Data [TLR DATA] Drifting Nomadic Augur

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Deck Knight

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Drifting Nomadic Augur
Difficulty:
Legendary
Prerequisites: None

RP Flow: Lackeys --> RP 1 --> Guardians --> [RP 2 --> RP 3 OR RP 2 + RP 3] -> Boss

RP 1 Selections:
A Quick Fix (Easy Room)
Understanding Perception (Easy Room)
Balancing Act (Intermediate Room)
Cold Reception (Intermediate Track)

RP 2 Selections:
Balancing Act (Intermediate Room) [If not previously selected]
Freedom of Aspiration (Intermediate Room)
A Tough Cell (Intermediate Track)
Conduct (Intermediate Track)
Trial by Moonlight (Expert Room)

RP 3 Selections:
Freedom of Aspiration (Intermediate Room) [If not previously selected]
Relinquish (Intermediate Room)
Psychic Soldiers (Expert Track)
Silent Retribution (Expert Room)

RP 2 + RP 3 Selections:

Trial by Moonlight (Expert Room) --> Other M (Expert Room)
Psychic Soldiers (Expert Track) --> Other M (Expert Room)
Silent Retribution (Expert Room) --> Other M (Expert Room)

Lackeys: Mime Jr. / Woobat / Bronzor
Guardians: (Mega) Medicham / Claydol
Boss: Deoxys (Legend) / (Mega) Alakazam

Opening Text

The Drifting Nomadic Augur. A so-called fortune teller that wanders all around the place with an enigmatic personality. There have been many sightings of this augur in all sorts of places from forests to caves to mountains to meteors to alien constructs but few have ever gotten close, let alone live to tell the tale. An intriguing tale that you should maybe pursue. The problem is that there is no real one place to start since the augur has been sighted in so many places around the world. However recently in a forest, a portal has opened up. A couple of people have entered the portal but have never returned. Maybe you should investigate what lies beyond this portal and whether or not it will take you to this augur.

Lackeys:
[IMG]http://play.pokemonshowdown.com/sprites/bw/mimejr.png[/IMG]
Mime Jr. (X)
Nature: Quiet (-10% Eva)
Type: Psychic / Fairy

Abilities:
Sounproof
Filter
Technician

Stats:

HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 52 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
AC: 5/5

Moves:
Barrier
Baton Pass
Confusion
Copycat
Double Slap
Encore
Light Screen
Meditate
Mimic
Psybeam
Psychic
Recycle
Reflect
Role Play
Safeguard
Substitute
Tickle
Trick

Fake Out
Future Sight
Hypnosis
Icy Wind
Nasty Plot

Charge Beam
Hidden Power (Fairy)
Infestation
Protect
Taunt

[B]MC Allocation: 6[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/bronzor.png[/IMG]
Bronzor (-)
Nature: Brave (-10% Eva)
Type: Steel / Psychic

Abilities:
Levitate
Heatproof
Heavy Metal

Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 (-)
Size Class: 1
Weight Class: 4 [5 HM]
Base Rank Total: 11

EC: 0/6
AC: 5/5

Moves:
Confuse Ray
Confusion
Extrasensory
Feint Attack
Future Sight
Gyro Ball
Heal Block
Heavy Slam
Hypnosis
Imprison
Iron Defense
Metal Sound
Payback
Psywave
Safeguard
Tackle

Gravity
Rollout
Signal Beam
Skill Swap

Calm Mind
Earthquake
Flash Cannon
Rock Slide
Protect
Trick Room

[B]MC Allocation: 6[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/woobat.png[/IMG]
Woobat (X)
Nature: Naive (+16% Acc)
Type: Psychic/Flying

Abilities:
Klutz
Unaware
Simple

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 83 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
AC: 5/5

Moves:
Air Cutter
Air Slash
Amnesia
Assurance
Attract
Calm Mind
Confusion
Endeavor
Future Sight
Gust
Heart Stamp
Imprison
Odor Sleuth
Psychic

Flatter
Helping Hand
Psycho Shift
Roost
Stored Power

Charge Beam
Protect
Psych Up
Shadow Ball
Thunder Wave

[B]MC Allocation: 6[/B]


Guardians:
[IMG]http://play.pokemonshowdown.com/sprites/bw/medicham.png[/IMG]
Pokemon (X) @ Life Orb OR Medichamite
Nature: Jolly (+10% Acc)
Type: Psychic / Fighting

Abilities:
Pure Power
Telepathy

Stats:

HP: 90
Atk: Rank 2 [5 PP]
Def: Rank 3
SpA: Rank 1 (-)
SpD:Rank 3
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18
[Hide=Mega Medicham][IMG]http://play.pokemonshowdown.com/sprites/bw/medicham-mega.png[/IMG]
HP: 90
Atk: Rank 4 [8 PP + Medichamite]
Def: Rank 3
SpA: Rank 1 (-)
SpD:Rank 3
Spe: 115 (+) (+15% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 21[/Hide]
EC: 6/6
AC: 5/5

Moves:
Acupressure
Bide
Calm Mind
Confusion
Detect
Feint
Fire Punch
Force Palm
Hidden Power (Fairy 6)
High Jump Kick
Ice Punch
Meditate
Mind Reader
Power Trick
Psych Up
Recover
Reversal
Swagger
Thunder Punch
Zen Headbutt

Baton Pass
Bullet Punch
Drain Punch
Dynamic Punch
Fake Out
Foresight
Psycho Cut

Counter
Helping Hand
Mega Kick

Brick Break
Double Team
Hyper Beam
Poison Jab
Power-Up Punch
Psych Up
Rock Slide
Sleep Talk

[B]MC Allocation: 10[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/claydol.png[/IMG]
Claydol (-) @ Light Clay
Nature: Relaxed (-10% Eva)
Type: Ground / Psychic

Abilities:
Levitate

Stats:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 60 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
AC: N/A

Moves:
Ancient Power
Confusion
Cosmic Power
Earth Power
Explosion
Extrasensory
Guard Split
Harden
Heal Block
Hyper Beam
Mud-Slap
Power Split
Power Trick
Psybeam
Rapid Spin
Rock Tomb
Sandstorm
Self-Destruct
Teleport

Drill Run
Gravity
Magic Coat
Signal Beam
Skill Swap
Zen Headbutt

Ally Switch
Bulldoze
Dazzling Gleam
Earthquake
Light Screen
Protect
Psychic
Reflect
Rock Slide
Solar Beam
Sleep Talk
[B]MC Allocation: 10[/B]


Boss:
[IMG]http://play.pokemonshowdown.com/sprites/bw/deoxys-defense.png[/IMG]
Deoxys (-) @ Everstone
Nature: Timid [+12% (D) / +30% (N) / +30% (A) / +30% (S)]
Type: Psychic

Abilities:
Pressure

Stats:

HP: 90
Atk: Rank 2(-)
Def: Rank 7 [8]
SpA: Rank 3
SpD: Rank 7 [8]
Spe: 104 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 25

[Hide=Deoxys (Attack)][IMG]http://play.pokemonshowdown.com/sprites/bw/deoxys-attack.png[/IMG]
HP: 90
Atk: Rank 7(-) [8]
Def: Rank 1
SpA: Rank 8 [9]
SpD: Rank 1
Spe: 173 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 26[/Hide][Hide=Deoxys (Normal)][IMG]http://play.pokemonshowdown.com/sprites/bw/deoxys.png[/IMG]
HP: 90
Atk: Rank 5(-) [6]
Def: Rank 2
SpA: Rank 6 [7]
SpD: Rank 2
Spe: 173 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24[/Hide][Hide=Deoxys (Speed)][IMG]http://play.pokemonshowdown.com/sprites/bw/deoxys-speed.png[/IMG]
HP: 90
Atk: Rank 2(-) [3]
Def: Rank 3
SpA: Rank 3 [4]
SpD: Rank 3
Spe: 207 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 22[/Hide]

EC: N/A
AC: N/A

Moves:
Forme Shift Command
Agility
Amnesia
Counter
Double Team
Extreme Speed
Hyper Beam
Iron Defense
Knock Off
Leer
Mirror Coat
Night Shade
Psychic
Psycho Boost
Psycho Shift
Pursuit
Recover
Snatch
Spikes
Superpower
Swift
Taunt
Teleport
Wrap
Zap Cannon
Zen Headbutt

Fire Punch
Icy Wind
Mud-Slap
Seismic Toss
Shock Wave
Signal Beam

Ally Switch
Brick Break
Focus Blast
Hidden Power (Fairy)
Light Screen
Poison Jab
Protect
Psych Up
Reflect
Psyshock
Rock Slide
Shadow Ball
Sleep Talk
Thunder
Thunder Wave
[B]MC Allocation: 10[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/alakazam.png[/IMG]
Alakazam (X) @ Expert Belt OR Alakazite
Nature: Timid (+22% Acc)
Type: Psychic

Abilities:
Synchronise
Inner Focus
Magic Guard
(Mega only) Trace

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19
[Hide=Mega Alakazam][IMG]http://play.pokemonshowdown.com/sprites/bw/alakazam-mega.png[/IMG]
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 173 (+) (+30% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 24[/Hide]
EC: 9/9
AC: 5/5

