Challengers:
ToastTyrant:
Arghonaut Aquatious (M)
Nature: Brave (+1 Rank to Attack, -15% speed, 10 point decrease in evasion, effectively adding 10 accuracy to the opponent's attacks directed at this pokemon)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
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)
Stats
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 66 (75/1.15^) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks (17):
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Drain Punch
Recover
Ice Punch
Waterfall
Rock Slide
Earthquake
Aqua Jet
Revenge
Taunt
Focus Punch
Sludge Wave
Hidden Power Grass 7
Gallade Hadouken (M)
Nature: Naive (+15% Sped, +10% Accuracy, -1 Rank Special Defense)
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 attacks regardless of weight difference. 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: (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.
Stats
HP: 100
Atk: 5
Def: 3
SpA: 3
SpD: 3 (-)
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 3/5
Attacks (21):
Growl
Confusion
Double Team
Teleport
Calm Mind
Lucky Chant
Magical Leaf
Heal Pulse
Shadow Sneak
Encore
Disable
Thunderbolt
Toxic
Rest
Will-o'-Wisp
Hypnosis
Taunt
Future Sight
Night Slash
Leaf Blade
Swords Dance
Revenankh Apparit (M)
Nature: Impish (+1 Rank to Defense, -1 Rank from Special Attack)
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 of throwing/grappling moves. 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.
MC 2
DC 2/5
Stats
HP: 100
Atk: 4
Def: 4 (+)
SpA: 2 (-)
SpD: 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Attacks (15):
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Force Palm
Counter
Shadow Sneak
Toxic
Taunt
Rock Slide
Backpack:
Rickheg:
Rotom Plasma Moto (0)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric/Fire
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.
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:
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 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.
Stats:
HP: 90
Atk: 2 (-)
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20
EC: n/a
MC: 1
DC: n/a
Attacks (21):
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Substitute
Overheat
Pain Split
Mud Slap
Light Screen
Shadow Ball
Will-O-Wisp
Toxic
Volt Change
Reflect
Thunderbolt
Arcanine Ziggy (F)
Nature: Lonely (Adds 1 to Attack; Subtracts 1 From Defense)
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.
Stats:
HP: 100
Atk: 5 (+)
Def: 2 (-)
SpA: 4
SpD: 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 4
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 thier 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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
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 will be maintained at the end of each round.
Attacks (24):
Bite
Roar
Ember
Leer
Odor Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal
ExtremeSpeed
Thunder Fang
Flare Blitz
Agility
Heat Wave
Crunch
Morning Sun
Close Combat
Iron Tail
Flamethrower
Wild Charge
Will-O-Wisp
Swagger
Dragon Pulse
Teleport
Mienshao Swifty (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: 5
Def: 2
SpA: 2 (-)
SpD: 2
Spe: 121 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 3
DC: 5/5
Abilities:
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.
Regenerator (Innate): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Attacks (19):
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Drain Punch
Hi Jump Kick
Wide Guard
Low Kick
Feint
Knock Off
U-Turn
Rock Slide
Brick Break
Poison Jab
Acrobatics
Swords Dance
Backpack:
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 happened? What could this all mean? And where do you go from here?
.
.
Your way...
.
ToastTyrant:
Arghonaut Aquatious (M)
Nature: Brave (+1 Rank to Attack, -15% speed, 10 point decrease in evasion, effectively adding 10 accuracy to the opponent's attacks directed at this pokemon)
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
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)
Stats
HP: 110
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 4
Spe: 66 (75/1.15^) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 21
EC: 6/6
MC: 0
DC: 5/5
Attacks (17):
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust
Drain Punch
Recover
Ice Punch
Waterfall
Rock Slide
Earthquake
Aqua Jet
Revenge
Taunt
Focus Punch
Sludge Wave
Hidden Power Grass 7
Gallade Hadouken (M)
Nature: Naive (+15% Sped, +10% Accuracy, -1 Rank Special Defense)
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 attacks regardless of weight difference. 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: (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.
Stats
HP: 100
Atk: 5
Def: 3
SpA: 3
SpD: 3 (-)
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 9/9
MC: 0
DC: 3/5
Attacks (21):
Growl
Confusion
Double Team
Teleport
Calm Mind
Lucky Chant
Magical Leaf
Heal Pulse
Shadow Sneak
Encore
Disable
Thunderbolt
Toxic
Rest
Will-o'-Wisp
Hypnosis
Taunt
Future Sight
Night Slash
Leaf Blade
Swords Dance
Revenankh Apparit (M)
Nature: Impish (+1 Rank to Defense, -1 Rank from Special Attack)
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 of throwing/grappling moves. 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.
MC 2
DC 2/5
Stats
HP: 100
Atk: 4
Def: 4 (+)
SpA: 2 (-)
SpD: 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Attacks (15):
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Force Palm
Counter
Shadow Sneak
Toxic
Taunt
Rock Slide
Backpack:
- Potion: 1 slot
- Ether: 1 slot
- Revive: 1 slot
- Pokeballs: 5 {20 slots}
-
- Berries: 3 {12 slots}
-
- Battle Items: 5 slots
- Gems: 5 slots
- Spare Pocket (any item): 1 slot
Rickheg:
Rotom Plasma Moto (0)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Electric/Fire
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.
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:
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 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.
Stats:
HP: 90
Atk: 2 (-)
Def: 4
SpA: 5 (+)
SpD: 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20
EC: n/a
MC: 1
DC: n/a
Attacks (21):
Trick
Astonish
Thunder Wave
Thundershock
Conuse Ray
Uproar
Double Team
Shock Wave
Hex
Charge
Discharge
Substitute
Overheat
Pain Split
Mud Slap
Light Screen
Shadow Ball
Will-O-Wisp
Toxic
Volt Change
Reflect
Thunderbolt
Arcanine Ziggy (F)
Nature: Lonely (Adds 1 to Attack; Subtracts 1 From Defense)
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.
Stats:
HP: 100
Atk: 5 (+)
Def: 2 (-)
SpA: 4
SpD: 3
Spe: 95
Size Class: 4
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 4
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 thier 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.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
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 will be maintained at the end of each round.
Attacks (24):
Bite
Roar
Ember
Leer
Odor Sleuth
Take Down
Helping Hand
Flame Wheel
Reversal
ExtremeSpeed
Thunder Fang
Flare Blitz
Agility
Heat Wave
Crunch
Morning Sun
Close Combat
Iron Tail
Flamethrower
Wild Charge
Will-O-Wisp
Swagger
Dragon Pulse
Teleport
Mienshao Swifty (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy on this Pokemon's attacks; Subtracts * from Special Attack)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Stats:
HP: 100
Atk: 5
Def: 2
SpA: 2 (-)
SpD: 2
Spe: 121 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
EC: 6/6
MC: 3
DC: 5/5
Abilities:
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.
Regenerator (Innate): When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.
Reckless (Innate): This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.
Attacks (19):
Pound
Meditate
Detect
Fake Out
Double Slap
Swift
Calm Mind
Drain Punch
Hi Jump Kick
Wide Guard
Low Kick
Feint
Knock Off
U-Turn
Rock Slide
Brick Break
Poison Jab
Acrobatics
Swords Dance
Backpack:
- Potion: 1 slot
- Ether: 1 slot
- Revive: 1 slot
- Pokeballs: 10 {15 slots}
-
- Berries: 14 {1 slot}
-
- Battle Items: 5 slots
- Gems: 5 slots
- Spare Pocket (any item): 1 slot
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 happened? What could this all mean? And where do you go from here?
.
.
Your way...
- Ice Spire
- Rock Crag
- Iron Dungeon
- Rock Crag
.