Data The Legend Run (Hiring new Refs & Unleashing the fury in our latest TLR!) - Sign-Up / Main Thread

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Stratos

Banned deucer.
BLADED GRASS MEADOW YOU ARE MINE

ALL MINE WAHAHAHAHAHAHHAHAH


(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: FULL
MC: FULL
DC: FULL

Attacks:
Absorb
Amnesia
Bullet Seed
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon

Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport

AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed

Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp

85 moves

(Gallade) Rodney (M)

Types:
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.
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.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

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.
Justified: (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.

Moves:
Calm Mind
Charm
Close Combat
Confusion
Double Team
Dream Eater
Feint
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psycho Cut
Psychic
Slash
Stored Power
Swords Dance
Teleport

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Will-O-Wisp

Body Slam
Defense Curl
Double-Edge
Drain Punch
Dual Chop
Endure
Fire Punch
Fury Cutter
Headbutt
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
ThunderPunch
Trick
Vacuum Wave
Wonder Room
Zen Headbutt

Aerial Ace
Ally Switch
Attract
Brick Break
Bulk Up
Bulldoze
Captivate
Charge Beam
Cut
Dream Eater
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Hidden Power
Hyper Beam
Light Screen
Low Sweep
Natural Gift
Poison Jab
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Telekenesis
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Work Up
X-Scissor


Sing
Wish

76 moves


(Gliscor) Melanie (F)

Nature: Jolly (+15% spe, +14 acc boost, -1 SpA)
Types: Ground / Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Sand Veil:
(Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:
HP: 100
Atk: 3
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 110 +
+14 ACC
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: FULL
MC: 0
DC: FULL

Attacks:
Acrobatics
Faint Attack
Fire Fang
Fury Cutter
Guillotine
Harden
Ice Fang
Knock Off
Night Slash
Poison Jab
Poison Sting
Quick Attack
Sand Attack
Screech
Slash
Sky Uppercut
Swords Dance
Thunder Fang
U-turn
X-Scissor

Agility
Baton Pass
Counter
Cross Poison
Double-Edge
Feint
Metal Claw
Poison Tail
Power Trick
Razor Wind
Rock Climb
Sand Tomb
Wing Attack

Aqua Tail
Bug Bite
Dark Pulse
Dream Eater
Earth Power
Endure
Headbutt
Iron Tail
Mimic
Mud-Slap
Sky Attack
Sleep Talk
Snore
Swift
Tailwind

Aerial Ace
Attract
Brick Break
Bulldoze
Captivate
Curse
Cut
Defog
Detect
Dig
Earthquake
Facade
False Swipe
Fling
Frustration
Giga Impact
Hidden Power
Hone Claws
Hyper Beam
Natural Gift
Payback
Protect
Rain Dance
Return
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Sandstorm
Secret Power
Sludge Bomb
Stealth Rock
Steel Wing
Strength
Struggle Bug
Stone Edge
Substitute
Sunny Day
Swagger
Taunt
Thief
Torment
Toxic
Venoshock

64 moves


items: Razor Fang Gliscor, Expert Belt Pyroak, Leftovers Gallade

I have 71 CC

Buying 2x Potion (10), 1x Super Potion (8), 2x Ether (10), 1x Revive (10) so that's -38

Buying 15x Heal and 15x Sport balls (-30 CC)

i have 3 CC left lol
 
So we can use mons in the Ultimate Showdown in TLR's. I LIKE IT!

COME AT ME, 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


Spending10 CC to purchase one Revive

My backpack is the held items on my Pokemon as well as:
5x Cherish Ball
20x Heal Ball
19x Sport Ball
5x Ultra Ball
2x Potion
1x Super Potion
2x Ether
1x Revive
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Well I think it's time I gave a good shot at this.

From my profile:

8 Heal Balls
9 Sport Balls
5 Timer Balls
1 Potion

And buying:

1 Revive (10 CC)
1 Super Potion (8 CC)
1 Potion (1 CC + 4 UC)

to leave me at 0 CC/2 UC

And now I'm gonna challenge Timeless Tower


Revenankh [Embalm] (M)
Nature: Impish (+1 Def, -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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 0/5

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 LOCKED] (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.

Attacks (21):
PHYSICAL
Arm Thrust
Bide
Brick Break
Drain Punch
Earthquake
Hammer Arm
Mach Punch
Power Whip
Rock Slide
Rock Tomb
Sand Tomb
Shadow Punch
Shadow Sneak
Wrap

SPECIAL
Wring Out

OTHER
Glare
Pain Split
Mean Look
Moonlight
Taunt
Wide Guard

Conkeldurr [Puncha] (M)
Nature: Careful (+1 Special Defence, -1 Special Attack)

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.

Stats:
HP: 110
Atk: Rank 5
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 5/5

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: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Attacks (45):
PHYSICAL
Bide
Brick Break
Bulldoze
Chip Away
Comet Punch
Counter
Dig
Drain Punch
Earthquake
Fire Punch
Focus Punch
Hammer Arm
Ice Punch
Knock Off
Low Kick
Low Sweep
Mach Punch
Payback
Poison Jab
Pound
Rock Slide
Rock Throw
Smackdown
Stone Edge
Superpower
ThunderPunch
Wake-Up Slap

SPECIAL
Focus Blast
Grass Knot

OTHER
Block
Bulk Up
Detect
Double Team
Endure
Focus Energy
Foresight
Leer
Protect
Rest
Scary Face
Sleep Talk
Substitute
Taunt
Toxic
Wide Guard

Tomohawk [Woosh] (M)
Nature: Modest (+1 SpA, -1 Atk)

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 on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Abilities:

Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Justified: (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 an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (44):
PHYSICAL
Aerial Ace
Brick Break
Fly
Fury Swipes
Return
Rock Smash
Sky Attack
Sky Drop
Superpower

SPECIAL
Air Slash
Aura Sphere
Earth Power
Focus Blast
Grass Knot
Heat Wave
Hidden Power [Rock-7]
Hurricane
Hyper Voice
Incinerate
Solarbeam
Uproar

OTHER
After You
Confuse Ray
Double Team
Focus Energy
Harden
Morning Sun
Quash
Protect
Rain Dance
Rapid Spin
Reflect
Rest
Roar
Roost
Sleep Talk
Snatch
Stealth Rock
Sunny Day
Tailwind
Taunt
Toxic
Whirlwind
Yawn

RAID
Dispel
Fine, I will take this. Anything to get a subref for my TLR faster... If anyone with the data feels like a quick, easy 4 UC... Thread will be up when I wake up tomorrow or something.

Also, Pwne, it is a bit hard to take your challenge when all your Pokémon are also stuck in tower matches & raids as well... 9.9

QUEUE

Its_A_Random (TT) - Subref
Pwnemon (TT) - Illegal
waterwarrior (TT)
 
Well dogfish says that at the current moment, he is too busy to ref my TLR, so... subref? Only the boss encounter left, so it should be quick. Otherwise...

inb4 no one takes it to the point where dogfish ends up reffing my TLR again... Like what happened last time... 9.9

...Bah I must be insane. Taking this, though most likely the reffing won't be up till tomorrow.

QUEUE
Pwnemon (TT) - Illegal
waterwarrior (TT)
 
Apparently TLRs don't lock anymore?