Moves:
Ally Switch
Calm Mind
Confusion
Disable
Future Sight
Kinesis
Miracle Eye
Psybeam
Psychic
Psycho Cut
Recover
Reflect
Role Play
Telekinesis
Teleport
Trick

Barrier
Encore
Fire Punch
Guard Split
Ice Punch
Power Trick
Skill Swap

Dynamic Punch
Foul Play
Magic Coat
Signal Beam
Zen Headbutt

Dazzling Gleam
Drain Punch
Energy Ball
Focus Blast
Hidden Power (Flying)
Hyper Beam
Light Screen
Protect
Psyshock
Sleep Talk
Thunder Wave

[B]MC Allocation: 10[/B]


Rare Encounters:
[IMG]http://play.pokemonshowdown.com/sprites/bw/metagross.png[/IMG]
Metagross (-) @ Metagrossite
Nature: Hasty (+8% Acc)
Type: Steel/Psychic

Abilities:
Clear Body
Light Metal
(Mega only) Tough Claws

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 81 (+)
Size Class: 4
Weight Class: 9 [7 LM]
Base Rank Total: 22
[Hide=Mega Metagross][IMG]http://play.pokemonshowdown.com/sprites/bw/metagross-mega.png[/IMG]
HP: 100
Atk: Rank 6
Def: Rank 5 (-)
SpA: Rank 4
SpD: Rank 4
Spe: 127 (+) (+19% Acc)
Size Class: 4
Weight Class: 11 [9 LM]
Base Rank Total: 27[/Hide]
EC: 9/9
AC: 5/5

Moves:
Agility
Bullet Punch
Confusion
Hammer Arm
Hyper Beam
Iron Defence
Magnet Rise
Metal Claw
Meteor Mash
Miracle Eye
Psychic
Pursuit
Scary Face
Take Down
Zen Headbutt

Block
Gravity
Hold Back
Ice Punch
Iron Head
Snore
Stealth Rock
Thunder Punch

Brick Break
Bulldoze
Earthquake
Giga Impact
Light Screen
Power-Up Punch
Protect
Psyshock
Rain Dance
Rock Slide
Shadow Ball
Sleep Talk

[B]MC Allocation: 10[/B]


Nests:
[IMG]http://play.pokemonshowdown.com/sprites/bw/espurr.png[/IMG]
Espurr (M)x1 (F)x1
Nature: Quiet (M) (-10% Eva) / Hasty (F) (+14% Acc (Espurr) / +17% Acc (Meowstic))
Type: Psychic

Abilities:
Keen Eye
Infiltrator
Own Tempo (Espurr only)
Prankster (Meowstic Male only)
Competitive (Meowstic Female only)

Drop: Twisted Spoon (Only one between the two of them)

Stats:[Hide=Male Espurr Stats]HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 59 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15[/Hide][Hide=Male Meowstic Stats]
[IMG]http://play.pokemonshowdown.com/sprites/bw/meowstic.png[/IMG]
HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 90 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 18[/Hide][Hide=Female Espurr Stats]
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 79 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 15[/Hide][Hide=Female Meowstic Stats]
[IMG]http://play.pokemonshowdown.com/sprites/bw/meowstic-f.png[/IMG]
HP: 100
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 120 (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 18[/Hide]

EC: 0/6 (6/6)
AC: 5/5

Moves:
Confusion
Covet
Disarming Voice
Fake Out
Leer
Light Screen
Psyshock
Scratch

Assist
Barrier
Trick
Yawn

Calm Mind
Dream Eater
Echoed Voice
Energy Ball
Payback
Protect
Reflect
Sleep Talk

MC Allocation: 0
[Hide=Meowstic Male Moves]Moves:
Charm
Confusion
Covet
Disarming Voice
Fake Out
Helping Hand
Imprison
Mean Look
Miracle Eye
Misty Terrain
Leer
Light Screen
Psychic
Psyshock
Quick Guard
Role Play
Scratch
Sucker Punch

Assist
Barrier
Trick
Yawn

Calm Mind
Dream Eater
Echoed Voice
Energy Ball
Hyper Beam
Payback
Protect
Reflect
Safeguard
Sleep Talk
Substitute
Thunder Wave
Torment

MC Allocation: 0[/Hide][Hide=Meowstic Female Moves]Moves:
Charge Beam
Confusion
Covet
Disarming Voice
Fake Out
Future Sight
Leer
Light Screen
Magical Leaf
Me First
Psychic
Psyshock
Role Play
Scratch
Shadow Ball
Signal Beam
Stored Power
Sucker Punch

Assist
Barrier
Trick
Yawn

Calm Mind
Dark Pulse
Dig
Dream Eater
Echoed Voice
Energy Ball
Hyper Beam
Payback
Power-Up Punch
Protect
Reflect
Sleep Talk

MC Allocation: 0[/Hide]

[IMG]http://play.pokemonshowdown.com/sprites/bw/gallade.png[/IMG]
Gallade (M) @ Expert Belt
Nature: Jolly (+10% Acc)
Type: Psychic / Fighting

Abilities:
Steadfast
Justified

Stats:

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
AC: 5/5

Moves:
Calm Mind
Charm
Close Combat
Confusion
Disarming Voice
Double Team
Draining Kiss
Dream Eater
False Swipe
Feint
Future Sight
Fury Cutter
Helping Hand
Hypnosis
Growl
Heal Pulse
Imprison
Leaf Blade
Lucky Chant
Magical Leaf
Night Slash
Protect
Psychic
Psycho Cut
Quick Guard
Slash
Stored Power
Swords Dance
Teleport
Wide Guard

Ally Switch
Disable
Encore
Misty Terrain
Shadow Sneak
Skill Swap

Drain Punch
Dual Chop
Fire Punch
Ice Punch
Magic Coat
Thunder Punch
Zen Headbutt

Earthquake
Light Screen
Poison Jab
Reflect
Safeguard
Sleep Talk
Substitute
Taunt
Torment
X-Scissor

[B]MC Allocation: 10[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/kirlia.png[/IMG]
Kirlia (M) @ Dawn Stone (Gallade Only)
Nature: Quiet (-10% Eva)
Type: Psychic / Fairy (Kirlia Only) / Fighting (Gallade Only)

Abilities:
Synchronize (Kirlia Only)
Trace (Kirlia Only)
Telepathy (Kirlia Only)
Steadfast (Gallade Only)
Justified (Gallade Only)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 4/9
AC: 5/5
[Hide=Gallade Stats]HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 4 [5] (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 21

EC: 9/9
AC: 5/5[/Hide]

Moves:
Calm Mind
Charm
Confusion
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Future Sight
Hypnosis
Growl
Heal Pulse
Imprison
Lucky Chant
Magical Leaf
Psychic
Stored Power
Teleport

Ally Switch
Disable
Encore
Misty Terrain
Shadow Sneak
Skill Swap

Fire Punch
Ice Punch
Magic Coat
Thunder Punch
Zen Headbutt

Dazzling Gleam
Protect
Safeguard
Shadow Ball
Substitute
Thunderbolt

[Hide=Added Moves upon Evolution]Close Combat
False Swipe
Feint
Fury Cutter
Helping Hand
Leaf Blade
Night Slash
Psycho Cut
Quick Guard
Slash
Swords Dance
Wide Guard[/Hide]
[B]MC Allocation: 6[/B]

[IMG]http://play.pokemonshowdown.com/sprites/bw/duosion.png[/IMG]
Duosion (X)
Nature: Quiet (-10% Eva)
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 4/9
AC: 5/5

Moves:
Charm
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Acid Armor
Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Gravity
Signal Beam

Calm Mind
Dream Eater
Gyro Ball
Infestation
Protect
Rock Tomb
Sleep Talk
Thunder
Trick Room

[B]MC Allocation: 6[/B]

[IMG]http://play.pokemonshowdown.com/sprites/bw/exeggutor.png[/IMG]
Exeggutor (X) @ Tanga Berry
Nature: Brave
Type: Psychic

Abilities:
Chlorophyll
Harvest

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 19

EC: 6/6
AC: 5/5

Moves:
Barrage
Bestow
Bullet Seed
Confusion
Egg Bomb
Extrasensory
Hypnosis
Leaf Storm
Leech Seed
Natural Gift
Poison Powder
Psychic
Psyshock
Reflect
Seed Bomb
Sleep Powder
Solar Beam
Stomp
Stun Spore
Wood Hammer
Worry Seed
Uproar

Ancient Power
Giga Drain
Grassy Terrain
Moonlight
Nature Power
Skill Swap

Block
Gravity
Low Kick
Snore
Synthesis
Zen Headbutt

Attract
Dream Eater
Energy Ball
Facade
Hyper Beam
Infestation
Light Screen
Protect
Sludge Bomb
Sunny Day
Thief
Trick Room

[B]MC Allocation: 6[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/florges.png[/IMG]
Florges (-) @ Pixie Dust (Drops Roseli Berry)
Nature: Modest
Type: Fairy

Abilities:
Flower Veil
Symbiosis

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 7
Spe: 75
Size Class: 2
Weight Class: 2
Base Rank Total: 23

