Completed The Legend Run (SubwayJ) Timeless Tower

#1
SubwayJ has Approached the Timeless Tower! Only SubwayJ and the current ref should be posting in this thread until its completion!


As SubwayJ approaches the tower, he double checks his supplies, making sure all is in order:



Nature: Quiet (+Sp Atk, -Speed)

Type: Grass/Ghost

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.
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:

Forewarn: This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.(Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Telepathy (DW-UNLOCKED) (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats: (Quiet Nature)

HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-) (-10EVA)
Size Class: 3
Weight Class: 3
Base Rank Total: 23

EC 6/6
MC
DC 5/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Pain Split
Power Whip
Thunder Fang
Poison Fang
Super Fang
Horn Leech
Shadow Ball

Soak
Giga Drain
Natural Gift
Ingrain
Gravity
Leaf Storm
Leaf Blade
Future Sight
Nightmare

Protect
Calm Mind
Psychic
Torment
Telekenisis
Toxic
Shadow Claw
Stone Edge
Thief
Substitute
Energy Ball
Grass Knot
Payback
Hidden Power (Water 7)
Psych Up
Giga Impact

Synthesis
Snatch
Bind
Spite
Skill Swap
Trick
Worry Seed

Total Moves: 46



Nature: Impish (+Def, -SpAtk)

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

HP: 110
Atk: Rank 5
Def: Rank 4 (+)
Sp Atk: Rank 1 (-)
Sp Def: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4

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

Moves:

Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away
Hammer Arm
Rock Slide
Focus Punch
Bulk Up
Smack Down
Dynamicpunch

Mach Punch
Wide Guard
Detect
Endure
Foresight
Counter
Comet Punch
Reversal

Stone Edge
Poison Jab
Façade
Taunt
Payback
Substitute
Dig
Earthquake
Brick Break
Rest
Retaliate

Ice Punch
Fire Punch
ThunderPunch
Drain Punch
Sleep Talk
Block
Helping Hand
Knock Off
Snore

Total Moves: 42



Nature: Bold (+Def, -Atk)

Type:
Water

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Water Absorb: (Innate)
This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Hydration (DW UNLOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats: (Bold Nature)

HP: 120
Atk: Rank 2(-)
Def: Rank 3 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 65
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Moves:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Covet
Quick Attack
Trump Card
Water Gun
Water Pulse
Aurora Beam
Aqua Ring
Hydro Pump
Bite
Muddy Water
Acid Armor
Haze

Wish
Stored Power
Yawn
Endure

Protect
Work Up
Round
Shadow Ball
Toxic
Hidden Power (Electric 7)
Ice Beam
Blizzard
Hyper Beam
Mimic
Rain Dance
Double Team
Surf
Brine
Bide
Reflect
Roar
Dig

Heal Bell
Helping Hand
Hyper Voice
Icy Wind
Signal Beam
Sleep Talk

Total Moves: 45

Potion x2
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10





Timeless Tower Entrance

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 Actions:
Enter Ice Spire
Enter Rock Crag
Enter Iron Dungeon
Enter Heaven's Ascent, which you can't do at the moment

TLR Begin![/QUOTE]
 
#2
"I have been here before," Subway thinks as he approaches the tower, "Right before I was taken away. Just like last time we shall go to Rock Crag and hope for the best!"


Enter Rock Crag
 
#3
Rock Crag: Entry Hollow

You brace yourself with a shudder of previous experiences, and make your way into the massive spire of earth.

As you step into the spire, you enter a massive room that seems completely bare, save for scattered boulders lying across the floor of the room. You take your time picking across the floor through the huge rocks, when about halfway through you hear some skittering noises echoing throughout the chamber. You glance around the room trying to find the source of the noise, but you are unable to notice anything pass the boulders. Feeling cautious, you release your pokemon in preparation for whatever might come, when 2 small pokemon leap from behind a boulder wrestling with eachother. They quickly stop their play and turn to you, intrigued by your presence. After a few seconds of sizing you up, they lunge at you, it looks like you will have to entertain them in order to carry on!



