Data [TLR DATA] Islands of Alola - Twisted World

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
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

Twisted World

Pokemon

Guardians
Aromatisse
Golurk

Nest
Gothitelle
Gothorita

Trap
Pangoro

Boss
Tapu Lele
Malamar

Hordes
Mime Jr.

Rare Encounter
Golisopod

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

[B]TYPE[/B]: Fairy
[B]ABILITIES[/B]: Healer / Aroma Veil (H)
[B]ITEM[/B]: Sachet

[B]STATS[/B]
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 25 (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 19

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

[B]ATTACKS[/B]
Aromatherapy
Aromatic Mist
Attract
Calm Mind
Charm
Disarming Voice
Draining Kiss
Echoed Voice
Fairy Wind
Flail
Heal Pulse
Misty Terrain
Moonblast
Odor Sleuth
Psych Up
Psychic
Reflect
Skill Swap
Sweet Kiss
Sweet Scent

Captivate
Disable
Refresh
Wish

Helping Hand

Dazzling Gleam
Flash Cannon
Hyper Beam
Protect
Torment

[B]MC Allocation[/B]: 20[/HIDE]
[HIDE=Golurk][img]play.pokemonshowdown.com/sprites/bw/golurk.png[/img]
[B]Golurk (-)
NATURE[/B]: Brave (+1 Atk, - Spe, -10% Evasion)

[B]TYPE[/B]: Ground / Ghost
[B]ABILITIES[/B]: Iron Fist / Klutz / No Guard (H)
[B]ITEM[/B]: Expert Belt

[B]STATS[/B]
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

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

[B]ATTACKS[/B]
Astonish
Curse
Defense Curl
Dynamic Punch
Earthquake
Focus Punch
Hammer Arm
Heavy Slam
High Horsepower
Iron Defense
Magnitude
Mega Punch
Mud-Slap
Night Shade
Phantom Force
Pound
Rollout
Shadow Punch
Stomping Tantrum

Drain Punch
Fire Punch
Ice Punch
Magic Coat
Thunder Punch

Fly
Protect
Rock Slide
Stone Edge
Toxic

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

[B]TYPE[/B]: Psychic
[B]ABILITIES[/B]: Frisk / Competitive / Shadow Tag (H)
[B]ITEM[/B]: Wise Glasses

[B]STATS[/B]
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 18

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

[B]ATTACKS[/B]
Charm
Confusion
Double Slap
Embargo
Fake Tears
Feint Attack
Flatter
Future Sight
Heal Block
Magic Room
Play Nice
Pound
Psybeam
Psychic
Psyshock
Telekinesis
Tickle

Dark Pulse
Heal Pulse
Miracle Eye
Mirror Coat
Uproar

Hyper Beam
Protect
Shadow Ball
Thunderbolt
Toxic

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Gothorita][img]play.pokemonshowdown.com/sprites/bw/gothorita.png[/img]
[B]Gothorita (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Psychic
[B]ABILITIES[/B]: Frisk / Competitive / Shadow Tag (H)

[B]STATS[/B]
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

[B]ATTACKS[/B]
Charm
Confusion
Double Slap
Embargo
Fake Tears
Feint Attack
Flatter
Future Sight
Heal Block
Magic Room
Play Nice
Pound
Psybeam
Psychic
Psyshock
Telekinesis
Tickle

Dark Pulse
Heal Pulse
Miracle Eye
Mirror Coat
Uproar

Protect
Shadow Ball
Thunderbolt
Torment
Toxic

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

[B]TYPE[/B]: Fighting / Dark
[B]ABILITIES[/B]: Iron Fist / Mold Breaker / Scrappy (H)
[B]ITEM[/B]: Macho Brace

[B]STATS[/B]
HP: 100
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 50 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 19

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

[B]ATTACKS[/B]
Arm Thrust
Bullet Punch
Entrainment
Hammer Arm
Leer
Low Sweep
Tackle
Work Up
Karate Chop
Comet Punch
Slash
Circle Throw
Vital Throw
Body Slam
Crunch
Parting Shot
Sky Uppercut
Taunt

Foul Play
Me First
Power Trip
Quick Guard
Storm Throw

Protect
Bulldoze
Earthquake
Giga Impact
Stone Edge
Taunt

[B]MC Allocation[/B]: 10[/HIDE]
[HIDE=Tapu Lele][img]play.pokemonshowdown.com/sprites/bw/tapu lele.png[/img]
[B]Tapu Lele (-)
NATURE[/B]: Bold (+1 Def, -1 Atk)