EC: 9/9
AC: 5/5

Moves:
Aromatherapy
Disarming Voice
Fairy Wind
Flower Shield
Grass Knot
Grassy Terrain
Lucky Chant
Magical Leaf
Misty Terrain
Moonblast
Petal Blizzard
Petal Dance
Razor Leaf
Solar Beam
Tackle
Vine Whip
Wish

Camouflage
Captivate
Copycat

After You
Endeavour
Giga Drain
Helping Hand
Magic Coat
Synthesis

Calm Mind
Dazzling Gleam
Energy Ball
Hyper Beam
Light Screen
Nature Power
Protect
Psychic
Safeguard
Sunny Day

[B]MC Allocation: 6[/B]
 
Last edited by a moderator:

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Traps:
[B]TRAP: Tailwind, Featherdance[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/natu.png[/IMG]
Natu (X) @ Lum Berry (Drops Oran Berry)
Nature: Lonely
Type: Psychic / Flying

Abilities:
Synchronize
Early Bird
Magic Bounce

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/6
AC: 5/5

Moves:
Confuse Ray
Future Sight
Guard Swap
Leer
Lucky Chant
Me First
Miracle Eye
Night Shade
Ominous Wind
Peck
Power Swap
Psychic
Psycho Shift
Stored Power
Teleport
Wish

Drill Peck
Feather Dance
Quick Attack
Steel Wing
Sucker Punch
Zen Headbutt

Giga Drain
Tailwind

Calm Mind
Dazzling Gleam
Protect
Psyshock
Roost
Sleep Talk
Shadow Ball
Thunder Wave

[B]MC Allocation: 7[/B]

[B]TRAP: Earthquake (Option A Only), Trick Room[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/solrock.png[/IMG]
Solrock (-) @ Everstone
Nature: Quiet (-10% Eva)
Type: Rock/Psychic

Abilities:
Levitate

Stats:

HP: 100
Atk: Rank 3 [5]
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 60 (-)
Size Class: 2
Weight Class: 5
Base Rank Total: 17

EC: N/A
AC: N/A

Moves:
Confusion
Cosmic Power
Embargo
Explosion
Fire Spin
Harden
Heal Block
Psychic
Psywave
Rock Polish
Rock Slide
Rock Throw
Solar Beam
Stone Edge
Tackle
Wonder Room

Ancient Power
Earth Power
Heat Wave
Pain Split
Skill Swap

Earthquake
Gyro Ball
Hyper Beam
Protect
Shadow Ball
Sleep Talk
Trick Room
Will-O-Wisp

[B]MC Allocation: 6[/B]

[B]TRAP: Rock Slide, Rock Polish[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/lunatone.png[/IMG]
Lunatone (-) @ Safety Goggles
Nature: Modest
Type: Rock/Psychic

Abilities:
Levitate

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 5
Base Rank Total: 17

EC: N/A
AC: N/A

Moves:
Confusion
Cosmic Power
Embargo
Explosion
Future Sight
Harden
Heal Block
Hypnosis
Magic Room
Moonblast
Psychic
Psywave
Rock Polish
Rock Slide
Rock Throw
Stone Edge
Tackle

Ancient Power
Earth Power
Icy Wind
Pain Split
Skill Swap

Blizzard
Dream Eater
Ice Beam
Hyper Beam
Protect
Psyshock
Shadow Ball
Sleep Talk

[B]MC Allocation: 6[/B]

[B]TRAP: Acid Armor, Trick Room[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/reuniclus.png[/IMG]
Reuniclus (X) @ Leftovers (Drops Oran Berry)
Nature: Brave (-10% Eva)
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 9/9
AC: 5/5

Moves:
Charm
Dizzy Punch
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Acid Armor
Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Drain Punch
Fire Punch
Gravity
Signal Beam
Superpower
Zen Headbutt

Calm Mind
Dream Eater
Gyro Ball
Hyper Beam
Infestation
Protect
Psych Up
Rock Tomb
Sleep Talk
Thunder
Trick Room
Thunder Wave

[B]MC Allocation: 6[/B]

[B]TRAP: Minimise, Cosmic Power[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/starmie.png[/IMG]
Starmie (X) @ Water Stone (Drops Water Gem)
Nature: Timid (+20% Acc)
Type: Water/Psychic

Abilities:
Illuminate
Natural Cure
Analytic

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 [5]
SpD: Rank 3
Spe: 133 (+)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

EC: 6/6
AC: 5/5

Moves:
Brine
Bubble Beam
Camouflage
Confuse Ray
Cosmic Power
Gyro Ball
Harden
Hydro Pump
Light Screen
Power Gem
Rapid Spin
Recover
Reflect Type
Swift
Tackle
Water Gun

Aurora Beam
Barrier
Supersonic

Gravity
Icy Wind
Magic Coat
Pain Split
Signal Beam
Skill Swap

Blizzard
Dazzling Gleam
Flash Cannon
Grass Knot
Hyper Beam
Protect
Psychic
Psyshock
Rain Dance
Sleep Talk
Surf
Thunder

[B]MC Allocation: 6[/B]
[B]TRAP: Nasty Plot, Trick Room[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/slowking.png[/IMG]
Slowking (X) @ Durin Berry + King's Rock
Nature: Quiet (-10% Eva)
Type: Water/Psychic

Abilities:
Oblivious
Own Tempo
Regenerator

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 [6] (+)
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
AC: 5/5

Moves:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Fairy)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Belch
Block
Future Sight
Me First
Mud Sport
Sleep Talk

Drain Punch
Foul Play
Icy Wind
Magic Coat
Signal Beam
Skill Swap

Dive
Earthquake
Flamethrower
Focus Blast
Hyper Beam
Light Screen
Protect
Psyshock
Safeguard
Shadow Ball
Surf
Trick Room

[B]MC Allocation: 6[/B]

[B]TRAP: Teleport, Calm Mind[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/gardevoir.png[/IMG]
Gardevoir (X) @ Gardevoirite
Nature: Timid (+10% Acc)
Type: Psychic/Fairy

Abilities:
Synchronise
Trace
Telepathy
(Mega only) Pixilate

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 92 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 21
[Hide=Mega Gardevoir][IMG]http://play.pokemonshowdown.com/sprites/bw/gardevoir-mega.png[/IMG]
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 7
SpD: Rank 5
Spe: 115 (+) (+15% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 25[/Hide]
EC: 9/9
AC: 5/5

Moves:
Calm Mind
Captivate
Charm
Confusion
Disarming Voice
Double Team
Draining Kiss
Dream Eater
Future Sight
Growl
Heal Pulse
Healing Wish
Hypnosis
Imprison
Lucky Chant
Magical Leaf
Misty Terrain
Moonblast
Psychic
Stored Power
Teleport
Wish

Destiny Bond
Disable
Encore
Memento
Shadow Sneak
Skill Swap

Hyper Voice
Icy Wind
Magic Room
Pain Split
Signal Beam
Wonder Room

Focus Blast
Grass Knot
Hyper Beam
Light Screen
Protect
Psyshock
Reflect
Safeguard
Shadow Ball
Taunt
Thunderbolt
Torment

[B]MC Allocation: 6[/B]

[B]TRAP: Sunny Day, Mystical Fire[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/delphox.png[/IMG]
Delphox (X)
Nature: Modest
Type: Fire/Psychic

Abilities:
Blaze
Magician

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 104
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 6/6
AC: 5/5

Moves:
Ember
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Future Sight
Howl
Light Screen
Lucky Chant
Mystical Fire
Psybeam
Psychic
Psyshock
Role Play
Scratch
Shadow Ball
Sunny Day
Switcheroo
Tail Whip
Will-O-Wisp

Heat Wave
Hypnosis
Magic Coat
Wish

Blast Burn
Foul Play
Magic Coat
Role Play
Signal Beam
Skill Swap

Attract
Dazzling Gleam
Double Team
Embargo
Hyper Beam
Incinerate
Protect
Safeguard
Sleep Talk
Solar Beam
Substitute
Trick Room

[B]MC Allocation: 6[/B]

[B]TRAP: Taunt, Calm Mind[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/swoobat.png[/IMG]
Swoobat (X) @ Weakness Policy
Nature: Timid (+20% Acc)
Type: Psychic/Flying

Abilities:
Unaware
Klutz
Simple

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 132 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 16

EC: 6/6
AC: 5/5

Moves:
Air Slash
Air Cutter
Amnesia
Attract
Assurance
Calm Mind
Confusion
Endeavour
Future Sight
Gust
Heart Stamp
Imprison
Odour Sleuth
Psychic

Flatter
Knock Off
Psycho Shift
Roost
Stored Power
Synchronoise

Giga Drain
Heat Wave
Magic Coat
Signal Beam
Super Fang
Trick

Charge Beam
Embargo
Energy Ball
Fly
Hyper Beam
Light Screen
Protect
Psyshock
Reflect
Shadow Ball
Taunt
Thunder Wave

[B]MC Allocation: 6[/B]


Hordes:
[IMG]http://play.pokemonshowdown.com/sprites/bw/jynx.png[/IMG]
Jynx (F) @ Icy Rock (Drops Oran Berry)
Nature: Modest
Type: Ice/Psychic