100 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

110 HP
100 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

120 HP
100 Energy
Status: None
2/3/4/3/65
Water Absorb/Hydration
Water Stone


90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

90 HP
100 Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head


Potion x2
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


Necturna: 3 MC
Conkeldurr: 3 MC
Vaporeon: 3 MC



"I wanna play with the one with the dress!"


"Finally someone else to play with!"
Roggenrola: Sandstorm - Protect
IF Sandstorm isnt up when you act A2, Sandstorm that action

Bonsly: Rock Slide - Rock Slide
IF Offensive Grass move is used by Necturna, Sucker Punch her that action
IF targetted with a poison inducing status move, magic coat that action
 
#5
Rock Crag: Entry Hollow

SubwayJ's team prepares a crushing offense that leaves the excitable challengers tired, however a costly miss denies the KO for this round. Will Subway be able to take the miss in stride?



100 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

110 HP
100 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

120 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

90 HP
100 Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head


Round 1:
Conkeldurr uses Wide Guard!
SubwayJ's team was protected from spread attacks!
-7 Energy

Necturna uses Toxic!
Roggenrola was Badly Poisoned!
-7 Energy

Vaporeon uses Surf!
To Crit Roggenrola <625, 2907 no
To Crit Bonsly <625, 3962 no
7.5+3+6-1*1.5=23.25 Damage to Roggenrola
7.5+3+4.5-1*1.5=21 Damage to Bonsly
-6 energy

Roggenrola uses Sandstorm!
A sandstorm began to rage!
-9 Energy

Bonsly uses Rock Slide!
lolno
-5 Energy

The Sandstorm deals 2 Damage to Conkeldurr/Vaporeon/Necturna
Poison deals 1 Damage to Roggenrola

Round 2:
Bonsly uses Sucker Punch!
To Crit <625, 2970 no
8*1.5=12 Damage to Necturna
-6 Energy

Roggenrola uses Protect!
it protected itself!
-7 Energy

Necturna uses Horn Leech!
To Crit <625, 6651 no
8+3+3-1*1.5+4=23.5 Damage to Bonsly
11.75 HP Recovered!
-11 Energy

Vaporeon uses Hydro Pump!
To Hit <9000, 9803 no
but it missed.....
-7 Energy

Conkeldurr uses Hammer Arm!
To Crit <625, 6845 no
10+3+3+2+2-1*1.5=28.5 Damage to Bonsly
Conkeldurr's speed fell!
-6 Energy


The Sandstorm deals 2 Damage to Conkeldurr/Vaporeon/Necturna
Poison deals 1 Damage to Roggenrola


Necturna: 12+4-11.75=4 Damage Taken
Conkeldurr:4 Damage Taken
Vaporeon:4-2=2 Damage Taken
Roggenrola:2+23.25=25 Damage Taken
Bonsly:25.5+23.5+21=70 Damage Taken



96 HP
82 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

106 HP
87 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

118 HP
87 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


65 HP
84 Energy
Status: Badly Poisoned (1 DPA)
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

17 HP
86 Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head

A Sandstorm is Raging for 3 more rounds!

Potion x2
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 1 CC
Necturna: 3 MC
Conkeldurr: 3 MC
Vaporeon: 3 MC
Me: 5 UC



"Quit playing mean!!"


"OWW!"

Please issue your orders SubwayJ!
 