I'd like to challenge Mysterious Cove. Again. Let's see if we can do better this time.

Buying:
1x Potion
1x Ether
1x Revive
10x Heal Ball
10x Sport Ball

Also bringing the 3 Great Balls in my profile.



Cyclohm [Gandalf] (M)
Nature: Modest (+Special Attack, -Attack)
Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Overcoat (DW Unlocked): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Moves:
Tackle
Growl
Leer
Dragon Rage
Thundershock
Charge
Rain Dance
Twister
Sonicboom
Spark
Dragon Tail
Discharge
Slack Off
Dragon Pulse
Hurricane
Weather Ball
Zap Cannon
Double Hit
Thrash
Whirlwind
Bide
Tri Attack
Outrage

DragonBreath
Hydro Pump
Magnet Rise
Heal Bell
Power Gem
Mud-Slap
Endure
Shock Wave
Dragon Dance
Gust
Water Pulse

Light Screen
Thunder
Thunder Wave
Thunderbolt
Protect
Draco Meteor
Flamethrower
Toxic
Hail
Blizzard
Substitute
Hidden Power (Ground 7)
Fire Blast
Volt Switch
Surf
Sunny Day
Ice Beam
Electroweb
Sleep Talk
Rest
Torment
Hyper Beam
Double Team
Roar
Earthquake
Charge Beam
Signal Beam
Snore
Hone Claws
Flash
Sandstorm
Attract
Round
Incinerate
Bulldoze
Dragon Tail
Trick Room

Total: 71/85


Kingdra "Legolas" (M)
Nature: Hasty (+15% Speed, +11% Accuracy, -Defense)

Type: Water/Dragon
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its Speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Damp (DW Unlocked): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 98 (+)
Size Class: 3
Weight Class: 5
Base Rank Total: 18
+11% Accuracy

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Bubble
Smokescreen
Leer
Water Gun
Focus Energy
Bubblebeam
Agility
Brine
Dragon Pulse
Hydro Pump
Twister
Dragon Dance
Yawn

Muddy Water
Octazooka
Outrage
Endure
Disable
Clear Smog
Flail
Bide
Water Pulse
Double-Edge
Mimic

Rain Dance
Ice Beam
Dive
Surf
Icy Wind
Double Team
Bounce
Protect
Scald
Rest
Hidden Power (Fire 7)
Sleep Talk
Draco Meteor
Blizzard
Toxic
Waterfall
Hyper Beam
Hail
Iron Head
Substitute
Facade
Return
Frustration
Facade
Giga Impact

Total: 49/72


Slowking "Hermit" (F)
Nature: Relaxed (+Defense, -15% Speed, -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.
Regenerator: (DW 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 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
-10% Evasion

EC: 6/6
MC: 9
DC: 5/5

Attacks:

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Heal Pulse
Water Pulse
Psychic
Rain Dance
Amnesia
Psych Up
Zen Headbutt
Power Gem
Hidden Power (Electric 7)
Nasty Plot
Swagger
Trump Card

Future Sight
Sleep Talk
Wonder Room
Me First
Mud Sport
Endure
Safeguard
Counter
Zap Cannon
Brine
Pay Day
Body Slam
Focus Punch
Dynamicpunch
Nightmare
Dream Eater

Rest
Ice Beam
Scald
Toxic
Recycle
After You
Surf
Psyshock
Protect
Blizzard
Flamethrower
Fire Blast
Shadow Ball
Dig
Focus Blast
Thunder Wave
Dragon Tail
Substitute
Icy Wind
Magic Coat
Signal Beam
Trick Room
Reflect
Light Screen
Flash

Total: 63/117


CC: 116->76
 
lol creepers be creepin on my wall :p

anyway siting the above link, I shall also be issuing a challenge!

To Timeless Tower!

with these mons:

*Thanks to Toast Tyrant for the sprite*
Infernape (Malspar) Male
Nature:
Naughty
Type:
Fire STAB; immune to burn, 50% reduction in freeze chance, 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 STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Blaze:
Type: 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)
Iron Fist (DW):
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
DC: 5/5
MC: 0


Attacks: 60 Total
Acrobatics
Aerial Ace
Blast Burn
Blaze Kick
Brick Break
Bulldoze
Close Combat
Counter
Dig
Double Kick
Double Team
Dual Chop
Earthquake
Ember
Encore
Endure
Fake Out
Feint
Fire Blast
Fire Punch
Fire Spin
Flame Charge
Flame Wheel
Flamethrower
Flare Blitz
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Helping Hand
Leer
Low Kick
Low Sweep
Mach Punch
Magic Coat
Nasty Plot
Overheat
Protect
Punishment
Rest
Role Play
Roar
Scratch
Shadow Claw
Slack Off
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swift
Taunt
Thunder Punch
Torment
Toxic
U-Turn
Uproar
Will o Wisp


*Thanks to Simonsays for the sprite*
Lucario (Aerza) Female
Nature:
Brave
Type:
Fighting: STAB; ignore weight restrictions of throwing/grappling moves. 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:
Type: 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:
Type: 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):
Type: 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 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 76 (-) (-10% Accuracy & Evasion)
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
DC: 5/5
MC: 0


Attacks: 54 Total
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Brick Break
Bulldoze
Bullet Punch
Close Combat
Counter
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake
Endure
Extreme Speed
Feint
Focus Punch
Follow Me
Force Palm
Foresight
Heal Pulse
Helping Hand
Hi Jump Kick
Ice Punch
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Payback
Protect
Psychic
Quick Attack
Rain Dance
Rest
Reversal
Screech
Shadow Ball
Sky Uppercut
Sleep Talk
Stone Edge
Substitute
Sunny Day
Swagger
Swords Dance
Thunder Punch
Toxic
Zen Headbutt


*Thanks to Toast Tyrant for the sprite*
Typhlosion (Sellian) Male
Nature:
Modest
Type:
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.

Abilities:
Blaze:
Type: 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)
Flash Fire (DW):
Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20


EC: 9/9
DC: 5/5
MC: 0

Attacks: 36 Total
Blast Burn
Bulldoze
Counter
Defense Curl
Dig
Ember
Endure
Eruption
Extrasensory
Fire Blast
Flamethrower
Flame Burst
Flame Charge
Flame Wheel
Focus Blast
Foresight
Heat Wave
Hidden Power (Ice, 7)
Hyper Beam
Gyro Ball
Inferno
Lava Plume
Leer
Overheat
Protect
Quick Attack
Rest
Sleep Talk
Smokescreen
Solar Beam
Substitute
Sunny Day
Swift
Tackle
Toxic
Will o Wisp


From my profile I am bringing:
1x Potion
1x Ether
1x Revive
2x Sports Ball
5x Dream ball
3x Nest Ball


Time to fill out the rest of the backpack:
Potion - 5 CC
Super Potion - 8 CC
Ether - 5 CC
20 Sports Ball - 20 CC
10 Timer Ball - 10 CC
10 Heal Ball - 10 CC
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Good news, plebians!
[BOX][12:38:49] <%IAR> oh deck, is it true that tlr's do not "lock" any more... -.-'
[12:55:47] <@~Deck_Knight> I really should edit that thread someday to say TLRs are not locking[/BOX]
That means you can... bring whatever the hell you want into a TLR... 9.9

Also, Pwne's challenge has become legal again because of this.

