Seven Deadly Sins
~hallelujah~
CHAERG
Challenging Timeless Tower with the following Pokemon:
Breloom (*) Bosshroom (M)
Nature: Adamant (Attack increased by *, Special Attack reduced by *)
Type: Grass / Fighting
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
EC: 6/6
MC: 1
DC: 5/5
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician (DW): (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).
Attacks:
Absorb(*)
Tackle(*)
Stun Spore(*)
Leech Seed(*)
Mega Drain(*)
Headbutt(*)
Poisonpowder(*)
Spore
Mach Punch
Counter
Force Palm
Bullet Seed(*)
Drain Punch(*)
Seed Bomb(*)
Swords Dance(*)
Facade(*)
Double Team(*)
Substitute
Stone Edge
Jester (Slowking) (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 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.
(DW) Regenerator: 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.
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 0
DC: 5/5
Moves:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Power Gem
Hidden Power (Electric, 7)
Zen Headbutt
Psychic
Heal Pulse
Slack Off
Mud Sport
Sleep Talk
Future Sight
Scald
Flamethrower
Thunder Wave
Shadow Ball
Ice Beam
Protect
Trick Room
Bide
Tomohawk [Warpaint] (M)
Nature: Rash (+Special Attack, -Special Defense)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Heat Wave
Air Slash
Earth Power
Hurricane
Nature Power
Roost
Stealth Rock
Brick Break
Focus Blast
Taunt
Spending 37 CC to buy 10 Heal Balls, 10 Sport Balls, 5 Timer Balls, 1 Revive, and 1 pack of Mental Herbs (which I equip directly to Slowking).
Challenging Timeless Tower with the following Pokemon:
Breloom (*) Bosshroom (M)
Nature: Adamant (Attack increased by *, Special Attack reduced by *)
Type: Grass / Fighting
Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).
Stats:
HP: 90
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 70
EC: 6/6
MC: 1
DC: 5/5
Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
Technician (DW): (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).
Attacks:
Absorb(*)
Tackle(*)
Stun Spore(*)
Leech Seed(*)
Mega Drain(*)
Headbutt(*)
Poisonpowder(*)
Spore
Mach Punch
Counter
Force Palm
Bullet Seed(*)
Drain Punch(*)
Seed Bomb(*)
Swords Dance(*)
Facade(*)
Double Team(*)
Substitute
Stone Edge
Jester (Slowking) (M)
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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 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.
(DW) Regenerator: 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.
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
EC: 6/6
MC: 0
DC: 5/5
Moves:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Power Gem
Hidden Power (Electric, 7)
Zen Headbutt
Psychic
Heal Pulse
Slack Off
Mud Sport
Sleep Talk
Future Sight
Scald
Flamethrower
Thunder Wave
Shadow Ball
Ice Beam
Protect
Trick Room
Bide
Tomohawk [Warpaint] (M)
Nature: Rash (+Special Attack, -Special Defense)
Type: Flying/Fighting
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Stats:
HP: 110
Atk: Rank 2
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 0
DC: 2/5
Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Heat Wave
Air Slash
Earth Power
Hurricane
Nature Power
Roost
Stealth Rock
Brick Break
Focus Blast
Taunt
Spending 37 CC to buy 10 Heal Balls, 10 Sport Balls, 5 Timer Balls, 1 Revive, and 1 pack of Mental Herbs (which I equip directly to Slowking).