Abilities:
Oblivious
Forewarn
Dry Skin

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
AC: 5/5

Moves:
Avalanche
Blizzard
Body Slam
Confusion
Copycat
Double Slap
Draining Kiss
Fake Tears
Heart Stamp
Ice Punch
Lick
Lovely Kiss
Lucky Chant
Mean Look
Perish Song
Pound
Powder Snow
Psychic
Sing
Sweet Kiss
Thrash
Wake-Up Slap
Wring Out

Fake Out
Meditate
Miracle Eye
Nasty Plot
Wish

Icy Wind
Heal Bell
Signal Beam

Dream Eater
Focus Punch
Hail
Ice Beam
Protect
Psyshock
Shadow Ball
Sleep Talk

[B]MC Allocation: 6[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/cleffa.png[/IMG]
Cleffa (X)
Nature: Brave (-10% Eva)
Type: Fairy

Abilities:
Cute Charm
Magic Guard
Friend Guard

Stats:

HP: 45
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 13 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 11

EC: 0/9
AC: 5/5

Moves:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf

Amnesia
Belly Drum
Heal Pulse
Stored Power
Wish

Headbutt
Icy Wind

Frustration
Light Screen
Psychic
Psyshock
Reflect
Trick Room

[B]MC Allocation: 0[/B]

[IMG]http://play.pokemonshowdown.com/sprites/bw/solosis.png[/IMG]
Solosis (X)
Nature: Quiet (-10% Eva)
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 45
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 17 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
AC: 5/5

Moves:
Charm
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Calm Mind
Dream Eater
Gyro Ball
Infestation
Rock Tomb
Trick Room

[B]MC Allocation: 0[/B]

[IMG]http://play.pokemonshowdown.com/sprites/bw/beheeyem.png[/IMG]
Beheeyem (X) @ Life Orb (Drops Twisted Spoon)
Nature: Quiet (-10% Eva)
Type: Psychic

Abilities:
Telepathy
Synchronise
Analytic

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 34 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 19

EC: 6/6
AC: 5/5

Moves:
Calm Mind
Confusion
Growl
Guard Split
Headbutt
Heal Block
Hidden Power (Fire)
Imprison
Miracle Eye
Power Split
Psybeam
Psych Up
Psychic
Recover
Simple Beam
Synchronoise
Wonder Room
Zen Headbutt

Ally Switch
Barrier
Disable
Skill Swap
Teleport

Magic Coat
Pain Split
Signal Beam

Energy Ball
Hyper Beam
Protect
Psyshock
Rock Slide
Safeguard
Shadow Ball
Thunderbolt

[B]MC Allocation: 6[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/elgyem.png[/IMG]
Elgyem (X)
Nature: Quiet (-10% Eva)
Type: Psychic

Abilities:
Telepathy
Synchronise
Analytic

Stats:
HP: 45
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 26 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
AC: 5/5

Moves:
Calm Mind
Confusion
Growl
Guard Split
Headbutt
Heal Block
Hidden Power (Fire)
Imprison
Miracle Eye
Power Split
Psybeam
Psych Up
Psychic
Recover
Simple Beam
Synchronoise
Wonder Room
Zen Headbutt

Ally Switch
Barrier
Disable
Skill Swap
Teleport

Pain Split
Signal Beam

Energy Ball
Psyshock
Rock Slide
Safeguard
Shadow Ball
Thunderbolt

[B]MC Allocation: 0[/B]

[IMG]http://play.pokemonshowdown.com/sprites/bw/mimejr.png[/IMG]
Mime Jr. (X)
Nature: Bold
Type: Psychic / Fairy

Abilities:
Soundproof
Filter
Technician

Stats:

HP: 40
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
AC: 5/5

Moves:
Barrier
Baton Pass
Confusion
Copycat
Double Slap
Encore
Light Screen
Meditate
Mimic
Psybeam
Psychic
Recycle
Reflect
Role Play
Safeguard
Substitute
Tickle
Trick

Confuse Ray
Fake Out
Hypnosis
Icy Wind
Power Split

Skill Swap

Hidden Power (Fairy)
Infestation
Protect
Psych Up
Taunt
Trick Room
[B]MC Allocation: 0[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/munna.png[/IMG]
Munna (X)
Nature: Calm
Type: Psychic

Abilities:
Forewarn
Synchronize
Telepathy

Stats:

HP: 50
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 24
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
AC: 5/5

Moves:
Calm Mind
Defense Curl
Dream Eater
Future Sight
Hypnosis
Imprison
Lucky Chant
Moonlight
Nightmare
Psybeam
Psychic
Psywave
Stored Power
Synchronoise
Telekinesis
Yawn
Zen Headbutt

Barrier
Baton Pass
Curse
Helping Hand
Magic Coat
Sleep Talk

Gravity
Heal Bell
Pain Split
Signal Beam
Skill Swap

Dazzling Gleam
Double Team
Light Screen
Protect
Psych Up
Reflect
Rest
Safeguard
Shadow Ball
Thunder Wave
Toxic
Trick Room
[B]MC Allocation: 0[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/meditite.png[/IMG]
Meditite (X)
Nature: Jolly (+11% Acc)
Type: Fighting / Psychic

Abilities:
Pure Power
Telepathy

Stats:

HP: 45
Atk: Rank 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 69 (+)
Size Class: 1
Weight Class: 2
Base Rank Total: 12 [14]

EC: 0/6
AC: 5/5

Moves:
Acupressure
Bide
Calm Mind
Confusion
Detect
Feint
Force Palm
Hidden Power Dark
High Jump Kick
Meditate
Mind Reader
Power Trick
Psych Up
Recover
Reversal
Swagger

Baton Pass
Dynamic Punch
Fake Out
Foresight
Quick Guard

Gravity
Vacuum Wave

Bulk Up
Light Screen
Power-Up Punch
Reflect
Telekinesis
[B]MC Allocation: 0[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/makuhita.png[/IMG]
Makuhita (X)
Nature: Impish
Type: Fighting

Abilities:
Thick Fat
Guts
Sheer Force

Stats:

HP: 50
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 30
Size Class: 2
Weight Class: 4
Base Rank Total: 11

EC: 0/6
AC: 5/5

Moves:
Arm Thrust
Belly Drum
Close Combat
Endure
Fake Out
Focus Energy
Force Palm
Heavy Slam
Knock Off
Reversal
Sand-Attack
Seismic Toss
Smelling Salts
Tackle
Vital Throw
Wake-Up Slap
Whirlwind

Dynamic Punch
Feint
Foresight
Helping Hand
Wide Guard

Vacuum Wave

Bulldoze
Low Sweep
Protect
Rock Slide
Whirlpool
[B]MC Allocation: 0[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/mienfoo.png[/IMG]
Mienfoo (X)
Nature: Jolly (+13% Acc)
Type: Fighting

Abilities:
Inner Focus
Regenerator
Reckless

Stats:

HP: 45
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 0/6
AC: 5/5

Moves:
Aura Sphere
Bounce
Calm Mind
Detect
Double Slap
Drain Punch
Fake Out
Force Palm
High Jump Kick
Jump Kick
Meditate
Pound
Quick Guard
Reversal
Swift
U-turn

Ally Switch
Baton Pass
Feint
Knock Off
Low Kick

Bulk Up
Low Sweep
Power-Up Punch
Protect
Psych Up
Swords Dance
[B]MC Allocation: 0[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/mewtwo-mega-x.png[/IMG]
Mega Mewtwo X (-) @ Mewtwonite X
Nature: Jolly (+26% Acc)
Type: Psychic/Fighting

Abilities:
Pressure
Unnerve
Steadfast

Stats:

HP: 110
Atk: 8
Def: 4
SpA: 6 (-)
SpD: 4
Spe: 150 (+)
Size Class: 4
Weight Class: 5
Base Rank Total: 32

EC: N/A
AC: 5/5

Moves:
Amnesia
Aura Sphere
Barrier
Confusion
Disable
Future Sight
Guard Swap
Me First
Miracle Eye
Mist
Power Swap
Psych Up
Psychic
Psycho Cut
Psystrike
Recover
Safeguard
Swift

Aqua Tail
Counter
Drain Punch
Dynamic Punch
Fire Punch
Gravity
Ice Punch
Low Kick
Magic Coat
Mimic
Seismic Toss
Self-Destruct
Skill Swap
Thunder Punch
Zen Headbutt

Aerial Ace
Avalanche
Brick Break
Bulk Up
Bulldoze
Detect
Earthquake
Facade
Focus Blast
Focus Punch
Giga Impact
Hyper Beam
Iron Tail
Light Screen
Low Sweep
Mega Kick
Mega Punch
Poison Jab
Power-Up Punch
Psyshock
Rage
Rain Dance
Reflect
Rest
Rock Slide
Skull Bash
Sleep Talk
Stone Edge
Submission
Sunny Day
Taunt
Trick Room
Will-O-Wisp

[B]MC Allocation: 10[/B]
[IMG]http://play.pokemonshowdown.com/sprites/bw/mewtwo-mega-y.png[/IMG]
Mega Mewtwo Y (-) @ Mewtwonite Y
Nature: Naive (+30% Acc)
Type: Psychic

Abilities:
Pressure
Unnerve
Insomnia

Stats:

HP: 110
Atk: 6
Def: 3
SpA: 9
SpD: 4 (-)
Spe: 161 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 32