QUEUE
Pwnemon (TT)
waterwarrior (TT)
AOPSUser (MC)
Ragnarokalex (TT)
 
Good news, plebians!
[BOX][12:38:49] <%IAR> oh deck, is it true that tlr's do not "lock" any more... -.-'
[12:55:47] <@~Deck_Knight> I really should edit that thread someday to say TLRs are not locking[/BOX]
That means you can... bring whatever the hell you want into a TLR... 9.9

Also, Pwne's challenge has become legal again because of this.

QUEUE
Pwnemon (TT)
waterwarrior (TT)
AOPSUser (MC)
Ragnarokalex (TT)
Time for another The Legend Run... back to where I made my entrance... the MYSTERIOUS COVE!

Cue the paniked refs:
[BOX]16:13 Engineer WHAT
16:13 Engineer drifter
16:13 Engineer you're going /back/ to mysterious cove?
16:14 dogfish44 oh god, another eternal TLR?
16:14 dogfish44 Not. Reffing. That. [/BOX]


Back again to the Cove...
A potential servant at the end?
Not if we have anything to say about it.
You have the Golbat, you have the Persian, you have the Scrafty, and you even have the Dragon.
We can't let you get another creature serving under you. Not even a legend.
You seek to turn the Phione against me? You will pay later...
Hold your rage, "Demon Lord."
The Phione is on no one's side unless we reach it. And alone, none of us have a chance.
I will tolerate you... for now...
Destination: Mysterious Cove

Butler the Audino

Audino* (Butler) (Male)
Calm Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer: Type: 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: Type: 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.
(Dream World: Locked) Klutz: Type: 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, however an item is necessary to pull it off.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks: (42/88 Moves Known)
Pound*
Growl*
Helping Hand*
Refresh*
Doubleslap*
Attract*
Secret Power*
Entrainment*
Take Down
Heal Pulse
Simple Beam

Amnesia
Bestow
Encore
Heal Bell*
Sweet Kiss*
Wish*
Yawn

Covet
Drain Punch
Gravity
Hyper Voice
Magic Coat
Pain Split
Sleep Talk
Snore

Toxic*
Ice Beam
Light Screen
Protect*
Safeguard
SolarBeam
Thunderbolt
Thunder
Psychic
Shadow Ball*
Double Team
Reflect
Flamethrower
Rest
Thunder Wave
Grass Knot

Itsumo the Spiritomb

Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
(Dream World: Unlocked!) Infiltrator: Type: 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.

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 29 (-) (29.75 Unrounded)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
Evasion Penalty: -10% Evasion

MC: 0
DC: 5/5

Attacks: (54/65 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse

Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen

Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room

Water Pulse
Calm Mind
Toxic
Hidden Power (Fighting 7)
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Double Team
Shock Wave
Rock Tomb
Facade
Secret Power
Rest
Thief
Endure
Will-O-Wisp
Silver Wind
Retaliate
Snarl

Hope the Chimecho

Chimecho (Hope) (Female)
Bold Nature
Type: 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.

Ability:
Levitate: Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0

Attacks: (30 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Psywave
Heal Bell
Safeguard
Extrasensory
Heal Pulse
Psychic

Hypnosis
Recover
Wish

Helping Hand
Mimic
Recycle
Signal Beam
Skill Swap
Swift

Toxic
Light Screen
Protect
Reflect
Shock Wave
Thunder Wave

Backpack:
Battle Items:
Pure Incense *1

Poke'Balls:
Net Ball *10

Sport Ball *10


Hope the Chimecho will hold the Pure Incense, while Butler and Itsumo will hold nothing.

Whoever takes this had best have patience. Expect stall, and for me to last much longer than I did previously. Thread is here.

All right! Since TLRs no longer lock, I can now go into the cove without waiting for my Raid to finish up!

Also, I have increased the number of moves on Itsumo significantly here. Be sure to make a note of it

Re-Opening my challenge to the Mysterious Cove.
 
BLADED GRASS MEADOW YOU ARE MINE

ALL MINE WAHAHAHAHAHAHHAHAH


(Pyroak) Ambrose (M)
Nature: Brave (+1 atk, -8 spe, -10% flat evasion)
Types: Grass / Fire
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.
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 120
Atk: 4 (+)
Def: 4
SpA: 3
SpD: 3
Spe: 52 (-) (10% flat evasion drop)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

EC: FULL
MC: FULL
DC: FULL

Attacks:
Absorb
Amnesia
Bullet Seed
Ember
Fire Spin
Flame Burst
Flame Wheel
Flare Blitz
Giga Drain
Growth
Heat Crash
Iron Defense
Lava Plume
Leech Seed
Leaf Tornado
Petal Dance
Sweet Scent
Synthesis
Wood Hammer
Zap Cannon

Aromatherapy
Blaze Kick
Counter
Dragonbreath
Earth Power
GrassWhistle
Inferno
Natural Gift
Psybeam
Revenge
Sand Tomb
Water Sport

AncientPower
Block
Headbutt
Heat Wave
Iron Tail
Low Kick
Seed Bomb
Sleep Talk
Snore
Stealth Rock
Worry Seed

Attract
Bulldoze
Double Team
Dragon Tail
Earthquake
Endure
Energy Ball
Facade
Fire Blast
Flame Charge
Flamethrower
Flash
Flash Cannon
Frustration
Giga impact
Grass Knot
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Light Screen
Low Sweep
Overheat
Protect
Rest
Return
Roar
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
SolarBeam
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Toxic
Will-O-Wisp

85 moves

(Gallade) Rodney (M)

Types:
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.
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.

EC: FULL
MC: 1
DC: FULL

Nature: Impish (+Def, -SpA)

Stats:
HP: 100
ATK: 5
DEF: 4 (+)
SPA: 2 (-)
SPD: 4
SPE: 80
SIZE: 3
WEIGHT: 4
BRT: 21

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.
Justified: (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.

Moves:
Calm Mind
Charm
Close Combat
Confusion
Double Team
Dream Eater
Feint
Fury Cutter
Future Sight
Growl
Heal Pulse
Helping Hand
Hypnosis
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psycho Cut
Psychic
Slash
Stored Power
Swords Dance
Teleport

Confuse Ray
Destiny Bond
Disable
Encore
Grudge
Mean Look
Memento
Shadow Sneak
Synchronoise
Will-O-Wisp

Body Slam
Defense Curl
Double-Edge
Drain Punch
Dual Chop
Endure
Fire Punch
Fury Cutter
Headbutt
Helping Hand
Hyper Voice
Ice Punch
Icy Wind
Knock Off
Low Kick
Magic Coat
Magic Room
Mimic
Mud-Slap
Nightmare
Pain Split
Recycle
Signal Beam
Skill Swap
Sleep Talk
Snatch
Snore
Swift
ThunderPunch
Trick
Vacuum Wave
Wonder Room
Zen Headbutt

Aerial Ace
Ally Switch
Attract
Brick Break
Bulk Up
Bulldoze
Captivate
Charge Beam
Cut
Dream Eater
Earthquake
Echoed Voice
Facade
False Swipe
Flash
Fling
Focus Blast
Focus Punch
Frustration
Giga Impact
Grass Knot
Hidden Power
Hyper Beam
Light Screen
Low Sweep
Natural Gift
Poison Jab
Psych Up
Psyshock
Rain Dance
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Secret Power
Shadow Ball
Shock Wave
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swords Dance
Taunt
Telekenesis
Thief
Thunder Wave
Thunderbolt
Torment
Toxic
Trick Room
Work Up
X-Scissor


Sing
Wish

76 moves


(Gliscor) Melanie (F)

Nature: Jolly (+15% spe, +14 acc boost, -1 SpA)
Types: Ground / Flying
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Sand Veil:
(Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
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. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.

