Only Elevator Music, Its_A_Random, Deck Knight, & any required sub-referees may post in this thread until the completion of the TLR. Any other post made will be deleted, & possibly subjected to moderation. Thank you. Oh dear. Elevator Music has returned. This time, with an annoying fairy that probably will not die, as opposed to an everything-crushing clown. Will he prevail this time? Let us find out. Elevator Music Revenankh (M) @ Expert Belt (Move your mouse to reveal the content) Revenankh (M) @ Expert Belt (open) Revenankh (M) @ Expert Belt (close) Revenankh  (M) 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): (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 Total Moves: 71 MC: 0 DC: 5/5 Attacks: Arm Thrust Bide Glare Grudge Hammer Arm Mean Look Moonlight Power Whip Punishment Revenge Rock Tomb Sand Tomb Shadow Punch Vital Throw Wrap Wring Out Counter Curse Destiny Bond Force Palm Hex Mach Punch Memento Shadow Sneak Submission Wide Guard Brick Break Bulk Up Bulldoze Double Team Earthquake Embargo Endure Facade Focus Blast Focus Punch Giga Impact Low Sweep Natural Gift Payback Poison Jab Protect Rest Rock Slide Rock Smash Safeguard Secret Power Shadow Ball Smack Down Substitute Sunny Day Swagger Taunt Telekinesis Torment Toxic Bind Drain Punch Dual Chop Helping Hand Ice Punch Knock Off Mud-Slap Ominous Wind Pain Split Sleep Talk Spite Sucker Punch Superpower Trick Vacuum Wave Mollux (F) @ Expert Belt (Move your mouse to reveal the content) Mollux (F) @ Expert Belt (open) Mollux (F) @ Expert Belt (close) Mollux  (F) Nature: Timid (+15% Spe, +9% Acc, -1 Atk) Type: 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. Poison: 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: Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted. Illuminate (DW): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack. Stats: HP: 100 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 5 SpD: Rank 4 Spe: 88 (76 *1.15) (+) (9% Accuracy boost) Size Class: 3 Weight Class: 3 Base Rank Total: 20 Total Moves: 67 [Movepool Complete] MC: 0 DC: 5/5 Attacks: Acid Acid Armor Acid Spray Aqua Ring Attract Bide Bind Bug Bite Calm Mind Charm Clear Smog Confuse Ray Double Team Ember Eruption Explosion Facade Final Gambit Fire Blast Fire Spin Flame Charge Flamethrower Flash Frustration Gastro Acid Giga Impact Gunk Shot Heal Bell Heal Pulse Heat Wave Helping Hand Hidden Power (Ice, 7) Hyper Beam Inferno Iron Defense Knock Off Lava Plume Light Screen Moonlight Overheat Protect Rain Dance Rapid Spin Recover Rest Return Round Sleep Talk Sludge Bomb Sludge Wave Snatch Snore SolarBeam Stealth Rock Substitute Sunny Day Swagger Thief Thunder Thunder Wave Thunderbolt Toxic Toxic Spikes Trick Venoshock Will-O-Wisp Withdraw Tabunne (F) @ Everstone (Move your mouse to reveal the content) Tabunne (F) @ Everstone (open) Tabunne (F) @ Everstone (close) Tabunne [Audino] (F) Nature: Quiet (+1 SpA, -15% Spe, -10% Eva) Type: Normal Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus. Abilities: Healer: (Innate) This Pokemon emits a light, airy aura that surrounds its allies in a multiple battle. At the end of each round, there is a 30% chance any allies in a multiple battle will have all their status conditions healed. Regenerator: (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. Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, though an item is necessary to pull it off. Stats: HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 3 (+) SpD: Rank 3 Spe: 43 (50 /1.15) (-) Size Class: 2 Weight Class: 3 Base Rank Total: 16 Total Moves: 74 MC: 0 DC: 0/5 Attacks: After You Attract DoubleSlap Double-Edge Entrainment Growl Heal Pulse Helping Hand Pound Refresh Secret Power Simple Beam Encore Lucky Chant Sweet Kiss Wish Yawn Blizzard Calm Mind Charge Beam Dig Double Team Dream Eater Facade Fire Blast Flamethrower Frustration Grass Knot Hidden Power (Ground, 7) Hyper Beam Ice Beam Light Screen Protect Psychic Psyshock Rain Dance Reflect Rest Return Safeguard Shadow Ball SolarBeam Substitute Surf Sunny Day Swagger Telekinesis Thunder Thunder Wave Thunderbolt Toxic Trick Room Covet Drain Punch Fire Punch Gravity Heal Bell Hyper Voice Ice Punch Icy Wind Iron Tail Knock Off Low Kick Magic Coat Pain Split Role Play Signal Beam Skill Swap Sleep Talk Snatch Snore ThunderPunch Uproar Zen Headbutt Backpack (Move your mouse to reveal the content) Backpack (open) Backpack (close) Potion: 0/2 free slots 2× Potion Super Potion: 0/1 free slots 1× Super Potion Ether: 0/2 free slots 2× Ether Revive: 0/1 free slots 1× Revive Pokeballs: 17/50 free slots 10× Heal Ball 13× Sport Ball 10× Timer Ball Berries: 30/30 free slots Battle Items: 17/20 free slots 1× Everstone (Audino) 2× Expert Belt (Revenankh, Mollux) Gems: 20/20 free slots Spare Pocket (any item): 3/3 free slots TLR Begin! 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. e) Leave Timeless Tower.