[B]TYPE[/B]: Psychic / Fairy
[B]ABILITIES[/B]: Psychic Surge / Telepathy (H)
[B]ITEM[/B]: Everstone

[B]STATS[/B]
HP: 100
Atk: Rank 2 (-)
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 95
Size Class: 2
Weight Class: 2
Base Rank Total: 21

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

[B]ATTACKS[/B]
Aromatherapy
Aromatic Mist
Astonish
Confusion
Draining Kiss
Extrasensory
Flatter
Mean Look
Moonblast
Nature's Madness
Psybeam
Psychic Terrain
Psyshock
Psywave
Skill Swap
Sweet Scent
Tickle
Withdraw

Energy Ball
Focus Blast
Light Screen
Protect
Psychic
Reflect
Shadow Ball
Taunt
Thunderbolt
Torment

Calm Mind
Charge Beam
Confide
Dazzling Gleam
Double Team
Echoed Voice
Facade
Fling
Frustration
Giga Impact
Grass Knot
Hidden Power (Ground)
Hyper Beam
Nature Power
Psych Up
Return
Round
Safeguard
Sleep Talk
Substitute
Sunny Day
Swagger
Thief
Thunder
Toxic

[B]MC Allocation[/B]: 2 (Changing Hidden Power if needed)[/HIDE]
[HIDE=Malamar][img]play.pokemonshowdown.com/sprites/bw/malamar.png[/img]
[B]Malamar (M/F)
NATURE[/B]: Brave (+1 Atk, - Spe, -10% Evasion)

[B]TYPE[/B]: Dark / Psychic
[B]ABILITIES[/B]: Contrary / Suction Cups / Infiltrator (H)
[B]ITEM[/B]: Inversion Charm

[B]STATS[/B]
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 67 (-)
Size Class: 3
Weight Class: 2
Base Rank Total: 18

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

[B]ATTACKS[/B]
Constrict
Peck
Tackle
Reflect
Reversal
Foul Play
Swagger
Psywave
Topsy-Turvy
Hypnosis
Psybeam
Switcheroo
Payback
Light Screen
Pluck
Psycho Cut
Slash
Night Slash
Superpower

Camouflage
Destiny Bond
Flatter
Power Split
Simple Beam

Protect
Flamthrower
Psychic
Rock Slide
Thunderbolt

[B]MC Allocation[/B]: 30[/HIDE]
[HIDE=Mime Jr.][img]play.pokemonshowdown.com/sprites/bw/mime jr..png[/img]
[B]Mime Jr. (M/F)
NATURE[/B]: Modest (+1 SpA, -1 Atk)

[B]TYPE[/B]: Psychic / Fairy
[B]ABILITIES[/B]: Soundproof / Filter / Technician (H)

[B]STATS[/B]
HP: 40
Atk: Rank 0 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12

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

[B]ATTACKS[/B]
Barrier
Confusion
Tickle
Copycat
Meditate
Double Slap
Mimic
Encore
Light Screen
Reflect
Psybeam
Substitute
Recycle
Trick
Psychic
Role Play
Baton Pass
Safeguard

Fake Out
Icy Wind
Teeter Dance
Nasty Plot
Hypnosis

Protect
Psychic
Shadow Ball
Thunder Wave
Hidden Power (Fairy)

[B]MC Allocation[/B]: 0[/HIDE]
[HIDE=Golisopod][img]play.pokemonshowdown.com/sprites/bw/golisopod.png[/img]
[B]Golisopod (M/F)
NATURE[/B]: Careful (+1 SpD, -1 SpA)

[B]TYPE[/B]: Bug / Water
[B]ABILITIES[/B]: Emergency Exit
[B]ITEM[/B]: Muscle Band

[B]STATS[/B]
HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 1 (-)
SpD: Rank 4 (+)
Spe: 40
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
MC: 0
AC: N/A

[B]ATTACKS[/B]
Bug Bite
First Impression
Fury Cutter
Iron Defense
Liquidation
Pin Missile
Razor Shell
Rock Smash
Sand Attack
Slash
Spite
Struggle Bug
Sucker Punch
Swords Dance

Aqua Jet
Harden
Metal Claw
Spikes
Wide Guard

Brick Break
Leech Life
Shadow Claw
Poison Jab
Protect

[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 Akala Island, so the boat heads for it.

