Data [TLR DATA] Islands of Alola - The Bird's Nest

Dogfish44

You can call me Jiggly
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Introduction
"The guardian deities, the Tapus, have protected the islands of Alola for many years. The Tapus are also known to determine who is the strongest of them all, testing a trainer's ability whenever they are challenged."

Listening to your guide describing the Tapus only made you more excited to cross paths with them. The guide stops his boat and looks back at you.

"Which island are we heading to?"

It is time for you to decide which Tapu you want to encounter. Do you have what it takes to become the wielder of them all?

Player Options
a) Enter Forest's Reign
b) Enter The Bird's Nest
c) Enter Twisted World
d) Enter Aquatic Paradise

The Bird's Nest
Pokemon

Guardians
Vikavolt
Lanturn

Nest
Ampharos
Flaaffy

Trap
Bruxish

Boss
Tapu Koko
Raichu-A

Hordes
Charjabug

Rare Encounter
Victreebel

Profiles
[HIDE=Vikavolt][img]play.pokemonshowdown.com/sprites/bw/vikavolt.png[/img]
[B]Vikavolt (M/F)
NATURE[/B]: Brave (+1 Atk, - Spe, -10% Evasion)

[B]TYPE[/B]: Bug / Electric
[B]ABILITIES[/B]: Levitate
[B]ITEM[/B]: Charged Stone

[B]STATS[/B]
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 6
SpD: Rank 3
Spe: 37 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
AC: N/A

[B]ATTACKS[/B]
Air Slash
Bite
Charge
Mud-Slap
String Shot
Thunderbolt
Vice Grip
Bite
Bug Bite
Spark
Acrobatics
Guillotine
Bug Buzz
Dig
Zap Cannon
Agility
Crunch
X-Scissor
Discharge
Iron Defense

Electroweb
Endure
Harden
Mud Shot

Protect
Energy Ball
Flash Cannon
Hyper Beam
Solar Beam
Thunder

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Lanturn][img]play.pokemonshowdown.com/sprites/bw/lanturn.png[/img]
[B]Lanturn (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Water / Electric
[B]ABILITIES[/B]: Volt Absorb / Illuminate / Water Absorb (H)
[B]ITEM[/B]: Rare Candy

[B]STATS[/B]
HP: 120
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18

EC: 6/6
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Aqua Ring
Bubble
Bubble Beam
Charge
Confuse Ray
Discharge
Eerie Impulse
Electro Ball
Flail
Hydro Pump
Ion Deluge
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun

Agility
Brine
Soak
Whirlpool
Water Pulse

Thunderbolt
Thunder
Protect
Ice Beam
Surf

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Ampharos][img]play.pokemonshowdown.com/sprites/bw/ampharos.png[/img]
[B]Ampharos (M/F)
NATURE[/B]: Quiet (+1 SpA, - Spe, -10% Evasion)

[B]TYPE[/B]: Electric
[B]ABILITIES[/B]: Static / Plus (H)
[B]ITEM[/B]: Wise Glasses

[B]STATS[/B]
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 9/9
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Charge
Confuse Ray
Cotton Guard
Cotton Spore
Discharge
Dragon Pulse
Electro Ball
Fire Punch
Growl
Ion Deluge
Light Screen
Power Gem
Signal Beam
Tackle
Take Down
Thunder
Thunder Punch
Thunder Shock
Thunder Wave
Zap Cannon

After You
Electric Terrain
Iron Tail
Reflect
Thunderbolt

Volt Switch
Focus Blast
Charge Beam
Protect
Hyper Beam

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Flaaffy][img]play.pokemonshowdown.com/sprites/bw/flaaffy.png[/img]
[B]Flaaffy (M/F)
NATURE[/B]: Quiet (+1 SpA, - Spe, -10% Evasion)

[B]TYPE[/B]: Electric
[B]ABILITIES[/B]: Static / Plus (H)

[B]STATS[/B]
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 39 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 4/9
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Charge
Confuse Ray
Cotton Guard
Discharge
Electro Ball
Growl
Light Screen
Power Gem
Signal Beam
Tackle
Take Down
Thunder
Thunder Shock
Thunder Wave

