Seven Deadly Sins TEAM Bosshroom the Breloom @ Oran Berry (Move your mouse to reveal the content) Bosshroom the Breloom @ Oran Berry (open) Bosshroom the Breloom @ Oran Berry (close) Breloom (*) Bosshroom (M) Nature: Adamant (Attack increased by *, Special Attack reduced by *) Type: Grass / Fighting Grass: Grass STAB; Immunity to Leech Seed; Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1). Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 90 Atk: Rank 6(+) Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 2 Spe: 70 EC: 6/6 MC: 1 DC: 5/5 Abilities: Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled. Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate. Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2). Attacks: Absorb(*) Tackle(*) Stun Spore(*) Leech Seed(*) Mega Drain(*) Headbutt(*) Poisonpowder(*) Spore Mach Punch Counter Force Palm Bullet Seed(*) Drain Punch(*) Seed Bomb(*) Swords Dance(*) Facade(*) Double Team(*) Substitute Stone Edge Jester the Slowking @ Mental Herb (Move your mouse to reveal the content) Jester the Slowking @ Mental Herb (open) Jester the Slowking @ Mental Herb (close) Jester (Slowking) (M) Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion) Type: Water/Psychic Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Abilities: Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate. Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage. (DW) Regenerator: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy. HP: 100 Atk: Rank 3 Def: Rank 4 (+) SpA: Rank 4 SpD: Rank 4 Spe: 26 (-) Size Class: 3 Weight Class: 4 EC: 6/6 MC: 0 DC: 5/5 Moves: Curse Yawn Tackle Growl Water Gun Confusion Disable Headbutt Power Gem Hidden Power (Electric, 7) Zen Headbutt Psychic Heal Pulse Slack Off Mud Sport Sleep Talk Future Sight Scald Flamethrower Thunder Wave Shadow Ball Ice Beam Protect Trick Room Bide Warpaint the Tomohawk @ Oran Berry (Move your mouse to reveal the content) Warpaint the Tomohawk @ Oran Berry (open) Warpaint the Tomohawk @ Oran Berry (close) Tomohawk [Warpaint] (M) Nature: Rash (+Special Attack, -Special Defense) Type: Flying/Fighting Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas. Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters. Abilities: Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. Vital Spirit (DW): (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. Stats: HP: 110 Atk: Rank 2 Def: Rank 3 SpA: Rank 5 (+) SpD: Rank 2 (-) Spe: 85 Size Class: 2 Weight Class: 3 Base Rank Total: 19 EC: 6/6 MC: 0 DC: 2/5 Attacks: Fury Swipes Harden Focus Energy Rock Smash Roar Sunny Day Aura Sphere Aerial Ace Morning Sun Whirlwind Heat Wave Air Slash Earth Power Hurricane Nature Power Roost Stealth Rock Brick Break Focus Blast Taunt BACKPACK Potion: 2 slots Super Potion: 1 slot Ether: 2 slots Revive: 1 Revive, 0 slots Pokeballs: 50; 25 Free slots, 10 Heal Balls, 10 Sport Balls, 5 Timer Balls Berries: 30 slots Battle Items: 20 slots Gems: 20 slots Spare Pocket (any item): 3 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? Your Options are as follows... Enter Ice Spire Enter Rock Crag Enter Iron Dungeon Also ominous music.