EC: N/A
AC: 5/5

Moves:
Amnesia
Aura Sphere
Barrier
Confusion
Disable
Future Sight
Guard Swap
Me First
Miracle Eye
Mist
Power Swap
Psych Up
Psychic
Psycho Cut
Psystrike
Recover
Safeguard
Swift

Drain Punch
Gravity
Icy Wind
Magic Coat
Mimic
Mud-Slap
Seismic Toss
Signal Beam
Skill Swap
Snatch
Wonder Room

Blizzard
Bubble Beam
Charge Beam
Dream Eater
Energy Ball
Fire Blast
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Power-Up Punch
Psyshock
Psywave
Rain Dance
Reflect
Rest
Round
Shadow Ball
Sleep Talk
Solar Beam
Sunny Day
Taunt
Thunder
Thunderbolt
Thunder Wave
Trick Room
Water Gun
Water Pulse
Will-O-Wisp
Zap Cannon

[B]MC Allocation: 10[/B]
 
Last edited by a moderator:

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Role-Plays:

- - - - -

The First Path
Lackey Encounter


Entering through the warp portal, you find yourself in a meadow. The meadow itself looks peaceful... too peaceful for your liking. You feel like relaxing but your journey has just started. You walk a few paces but then that peacefulness is suddenly disrupted! A <Mime Jr./Bronzor/Woobat> and a <Mime Jr./Bronzor/Woobat> suddenly teleport in front of you and attack you, an intruder to their land of peace. It looks like you have some work to do.

Battle: Two of Mime Jr. Bronzor, Woobat

Arena: The First Path

A tranquil field that is open and inviting, with a calming presence. It just makes you want to relax and focus on the task at hand.
  • Arena Type: Meadow
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
With the last of the lackeys <defeated/captured>, you make sure your team is okay. Four portals suddenly appear in-front of you and you notice several depictions above them. From left to right you see: A depiction of wind, a depiction of the sun, a depiction of scales, and a depiction of a snowflake. Which portal do you go through?

a) Progress through the Wind Portal.
b) Progress through the Sun Portal.
c) Progress through the Scales Portal.
d) Progress through the Ice Portal.

If a) is picked, progress to "A Quick Fix". If b) is picked, progress to "Understanding Perception". If c) is picked, progress to "Balancing Act". If d) is picked, progress to "A Cold Reception".

- - - - -

A Quick Fix
Difficulty: Easy Room

You exit the portal to find yourself on a long, endless piece of straight path that seems to be up inn the clouds. As you take a few steps, you are trapped by a Natu, which blocks your progress with a Tailwind and whisks away your <Pokemon with lowest Sp. Attack Rank>. It will take you two rounds to double back and catch up with it. Meanwhile, it "entertains" its prey with a Feather Dance.

Battle: Trap Natu

Arena: The Sky - Second Path

A simple, wide, endless straight path that seems to be up in sky with not much around it. There is a lack of sources here however.
  • Arena Type: Sky
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source, Grass Source, or Rock Source
With the Natu <dispatched/caught>, you tend to your team. A portal then appears in front of you which depicts a human meditating. You progress through the portal, wondering where it takes you.

Progress to "Zen Chamber - Fourth Path."

- - - - -

Understanding Perception
Difficulty: Easy Room

You exit the portal to come across a henge of some sort, where the paved ground is encircled by irregular columns of rock - who knows if they've partially fallen, or were they deliberately constructed this way? Anyway, that is not what catches your eye at the moment - rather, it is a deposit of Sun Stone right at the center of the henge. You might be able to chip off a good piece to make a held item for your Pokemon, and it certainly looks like it won't be missed...

a) Chip off a piece of the Sun Stone.
b) Ignore the Heat Rock deposit and move on.

IF Option A is picked:

You managed to get what you wanted - a new Sun Stone! However, while you were elated with your new item, a Solrock suddenly appears. Using Earthquake, it sends the columns crashing down, separating <Pokemon with the lowest number of moves> from the rest of your team. Looks like it will take two rounds to reach your trapped Pokemon, who is too distressed to stop Solrock from using another move, this time Trick Room.

Battle: Trap Solrock

IF Option B is picked:

Ignoring the deposit, you proceed forward, only to find a Solrock blocking your path. As if on cue, the whole Stonehenge flashed, activating Solrock's Trick Room. Looks like you are in for a fight. Another Solrock then joins the fray shortly after to make sure that the first is not outnumbered. This might hurt.

Battle: 2× Trap Solrock (One Solrock uses Trick Room as the only pre-battle move)

Arena (Both Options): Sun Henge - Second Path

A piece of meadow with an old structure in the middle that seems to worship the sun or something.
  • Arena Type: Structure
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source
  • Sun is in effect at the start of the battle. This is considered to have been started by the move: Sunny Day. As such, this will last four rounds.
  • All Pokemon are treated as holding Sun Stone, in addition to their normal items.
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts).
After <defeating/capturing> the Solrock the stone henge returns to the state it was found in - all damages that occurred during the battle were gone without a trace. Yet the injuries and fatigue on your Pokemon is very real. Shaking your head, a portal then appears in front of you which depicts a human meditating. You progress through the portal, wondering where it takes you.

Progress to "Zen Chamber - Fourth Path."

- - - - -

Balancing Act
Difficulty: Intermediate Room

You exit the portal to find in the distance a beautifully created sculpture. It depicts a scale with an Espurr on each side, one hovering over the Male symbol ♂ and the other over the Female symbol ♀. As you approach the piece of art, you become even more amazed with how realistic the Espurr look. You take one more step before you realize too late. The Espurr, which you learn are definitely not statues, prep themselves for battle. One sets up a light screen and the other reflects, between you and the scale. It appears you're not getting out of this without a fight.

Battle: 2× Espurr

Arena: Even Scales - Second Path

An opening in the middle of a silent forest with a scale statue in the centre of the clearing. Male and female symbols lie beneath opposite sides of the scale.
  • Arena Type: Forest
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source
  • Pokemon on the scale cannot use contact moves
  • If a Pokemon on the scale is hit with a move that deals more than 15 damage, they will be knocked off, causing imbalance.
  • Seismic activity will cause the scale to shake back and forth hitting the ground on both sides and causing imbalance.
  • If a Pokemon on the scale is KOed, they will be knocked off again causing imbalance.
  • If imbalance is caused on the scale, whichever Espurr remains on (or both if Seismic Activity) will evolve into the Meowstic represented by the symbol on their side of the scale. This will cost 20EN for the Espurr.
(Ref Note: Female Espurr will start battle having used Reflect, male Espurr will start having used Light Screen)

IF Chosen at the Lackeys:

After <dispatching/capturing> the last of the duo, you pick up the Twisted Spoon one of the two dropped. You also notice a Super Potion lying on the ground which you proceed to pick up and store in your bag. A portal then appears in front of you which depicts a human meditating. You progress through the portal, wondering where it takes you.

Progress to "Zen Chamber - Fourth Path."

IF Chosen at the Guardians:

After <dispatching/capturing> the last of the duo, you pick up the Twisted Spoon one of the two dropped. You also notice a Super Potion lying on the ground which you proceed to pick up and store in your bag. Four Portals then appear in front of you with several depictions above them. From left to right, the portals depict: A human throwing a punch, a pair of evil looking eyes, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Punch Portal.
b) Progress through the Eyes Portal.
c) Progress through the Alien Portal.
d) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Freedom of Aspiration". If b) is picked, progress to "Relinquish". If c) is picked, progress to "Psychic Soldiers". If d) is picked, progress to "Silent Retribution".

- - - - -

Cold Reception
Difficulty: Intermediate Track

You exit the portal to find that you need to travel up a high slope. The air is getting chilly, but the Pokemon don't seem to be phazed by the cold weather. There appears to be a glowing stone at the top of the hill, and you can see a glowing cavern in the valley below. You decide to head up the path to check it out. You are very quickly greeted by a few pranksters blocking your path.

Battle: Jynx w/ Cleffa Horde (5vs3)

Arena: High Slopes - Second Path

A cold path on the high slopes of a hill. Not much else to say but that it never rains; it hails instead.
  • Arena Type: Snow
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source, or Grass Source
  • Rain when summoned is instead turned into Hail because it is so cold.
  • Jynx is not subject to the usual horde restrictions.
With the last of the horde <taken out/caught>, you tend to your team before continuing up the slope.

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

Clearing the way forward, you ascend to the top of the hill to lay your eyes on the stone. It appears to be reacting to this area, and spreading its influence throughout the area as a whole. You pick up the radiating stone, and place it in your pouch. You can sense some of the area's power dwindling. You now have a Moon Stone, and the Guardians will be susceptible to Taunt.

Before you can descend, however, it appears you've attracted the attention of a Lunatone that rather liked your stone. It buries your team in a Rock Slide, and your <Pokémon with the lowest HP after the attack> stumbles further down. It will take you two rounds to access it. Meanwhile, a hailstorm has begun brewing... And Lunatone prepares its vengeance by using Rock Polish.