Stats:
HP: 100
Atk: 3
Def: 5
SpA: 1 (-)
SpD: 3
Spe: 110 +
+14 ACC
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: FULL
MC: 0
DC: FULL

Attacks:
Acrobatics
Faint Attack
Fire Fang
Fury Cutter
Guillotine
Harden
Ice Fang
Knock Off
Night Slash
Poison Jab
Poison Sting
Quick Attack
Sand Attack
Screech
Slash
Sky Uppercut
Swords Dance
Thunder Fang
U-turn
X-Scissor

Agility
Baton Pass
Counter
Cross Poison
Double-Edge
Feint
Metal Claw
Poison Tail
Power Trick
Razor Wind
Rock Climb
Sand Tomb
Wing Attack

Aqua Tail
Bug Bite
Dark Pulse
Dream Eater
Earth Power
Endure
Headbutt
Iron Tail
Mimic
Mud-Slap
Sky Attack
Sleep Talk
Snore
Swift
Tailwind

Aerial Ace
Attract
Brick Break
Bulldoze
Captivate
Curse
Cut
Defog
Detect
Dig
Earthquake
Facade
False Swipe
Fling
Frustration
Giga Impact
Hidden Power
Hone Claws
Hyper Beam
Natural Gift
Payback
Protect
Rain Dance
Return
Rest
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Roost
Round
Sandstorm
Secret Power
Sludge Bomb
Stealth Rock
Steel Wing
Strength
Struggle Bug
Stone Edge
Substitute
Sunny Day
Swagger
Taunt
Thief
Torment
Toxic
Venoshock

64 moves


items: Razor Fang Gliscor, Expert Belt Pyroak, Leftovers Gallade

I have 71 CC

Buying 2x Potion (10), 1x Super Potion (8), 2x Ether (10), 1x Revive (10) so that's -38

Buying 15x Heal and 15x Sport balls (-30 CC)

i have 3 CC left lol

You are mine
Make your amends
Because it's time to die.

Expect your thread up soon.

QUEUE
waterwarrior (TT)
AOPSUser (MC)
Ragnarokalex (TT)
Eternal Drifter (MC)
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
challenging Castle Breaker Cave

Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:

Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 3
DC: 5/5

Abilities:
Sticky Hold:
(Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam

Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
String Shot
Amnesia
Fissure
Block
Giga Impact
Memento
47 moves


Claydol HASHORN
Nature: Quiet (-10% Evasion)
Type:

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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (75/1.15) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 13

Ec: 6/6
MC: 4

Abilities:
Levitate:
(Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Confusion
Harden
Rapid Spin
Mud-Slap
Psybeam
Rock Tomb
Selfdestruct
AncientPower
Power Trick
Teleport
Sandstorm
Extrasensory
Cosmic Power
Guard Split
Power Split
Hyper Beam
Heal Block
Explosion

Substitute
Magic Coat
Earth Power
Drill Run
Trick
Ice Beam
Light Screen
Reflect
Psychic
Safeguard
Solarbeam
Earthquake
Shadow Ball
Charge Beam
Skill Swap
33 moves

Golurk (Genderless) GOLURK MOAR
Nature:Quiet (+1 SAtk, -15% Spe, -10% evasion)
Type: Ground/Ghost
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Iron Fist: (Innate)
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Klutz: (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, however an item is necessary to pull it off.

No Guard (DW): (Innate)
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
SC: 5
WC: 7

EC:6/6
MC:1
DC:5/5

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch
Earthquake
Hammer Arm
Heavy Slam
Night Shade
Focus Punch
Curse

Magic Coat
Fire Punch
Ice Punch
Drain Punch
Earth Power
ThunderPunch
Gravity
Icy Wind
Block
Signal Beam
Sleep Talk
Fly
Grass Knot
Shadow Ball
Double Team
Rock Slide
Psychic
Rest
Substitute
Zen Headbutt
Stealth Rock
Ice Beam
Hidden Power (fire, 7)
Focus Blast
Brick Break
Rock Polish
Charge Beam
Solarbeam
Protect
45 Moves


buying 10 heal balls and 10 sport balls (-20 cc)

leaves me with 57 cc... not wasting cc on healing items for somehting thats just for scouting...
 
Challenging Steel Will Cavern.


Gallade (Blade Man) [Male]
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Psychic/Fighting
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.
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:

Steadfast:
Type: 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.

Justified (Dream World):
Type: 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.

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 1
DC: 5/5

Attacks:

Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Swords Dance
Psycho Cut
Helping Hand
Protect
Close Combat
Imprison
False Swipe
Feint

Disable
Encore
Shadow Sneak
Hypnosis

Fire Punch
Ice Punch
ThunderPunch
Magic Coat
Wonder Room
Pain Split
Drain Punch
Skill Swap
Zen Headbutt
Sleep Talk
Knock Off

Wish

Taunt
Torment
Will-O-Wisp
Light Screen
Reflect
Endure
Earthquake
Rock Slide
Trick Room
Safeguard
Thunder Wave
Substitute
Rest
Brick Break
Focus Punch
Low Sweep
Telekinesis


Conkeldurr (Clown Man) [Male]
Nature: Adamant: (+1 Attack, -1 Special Attack)
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:
Type: 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:
Type: 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):
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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:

HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Hammer Arm
Rock Slide
Focus Punch
Scary Face

Drain Punch
Mach Punch
Endure
Wide Guard
Counter

Ice Punch
ThunderPunch
Fire Punch
Helping Hand

Payback
Stone Edge
Taunt
Protect
Earthquake


Fidgit (Turbo Man) [Male]
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
Type: Poison/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Persistent:
Type: Innate
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit:
Type: 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.

