Seven Seas of Rhye
Difficulty: Legendary
Prerequisites: None
Pokéballs: Dusk Balls have their increased catch rate unless otherwise stated.
RP Path:
RP1 --> Guardians --> RP2 --> RP3 --> Boss
RP2 is RNGd between RP2a, RP2b, and RP2c.
Difficulty: Legendary
Prerequisites: None
Pokéballs: Dusk Balls have their increased catch rate unless otherwise stated.
RP Path:
RP1 --> Guardians --> RP2 --> RP3 --> Boss
RP2 is RNGd between RP2a, RP2b, and RP2c.
"Did you ever hear of the legends?"
"You mean Phione, the one you've rambled about before?"
"No no no, Phione's hardly a legend. They say that when you head down into the cove, there's another passage, leading to a chain of rock pools, where there's some weirdly strong Pokemon."
"Really, they shouldn't let you within a mile of the whiskey."
"Not just the whiskey - I was right before, and I bet I'll be right again!"
You return to the Mysterious Cove once more, but this time you take some time to look around. It takes surprisingly little time for you to find the opening - although you're sure that there used to be a boulder blocking that. The path looks like quite a steep drop, but it should be fine to climb down
Player Options:
a) Onwards!
b) Leave
[REF NOTE] Do you really need one? These things will be used to mark what you, the ref, need to do. A substantial number of these will involve you changing arenas later on in the run. If the arena is changed, do make note of it when you post the arena, updating the Codifications.
"You mean Phione, the one you've rambled about before?"
"No no no, Phione's hardly a legend. They say that when you head down into the cove, there's another passage, leading to a chain of rock pools, where there's some weirdly strong Pokemon."
"Really, they shouldn't let you within a mile of the whiskey."
"Not just the whiskey - I was right before, and I bet I'll be right again!"
You return to the Mysterious Cove once more, but this time you take some time to look around. It takes surprisingly little time for you to find the opening - although you're sure that there used to be a boulder blocking that. The path looks like quite a steep drop, but it should be fine to climb down
Player Options:
a) Onwards!
b) Leave
[REF NOTE] Do you really need one? These things will be used to mark what you, the ref, need to do. A substantial number of these will involve you changing arenas later on in the run. If the arena is changed, do make note of it when you post the arena, updating the Codifications.
You climb down into the opening, carefully pacing yourself as to not slip. It feels like you've gone down a very long distance, although you can still see the light at the start of the tunnel. You reach a bend in the path, and although it means you lose sight of your entrance. Regardless, you continue pacing forward through the tunnel... and you realise that it appears to quite suddenly split into three seperate tunnels.
Well, bother. Two larger paths to the left and the right, and then a smaller path continues forward. If you have to backtrack already you'll be grumpy, but at the same time it seems impossible to make a rational choice here...
[b]Player Options:[/b]
a) Left
b) Right
c) Forward
a) Left
b) Right
c) Forward
Well, bother. Two larger paths to the left and the right, and then a smaller path continues forward. If you have to backtrack already you'll be grumpy, but at the same time it seems impossible to make a rational choice here...
[b]Player Options:[/b]
a) Left
b) Right
c) Forward
a) Left
You take the left path, following it down it's path. You feel rewarded when you see it ends in a larger cavern. Less rewarded when it turns out that the cavern itself... is a dead end. Dismayed, you begin to climb back out, but out of nowhere a wall of water splits the cavern from the tunnel out! Whilst you made it through with most of your team, [b]<POKEMON>[/b] is still trapped in the cavern. And (although you can't see it), a [b]Tentacruel[/b] is making it's dinner plans.
Post Battle: With Tentacruel handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 3 Rounds) with Tentacruel vs Active Player Pokémon with lowest ATK (RNG if there's a tie). Trap Moves: Aqua Ring, Whirlpool. Arena: Illuminated Chamber.
Post Battle: With Tentacruel handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 3 Rounds) with Tentacruel vs Active Player Pokémon with lowest ATK (RNG if there's a tie). Trap Moves: Aqua Ring, Whirlpool. Arena: Illuminated Chamber.
b) Right
You take the right path, following it down it's path. You feel rewarded when you see it ends in a larger cavern. Less rewarded when it turns out that the cavern itself... is a dead end. Dismayed, you begin to climb back out, but out of nowhere a wall of fire splits the cavern from the tunnel out! Whilst you made it through with most of your team, [b]<POKEMON>[/b] is still trapped in the cavern. And (although you can't see it), a [b]Volkraken[/b] is making it's dinner plans.