Battle: Trap Lunatone

Arena: Moon Hill - Third Path

A cold place on the top of a hill with an altar with the Moon Stone you just picked up. Nothing much else to not here.
  • Arena Type: Snow
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source.
  • Hail is in effect at the start of the battle. This is considered to have been started by the move: Hail. As such, this will last four rounds.
  • Rain when summoned is instead turned into Hail because it is so cold.
After <taking out/capturing> the Lunatone, you tend to your team once more. A portal then appears in front of you which depicts a human meditating. You progress through the portal, wondering where it takes you.

Progress to "Zen Chamber - Fourth Path."

- - - - -

Zen Chamber - Fourth Path
Guardian Encounter


You exit the portal to find yourself in a chamber that looks suspiciously like alien construct. The room is quite well illuminated but no sunlight peers in. The mental presence in this room is strong and it looks like taking a step will create massive vibrations. You take one step. The room vibrates and the crystals illuminate. You then notice a Medicham and a Claydol teleport in-front of you. The two appear to look brainwashed and advance towards you, forcing you to defend yourself with your Pokémon. The two await your orders.

IF "A Quick Fix" or "Understanding Perception" was picked after the Lackeys:

The Medicham then reveals a strange stone in its possession and before you know it, the Medicham glows white before Mega Evolving into Mega Medicham! Looks like you will probably have to pay for taking an easier route it seems.

(Ref Note: Mega Medicham triggers if the trainer has selected an "Easy" Room, otherwise Medicham appears as normal.)

IF "Cold Reception" was picked after the Lackeys:

The Moon Stone in your bag suddenly shines and unleashes a disruptive veil around the room! It seems like the mental presence in this arena is smaller than usual; perhaps you might be able to enrage these normally calm foes!

Battle: Medicham and Claydol

Arena: Zen Chamber - Fourth Path

A well illuminated room with crystal walls that glows bright purple and pink, this chamber has a very imposing mental presence. The room is so silent that whenever you take a step, the vibrations emanate out from the point of contact and the crystalline room illuminates it all around the room until the vibrations dissipate.
  • Arena Type: Structure
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source or Grass Source, Artificial Arena, No Weather, Poor Sunlight.
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
  • Psychic types cannot be afflicted with confusion.
  • If Cold Reception was not picked: Taunt has no effect inside the chamber.
IF "Balancing Act" was NOT picked after the Lackeys:

With the last of the guardians <dispatched/caught>, you tend to your team. Seven Portals then suddenly appear in-front of you, each having a depiction above. From left to right, the portals depict: A pair of scales, a human throwing a punch, a bunch of cells, a glass of water, a crescent moon, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Scales Portal.
b) Progress through the Punch Portal.
c) Progress through the Cell Portal.
d) Progress through the Water Portal.
e) Progress through the Moon Portal.
f) Progress through the Alien Portal.
g) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Balancing Act". If b) is picked, progress to "Freedom of Aspiration". If c) is picked, progress to "A Tough Cell". If d) is picked, progress to "Conduct". If e) is picked, progress to "Trial by Moonlight". If f) is picked, progress to "Psychic Soldiers". If g) is picked, progress to "Silent Retribution".

IF "Balancing Act" was picked after the Lackeys:

With the last of the guardians <dispatched/caught>, you tend to your team. Six Portals then suddenly appear in-front of you, each having a depiction above. From left to right, the portals depict: A human throwing a punch, a bunch of cells, a glass of water, a crescent moon, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Punch Portal.
b) Progress through the Cell Portal.
c) Progress through the Water Portal.
d) Progress through the Moon Portal.
e) Progress through the Alien Portal.
f) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Freedom of Aspiration". If b) is picked, progress to "A Tough Cell". If c) is picked, progress to "Conduct". If d) is picked, progress to "Trial by Moonlight". If e) is picked, progress to "Psychic Soldiers". If f) is picked, progress to "Silent Retribution".

- - - - -

Freedom of Aspiration
Difficulty: Intermediate Room

You exit the portal to a cavern whose entrance is partially hidden by a mossy rock. You walk inside, and the tunnel stretches for some time until it widens, where you found yourself interrupting a Kirlia and a Gallade training. You caught sight of a tattered Expert Belt worn by the old Gallade, just as he noticed you as well. What happen afterwards between the two of you is slightly confusing, but apparently he wants you to duel his young apprentice. You could turn back, but you feel that its a waste of time, so what would you decide on?

a) Send in a Pokemon to battle Kirlia.
b) Attack Gallade.

IF Option A is picked (Player must specify a Pokémon to send in):

You are confident that you can win this duel, but you are also unsure of what motives there might be behind all this, so you proceed with caution, ordering your Pokemon in battle while keeping a wary eye on the wizened Gallade. Kirlia used this opportunity to fortify himself against underhand tactics, and took a pose for combat.

Battle: Kirlia

(Ref Note: Kirlia uses Safeguard before the battle, starts with 70 HP)

Gallade stepped in to ward off the final blow, faster than your eye can catch. Helping his pupil up, he graciously accepted defeat, and they both Teleported away to allow you to pass through the tunnel. You cannot help but wonder why that Gallade can approach humans without any hostility.

IF Option B is picked:

Your Pokemon struck fast, but the Gallade's reaction is faster. Blocking the attack with a gleaming blade extending from one arm, he punched the ground with the other, sending seismic waves that stagger everyone in the cavern but his young pupil. Catching the opportunity to fortify against underhand tactics, the Kirlia readies himself by his mentor's side, eager to battle.

Battle: Kirlia and Gallade

(Ref Note: Kirlia uses Safeguard before the battle, Gallade uses Earthquake before the start of the battle)

IF Gallade KOed first:

The last cry of the mentor is plaintive, seemingly urging his pupil to flee. But the Kirlia's eyes are red with rage. He vanishes into thin air, only to Teleport back, holding a Dawn Stone! With the power of the evolution stone, he swiftly evolves, and is now crying for vengeance!

(Ref Note: Kirlia evolves into Gallade, holds a Dawn Stone, and recovers 50 HP and 50 EN)

You look at the fallen forms of Gallades, frowning at the battle that just happened. Could it have been averted? Nevertheless, you picked up the items dropped by them and move on.

(Ref Note: The Expert Belt is temporary)​

IF Kirlia then Gallade KOed in that order:

You look at the fallen forms of the fighters, frowning at the battle that just happened. Could it have been averted? Nevertheless, you picked up the Expert Belt and move on.

(Ref Note: The Expert Belt is temporary)​

Arena (Both Options): Cavern of Aspiration - Fifth Path

A cavern that is used by a Kirlia and a Gallade to train themselves. Not much else.
  • Arena Type: Cave
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source or Grass Source, No Weather, Poor Sunlight.
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
IF this RP was picked directly after the Guardians:

Suddenly, three Portals appear in-front of you, each having a depiction above. From left to right, the portals depict: A pair of evil looking eyes, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Eyes Portal.
b) Progress through the Alien Portal.
c) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Relinquish". If b) is picked, progress to "Psychic Soldiers". If c) is picked, progress to "Silent Retribution".

IF this RP was picked after the first-post Guardian scenario:

Suddenly, a portal appears in front of you. You notice a depiction of a triangle above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".

- - - - -

A Tough Cell
Difficulty: Intermediate Track

You go through the portal to find yourself in a valley. You find a path through a valley that looks inviting, and proceed to plunge into it to find some loot. After only a short distance, you find out this is a colony for the local inhabitants. They are not amused by your presence.

Battle: Solosis Horde

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

After dispatching the Solosis, you move further into the valley, which is now beginning to swarm. You wonder what the source for all this activity is, and you can only imagine the colony here is attracted to something quite rare to be so protective of it. You soon catch the attention of the colony again. This time it sent something stronger.

Battle: Duosion Pair

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

You get a mounting sense that you have worn out your welcome, but after a little bit of investigation you find out the colony is siphoning off the energy of a few abandoned items. They look like they still work, though, because the colony seems to be generating a lot of latent electricity. Four Cherish Balls are in your grasp. They might be useful later!

As you grab them, the colony swarms up again, and a Reuniclus drags your <Pokémon who used the least damaging moves vs. Duosion pair> back. It seems different from a lot of the colony Pokémon you faced too! It prepares itself with an Acid Armor, and creates a Trick Room that slows your progress back to it! Looks like you'll have one final challenge before you can leave this place!

(Battle Note: Reuiniclus starts as a trap, but every two rounds [including the round your party rejoins], a Horde Solosis with a Leppa Berry joins it. Each Solosis defeated will drop a Leppa Berry.)

Battle: Trap Reuniclus + Horde Summon

Arena (All Battles): Cell Valley - Fifth Path

A valley full of Pokémon from the Solosis line. Not much else to it.
  • Arena Type: Rock
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source or Grass Source.
  • Reuniclus is not subject to the usual horde restrictions.
After <dispatching/capturing> the last of the adversaries, you tend to your team. Four Portals then appear in front of you with several depictions above them. From left to right, the portals depict: A human throwing a punch, a pair of evil looking eyes, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Punch Portal.
b) Progress through the Eyes Portal.
c) Progress through the Alien Portal.
d) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Freedom of Aspiration". If b) is picked, progress to "Relinquish". If c) is picked, progress to "Psychic Soldiers". If d) is picked, progress to "Silent Retribution".