Prankster (DW):
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91 (-)
Size Class: 1
Weight Class: 1


EC: 6/6
MC: 0
DC: 5/5

Attacks:

Air Slash
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gust
Heal Block
Helping Hand
Knock Off
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Whirlwind
Wide Guard
Wonder Room
Heal Block
Gravity

Disable
Spikes
Stealth Rock
Heal Pulse

Drill Run
Gastro Acid
After You

Light Screen
Protect
Reflect
Shadow Ball
Sludge Wave
Taunt
Toxic
Venoshock
Earthquake
U-Turn
Smack Down
Dig


Items:

Gallade @ Light Clay
Conkeldurr @ Expert Belt
Fidgit @ Soft Sand

Buying two groups of Heal Balls (5) and two groups of Sport Balls (5)
-20 CC
 
Challenging Timeless Tower:


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: 83

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
Nasty Plot
Shadow Sneak
Submission
Wide Guard

Attract
Brick Break
Bulk Up
Bulldoze
Double Team
Earthquake
Embargo
Endure
Facade
Focus Blast
Focus Punch
Frustration
Giga Impact
Hidden Power (Flying, 7)
Hyper Beam
Low Sweep
Natural Gift
Payback
Poison Jab
Protect
Psych Up
Psychic
Rest
Return
Rock Slide
Rock Smash
Safeguard
Secret Power
Shadow Ball
Smack Down
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Torment
Toxic
Work Up

AncientPower
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


Camerupt [Bakuuda] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Total Moves: 54

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Amnesia
Curse
Double-Edge
Earth Power
Earthquake
Ember
Eruption
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Lava Plume
Magnitude
Rock Slide
Tackle
Take Down
Yawn

AncientPower
Endure
Mud Bomb
Stockpile
Swallow

Bulldoze
Dig
Double Team
Explosion
Facade
Fire Blast
Flame Charge
Flash Cannon
Giga Impact
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Overheat
Protect
Rest
Roar
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp

Body Slam
Heat Wave


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 breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. 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


Purchasing:
- 2 Potions [10 CC]
- 1 Super Potion [8 CC]
- 2 Ether [10 CC]

- 1 set of Sport Balls [5 CC]
- 1 set of Heal Balls [5 CC]

... leaving me with 45 CC.

I'm also taking 1 Revive, 9 Heal Balls, 11 Sport Balls, and 8 Timer Balls with me.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor


"Time to spend excessive amounts of money for a minor reward again!"

Purchasing:
2* Potion [10 CC]
1* Super Potion [8 CC]
1* Revive [10 CC]
5* Heal Ball [5 CC]
5* Net Ball [5 CC]

Total Backpack:

2x Potion
1x Super Potion
2x Ether
1x Revive
19x Heal Ball
16x Sport Ball
15x Net Ball

"Huh, only 38 CC. Not bad then. Anyway, let's challenge Mystic Marsh this time around, with my usual collection of insanity..."

[a]Cyclohm[/a]

Nimbus (M)

Nature: Modest
+1 SpA, -1 Atk

Type: Electric / Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities: Shield Dust / Static / Overcoat [DW]
Shield Dust (Innate):
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Static (Innate):
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Overcoat (Innate) [DW]:
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:
HP: 110
Atk: Rank 1 [-]
Def: Rank 4
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks [85 - Movepool Complete]:
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power (Grass,7)
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon


[a]Eelektross[/a]

Murena (F)

Nature: Quiet
+1 SpA, -15% Speed, -10% Evasion

Type: Electric
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Abilities: Levitate
Levitate (Innate):
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 43 [-]
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

Attacks [65 - Movepool Complete]:
Acid
Acid Spray
Acrobatics
Aqua Tail
Attract
Bind
Bounce
Brick Break
Charge Beam
Coil
Crunch
Crush Claw
Cut
Discharge
Double Team
Dragon Claw
Dragon Tail
Drain Punch
Facade
Fire Punch
Flamethrower
Flash
Flash Cannon
Frustration
Gastro Acid
Giga Drain
Giga Impact
Grass Knot
Headbutt
Hidden Power (Ice,7)
Hone Claws
Hyper Beam
Iron Tail
Knock Off
Light Screen
Magnet Rise
Protect
Rain Dance
Rest
Return
Roar
Rock Slide
Rock Smash
Rock Tomb
Round
Signal Beam
Sleep Talk
Snore
Spark
Strength
Substitute
Super Fang
Superpower
Swagger
Tackle
Thrash
Thunder
ThunderPunch
Thunder Wave
Thunderbolt
Toxic
U-Turn
Volt Switch
Wild Charge
Zap Cannon


[a]Krillowatt[/a]

Formula (M)

Nature: Timid
+15% Speed, +17% Accuracy, -1 Atk

Type: Electric / Water
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities: Trace / Magic Guard / Shell Armour [DW]
Trace (Can be Activated):
When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN.Wonder Guard cannot be Traced.

Magic Guard (Innate):
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.

Shell Armour (Innate) [DW]:
This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:
HP: 125
Atk: Rank 2 [-]
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 121 [+]
Size Class: 1
Weight Class: 2
Base Rank Total: 21

EC: 6/6
MC: 1
DC: 5/5

Attacks [51]:
Aqua Jet
Bubble
Bubblebeam
Charge
Confuse Ray
Copycat
Detect
Discharge
Guillotine
Heart Swap
Hydro Pump
Ice Shard
Imprison
Muddy Water
Tackle
Thunder
Thundershock
Zap Cannon

Counter
Follow Me
Me First
Metronome
Mind Reader
Mirror Coat
Sheer Cold
Signal Beam

Blizzard
Dive
Double Team
Earthquake
Endure
Flash
Hidden Power (Grass,7)
Hyper Beam
Ice Beam
Low Sweep
Protect
Rain Dance
Rest
Round
Safeguard
Scald
Shock Wave
Substitute
Surf
Thunder Wave
Thunderbolt
Torment
Toxic
Volt Switch
Waterfall
Whirlpool

Earth Power
Icy Wind
Sleep Talk
 

Geodude6

Look at my shiny CT!
Challenging Mysterious Cove!

Bringing along my 10 Net Balls as well as a single Rare Candy that will be given to Braviary.


Blaziken (F)
Naughty nature (+1 Atk, -1 SpD)
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 bushfire 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)
Speed Boost (DW): (Innate) Pokemon with this ability increase their speed as the battle progresses, boosting it one (1) stage at the end of each round at the cost of 2% of their energy. This overrides the normal drop in stats that occurs at the end of each round (stats other than Speed are still affected).

Stats:
HP: 100
Atk: Rank 6+
Def: Rank 3
SpA: Rank 4
SpD: Rank 2-
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Hi Jump Kick
Fire Punch
Scratch
Growl
Focus Energy
Ember
Peck
Double Kick
Sand-Attack
Fire Spin
Bulk Up
Quick Attack
Blaze Kick
Flamethrower
Slash
Mirror Move
Brave Bird
Sky Uppercut
Flare Blitz

Agility
Baton Pass
Counter
Featherdance
Night Slash
Reversal

Hone Claws
Sunny Day
Protect
Solarbeam
Earthquake
Fire Blast
Aerial Ace
Shadow Claw
Swords Dance
Rock Slide
Endure
Substitute

Bounce
Dual Chop
DynamicPunch
Fire Pledge
Heat Wave
Mega Punch
Mega Kick
Thunderpunch


Salamence (M)
Hasty nature (+15% Speed, +12% Accuracy, -1 Def)
Type: Dragon/Flying

Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
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.
 
Abilities:
Intimidate: (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.

Moxie (DW): (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 2-
SpA: Rank 4
SpD: Rank 3
Spe: 115+
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5

Attacks:
Fire Fang
Thunder Fang
Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Protect
Zen Headbutt
Fly
Dragon Claw
Crunch
Double-Edge
Dragon Tail

Dragon Dance
Dragon Rush
Endure
Hydro Pump
Thrash

Toxic
Earthquake
Brick Break
Fire Blast
Aerial Ace
Rest
Giga Impact
Rock Slide
Substitute

Draco Meteor
Heat Wave
Iron Defense
Outrage
Roost
Sleep Talk
Tailwind

Wish


Braviary (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Normal/Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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.