#6
Your sub should've made Bonsly Sucker Punch Necturna A2, which I then would've healed off with Horn Leech :P

EDIT: Also Hammer Arm should've done 3 more damage, you forgot either Iron fist or Expert Belt and Caporeon should get Water Stone recovery
 
#7
PvZ: Chill-Chill
***If Bonsly uses Endure, use Toxic (Bonsly) that action, this sub overrides all others
***BONUS: If Roggenrola uses Stone Edge on you, Protect that action.
Carcassonne: Mach Punch (Bonsly)-Chill
***If Rogenrolla uses Explosion (alone or in a combo), use Wide Guard that action
Mrs Peacock: Scald (Bonsly)-Brine(Bonsly)
***If Bonsly successfully uses protective/evasive action, Chill that action and push back
***KO SUB:If Bonsly is KOed when you are to act Chill that action instead
 
#8
Rock Crag: Entry Hollow

Your team takes a break this round, quickly KOing the Bonsly and then lazing around while the Roggenrola manages to drop a veritable land slide on your team as a reward for their laziness.




"Uh oh!!"


"I will have fun if its the last thing i do!"

Bonsly: Helping Hand- Ded

Roggenrola: Rock Slide+Rock Slide - Cooldown




96 HP
82 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

106 HP
87 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

118 HP
87 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


65 HP
84 Energy
Status: Badly Poisoned (1 DPA)
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

17 HP
86 Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head


Round 1:
Bonsly uses Helping Hand!
Its ready to help Roggenrola!
-Energy

Conkeldurr uses Mach Punch!
To Crit <625, 2901
4+3+3+2+2-1*1.5=19.5 Damage to Bonsly
-2 Energy

Bonsly was KOed!

Necturna Chilled!
+12 Energy

Vaporeon Chilled!
+12 Energy

Roggenrola uses Mega Rock Slide!
To Hit Conkeldurr <9000, 1683 yes
To Hit Vaporeon <9000, 7180 yes
To Crit Necturna <625, 2094 no
To Crit Conkeldurr <9000, 9815 no
To Crit Vaporeon <9000, 6459 no
(6*2.25*2)+3=30 Damage to Necturna
(6*2.25*2)+3*.67=19.8 Damage to Conkeldurr
(6*2.25*2)+3+1.5=31.5 Damage to Vaporeon
-27 Energy

The Sandstorm deals 2 Damage to Conkeldurr/Vaporeon/Necturna
Poison deals 1 Damage to Roggenrola
Water Stone healed Vaporeon for 1

Round 2:
Everyone Chilled!
+12 Energy

Roggenrola Cooled Down!

The Sandstorm deals 2 Damage to Conkeldurr/Vaporeon/Necturna
Poison deals 2 Damage to Roggenrola
Water Stone healed Vaporeon for 1



Necturna: 34 Damage Taken
Conkeldurr:24 Damage Taken
Vaporeon:31.5-2+4=24 Damage Taken
Roggenrola: 3 Damage Taken
Bonsly:ded



62 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


62 HP
57 Energy
Status: Badly Poisoned (2 DPA)
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

KO HP
KO Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head

A Sandstorm is Raging for 2 more rounds!

Potion x2
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 1 CC
Necturna: 3 MC
Conkeldurr: 3 MC, 1 KOC
Vaporeon: 3 MC
Me: 5 UC



"Oof, I'm tired now......"

Roggenrola: Rock Slide - Rock Slide
IF Wide Guard, Stone Edge Vaporeon​
 
#10
Rock Crag: Entry Hollow

You quickly throw a Heal Ball at the weakened Roggenrola, which is promptly caught in its weakened state!




62 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


62 HP
57 Energy
Status: Badly Poisoned (2 DPA)
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

KO HP
KO Energy
Status: None
4/3/1/2/8 (-10%EVA)
Sturdy/Rock Head

A Sandstorm is Raging for 2 more rounds!


Round 1:
SubwayJ threw a Heal Ball!
To Catch <9114, 8584 yes
SubwayJ Caught Roggenrola!
-1 Heal Ball

Potion x2
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 1 CC
Necturna: 3 MC
Conkeldurr: 3 MC, 1 KOC
Vaporeon: 3 MC
Me: 5 UC
-1 Heal Ball



Congratulations SubwayJ, you caught the Roggenrola! You man name your new Pokemon, as well as shift your team around and use any items you deem necessary.
 