- - - - -

Conduct
Difficulty: Intermediate Track

You go through the portal to find yourself walking into a pool within a large, dark hall, where the waters are shallow enough, barely reaching your knees, while the grand arches draped with curtains reveal more pools to either side. The arches themselves are decorated with gemstones, providing a dim light. All of a sudden there is a dazzlingly bright flash, and when you lower your hand from your eyes, your <active Pokémon who used the most recovery moves in the previous battle> is out of sight! You hear faint sounds of battle coming from your right, it will take you two rounds to catch up. It turns out that your lone Pokemon has been teleported away by a Starmie, which proceeded to hide itself between arches and calling to the heavenly stars twinkling amongst the arches.

Battle: Trap Starmie

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

After the battle with the Starmie was over, you tend to your team and pick up a King's Rock that was lying on the ground after walking a few steps. You then walk a bit further only to notice a Slowking teleport in front of you. The Slowking is not impressed and mugs the King's Rock from you before teleporting away with <Pokémon who used the most super effective attacks last battle>! You assess it will take two rounds to catch up with the thief. You make haste towards the Slowking only for the dimensions to be twisted and now you are moving fairly slowly. This will be a tough fight.

Battle: Trap Slowking

Arena (All Battles): Springs of Act - Fifth Path

A peaceful spring filled with water. So peaceful that some support moves last longer than here.
  • Arena Type: Water
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Grass Source, Sun cannot be summoned.
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts).
  • Slowking is capable of wielding a King's Rock in addition to its usual item.
After <dispatching/capturing> the Slowking, you tend to your team. You also find three Fast Balls lying on the ground, so you pick them up. Four Portals then appear in front of you with several depictions above them. From left to right, the portals depict: A human throwing a punch, a pair of evil looking eyes, an alien-like creature, and something strangely resembling a Wobbuffet. Which portal do you go through?

a) Progress through the Punch Portal.
b) Progress through the Eyes Portal.
c) Progress through the Alien Portal.
d) Progress through the Wobbuffet Portal.

If a) is picked, progress to "Freedom of Aspiration". If b) is picked, progress to "Relinquish". If c) is picked, progress to "Psychic Soldiers". If d) is picked, progress to "Silent Retribution".

- - - - -

Trial by Moonlight
Difficulty: Expert Room

You come out of the portal to find a picturesque plateau where the moon and stars shine brightly down below. The on top of this plateau lies a meadow with gorgeous looking white flowers with a few trees scattered about. You believe that flowers with such a sheen could likely be sold for a pretty penny, but you are quite wary of the lack of Pokémon around the area. What do you do?

a) Go over and Pick some of the flowers.
b) Ignore the flowers and continue on.

IF Option A is picked:

To your dismay, you find that the beautiful flowers are quite poisonous to the touch, and your reckless wading in them proved quite the problem to your Pokémon. All of your active Pokémon that are not immune to poison have been poisoned. As if that was not enough, you suddenly see a bomb heading towards you! You safely jump out of the way, but <Random non Ghost-type Pokémon> has been blown off the plateau and sustained some damage. An Exeggutor has popped out, along with Two Florges that were somehow disguising themselves as flowers to battle your remaining Pokémon! It looks like this will not be an even fight!

(Ref Note: Calculate Egg Bomb Damage against one Pokémon and add 5 damage at the end. If all active Pokémon are immune to Egg Bomb, calculate Seed Bomb damage against a random Pokémon instead. The affected Pokémon will be unable to be used until either the battle ends or the player is out of other usable Pokémon. It can be replaced by a Pokémon on the bench if necessary. All active Pokémon are afflicted with Poison.)

Battle: Exeggutor + Two Florges.

After <defeating/capturing> the last of the plants, you carefully pick some of the flowers, and now you know that you can sell these for quite the profit!

Gain: Bouquet of Moonlit Flowers: Worth 30 CC at the end of the TLR.

IF Option B is picked:

You scoff at the idea of grabbing flowers and continue on your way. Unfortunately, you realize all too late that you're not alone. A brilliant magenta flash surrounds you, blinding you. After the flash has worn off, you realise that <Pokémon who has had the most healing items used on it> has been whisked away by a Teleporting Gardevoir. Worse, you notice that said Gardevoir has mega evolved, and has gone into a deep trance in preparation for your Pokémon's demise. As if that was not enough, your remaining Pokémon have accidentally wandered off into the flowers and have gotten themselves poisoned!

Battle: Mega Gardevoir

After <taking down/capturing> the Gardevoir, you notice a peculiar gem attached to it; this could be useful for later on in the dungeon.

Gain: Mystic Stone: Allows the trainer to inflict Confusion and Torment to Psychic-type Pokémon with their own Pokémon at the boss. It may also be used as a one time 40 Power Poké Ball. However, doing so will cancel all of the above effects still on Psychic-type Pokémon and prevent you from reinstating those statuses. This item cannot be carried out of the dungeon.

Arena (All Battles): Moonlit Plateau - Fifth Path

A grass-lined plateau at the top of a range in the starry night sky.
  • Arena Type: Tall Grass
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source.
  • Teleport may be combined with any move to give the combo Priority, but Teleport in this case is treated as costing 10 energy (without STAB).
  • Moonblast gains 2 BAP.
  • The calmness of the arena gives Hypnosis a base accuracy of 80%.
  • Flower Veil prevents status for allied Pokémon.
  • Gardevoir can mega evolve unassisted.
Five Portals then appear in front of you with several depictions above them. From left to right, the portals depict: A human throwing a punch, a pair of evil looking eyes, an alien-like creature, something strangely resembling a Wobbuffet, and a helix pattern. Which portal do you go through?

a) Progress through the Punch Portal.
b) Progress through the Eyes Portal.
c) Progress through the Alien Portal.
d) Progress through the Wobbuffet Portal.
d) Progress through the Helix Portal.

If a) is picked, progress to "Freedom of Aspiration". If b) is picked, progress to "Relinquish". If c) is picked, progress to "Psychic Soldiers". If d) is picked, progress to "Silent Retribution". If e) is picked, progress to "Other M".

- - - - -

Relinquish
Difficulty: Intermediate Room

You exit the potral to a strange room. The psychic powers emanating from the other side is so powerful, you can feel it in your very bones! In front of you stands an ornate door, 10 feet tall, with the carving of an imposing Alakazam, fashioned so that its outstretched hands and spoons serve as the doorknob handles. You try turning them, but with no luck, and the carved Alakazam's eyes started glowing red, so you hastily stepped back and watched it fade. It is then that you notice that the spoons are pulsing with a glow - perhaps you should offer items as a tribute?

a) Offer one item on each spoon.
b) Offer two items on each spoon.
c) Batter the door down.

(Ref Note: Only items dropped by Psychic-type Pokémon are allowed to be offered. Berries or Herbs must not have been slightly consumed.)

IF Option A is picked (Player must specify two items):

IF at least one item was not a drop:

The Alakazam's eyes glow red again as the items disappeared, and <all Pokémon not immune to Psychic-type attacks> are blasted with a powerful Psychic attack, unnerving them! Looks like your plan failed, and you have to find other ways to go in. What do you do now?

(Ref Note: Present same options, calculate STAB Psychic Damage off Rank 5 Sp. Attack against all Pokémon not immune to Psychic-type attacks. The items offered are removed from the backpack.)

ELSE:

The Alakazam's eyes glow yellow this time, as the items disappeared. The doors swung open silently, revealing a portal with a depiction of a triangle above it. Given it is your only choice, you head through this portal, wondering what will come next. Just as you enter however, a psychic aura unnerves your Pokémon...

Progress to "Zen Chamber - Eighth Path".
IF Option B is picked (Player must specify four items):

IF at least one item was not a drop:

The Alakazam's eyes glow red again as the items disappeared, and <all Pokémon not immune to Psychic-type attacks> are blasted with a powerful Psychic attack, unnerving them! Looks like your plan failed, and you have to find other ways to go in. What do you do now?

(Ref Note: Present same options, calculate STAB Psychic Damage off Rank 5 Sp. Attack against all Pokémon not immune to Psychic-type attacks. The items offered are removed from the backpack.)

ELSE:

The Alakazam's eyes glow green this time, as the items disappeared. The doors swung open silently, revealing a portal with a depiction of a triangle above it. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".
IF Option C is picked:

It is brave, to do what you did - or maybe it is just foolish. The Alakazam's eyes glow red twice more, blasting <all Pokémon not immune to Psychic-type attacks> with a powerful Psychic attack each time, until they were shaking in exasperation. But at last, the spoons crumbled, and the door finally swung open, revealing a portal with a depiction of a triangle above it. Given it is your only choice, you head through this portal, wondering what will come next.

(Ref Note: Calculate STAB Psychic Damage off Rank 5 Sp. Attack against all Pokémon not immune to Psychic-type attacks.)

Progress to "Zen Chamber - Eighth Path".

- - - - -

Psychic Soldiers
Difficulty: Expert Track

You exit the portal to find yourself in a very long hallway. It seems to stretch out to infinity, though you think you can make out a very faint light at a far distance. You start to walk towards it, but suddenly find yourself surrounded by a group of Pokémon that seem none too happy with your intrusion.