After You
Electric Terrain
Iron Tail
Reflect
Thunderbolt

Volt Switch
Focus Blast
Charge Beam
Protect
Brick Break

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Bruxish][img]play.pokemonshowdown.com/sprites/bw/bruxish.png[/img]
[B]Bruxish (M/F)
NATURE[/B]: Jolly (+ Spe, -1 SpA, +13% Accuracy)

[B]TYPE[/B]: Water / Psychic
[B]ABILITIES[/B]: Dazzling / Strong Jaw / Wonder Skin (H)
[B]ITEM[/B]: Everstone

[B]STATS[/B]
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 106 (+)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: N/A
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Aqua Jet
Aqua Tail
Astonish
Bite
Confusion
Crunch
Disable
Psychic Fangs
Psywave
Screech
Synchronoise
Water Gun

Ice Fang
Poison Fang
Rage
Water Pulse

Protect
Waterfall
Payback
Psychic
Giga Impact
Scald
Rain Dance
Swords Dance

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Tapu Koko][img]play.pokemonshowdown.com/sprites/bw/tapu koko.png[/img]
[B]Tapu Koko (-)
NATURE[/B]: Rash (+1 SpA, -1 SpD)

[B]TYPE[/B]: Electric / Fairy
[B]ABILITIES[/B]: Electric Surge / Telepathy (H)
[B]ITEM[/B]: Wise Glasses

[B]STATS[/B]
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 130
Size Class: 3
Weight Class: 2
Base Rank Total: 21

EC: N/A
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Agility
Brave Bird
Charge
Discharge
Electric Terrain
Electro Ball
False Swipe
Mean Look
Mirror Move
Nature's Madness
Power Swap
Quick Attack
Screech
Shock Wave
Spark
Thunder Shock
Wild Charge
Withdraw

Protect
Thunder
Thunderbolt
Thunder Wave
Dazzling Gleam
Taunt
Volt Switch
Fly
Grass Knot
Hyper Beam

Acrobatics
Aerial Ace
Calm Mind
Confide
Double Team
Echoed Voice
Facade
Frustration
Giga Impact
Hidden Power (Ice)
Light Screen
Nature Power
Psych Up
Rain Dance
Reflect
Return
Roar
Roost
Round
Safeguard
Sky Drop
Sleep Talk
Steel Wing
Substitute
Swagger
Thief
Torment
Toxic
U-turn
Work Up

[B]MC Allocation[/B]: 2 (Changing Hidden Power if needed)[/HIDE]
[HIDE=Raichu-A][img]play.pokemonshowdown.com/sprites/bw/raichu-a.png[/img]
[B]Raichu-A (M/F)
NATURE[/B]: Rash (+1 SpA, -1 SpD)

[B]TYPE[/B]: Electric / Psychic
[B]ABILITIES[/B]: Surge Surfer / Surge Surfer (H)
[B]ITEM[/B]: RageCandyBar

[B]STATS[/B]
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 110
Size Class: 1
Weight Class: 2
Base Rank Total: 17

EC: 9/9
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Agility
Charm
Discharge
Double Team
Electro Ball
Feint
Growl
Light Screen
Nasty Plot
Nuzzle
Play Nice
Psychic
Quick Attack
Slam
Spark
Speed Swap
Sweet Kiss
Tail Whip
Thunder
Thunderbolt
Thunder Shock
Thunder Wave
Wild Charge

Bide
Charge
Encore
Fake Out
Thunder Punch

Psyshock
Protect
Volt Switch
Focus Blast
Grass Knot

[B]MC Allocation[/B]: 30[/HIDE]
[HIDE=Charjabug][img]play.pokemonshowdown.com/sprites/bw/charjabug.png[/img]
[B]Charjabug (M/F)
NATURE[/B]: Quiet (+1 SpA, - Spe, -10% Evasion)