Abilities:
Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
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.
Defiant (DW): The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Stats:
HP: 110
Atk: Rank 6+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Slash
Crush Claw
Whirlwind
Sky Drop
Brave Bird
Thrash

Heat Wave
Roost
Sky Attack
Sleep Talk
Tailwind

Protect
Facade
Rest
Shadow Claw
Giga Impact
Fly


Note to whoever ends up reffing me: Please PM/VM me when my thread is up, as I might not notice right away and I'd like to start as soon as I can.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Admittedly, I just finished a TLR, but given the size of the queue—which I cannot help reduce at the present moment—I reckon I will have waited significantly by the time this challenge is at the head of the queue... -.-'

"Well then, I guess we have the necessary tools. Time to take on the big one!"

Challenging Timeless Tower

BRINGING
11× Heal Ball
7× Sport Ball
3× Timer Ball
1× Black Belt
3× Expert Belt
1× Ice Sapphire
1× Iron Pearl
1× Rock Ruby

BUYING
2× Potion (-10 CC)
2× Ether (-10 CC)
2× Super Potion (-16 CC)
1× Elixir (-10 CC)
2× Revive (-20 CC)
10× Heal Ball (-10 CC)
20× Sport Ball (-20 CC)
20× Timer Ball (-20 CC)

(Total: -116 CC)

BACKPACK
Potion
: 0/2 Free Slots
2× Potion
Super Potion: 0/2 Free Slots
2× Super Potion
Ether: 0/2 Free Slots
2× Ether
Elixir: 0/1 Free Slots
1× Elixir
Revive: 0/2 Free Slots
2× Revive
Pokeballs: 4/75 Free Slots
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 45/45 Free Slots
Battle Items: 21/25 Free Slots
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 25/25 Free Slots
Spare Pocket (any item): 4/4 Free Slots

POKÉMON

Golurk [Robolem] (-)
NATURE: Quiet (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.

ABILITIES
Klutz: (Can be Disabled) The Pokémon 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, however an item is necessary to pull it off.
Iron Fist: (Innate) The Base Attack Power of this Pokémon's “Punch” attacks is increased by two (2). (Known attacks effected: 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)
No Guard (DW): (Innate) This Pokémon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, & will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, & the Pokémon acts normally. Additionally even with their extra skill, the power & exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

STATS
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (49/71)
PHYSICAL
Astonish
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Focus Punch
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
Thunderpunch
Zen Headbutt

SPECIAL
Earth Power
Focus Blast
Grass Knot
Icy Wind
Mud-Slap
Night Shade
Signal Beam
Snore
Thunderbolt

OTHER
Block
Curse
Defence Curl
Double Team
Flash
Gravity
Iron Defence
Magic Coat
Protect
Rest
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Substitute
Swagger
Telekinesis
Toxic

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see & breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent: (Innate) This Pokémon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, & Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokémon has a high vitality & alertness making it immune to sleep induced by other Pokémon. Its normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Innate) The Pokémon is always prepared for engaging in sneaky tactics & trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (103/103)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Fling
Frustration
Giga Impact
Knock Off
Low Sweep
Natural Gift
Poison Jab
Rapid Spin
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Thief
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Echoed Voice
Gust
Hidden Power (Ice 7)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Captivate
Copycat
Disable
Dispel (R)
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Haze
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Protect
Psych Up
Quash
Rain Dance
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room

Hitmontop [Beyblade] (M)
NATURE: Impish

TYPE
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, & Vital Throw. Superior reaction time in close quarters.

ABILITIES
Intimidate: (Innate) When this Pokémon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokémon, Intimidate can be activated again as an Action, & will affect all opponents.
Technician: (Innate) This Pokémon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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) Base Attack Power, & the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (DW): (Innate) If this Pokémon is flinched, it becomes aware of the speed difference & increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

STATS
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

ATTACKS (47/78)
PHYSICAL
Aerial Ace
Brick Break
Bulldoze
Bullet Punch
Close Combat
Counter
Dig
Drill Run
Earthquake
Endeavour
Fake Out
Feint
Gyro Ball
Hi Jump Kick
Low Kick
Low Sweep
Mach Punch
Pursuit
Quick Attack
Rapid Spin
Revenge
Rock Slide
Rolling Kick
Sucker Punch
Tackle
Triple Kick

SPECIAL
Snore
Twister

OTHER
Agility
Detect
Double Team
Endure
Focus Energy
Foresight
Helping Hand
Mimic
Protect
Quick Guard
Rain Dance
Rest
Role Play
Sandstorm
Sleep Talk
Substitute
Sunny Day
Toxic
Wide Guard

Revenankh [Pharant] (M)
NATURE: Relaxed (-10% Evasion)

TYPE

Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & 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, & Vital Throw. Superior reaction time in close quarters.

ABILITIES
Shed Skin: (Innate) This Pokémon regularly sheds its skin & any impurities contained in its body. If afflicted with a status condition, this Pokémon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokémon releases immense barometric pressure, clearing the weather in the arena & preventing the effect of weather moves & abilities from taking place.
Infiltrator (DW): (Innate) Through a combination of speed & cunning, this Pokémon easily circumvents the effects of Light Screen, Mist, Reflect, & Safeguard with all of its attacks.

STATS
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

ATTACKS (47/90)
PHYSICAL
Arm Thrust
Bide
Brick Break
Bulldoze
Counter
Drain Punch
Dual Chop
Earthquake
Focus Punch
Hammer Arm
Ice Punch
Low Sweep
Mach Punch
Poison Jab
Power Whip
Punishment
Revenge
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Shadow Punch
Shadow Sneak
Smack Down
Vital Throw
Wrap

SPECIAL
Focus Blast
Hidden Power (Grass 7)
Psychic
Shadow Ball
Wring Out

OTHER

Double Team
Endure
Glare
Grudge
Mean Look
Moonlight
Pain Split
Protect
Safeguard
Substitute
Taunt
Telekinesis
Torment
Toxic
Wide Guard


Time to see how badly I will do...

QUEUE
waterwarrior (TT)
AOPSUser (MC)
Ragnarokalex (TT)
Eternal Drifter (MC)
Imanalt (FSQ)
EspyOwner (FSQ)
Elevator Music (TT)
Dogfish44 (FSQ)
Geodude6 (MC)
Its_A_Random (TT)
 
Alright... Let's take some TLRs (oh god why).

Just warning all that I take, this week is finals/show week, so expect me to pick up the pace drastically next friday or so.

And since I'm crazy, I'll RNG how many TLRs i'll take (min2, max 4)

RNG Roll: [2-4] = [3]

Alright, that means i'm taking:

waterwarrior (TT)
AOPSUser (MC)
Ragnarokalex (TT)


Threads will be up shortly.
______________________________________________

QUEUE
Eternal Drifter (MC)
Imanalt (FSQ)
EspyOwner (FSQ)
Elevator Music (TT)
Dogfish44 (FSQ)
Geodude6 (MC)
Its_A_Random (TT)


I should probably sign up for Timeless Tower... but I'll wait.