The dock he parked at was located near a small clearing in the woods. You check your map before getting off the boat, and decide this is the right spot. Thanking the driver graciously, you disembark and make for the clearing ahead of you.

As you are walking forward, you start to notice that the wildlife around you is slowly deteriorating, literally and just in the aesthetically quality of the scenes in front of you have grown more and more depraved as you keep walking. You start to feel the rumbling of the ground beneath you, and it's beginning to get closer to you. Suddenly, a Pangoro charges in, taking <Pokemon> with it. From a distance you can see Pangoro angering <Pokemon> and then getting worked up. It'll take you 2 rounds to catch up to them though.

[REF NOTE: Initiate Trap Encounter vs Pangoro. Arena: Foresaken Land. Trap Moves: Taunt, Work Up. Target: Active Ghost-type Pokemon with the lowest Atk. If there are no Active Ghost-type Pokemon, then Active Pokemon with the lowest Atk. After the fight, give reprieve then proceed to More to See.]
Having dealt with the Pangoro, you and your Pokemon hurry to get off of that land before its corruption consumes you as well.

Fleeing forward, your sprint leads you to an encounter with a wall. After examining this wall, you determine that this definitely is not a human creation, as you can feel the psychic energy radiating from it. There are two points of entry though, one on the left and one on the right, and they can both be breached. How do you proceed?

Player Options
a) Breach the left door.
b) Breach the right door.

IF a)

You knock down the left door, revealing a room of Kirlia, who then assault you and your Pokemon with their attacks for trespassing. You make sure to get out of that room as fast as possible, trying to minimize the damage taken. You prepare to head forward after a rather quick breather due to that assault.

[REF NOTE: Deal damage to each Active Pokemon from Confusion from R3 STAB, without applying spread penalty, and all damaged Pokemon are confused for 4a. Give reprieve then proceed to Asana.]

IF b)

You knock down the right door, and enter into a very dark room. You and your Pokemon all take a moment of pause because the darkness is so black you can't even perceive your own location properly.

[REF NOTE: Proceed to The Path Unwinding.]
Still stuck in the darkness, you begin to hear the sounds of small organisms scuttling around, but they're somewhere ahead of you. You wander forward a little, and then realize that the scuttling you are hearing now has circled. Then, the lights turn, startling you for a second. When you come back to, you relax a little bit, seeing that it's just a bunch of Wimpod near you. Behind one part of the circle you see a Golisopod approaching, who makes its way in front of you. Your Pokemon jump to take the front, but the Wimpod are carefully watching and ready for action. You realize this means that the Golisopod only does things 1v1, and it has challenged you this time. Golisopod readies itself, waiting for your first move.

[REF NOTE: Initiate Rare Encounter vs Golisopod. Arena: Path's Ending. After the fight, give reprieve and proceed to Asana.]
Outside of the strange structure you just went through, you wonder how that even got there, given the area doesn't look like it should have been there. As you are walking, you check the map to trace your path, and it makes you feel like you have to be on the right track. As you keep going, you realize the coloring of the green getting more vivid, and more importantly, why are your steps taking so much longer? Additionally, you can see an Aromatisse in the distance, just floating around, enjoying itself. You press forward, and suddenly an automaton that was in the distance jets forward towards your team, and it looks like it means business. Golurk summons over Aromatisse, who gladly joins the cause, and it looks like your first trial of strength begins here!

[REF NOTE: Initiate Guardian Encounter vs Aromatisse and Golurk. Arena: First Contact. After the fight, give reprieve and proceed to Asana.]
Having appropriately handled the guardians, you access the damages to your team and press forwards from there.

While you are walking, you finally regain the feeling of your normal weight, although it now feels foreign to you. When you look up, you realize that the sky has started to twinkle a little bit. Not just the stars, but the whole sky has a twinkle to it. Amazed by this, you bring your gaze back down, only to be staring down a Gothitelle and 2 Gothorita. You know you've heard that the influence of Tapu Lele can cause visions, but you aren't really sure what to believe right now, so you send your Pokemon out to deal with the threat.

