dry
Growl
Hail
Hyper Beam
Ice Beam
Icy Wind
Light Screen
Mist
Nature Power
Powder Snow
Rock Throw
Round
Take Down
Thunder Wave
Barrier
Discharge
Haze
Magnet Rise
Mirror Coat
Calm Mind
Dark Pulse
Earthquake
Flash Cannon
Thunderbolt
[b]Tactics:[/b] Your arena effect allows you to turn all of your moves into an ice type move, so if it's effective, do so. Just one tip, kill Revenankh before he gets here.
[/hide]
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