Aaaaaaand... start the insanity! ._.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Destination: Mysterious Cove

Butler the Audino

Audino* (Butler) (Male)
Calm Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Healer: Type: 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: Type: 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.
(Dream World: Locked) Klutz: Type: 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, however an item is necessary to pull it off.

HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

MC: 0
DC: 5/5

Attacks: (42/88 Moves Known)
Pound*
Growl*
Helping Hand*
Refresh*
Doubleslap*
Attract*
Secret Power*
Entrainment*
Take Down
Heal Pulse
Simple Beam

Amnesia
Bestow
Encore
Heal Bell*
Sweet Kiss*
Wish*
Yawn

Covet
Drain Punch
Gravity
Hyper Voice
Magic Coat
Pain Split
Sleep Talk
Snore

Toxic*
Ice Beam
Light Screen
Protect*
Safeguard
SolarBeam
Thunderbolt
Thunder
Psychic
Shadow Ball*
Double Team
Reflect
Flamethrower
Rest
Thunder Wave
Grass Knot

Itsumo the Spiritomb

Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Pressure: Type: Innate
This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
(Dream World: Unlocked!) Infiltrator: Type: 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.

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 29 (-) (29.75 Unrounded)
Size Class: 2
Weight Class: 5
Base Rank Total: 18
Evasion Penalty: -10% Evasion

MC: 0
DC: 5/5

Attacks: (54/65 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse

Captivate
Destiny Bond
Grudge
Imprison
Nightmare
Pain Split
Smokescreen

Foul Play
Icy Wind
Sleep Talk
Snatch
Snore
Trick
Uproar
Wonder Room

Water Pulse
Calm Mind
Toxic
Hidden Power (Fighting 7)
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Telekinesis
Frustration
Return
Psychic
Shadow Ball
Double Team
Shock Wave
Rock Tomb
Facade
Secret Power
Rest
Thief
Endure
Will-O-Wisp
Silver Wind
Retaliate
Snarl

Hope the Chimecho

Chimecho (Hope) (Female)
Bold Nature
Type: 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.

Ability:
Levitate: Type: Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

HP: 100
Atk: Rank 1-
Def: Rank 4+
SpA: Rank 3
SpD: Rank 3
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 6/6
MC: 0

Attacks: (30 Moves Known)
Wrap
Growl
Astonish
Confusion
Uproar
Last Resort
Entrainment
Take Down
Yawn
Psywave
Heal Bell
Safeguard
Extrasensory
Heal Pulse
Psychic

Hypnosis
Recover
Wish

Helping Hand
Mimic
Recycle
Signal Beam
Skill Swap
Swift

Toxic
Light Screen
Protect
Reflect
Shock Wave
Thunder Wave

Backpack:
Battle Items:
Pure Incense *1

Poke'Balls:
Net Ball *10

Sport Ball *10


Hope the Chimecho will hold the Pure Incense, while Butler and Itsumo will hold nothing.

Whoever takes this had best have patience. Expect stall, and for me to last much longer than I did previously. Thread is here.

All right! Since TLRs no longer lock, I can now go into the cove without waiting for my Raid to finish up!

Also, I have increased the number of moves on Itsumo significantly here. Be sure to make a note of it

Re-Opening my challenge to the Mysterious Cove.
Owing to my urge to have the queue clear up this decade, I'll take this.
 
Mysterious Cove Please! Buying 5x Heal Balls and 5x Sport Balls with 10CC

Frosslass [Cloakette] (F)
Nature: Mild (+SpA -Def)

Type: Ice/Ghost
Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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:
Snow Cloak: Type: Innate
This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body (DW): Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 2 (-)
SpA: Rank 4(+)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 3
Base Rank Total: 19


EC: 6/6
MC: 0
DC: 5/5

Moves:
Powder Snow
Leer
Double Team
Bite
Icy Wind
Headbutt
Protect
Blizzard
Ice Shard
Astonish
Confuse Ray
Ominous Wind
Wake-Up Slap
Destiny Bond
Protect

Hidden Power Fighting 7
Shadow Ball
Hail
Toxic
Ice Beam

Hex
Weather Ball
Disable
Block
Spikes
Movecount: 23


Kitsunoh [Pokerface] (M)
Nature: Adamant (+Atk -SpA)

Type: Ghost/Steel
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.
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.

Abilities:
Frisk: Type: Can Be Activated
The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): Type: Innate
When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Moves:
Scratch
Iron Defense
Lick
Odor Sleuth
Metal Burst
Faint Attack
Shadow Sneak
Curse
ShadowStrike
Iron Head
Fake Out
Revenge
Shadow Claw
Copycat
Perish Song

Payback
Toxic
Gyro Ball
Earthquake
Dig
Protect

Icy Wind
Pain Split

Meteor Mash
Psycho Shift
Hex
FeatherDance
Yawn
Foul Play
Movecount: 29


Chandelure [Araña] (F)
Nature: Quiet (+SpA -Spe -10 Evasion)

Type: Ghost/Fire
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.
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.

Abilities:
Flash Fire: Type: Innate
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: Type: Innate
This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW):Type: Innate
Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 7 (+)
SpD: Rank 3
Spe: 69 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19


EC: 9/9
MC: 0
DC: 5/5

Moves:
Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Pain Split
Hex

Sunny Day
Psychic
Protect
SolarBeam
Toxic
Fire Blast
Shadow Ball
Hidden Power Fighting 7
Double Team

Heat Wave
Clear Smog
Acid
Endure
Acid Armor
Haze
Movecount: 27

Bringing Items Exp. Share, Amulet Coin, Lucky Egg, Dusk Stone and Dawn Stone!
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
challenging Castle Breaker Cave

Gastrodon(*) Gastrodoom (M)
Nature: Quiet (-10 evasion)
Type:

Water:
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (39/1.15) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 3
DC: 5/5

Abilities:
Sticky Hold:
(Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Sand Force (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power Grass Power 7(*)
Rain Dance(*)
Recover
Muddy Water
Body Slam

Brine(*)
Mirror Coat(*)
Counter(*)
Yawn
Curse
Protect(*)
Toxic(*)
Scald(*)
Ice Beam
Earthquake
Earth Power
Sandstorm
Dig
Dive
Surf
Substitute
Waterfall
Double Team
Pain Split
Bulldoze
Sleep Talk
Rest
Endure
Rock Slide
Sludge Wave
Blizzard
Hyper Beam
Hail
Round
Rock Tomb
Clear Smog
String Shot
Amnesia
Fissure
Block
Giga Impact
Memento
47 moves


Claydol HASHORN
Nature: Quiet (-10% Evasion)
Type:

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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 65 (75/1.15) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 13

Ec: 6/6
MC: 4

Abilities:
Levitate:
(Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks:
Confusion
Harden
Rapid Spin
Mud-Slap
Psybeam
Rock Tomb
Selfdestruct
AncientPower
Power Trick
Teleport
Sandstorm
Extrasensory
Cosmic Power
Guard Split
Power Split
Hyper Beam
Heal Block
Explosion

Substitute
Magic Coat
Earth Power
Drill Run
Trick
Ice Beam
Light Screen
Reflect
Psychic
Safeguard
Solarbeam
Earthquake
Shadow Ball
Charge Beam
Skill Swap
33 moves

Golurk (Genderless) GOLURK MOAR
Nature:Quiet (+1 SAtk, -15% Spe, -10% evasion)
Type: Ground/Ghost
Ground:Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
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:
Iron Fist: (Innate)
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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)

Klutz: (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, however an item is necessary to pull it off.