[REF NOTE: Initiate Nest Encounter vs Gothitelle and 2x Gothorita. Arena: Blessed Lands. After the fight, give reprieve and proceed to Through Faith and Lpve.]
After dealing with the family that attacked you, you decide that it is best to keep moving forward. After a little while you look up and realize that you have finally reached the ruins, but there seems to be a small temple next door to it, and you are curious to see what's inside, so you go to the door. When you arrive, an Alakazam and a Mr. Mime greet you. After talking to them for a little bit, it is explained that the Alakazam is a master of meditation and Mr. Mime runs a tea shop inside the temple.

Player Options
a) Drink tea with Mr. Mime.
b) Meditate with Alakazam.
c) Drink tea with Mr. Mime and meditate with Alakazam.
d) Graciously decline and exit the temple.

IF a)

You go over to the tea shop and order some of their specialty tea for you and your Pokemon. After drinking it, your Pokemon feel much better, so you thank Mr. Mime and make your way over to the ruins.

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

IF b)

You go over to the mats and begin meditating with Alakazam. After about 15 minutes, your Pokemon appear much more mellowed out and relaxed, so you thank Alakazam and make your way over to the ruins.

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

IF c)

You go over to the tea shop and order some of their specialty tea for you and your Pokemon. After drinking it, you go over to the mats and begin meditating with Alakazam. After about 15 minutes, your Pokemon appear much more mellowed out and relaxed, You take time to give thanks to both Alakazam and Mr. Mime, then you make your way over to the ruins.

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

IF d)

You politely deny the services of both Pokemon, as you don't feel like they are necessary. Sure, you probably could've used something to take the nerves out, but nerves just mean you care. You make your way over to the ruins, preparing for the worst and expecting the best.

[REF NOTE: Give a Reprieve, then proceed to Circle of Life.]
On the way into the ruin, 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 you are instantly confused by the sheer amount of things that are going on in this room. In the same chamber of this one structure, you seen diurnal and nocturnal organisms, drought-reliant and downpour-reliant organisms, and even predators and their prey all acting in perfect harmony with one another. A perfect harmony that only the aura of Tapu Lele could explain. After looking around at all the marvels of nature that are occurring before you, you finally approach the pedestal in the center of the chamber. The pink-hued orb flashed as you got close, and suddenly released a blinding stream of white light! When your vision came to, you see Tapu Lele floating in front of you, accompanied by a Malamar. You prepare your Pokemon for the battle, when the chamber got even weirder when that land suddenly all appears to be all colored the same pink-red color of Tapu Lele. Malamar and Tapu Lele assume the ready position, awaiting your first move.

IF a) was chosen earlier this RP

Before the battle starts, Tapu Lele 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 Lele. This fight just got a bit more serious, but you are still firm in your stance to finally capture yourself a Tapu Lele.

[REF NOTE: Initiate Boss Encounter vs Tapu Lele and Malamar. Arena: Ruins of Life.]

Arenas
Effects
- None

Codifications
- Camouflage: Dark
- Nature Power: Snarl
- Secret Power: Flinch
Effects
- None

Codifications
- Camouflage: Water
- Nature Power: Scald
- Secret Power: -1 Spe
Effects
- All Pokemon gain the ability Light Metal.

Codifications
- Camouflage: Psychic
- Nature Power: Psyshock
- Secret Power: -1 SpA
Effects
- Psychic-typed Status moves with durations have their duration increased by 3 actions/1 round.

Codifications
- Camouflage: Psychic
- Nature Power: Psyshock
- Secret Power: Confusion
Effects
- Psychic Terrain is the default terrain on the Boss' side of the field.
- Psychic Terrain does not affect Priority moves
- Contrary does not affect positive stage changes.
- If the Player picked up the Tapunium Z, Tapu Lele gets access to Tapunium Z in addition to its normal item, and does not require a trainer to use Z-Moves
- Horde Mime Jr. spawn at the end of designated rounds, based on the player's choice in RP4
Option A: Spawn 2 Horde Mime Jr. at the end of the 2nd round and every 3 rounds after that (2, 5, 8, etc.)
Option B: Spawn 1 Horde Mime Jr. at the end of the 2nd round and every other round after that (2, 4, 6, 8, etc.)
Option C: Spawn 2 Horde Mime Jr. at the end of the 2nd round and every 2 rounds after that (2, 4, 6, 8, etc.)
Option D: Spawn 1 Horde Mime Jr. at the end of the 2nd round and every 23 rounds after that (2, 5, 8, etc.)​

Codifications
- Camouflage: Psychic
- Nature Power: Psyshock
- Secret Power: Confusion
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top