#11
Roggenrolla will be named Blockus and take the place of PvZ whom I use a potion on.

1*Potion on PvZ, Switch PvZ for Blockus

(Also, don't I get PMed his data or no?)
 
#12
Rock Crag: Rumble Hall

You quickly spray a potion on Necturna, and recall her and send out your new Roggenrola before continuing on your way.

You come across an area of the crag that is more unstable than the others. Earthquakes seem to randomly average this area, causing you to lose your footing, but aside from physical movement, the area seems entirely unscathed. It's entirely possible this could be the work of a Pokemon rather than an actual feature of the area. In any case you can see down two paths, one where a few small rocks rumble visibly, while the other is calm.You surmise the quakes are coming from that area.

Do you:
A) Enter towards the quakes and inspect what is going on.
B) Continue down the other tunnel and ignore the quakes.
C) Stay and see if something happens.




90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone



82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 1 CC
Necturna: 3 MC
Conkeldurr: 3 MC, 1 KOC
Vaporeon: 3 MC
Me: 5 UC
-1 Heal Ball
-1 Potion
 
#14
Rock Crag: Rumble Hall

Not wanting to deal with the hazards of quakes in these gloomy tunnels, you instead take the calmer tunnel continuing on your way with little incident for the time being.




90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone



82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 1 CC
Necturna: 3 MC
Conkeldurr: 3 MC, 1 KOC
Vaporeon: 3 MC
Me: 5 UC
-1 Heal Ball
-1 Potion



Rock Crag: Vista

After a moderate walk, you find the end of the tunnel your in as it opens up into a cliff outside of the Rock Crag. On this cliff there is a small path that leads up to a small vista overlooking the rest of the world in solitude. Over the edge of the cliff, you can see that you are an impressive height up from the ground. You even notice the bridge that you came into the Rock Crag on, as well as the Iron Dungeon glinting in the now-lowering sun off to the north. As you continue to look around, you also notice another path that winds closely along the side of the mountain and leads into another tunnel. This path seems to be the correct choice to move forward, however there might be something interesting up in that vista, but is it safe? What do you do?


a) Approach the edge of the Vista
b) Stay close to the wall and move on.
c) Wait and see what happens.

 
#16
Rock Crag: Vista

As you approach the vista, you look up the side of the mountain, and you notice a small ways up the mountain there is a Solrock sunning itself on a cliff. The Solrock hears your approach to the vista and whips around to face you, glaring at the intrusion. As your pokemon notice this, your Conkeldurr steps forward, attempting to threaten away the angered pokemon. Unfortunately, Conkeldurr is surrounded by a faint purple aura, and you watch in horror as it is telekinetically carried up to the cliff with the Solrock. You attempt to pursue your trapped pokemon, however the mountain side defies your attempts to scale it with no holds for you to get up, you will have to waste valuable time searching for another way up. To make matters worse, you notice that a ray of light shoots out from the Solrock towards the sun, and in response the sun grows brighter, lighting a ring of fire around your Conkeldurr. You pray that your pokemon can hold the 2 rounds it will take you to get up the cliff to assist it.




90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone



82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Solrock uses Sunny Day!
The Sun grew Brighter!
-10 Energy

Conkeldurr was affected by Fire Spin!
4 Damage to Conkeldurr
Conkeldurr was trapped by fire!
-3 Energy

Fire Spin deals 2 Damage to Conkeldurr!



76 HP
95 Energy
Status: Fire Spin (4 Actions)
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt


100 HP
87 Energy
Status: None
4/3/2/2/70
Levitate
Watmel Berry


The Sun is shining Brightly!




Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 2 CC
Necturna: 6 MC
Conkeldurr: 6 MC, 1 KOC
Vaporeon: 6 MC
Me: 9 UC
-1 Heal Ball
-1 Potion
 
#17
Drain Punch-Payback-Drain Punch
***If Solrock uses Explosion, use Wide Guard that action.