[B]TYPE[/B]: Bug / Electric
[B]ABILITIES[/B]: Battery

[B]STATS[/B]
HP: 45
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 31 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 15

EC: 4/9
MC: 0
AC: N/A

[B]ATTACKS[/B]
Acrobatics
Bite
Bug Bite
Charge
Crunch
Dig
Discharge
Iron Defense
Mud-Slap
Spark
String Shot
Vice Grip
X-Scissor

Electroweb
Endure
Harden
Mud Shot

Protect
X-Scissor
Thunderbolt
Thunder Wave
Poison Jab
Rain Dance

[B]MC Allocation[/B]: 0[/HIDE]
[HIDE=Victreebel][img]play.pokemonshowdown.com/sprites/bw/victreebel.png[/img]
[B]Victreebel (M/F)
NATURE[/B]: Brave (+1 Atk, - Spe, -10% Evasion)

[B]TYPE[/B]: Grass / Poison
[B]ABILITIES[/B]: Chlorophyll / Gluttony (H)
[B]ITEM[/B]: Leaf Stone

[B]STATS[/B]
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 60 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 20

EC: 9/9
MC: 0
AC: 5/5

[B]ATTACKS[/B]
Acid
Gastro Acid
Growth
Knock Off
Leaf Blade
Leaf Storm
Leaf Tornado
Poison Jab
Poison Powder
Razor Leaf
Slam
Sleep Powder
Spit Up
Stockpile
Stun Spore
Swallow
Sweet Scent
Vine Whip
Wrap
Wring Out

Bullet Seed
Encore
Giga Drain
Leech Life
Power Whip

Grass Knot
Solar Beam
Protect
Venoshock
Toxic

[B]MC Allocation[/B]: 10[/HIDE]


RP Overview
RP 1 > RP 2 > Rare Encounter (if triggered) > Guardians > RP 3 > RP 4 > Boss

Scenarios
You tell the guide you want to head towards Melemele Island, so the boat heads for it.

The dock he parked at was located near an entrance to a large clearing, which you determine is where you need to go. Disembarking from the boat, you head into the clearing, leaving the guide behind.

Rushing through the clearing, you take a breather once you get to the other side. After a few deep breaths, you begin moving forward again, which puts you in front of a pool of water. Your Pokemon begin taking a look into the pool, fascinated by the reflections. Suddenly, <Pokemon> falls into the water and a torrential rain begins, but only around an inside the pool. You try to look through the streams of falling water, and you finally make out that there is a Bruxish in the pool, that is now dancing in its excitement from preparing itself a meal. You will need about 2 rounds to get past this water, and in the meantime, Bruxish charges!

[REF NOTE: Initiate Trap Encounter vs Bruxish. Arena: Reflecting Pool. Trap Moves: Rain Dance, Swords Dance. Target: Active Ground-type Pokemon with the most HP. If there are no active Ground-type Pokemon, then the Active Pokemon with the most HP. After the fight, give a repreive and proceed to Hanging Tough.]
Having dealt with the Bruxish, you assess the status of your team. After seeing that your team was doing just fine, you push forward to find the ruins you had heard so much about.

Walking forward, you come across a heavily covered thicket, without any properly paved paths, so you wander in almost aimlessly. As you keep moving between trees, bushes, and other natural obstructions of the sort, you finally find some sort of paths that are distinguished. The only problem is, you aren't sure which path to take, being that there are two of them. The first of them is layered with vines, while the other is layered with many, many bushes, more than normal.

Player Options
a) Traverse the vine-heavy path
b) Traverse the bush-heavy path

IF a)

You embark into the interwoven vines, hoping to find a way out. Instead, you find a hearth in the center of these vines, but with no clue as to why the separation exists.

[REF NOTE: Proceed to The Last Known Survivor]

IF b)

You decide to go through the bushes, since you don't think the bushes could be hiding anything devastating. As you are walking through however, Grubbin rush at your team until you get out of the bushes. Your team incurred some minor damages and none of them appear to be as flexible and limber as they were before.