No Guard (DW): (Innate)
This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. As a result, it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when an OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally, even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefited by No Guard; they will have their normal accuracy.

Stats:
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
SC: 5
WC: 7

EC:6/6
MC:1
DC:5/5

Attacks:
Pound
Astonish
Defense Curl
Mud-Slap
Rollout
Shadow Punch
Iron Defense
Mega Punch
Magnitude
DynamicPunch
Earthquake
Hammer Arm
Heavy Slam
Night Shade
Focus Punch
Curse

Magic Coat
Fire Punch
Ice Punch
Drain Punch
Earth Power
ThunderPunch
Gravity
Icy Wind
Block
Signal Beam
Sleep Talk
Fly
Grass Knot
Shadow Ball
Double Team
Rock Slide
Psychic
Rest
Substitute
Zen Headbutt
Stealth Rock
Ice Beam
Hidden Power (fire, 7)
Focus Blast
Brick Break
Rock Polish
Charge Beam
Solarbeam
Protect
45 Moves


buying 10 heal balls and 10 sport balls (-20 cc)

leaves me with 57 cc... not wasting cc on healing items for somehting thats just for scouting...
Challenging Steel Will Cavern.


Gallade (Blade Man) [Male]
Nature: Impish (+1 Defense, -1 Special Attack)
Type: Psychic/Fighting
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.
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:

Steadfast:
Type: 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.

Justified (Dream World):
Type: 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.

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 1
DC: 5/5

Attacks:

Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Leaf Blade
Night Slash
Fury Cutter
Slash
Swords Dance
Psycho Cut
Helping Hand
Protect
Close Combat
Imprison
False Swipe
Feint

Disable
Encore
Shadow Sneak
Hypnosis

Fire Punch
Ice Punch
ThunderPunch
Magic Coat
Wonder Room
Pain Split
Drain Punch
Skill Swap
Zen Headbutt
Sleep Talk
Knock Off

Wish

Taunt
Torment
Will-O-Wisp
Light Screen
Reflect
Endure
Earthquake
Rock Slide
Trick Room
Safeguard
Thunder Wave
Substitute
Rest
Brick Break
Focus Punch
Low Sweep
Telekinesis


Conkeldurr (Clown Man) [Male]
Nature: Adamant: (+1 Attack, -1 Special Attack)
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:
Type: 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:
Type: 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):
Type: Innate
The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: 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:

HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4

EC: 9/9
MC: 0
DC: 5/5

Attacks:

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Hammer Arm
Rock Slide
Focus Punch
Scary Face

Drain Punch
Mach Punch
Endure
Wide Guard
Counter

Ice Punch
ThunderPunch
Fire Punch
Helping Hand

Payback
Stone Edge
Taunt
Protect
Earthquake


Fidgit (Turbo Man) [Male]
Nature: Quiet (+1 Special Attack, -15% Speed, -10% Evasion)
Type: Poison/Ground
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:

Persistent:
Type: Innate
This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.

Vital Spirit:
Type: 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.

Prankster (DW):
Type: Innate
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91 (-)
Size Class: 1
Weight Class: 1


EC: 6/6
MC: 0
DC: 5/5

Attacks:

Air Slash
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gust
Heal Block
Helping Hand
Knock Off
Magic Room
Me First
Rapid Spin
Razor Wind
Sludge Bomb
Tailwind
Whirlwind
Wide Guard
Wonder Room
Heal Block
Gravity

Disable
Spikes
Stealth Rock

Drill Run
Gastro Acid
After You

Light Screen
Protect
Reflect
Shadow Ball
Sludge Wave
Taunt
Toxic
Venoshock
Earthquake
U-Turn
Smack Down
Dig


Items:

Gallade @ Light Clay
Conkeldurr @ Expert Belt
Fidgit @ Soft Sand

Buying two groups of Heal Balls (5) and two groups of Sport Balls (5)
-20 CC
I know I should not be taking any more reffings for my own sanity, but... /me hangs self

QUEUE
Elevator Music (TT)
Dogfish44 (FSQ)
Geodude6 (MC)
Its_A_Random (TT)
yoshinite (MC)
 
Challenging Timeless Tower!


Lickilicky(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
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.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Total Ranks: 15
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 6
DC: 5/5

51 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip

Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Bind
Endure
Bide
Belly Drum
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic

Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Rock Slide
Bulldoze
Earthquake
Fire Blast
Sandstorm
Substitute
Dig
Protect
Surf
Shadow Ball
Incinerate
Focus Punch
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)
Work Up
Explosion
Skull Bash



Sawsbuck [Stomp!] (F)
Nature: Mild (+1 SpA, -1 Def)

Type: Normal/Grass
Normal: Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Grass: Summary: 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.

Abilities:
Chlorophyll: Type: Innate During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Serene Grace: (locked)Type: Innate This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 4
DC: 5/5

Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Mega Horn
Horn Leech
Seed Bomb
Energy Ball

Agility
Grass-Whistle
Synthesis
Baton Pass
Odor Sleuth
Worry Seed
Bounce
Giga Drain
Sleep Talk

Double-Edge
Substitute
Wild Charge
Solar Beam
Sunny Day
Shadow Ball
Light Screen
Toxic
Safeguard
Hidden Power Water 7
Rock Smash
Thunder Wave
Work Up


Snorlax [Zzz!] (M)
Nature: Impish (+1 Def, -1 Spa)

Type: Normal
Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

Thick Fat: Type: Innate This Pokemon has a great deal of extra fat or muscle that increases
its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire-and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)

Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

Stats:
HP: 125
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 30
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 4
DC: 5/5

Moves:
Metronome
Odor Sleuth
Tackle
Belly Drum
Yawn
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Swallow
Crunch
Giga Impact
Double-Edge
Rollout
Headbutt

Counter
Substitute
Zen Headbutt
Thunder Punch
Ice Punch
Fire Punch
Whirlwind
Seed Bomb
Gunk Shot
After You
Mega Punch
Mimic
Fissure
Superpower
Sleep Talk
Last Resort
Self-Destruct

Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team
Endure
Brick Break
Smack Down
Bide
Reflect
Wild Charge
Skull Bash
Swagger
Water Gun
Rock Smash

Bringing with me a Full Incense, an Expert Belt, Leftovers.
Buying 1 Super Potion, 1 Potion, 1 Ether, and 1 Revive with 28 of my CC.
Bringing them with me too.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Unless you have the three TLR items & you are willing to attempt to enter Heaven's Ascent, you cannot enter a TLR with that many Pokémon, Yarnus. Just saying...

... Speaking of which, I had a change of heart in my TLR choice. First serious HA attempt, lgi.

QUEUE
Elevator Music (TT)
Dogfish44 (FSQ)
Geodude6 (MC)
Its_A_Random (TT)
yoshinite (MC)
Yarnus of Bethany (TT)
 
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