Not much else I can muster :(

(Also have I said I hate Solrocks)
(Also, also, shouldn't Solrock have a little EN missing from the sunny day and fire spin?)
 
#18
Rock Crag: Vista

Conkeldurr does its best to sustain itself and fend off the Solrock while it waits for help to arrive. However a Trap by the Solrock stops Conkeldurr from being able to heal itself. It then proceeds to use its mental powers to telekinetically drag Conkeldurr through the flames surronding it, greatly harming him through the process. The fight begins to look bleak as you and your other pokemon manage to get up to the cliff, however it will still take you another round to reach Conkeldurr as you are still far off yet.




90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

82 HP
95 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone



82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Round 1:
Solrock uses Heal Block!
SubwayJ's Team can't heal!
-9 Energy

Conkeldurr uses Drain Punch!
To Crit <625, 8430 no
8+3+2+3=16 damage to Solrock
-11 Energy

Fire Spin deals 2 Damage to Conkeldurr

Round 2:
Solrock uses Psychic!
To crit <625, 8550 no
Lower Sp.D <1000, 5636 no
10+3-1.5*1.5=17.25 Damage to Conkeldurr
-6 Energy

Conkeldurr uses Payback!
To Crit <625, 7645 no
10+2+3*1.5=22.5 Damage to Solrock
-7 Energy

Fire Spin deals 2 Damage to Conkeldurr

Round 3:
Solrock uses Fire Blast!
To Hit <8500, 3232 yes
To Crit <625, 5633 no
To Burn <3000, 3130 no
12+3-1.5+4=17.5 Damage to Conkeldurr
-8 Energy

Conkeldurr uses Drain Punch!
To Crit <625, 4424 no
8+3+2+3=16 damage to Solrock
-11 Energy

Fire Spin deals 2 Damage to Conkeldurr


Conkeldurr: 17.25+17.25+6=41 Damage Taken
Solrock: 16+16+22.5=55 Damage Taken



35 HP
66 Energy
Status: Fire Spin (1 Actions)
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt


45 HP
64 Energy
Status: None
4/3/2/2/70
Levitate
Watmel Berry(3)


The Sun is shining Brightly!




Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 2 CC
Necturna: 6 MC
Conkeldurr: 6 MC, 1 KOC
Vaporeon: 6 MC
Roggenrola: 1 EC, 2 MC, 1 DC
Me: 9 UC
-1 Heal Ball
-1 Potion



"You shall pay for disturbing this land!"
Solrock: Psychic - Fire blast - Psychic
IF Payback is used in a combo A1, use a Psychic+Psychic Combo that action
IF Endure is used A1, use a Psychic+Psychic combo that action, IF its used A2, Fire Spin that action
 
#20
Rock Crag: Vista

Conkeldurr fights defensively, using his wits to avoid the wave after wave of attacks thrown at it from Solrock. However Solrock does manage to catch Conkeldurr unawares with a massive star of flame that fully catches it in the face. Your team manages to enter the fray just before your conkeldurr passes out from the fire. You may have a chance to save it yet!




35 HP
66 Energy
Status: Fire Spin (1 Actions)
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt



90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone

82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Round 1:
Conkeldurr uses Detect!
it protected itself!
-12 Energy

Solrock uses Psychic!
To Crit <625, 3102 no
10+3-1.5*1.5=17.25 Damage to Conkeldurr
-6 Energy

Fire Spin deals 2 Damage to Conkeldurr!

