Well, here we are, with another two Timeless Tower Hopefuls. One of them being an initial playtester, & the other coming back for more after capturing Regirock. Let's meet the challengers. TravelLog Vercingetorix the Lucario @ Enigma Berry (Move your mouse to reveal the content) Vercingetorix the Lucario @ Enigma Berry (open) Vercingetorix the Lucario @ Enigma Berry (close) Lucario [Vercingetorix] (F) Nature: Naughty (+Atk, -SpD) Type: Fighting/Steel 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. 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: 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): (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. Stats: HP: 100 Atk: Rank 5 (+) Def: Rank 3 SpA: Rank 4 SpD: Rank 2 (-) Spe: 90 Size Class: 3 Weight Class: 4 Base Rank Total: 20 EC: 6/6 MC: 0 DC: 5/5 (Unlocked) Attacks: Quick Attack Foresight Endure Counter Force Palm Feint Reversal Screech Copycat Nasty Plot Swords Dance Final Gambit Dark Pulse Detect Metal Claw Metal Sound Bone Rush Me First Quick Guard Heal Pulse Dragon Pulse Aura Sphere Extremespeed Blaze Kick Circle Throw Crunch Hi Jump Kick Vacuum Wave Ice Punch Magic Coat Magnet Rise ThunderPunch Attract Dig Drain Punch Earthquake Facade Hidden Power (Ice 7) Protect Psychic Shadow Claw Stone Edge Substitute Swagger Water Pulse Work Up Moves: 46 Hephaestus the Metagross @ Expert Belt (Move your mouse to reveal the content) Hephaestus the Metagross @ Expert Belt (open) Hephaestus the Metagross @ Expert Belt (close) Metagross [Hephaestus] (Genderless) Nature: Careful (+1 SpD, -1 SpA) Type: Steel/Psychic 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. 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: Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.) Levitate: (Command) The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type. Stats: HP: 100 Atk: Rank 5 Def: Rank 5 SpA: Rank 2 (-) SpD: Rank 4 (+) Spe: 70 Size Class: 4 Weight Class: 9 Base Rank Total: 22 EC: 9/9 MC: 0 DC: 5/5 (Unlocked) Attacks: Take Down Magnet Rise Metal Claw Confusion Scary Face Pursuit Bullet Punch Iron Defense Agility Psychic Zen Headbutt Hammer Arm Meteor Mash Hyper Beam DynamicPunch Endure Gravity Iron Head Ice Punch ThunderPunch Refresh (Event Move) Aerial Ace Earthquake Grass Knot Hone Claws Light Screen Protect Rain Dance Reflect Rest Rock Slide Sandstorm Shadow Ball Sleep Talk Sludge Bomb Stealth Rock Substitute Swagger Telekinesis Moves: 39 Cid the Cyclohm @ Enigma Berry (Move your mouse to reveal the content) Cid the Cyclohm @ Enigma Berry (open) Cid the Cyclohm @ Enigma Berry (close) Cyclohm [Cid] (M) Nature: Calm (+1 SpD, -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 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): (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 4 SpD: Rank 4 (+) Spe: 80 Size Class: 4 Weight Class: 4 Base Rank Total: 20 EC: 9/9 MC: 0 DC: 5/5 (Unlocked) Attacks: Tackle Growl Leer Whirlwind Dragon Rage Charge Thundershock Rain Dance Twister Sonicboom Double Hit Discharge Hurricane Slack Off Bide Dragon Pulse Hyper Beam Zap Cannon Weather Ball Dragon Rush Heal Bell Hydro Pump Magnet Rise Power Gem Signal Beam Water Pulse Dragon Tail Earthquake Flamethrower Ice Beam Protect Thunderbolt Torment Moves: 33 Backpack (Note: You can only bring your 3 Pokemon (Move your mouse to reveal the content) Backpack (Note: You can only bring your 3 Pokemon (open) Backpack (Note: You can only bring your 3 Pokemon (close) Potion: 2 slots Super Potion: 1 slot Ether: 2 slots Revive: 1 slot Pokeballs: 35 5 Sport Balls 5 Heal Balls 5 Ultra Balls Berries: 30 Battle Items: 20 Gems: 20 Spare Pocket (any item): 3 DarkSlay Salmon the Slowking @ Expert Belt (Move your mouse to reveal the content) Salmon the Slowking @ Expert Belt (open) Salmon the Slowking @ Expert Belt (close) Slowking [Salmon] (F) Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.) Type: Psychic / Water 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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks. Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1). Stats: HP: 100 Atk: Rank 3 Def: Rank 4 (+) SpA: Rank 4 SpD: Rank 4 Spe: 26 (-) EC: 6 / 6 MC: 0 DC: 5 / 5 Abilities: Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm. Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method. Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored. Attacks: Curse (*) Yawn (*) Tackle (*) Growl (*) Water Gun (*) Confusion (*) Disable (*) Headbutt (*) Psychic Slack Off Nasty Plot Amnesia Heal Pulse Water Pulse Future Sight (*) Block (*) Mud Sport (*) Wonder Room Counter Calm Mind (*) Surf (*) Ice Beam (*) Thunder Wave Trick Room Hidden Power (Grass, 7) Scald Rain Dance Flamethrower Psyshock Focus Blast Dragon Tail Toxic Reflect Light Screen Telekinesis Protect Dig Substitute Rest Brick Break Shadow Ball Lumber the Conkeldurr @ Black Belt (Move your mouse to reveal the content) Lumber the Conkeldurr @ Black Belt (open) Lumber the Conkeldurr @ Black Belt (close) Conkeldurr [Lumber] (M) Nature: Careful (Adds * to Special Defense. Subtracts * from Special Attack.) Type: Fighting Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1). Stats: HP: 110 Atk: Rank 5 Def: Rank 3 SpA: Rank 1 (-) SpD: Rank 4 (+) Spe: 45 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 (UNLOCKED): (Innate) This 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: Pound (*) Leer (*) Focus Energy (*) Bide (*) Low Kick (*) Rock Throw (*) Wake-Up Slap (*) Little By Little (*) Focus Punch Hammer Arm Foresight Stone Edge Scary Face Drain Punch (*) Mach Punch (*) Detect (*) Reversal Wide Guard Force Palm Bulk Up (*) Rock Slide (*) Payback (*) Taunt Earthquake Substitute Knock Down Facade Toxic Low Sweep Ankhles the Revenankh @ Focus Band (Move your mouse to reveal the content) Ankhles the Revenankh @ Focus Band (open) Ankhles the Revenankh @ Focus Band (close) Revenankh [Ankhles] (F) Nature: Relaxed (Adds * to Defense. Subtracts 15% from Speed.) Type: Ghost/Fighting Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.) Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate has Energy Cost reduced by one (1). Stats: HP: 100 Atk: Rank 4 Def: Rank 4 (+) SpA: Rank 3 SpD: Rank 4 Spe: 56 (-) EC: 0 / 0 (Does not evolve) MC: 0 DC: 5 / 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. Mummy (UNLOCKED): (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions. Attacks: Wrap (*) Bide (*) Sand Tomb (*) Wring Out (*) Rock Tomb (*) Arm Thrust (*) Mean Look (*) Glare (*) Shadow Punch (*) Hammer Arm Power Whip Revenge Moonlight Shadow Sneak (*) Counter (*) Drain Punch (*) Mach Punch Destiny Bond Pain Split Ice Punch Knock Off Rock Slide (*) Bulk Up (*) Taunt (*) Protect Substitute Focus Punch Torment Earthquake Double Team Safeguard Backpack (Move your mouse to reveal the content) Backpack (open) Backpack (close) Potion: 2 slots Super Potion: 0 slots 1 Super Potion Ether: 2 slots Revive: 0 slots 1 Revive Pokeballs: 35 10 Ultra Balls 5 Sport Balls Berries: 30 Battle Items: 20 Gems: 20 Spare Pocket (any item): 3 With that out of the way, time to RP. 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 Enter Heaven's Ascent, which you two can't do at the moment DarkSlay, since you've already conquered Rock Crag, you don't have to Challenge Rock Crag if you don't want to in order to reach Heaven's Ascent. Other than that, let the TLR Begin!