Battle: Beheeyem (1) and Elgyem (4) horde.

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

With the horde behind you, you walk down the hallway some more. It does not take too long before you come to some trouble however, as the hallway becomes bright! A Delphox then comes out of nowhere and torches your <Pokémon who used the most healing moves last battle> with some fire which then creates a wall of fire that separates you from your Pokémon! You assess that it will take two rounds before the wall of fire dies down.

(Ref Note: Delphox's initial Mystical Fire here does not trigger Magician.)

Battle: Trap Delphox

(Ref Note: After the battle, the trainer can use any healing items before continuing on)

With the Delphox <dealt with/captured>, you continue down the hallway only to be stopped once more! This time, a Metagross comes down from the ceiling, looking at your Pokémon intently with a stone in tow. From what you can gather, it seems to be challenging you and your Pokémon to a one on one duel. It does seem like you have an option here, heed the Metagross' request, or send in all three of your Pokémon to finish it off quickly. What do you do?

a) Send in one Pokémon.
b) Send in your active party.

IF Option A is picked (Player must specify which Pokémon):

The Metagross, satisfied, looks at your Pokémon intently. Looks like it will be a tough fight, but you are confident that your Pokémon can win this fight.

IF Option B is picked:

The Metagross, enraged at your lack of respect, starts spinning around suddenly and nails all three of your Pokémon for some damage. This fight will be comparatively easy, but it looks like it has taken a bite out of your Pokémon.

(Ref Note: This is a 3v1 battle, all active Pokémon take ten damage)

Battle: Metagross

Arena (All Battles): Endless Hallway - Sixth Path

A long hallway with no end in sight. The endlessness benefits the several inhabitants that live here.
  • Arena Type: Structure
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source, No Grass Source.
  • Pokémon with Magician may discard their current item by taking up an action. If this item was owned by the player, it is returned to the bag.
  • All moves cost 1 less energy
  • Beheeyem is not subject to the usual horde restrictions.
  • Metagross can mega evolve unassisted.

After the titan falls, you suddenly find yourself out of the hallway. Was it just an illusion? Regardless, you find yourself in an ornate room with murals of all kinds on the walls, as well as a peculiar gem. You don't know if you can get much use out of it, but you grab it anyways. When you do though, it shatters in your hands. You are at first dismayed at such a valuable looking gem shattering, but then you notice a lot of the psychic power being drained from this place. Looks like your trek will be easier from here on out.

Effect: Boss Pokémon no longer gain a BAP boost to their Psychic moves, and can be affected by Taunt.

IF this RP was picked directly after the Guardians:

Suddenly, a portal appears in front of you. You notice a depiction of a helix above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Other M".

IF this RP was picked after the first-post Guardian scenario:

Suddenly, a portal appears in front of you. You notice a depiction of a triangle above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".

- - - - -

Silent Retribution
Difficulty: Expert Room

You exit the portal to find yourself in a room with an alien-like construct. You notice that up ahead, there is a giant statue of a Wobbuffet blocking your path. You could attack it and try to destroy it but who knows what will happen. There is also a roundabout path that can allow you to bypass the statue, but given it goes through a tunnel, who knows what will happen there. What will you do?

a) Have <Pokémon> use <Move> on the statue.
b) Take the roundabout path.

IF Option A is picked (The Move cannot be a combination):

You have <Pokémon> use <Move> on the statue, using some energy to damage it.

(Ref Note: The Statue is a Psychic-type that has 70 HP, Rank 3 Defence, Rank 3 Sp. Defence, 0 Attack, 1 Speed, SC 7, and WC 12. Moves that factor its Weight Class do not work on it and any damage dealt is retain for the next move. The outcome of depends on how much HP it has left.)

Possibility 1 (Statue has HP left after the attack):

The Statue survives the attack and glows. All of a sudden, a beam is fired at <Pokémon> and it takes some massive damage from the attack! Well the same options can be done again. What do you do?

(Ref Note: Present same options, calculate damage against the Pokémon who attacked equal to 1.75 × the damage dealt with decimals rounded normally.)

Possibility 2 (Statue has Zero or less HP after the attack):

Suddenly a crack appears and before you know it, the statue collapses and you find it to be in a million pieces! You also notice a Hyper Potion in the rubble as you walk along the new path and pick it up before moving on.
IF Option B is picked:

Not wanting to waste your effort on the statue, you head into the tunnel. As you exit the tunnel to the other side however, you hear loud noise and when you turn around, you notice that <Pokémon with the lowest aggregate Attack / Special Attack Ranks> is missing! You assess that it will take you two rounds to find your Pokémon. Meanwhile, your Pokémon, enraged, watches as its predator calms itself down, making itself drastically stronger. Something is going down here.

Battle: Trap Swoobat

Arena (All Battles): Zen Construct - Sixth Path

A construct in a cave with a giant statue being the prominent feature. Things are quite calm here.
  • Arena Type: Cave
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No Water Source, No Grass Source, No Weather.
  • All changes to stat stages will also have their natural stage adjusted to that level, i.e., stat changes do not decay.
With the Swoobat <taken out/captured>, you tend to your team and pick up the scroll that had magically reappeared before moving on.

IF this RP was picked directly after the Guardians:

Suddenly, a portal appears in front of you. You notice a depiction of a helix above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Other M".

IF this RP was picked after the first-post Guardian scenario:

Suddenly, a portal appears in front of you. You notice a depiction of a triangle above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".

- - - - -

Other M
Difficulty: Expert Room

You exit the portal to find a place that is unsettling to the core. You can feel a powerful malevolent presence, and you sense violence filling the air. The pack of Pokémon in front of you do not look that menacing, but you can tell there is something more going on here.

Battle: Mixed Horde (5vs3): Mime Jr., Munna, Meditite, Makuhita, Mienfoo

Arena: Tension Summit - Seventh Path

An ordinary-seeming arena that houses a latent Psychic aura. Pokémon are inexplicably drawn here to train and meditate.
  • Arena Type: Rock
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: None.
  • Whenever a Horde Pokémon is KO'd, a Pokemon of the same species comes back to replace it in 5 rounds from the time it was KO'd. Each time a new Pokémon is spawned into the battle, that Pokémon's Fake Out can cause a flinch even if the target had been flinched by a previous Fake Out.
  • Once two Horde Pokémon are KO'd, they are replaced by Mega Mewtwo X and Mega Mewtwo Y, and Pokémon of that species will not respawn for the remainder of the battle, even if the Mega Mewtwo in their slot is KO'd.
  • Mega Mewtwo X and Mega Mewtwo Y cannot be captured and are not subject to the usual horde restrictions.
After the intense battle, you find two glimmering Mega Stones, which you are quite thankful for given the intense battle. You can only pick one however. What do you pick?

a) Pick up the Mewtwonite X.
b) Pick up the Mewtwonite Y.

IF Option A is picked:

You take the Mewtwonite X and put it in your bag. After you do so, a portal appears in front of you. You notice a depiction of a triangle above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".

IF Option B is picked:

You take the Mewtwonite Y and put it in your bag. After you do so, a portal appears in front of you. You notice a depiction of a triangle above the portal. Given it is your only choice, you head through this portal, wondering what will come next.

Progress to "Zen Chamber - Eighth Path".

- - - - -

Zen Chamber - Eighth Path
Boss Encounter


You exit the portal to find yourself in another chamber that looks suspiciously like alien construct. The room is quite well illuminated but no sunlight peers in. The mental presence in this room is strong and it looks like taking a step will create massive vibrations. You take one step. The room vibrates and the crystals illuminate. You then notice an alien-like creature coming towards you. Could this be the augur you have heard of? The alien then shifts into a bulky form that looks very tough. Another creature approaches armed with spoons. The two look hostile. You will now have to do battle to get out of this place alive.

(Ref Note: Deoxys Starts in Defence-Forme, Mega Alakazam is triggered when only Intermediate or lower Rooms (not Tracks) are selected.)

Arena: Zen Chamber - Eighth Path

A well illuminated room with crystal walls that glows bright purple and pink, this chamber's mental imposition is frightening. The room is so silent that whenever you take a step, the vibrations emanate out from the point of contact and the crystalline room illuminates it all around the room until the vibrations dissipate.
  • Arena Type: Structure
  • Combination Timers: 1 (Status), 1 (Damaging)
  • Restrictions: No weather moves.
  • Legend Deoxys's Forme-Change Command can be used on any action concurrent with another Attack or Command (e.g. Forme-Shift Attack w/ Focus Blast), but not with a combination or during a cool-down of one, with a cost of 5EN for each Forme-Shift. Forme-Shift has its own consecutive EN penalty. Legend Deoxys also gets the Rank Boosts from Everstone even with formes above 23 BRT.
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
  • If the player does not have the Mystic Stone in possession: Psychic-types cannot be afflicted with confusion or Torment.
  • If the player did not pick Psychic Soldiers: Psychic-types cannot be afflicted with Taunt, and Psychic-type attacks gain a BAP boost equal to the user's Base Speed / 100 (rounded up)
  • If the player picked Option A or Option C at Relinquished: There will be a mental aura surrounding your team, lowering a Pokémon's Special Defence by 2 Stages upon send-in (This can decay). Mental Aura cannot be removed by any means.
 
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