[REF NOTE: Apply damage to each active Pokemon after being attacked by Spark with R3 Atk and STAB, not applying the spread penalty, and successfully rolling Paralysis (15%). Give a reprieve, then proceed to The Thrill of the Fight.]
At the center of the vines, you are resting in this sizeable clearance within the vines. You can't help but wonder how the vines were cleared in this manner. As you examine the area in more detail, you notice there is a Victreebel that is looping around the vines, cutting them into shape. Victreebel hops down when it sees you and, using one of its whips, calls out a Pokemon of yours. Realizing the Victreebel wants a duel, you oblige. You let one of your Pokemon take the lead. Battle... begin!

[REF NOTE: Initiate Rare Encounter vs Victreebel. Arena: Vineyard of Glory

IF Challenger completes the encounter without any deaths

Victreebel brings itself up, and bows as an acknowledgement of defeat in combat. To reward you for your victory, Victreebel disappears towards the top of the vines, and reappears before you holding a Super Potion out to you. Now that the duel has been completed, Victreebel cuts open your way out of this vineyard.

[REF NOTE: Player gets 1x Super Potion. Give a reprieve then proceed to The Thrill of the Fight.]

ELSE

Victreebel knows it won the battle, and is quite pleased with itself. Now that the duel has been completed, Victreebel cuts open your way out of this vineyard.

[REF NOTE: Give a reprieve then proceed to The Thrill of the Fight.]
Having navigated safely and successfully through the vine/bush path, you push forward until you reach a new area.

On the way in, the scent of fresh air alerts you to the change in areas. You've now entered an alcove. While looking around, you see the water, the various sizes of trees and other plants growing, and the moderate amount of Pokemon in the area. As you approach the water, a Vikavolt swoops down from one of the trees and Lanturn pops out of the water. These two mean business, and waste no time attacking you!

[REF NOTE: Initiate Guardian Encounter vs Vikavolt and Lanturn. Arena: Heroic Alcove. After the fight, give a reprieve then proceed to Rising Up.]
After capturing/defeating the last of the guardians, you take the time to tend to your team before pressing onwards. You leave the alcove, hoping you are still headed in the right direction.

As you walk forward, you start to feel an interesting energy coursing through you. Not ominous, but not normal in the slightest. The further you walk, the stronger the energy gets. Up ahead you spot an Ampharos that appears to be meditating, and in turn releasing a lot of its pent up electricity, which seems to explaining the rushing energy below you. You walk towards it, but the redirection of the current alerts Ampharos to your presence. Ampharos releases a roar, which causes 2 Flaaffy to flock to it. The sheep have horded together, and now they charge at you and your Pokemon!

[REF NOTE: Initiate Nest Encounter vs Ampharos and 2x Flaaffy. Arena: Fields of the First Charge. After the fight, give a reprieve then proceed to Will to Survive.]
After dealing with the sheep, you take a little bit more time in the fields to admire the way it flows in the presence of electricity, before tending to your team and pressing onwards.

You walk through the rest of the fields, and when you are on the edge of the fields, you look up and can finally see the ruins. You take a deep breath, and decide to enter the ruins. You get to the door and realize that there are 4 levers that you can pull. The sign above the first one says "Aspire to be Vital!" The sign above the second one says "Aspire to be Collected! The third sign says "Aspire to be Complete!", while the 4th and final lever doesn't have a sign above it. It appears that each of the levers will grant you entry, but which do you choose?

Player Options
a) Aspire to be Vital!
b) Aspire to be Collected!
c) Aspire to be Complete!
d) Pull the unlabeled lever

IF a)

You pull the first lever, which causes a mist to rain down upon your team, which seems to make them all feel make better. The gate opens, and now you can press on with confidence.

[REF NOTE: All Active Pokemon gain 15 HP. Give a Reprieve, then proceed to Optimism.]

IF b)

You pull the second lever, which causes a set of minor charges to sprinkle across your Pokemon, which seems to energize them. The gate opens, and now you can press on with confidence.

[REF NOTE: All Active Pokemon gain 15 EN. Give a Reprieve, then proceed to Optimism.]

