Challengers: Kaxtar: Lucario (Move your mouse to reveal the content) Lucario (open) Lucario (close) Lucario [Aura Beast] Male Nature: Naughty (Adds * to Attack, Subtracts * from Special Defense) Fighting : Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories. HP: 100 Atk: Rank 5 (+) Def: Rank 3 SpA: Rank 4 SpD: Rank 2 (-) Spe: 90 EC: 6/6 MC: 6 DC: 5/5 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. 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. Justified (DW): 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 will be maintained at the end of each round. Dark Pulse Foresight Quick Attack Detect Metal Claw Counter Force Palm Feint Bone Rush Metal Sound Endure Reversal Screech ExtremeSpeed Aura Sphere Dragon Pulse Nasty Plot Me First Heal Pulse Quick Guard Close Combat Copycat Final Gambit Blaze Kick Crunch Bullet Punch Mind Reader Hi Jump Kick Detect Agility Vacuum Wave Circle Throw Swords Dance Roar Hone Claws HP Grass Rock Slide Toxic Protect Psychic Substitute Earthquake Flash Cannon Dig Double Team Focus Blast Focus Punch Water Pulse Sleep Talk Rest Iron Tail Drain Punch Stone Edge Endure Ice Punch Thunderpunch Magic Coat Helping Hand Low Kick Zen Headbutt Magnet Rise Raid Only: Dispel Revenankh (Move your mouse to reveal the content) Revenankh (open) Revenankh (close) Revenankh (Female) Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack) 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 of throwing/grappling moves. Superior reaction time in close quarters. HP: 100 Atk: Rank 5 (+) Def: Rank 3 SpA: Rank 2 (-) SpD: Rank 4 Spe: 65 MC: 0 DC: 5/5 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. Wrap Bide Sand Tomb Wring Out Rock Tomb Arm Thrust Mean Look Glare Shadow Punch Moonlight Power Whip Revenge Punishment Hammer Arm Mach Punch Vital Throw Grudge Ice Punch Trick Pain Split Superpower Mach Punch Wide Guard Counter Curse Drain Punch Shadow Sneak Force Palm Taunt Torment Focus Punch Fling Safeguard Giga Impact Substitute Stone Edge Return Shadow Ball Bulk Up Protect Rock Slide Double Team Earthquake Infernape (Move your mouse to reveal the content) Infernape (open) Infernape (close) Infernape (F) Nature: Mild (+SpA, -Def). 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. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. HP: 100 Atk: Rank 4 Def: Rank 2 (-) SpA: Rank 5 (+) SpD: Rank 3 Spe: 108 EC: 9/9 MC: 0 DC: 5/5 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) Iron Fist (DW): (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) Scratch Leer Ember Taunt Mach Punch Fury Swipes Flame Wheel Nasty Plot Torment Close Combat Acrobatics Slack Off Flare Blitz Fire Spin Flamethrower Feint Punishment Facade Calm Mind Encore Assist Fake Out Fire Punch Focus Punch Counter ThunderPunch Quick Guard Helping Hand Substitute Dig Stone Edge Grass Knot Overheat Iron Tail Rest Low Sweep Stealth Rock Protect Hidden Power Ice Earthquake Will-o-Wisp Focus Blast Rock Slide Sunny Day Hyper Beam Endure Double Team Brick Break Fire Blast Aerial Ace Flame Charge U-Turn Shadow Claw Giga Impact Sleep Talk Retaliate Fling Swagger Secret Power Solarbeam Blast Burn Vacuum Wave Endeavor RolePlay Uproar Gunk Shot Helping Hand Low Kick Heat Wave Swift Magic Coat Tomohawk (Move your mouse to reveal the content) Tomohawk (open) Tomohawk (close) Tomohawk [Chinook](F) Modest: (+1 SpA, -1 Atk) 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. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. HP: 110 Atk: Rank 1 (-) Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 3 Spe: 85 EC: 6/6 MC: 0 DC: 5/5 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 as an Action, and will affect all opponents. Intimidate (Command): The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after a KO. Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None 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 (DW) : (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. Fury Swipes Harden Focus Energy Rock Smash Roar Hyper Voice Taunt Morning Sun Whirlwind Aura Sphere Sunny Day Hurricane Heat Wave Air Slash Rain Dance Earth Power Hyper Voice Rest Sky Drop Yawn Rapid Spin Roost Stealth Rock Confuse Ray Nature Power Focus Blast Grass Knot Double Team Toxic Reflect Attract Hyper Beam Substitute Fly Hidden Power Electric Solarbeam Safeguard Protect Backpack and Rewards Bank (Move your mouse to reveal the content) Backpack and Rewards Bank (open) Backpack and Rewards Bank (close) BACKPACK Potion: 0 slot 2x Potion Super Potion: 0 slot 2x Super Potion Ether: 0 slot 2x Ether Elixir: 0 slot 1x Elixir Revive: 0 slot 2x Revive Pokeballs: 39 slot 3x Pokeball 1x Luxury Ball 1x Premier Ball 10x Lure Ball 10x Sport Ball 6x Heal Ball 5x Quick Ball Berries: 45 slot Battle Items: 21 slot Expert Belt Life Orb Shell Bell Expert Belt Gems: 25 slot Spare Pocket (any item): 1 slot 1x Rock Ruby 1x Ice Sapphire 1x Steel Pearl GAINED ITEMS CONSUMED ITEMS COUNTERS REF Lord Jesseus Sigma the Machamp (Move your mouse to reveal the content) Sigma the Machamp (open) Sigma the Machamp (close) Machamp(*) [Sigma] (Male) Nature: Quiet (+SpA, -Spe) Type: Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Stats: HP: 100 Atk: Rank 5 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 48 (-) Eva: -10% Size Class: 3 Weight Class: 5 Base Rank Total: 19 EC: 9/9 MC: 1 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. No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Steadfast (DW): (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. Attacks: Wide Guard Low Kick(*) Leer(*) Focus Energy(*) Karate Chop(*) Low Sweep(*) Foresight(*) Seismic Toss(*) Revenge(*) Vital Throw(*) DynamicPunch Ice Punch(*) ThunderPunch(*) Fire Punch(*) Encore Bullet Punch Payback(*) Bulk Up(*) Rock Slide(*) Counter Fissure Smack Down Stone Edge Fire Blast Rest Earthquake Dig Focus Blast Magic Coat Hidden Power (Grass 7) Brick Break Light Screen Focus Punch Gamma the Rotom-W (Move your mouse to reveal the content) Gamma the Rotom-W (open) Gamma the Rotom-W (close) Rotom [Gamma] Nature: Timid (+Spe, -Atk) 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. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Stats: HP: 90 Atk: Rank 2 (-) Def: Rank 4 SpA: Rank 4 SpD: Rank 4 Spe: 99 (+) Acc: +11% MC: 0 Abilities: Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit. Attacks: Trick Astonish Thunder Wave Thundershock Confuse Ray Uproar Double Team Shock Wave Substitute Hex Discharge Hydro Pump Toxic Will-o-Wisp Protect Shadow Ball Pain Split Thunder Rain Dance Thunderbolt Rest Sleep Talk Reflect Light Screen Endure Volt Switch Snatch Kappa the Kingdra (Move your mouse to reveal the content) Kappa the Kingdra (open) Kappa the Kingdra (close) Kingdra [Kappa] (Female) Nature: Quiet (+SpA, -Spe) Type: 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. Stats: HP: 100 Atk: Rank 3 Def: Rank 3 SpA: Rank 4 (+) SpD: Rank 3 Spe: 73 (-) Size Class: 3 Weight Class: 5 Base Rank Total: 18 EC: 9/9 MC: 1 DC: 5/5 Abilities: 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. Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain. Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion. Attacks: Yawn Bubble Smokescreen Leer Water Gun Focus Energy Bubblebeam Agility Brine Hydro Pump Dragon Dance Dragon Pulse Outrage Muddy Water Signal Beam Disable Surf Hidden Power (Electric 7) Ice Beam Rest Sleep Talk Bounce Dive Substitute Scald Razor Wind Bide Blizzard Backpack and Rewards Bank (Move your mouse to reveal the content) Backpack and Rewards Bank (open) Backpack and Rewards Bank (close) BACKPACK Potion: 2 slot Super Potion: 1 slot Ether: 2 slot Revive: 0 slot 1x Revive Pokeballs: 24 slot 3x Pokeball 1x Luxury Ball 1x Premier Ball 8x Ultra Ball 5x Heal Ball 8x Sport Ball Berries: 30 slot Battle Items: 16 slot EXP Share Rotom Wash Washer Amulet Coin Expert Belt Gems: 20 slot Spare Pocket (any item): 3 slot GAINED ITEMS CONSUMED ITEMS COUNTERS REF == Timeless Tower: Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away. The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it. The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable. A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag. As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge. What could this all mean? And where do you go from here? Player Options: Enter Ice Spire Enter Rock Crag Enter Iron Dungeon Enter Heaven's Ascent [Requires Rock Ruby, Ice Sapphire, Steel Pearl] If you are entering HA, make explicit your starting team of three.