Round 2:
Solrock uses Fire Blast!
To Crit <625, 623 yes
To Burn <3000, 6957 no
12+3+3+4-1.5=21.5 Damage to Conkeldurr
-8 Energy

Conkeldurr uses Payback!
To Crit <625, 2933 no
10+2+3*1.5=22.5 Damage to Solrock
-7 Energy

Round 3:
Conkeldurr uses Detect!
it protected itself!
-12 Energy

Solrock uses Psychic!
To Crit <625, 3102 no
10+3-1.5*1.5=17.25 Damage to Conkeldurr
-6 Energy


Conkeldurr: 2+21.5=24 Damage Taken
Solrock: 23 Damage Taken



11 HP
35 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


22 HP
45 Energy
Status: None
4/3/2/2/70
Levitate
Watmel Berry(2)


The Sun is shining Brightly!




Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x25
Sports Ball x15
Timer Ball x10


SubwayL: 2 CC
Necturna: 6 MC
Conkeldurr: 6 MC, 1 KOC
Vaporeon: 6 MC
Roggenrola: 1 EC, 2 MC, 1 DC
Me: 9 UC
-1 Heal Ball
-1 Potion



Please either issue actions for your team OR Initiate a capture phase.
 
#22
Rock Crag: Vista

To avoid any more harm coming to your team you quickly charge forward and start throwing assorted Pokeball's at your foe. Solrock breaks free of the first ball, but the second one does the trick. You happily jump forward and snatch up the newly caught mon.




35 HP
66 Energy
Status: Fire Spin (1 Actions)
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt



90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone

82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


SubwayJ threw a Heal Ball!
To catch <1500, 7543 no

SubwayJ threw a Sport Ball!
To Catch <6000, 4501 yes
Congratulations, you caught Solrock!



11 HP
35 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone


22 HP
45 Energy
Status: None
4/3/2/2/70
Levitate
Watmel Berry(2)


The Sun is shining Brightly!




Potion x1
Super Potion x1
Ether x2
Revive x1
Heal Ball x23
Sports Ball x14
Timer Ball x10


SubwayL: 2 CC
Necturna: 6 MC
Conkeldurr: 6 MC, 1 KOC
Vaporeon: 6 MC
Roggenrola: 1 EC, 2 MC, 1 DC
Me: 9 UC
-2 Heal Ball
-1 Sport Ball
-1 Potion



Please name your new mon and rearrange your team/use items as desired.
 
#24
Rock Crag: Vista

You quickly heal your team and trek back down the cliff and return to the trail leading back into the mountain.




22 HP
45 Energy
Status: None
4/3/2/2/70
Levitate

90 HP
100 Energy
Status: None
4/3/1/1/13 (-10%EVA)
Sturdy/Sand Force

94 HP
100 Energy
Status: None
2/3/5/3/65
Water Absorb/Hydration
Water Stone



51 HP
55 Energy
Status: None
5/4/1/3/45
Guts/Sheer Force/Iron Fist
Expert Belt

82 HP
100 Energy
Status: None
5/4/4/5/70 (-10%EVA)
Forewarn/Telepathy
Miracle Seed


Potion x1
Ether x1
Revive x1
Heal Ball x23
Sports Ball x14
Timer Ball x10




Rock Crag: Petrified Forest

As the trail leads down this winding tunnel, it suddenly opens up into a massive chamber filled with trees that have long since been petrified. their are small windows on the sides of the chamber, letting light into the chamber. However the light is choked with dust and a sense of gloom pervades the air as you walk through the forest. As you approach the center of the forest you notice a small pedestal with a bottle of Fresh Water sitting on it for no reason you can determine, but the possibility of healing 50 HP to one your of pokemon could be a great boon. You can't help but feel that your being watched, and upon looking around you notice the exit from this chamber off to your left. What do you do?

a) Try and grab the Fresh Water
b) Ignore the water and move on





SubwayL: 2 CC
Necturna: 6 MC
Conkeldurr: 6 MC, 1 KOC
Vaporeon: 6 MC
Roggenrola: 2 EC, 4 MC, 2 DC
Me: 9 UC
-2 Heal Ball
-1 Sport Ball
-1 Potion
-1 Super Potion
-1 Ether