IF c)

You pull the third lever, which causes a mist to rain down upon your team, which seems to make them all feel make better., and causes a set of minor charges to sprinkle across your Pokemon, which seems to energize them. The gate opens, and now you can press on with confidence.

[REF NOTE: All Active Pokemon gain 15 HP and 15 EN. Give a Reprieve, then proceed to Optimism.]

IF d)

You pull the 4th lever, see as nothing special happens, and watch the gate open. This is concerning since you know the other labels probably did something, as told by the legends. Still, you press on undeterred, focused on the final goal.

[REF NOTE: Give a Reprieve, then proceed to Optimism.]
On the way through the gate, you notice there is a shining object on the ground. Upon closer examination, you determined that it is the fabled Tapunium Z, the item that allows the 4 Island Guardians to connect with the Guardian of Alola. This means you must be getting close to your target. But do you pick up the crystal?

Player Actions
a) Pick up the Tapunium Z
b) Don't pick up the Tapunium Z

You and your Pokemon enter the ruins, and the first thing you notice is the amount of trees that have been broken and withered, creating a lot of random perching spots around the chamber. Standing still, you begin to feel the same energy you felt back in those fields, but it's a lot stronger than before. Following the movement pattern of the grass, you found the source of the energy,and began heading towards it. At the center of the chamber resides an orb, light-ish yellow in hue. As you approach it, it blinks, then blinds you with an astonishingly bright light. When the light reduces and you finally regain sight, you see Tapu Koko itself, accompanied by an Alolan Raichu. You also notice that the crackling energy you saw before has completely enveloped the entire chamber, sparking everywhere. While you take time to figure out what is happening, Tapu Koko lets out a booming roar, which is followed by both Tapu Koko and Alolan Raichu assuming a combat stance, and beckoning you to make a move.

IF a) was chosen earlier this RP

Before the battle starts, Tapu Koko glows with a golden hue. You wonder what could be causing it, but you soon realize once you notice that the Tapunium Z that was once in your bag is now floating above Tapu Koko. This fight just got a bit more serious, but you are still firm in your stance to finally capture yourself a Tapu Koko.

[REF NOTE: Initiate Boss Encounter vs Tapu Koko and Raichu-A. Arena: Ruins of Conflict.]

Arenas
Effects
- None

Codifications
- Camouflage: Water
- Nature Power: Scald
- Secret Power: -1 Spe
Effects
- None

Codifications
- Camouflage: Grass
- Nature Power: Energy Ball
- Secret Power: -1 Spe
Effects
- The default weather is Light Rain, meaning the effects of Rain are active, without the changes to BAP

Codifications
- Camouflage: Electric
- Nature Power: Discharge
- Secret Power: Paralyze
Effects
- The ability Plus is always active, even if there are no allied Pokemon alive.

Codifications
- Camouflage: Electric
- Nature Power: Discharge
- Secret Power: Paralyze
Effects
- Electric Terrain boosts Battery to +3 BAP
- Electric Terrain is the default terrain on the Boss' side of the field.
- All Attacks gain BAP equal to the user's Speed/100, rounded up.
- If the Player picked up the Tapunium Z, Tapu Koko gets access to Tapunium Z in addition to its normal item, and does not require a trainer to use Z-Moves
- Horde Charjabug spawn at the end of designated rounds, based on the player's choice in RP4
Option A: Spawn 2 Horde Charjabug at the end of the 2nd round and every 2 rounds after that (2, 5, 8, etc.)
Option B: Spawn 1 Horde Charjabug at the end of the 2nd round and every other round after that (2, 4, 6, 8, etc.)
Option C: Spawn 2 Horde Charjabug at the end of the 2nd round and every 2 rounds after that (2, 4, 6, 8, etc.)
Option D: Spawn 1 Horde Charjabug at the end of the 2nd round and every 2 rounds after that (2, 5, 8, etc.)​

Codifications
- Camouflage: Electric
- Nature Power: Discharge
- Secret Power: Paralyze
 

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