Post Battle: With Volkraken handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 3 Rounds) with Volkraken vs Active Player Pokémon with lowest SpD (RNG if there's a tie). Trap Moves: Aqua Ring, Fire Spin. Arena: Illuminated Chamber.
Post Battle: With Volkraken handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 3 Rounds) with Volkraken vs Active Player Pokémon with lowest SpD (RNG if there's a tie). Trap Moves: Aqua Ring, Fire Spin. Arena: Illuminated Chamber.
c) Forward
You take the central path, following it down it's path. You feel rewarded when you see it ends in a larger cavern. Less rewarded when it turns out that the cavern itself... is a dead end. Dismayed, you begin to climb back out, but out of nowhere a wall of <water/fire> splits the cavern from the tunnel out! Whilst you made it through with most of your team, [b]<POKEMON>[/b] is still trapped in the cavern. And (although you can't see it), a [b]<Tentacruel/Volkraken>[/b] is making it's dinner plans.
Post Battle: With <Tentacruel/Volkraken> handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 2 Rounds) with your choice of Volkraken or Tentacruel, vs a random Active Player Pokémon (Roll the player Pokémon before selecting Tentacruel or Volkraken). Tentacruel uses Trap Move Whirlpool, whilst Volkraken uses Trap Move Fire Spin. Arena: Illuminated Chamber. Also, make sure you select both the <water/fire> stuff and the <tentacruel/volkraken> stuff.
Post Battle: With <Tentacruel/Volkraken> handled, you're able to tend to your team. You also note that, out of nowhere, another tunnel has emerged in this cavern. You promise to cut back on the alcohol, as you prepare to explore the new tunnel.
[REF NOTE] Initiate Trap (Trap Phase: 2 Rounds) with your choice of Volkraken or Tentacruel, vs a random Active Player Pokémon (Roll the player Pokémon before selecting Tentacruel or Volkraken). Tentacruel uses Trap Move Whirlpool, whilst Volkraken uses Trap Move Fire Spin. Arena: Illuminated Chamber. Also, make sure you select both the <water/fire> stuff and the <tentacruel/volkraken> stuff.
You're glad you're not claustrophobic as you climb down yet another tunnel. You emerge into another very plain chamber, although you're a little bit surprised to find what appears to be the skeleton of a Magikarp, stripped completely to the bone. You look up and notice a [b]Cradily[/b] and an [b]Eelektross[/b] eying you up.
Ah. This is probably the part where you avoid becoming the main course.
Post Battle: You congratulate yourself on not becoming part of the menu, before you notice another tunnel.
Really, narrow tunnels and slightly large chambers. You wonder how such a place was formed, anyway.... before not dwelling on it and advancing.
[REF NOTE] Initiate Guardian Fight with Eelektross and Cradily. Arena: Illuminated Chamber
Ah. This is probably the part where you avoid becoming the main course.
Post Battle: You congratulate yourself on not becoming part of the menu, before you notice another tunnel.
Really, narrow tunnels and slightly large chambers. You wonder how such a place was formed, anyway.... before not dwelling on it and advancing.
[REF NOTE] Initiate Guardian Fight with Eelektross and Cradily. Arena: Illuminated Chamber
Your tunnel deposits you in a very well illuminated chamber - the walls, the ceiling, and the floor are littered with those glowing gemstones. However, of more interest is the weird machine that seems to be embedded on the wall. It appears to be a metal box, mounted on the wall with a series of rusted pipes. A shattered display screen tells you nothing, although a red light glows on the machine. The only other pat of note you can see is a large valve, mounted right in the centre.
You could leave it be, and head down the tunnel that lies just to it's left, or you could mess with the valve first. Your pick!
Player Options:
a) Leave it alone
b) Lightly turn the valve
c) Rapidly turn the valve
a) Leave it alone
b) Lightly turn the valve
c) Rapidly turn the valve
You could leave it be, and head down the tunnel that lies just to it's left, or you could mess with the valve first. Your pick!
Player Options:
a) Leave it alone
b) Lightly turn the valve
c) Rapidly turn the valve
a) Leave it alone
You decide against meddling with the machine. Weird as it is, you don't wish to interrupt it, instead heading on.
[REF NOTE] In "RP 4 - Under Pressure", the arena effect "Pressure" causes each point of Pressure to make moves cost 4 more EN. In addition, Chill's EN Increase is capped at 9 instead of 6.
[REF NOTE] In "RP 4 - Under Pressure", the arena effect "Pressure" causes each point of Pressure to make moves cost 4 more EN. In addition, Chill's EN Increase is capped at 9 instead of 6.
b) Lightly turn the valve
You cautiously rotate the valve, and you notice the red light fades. You decide that you've accomplished something here, so you head down the tunnel.
[REF NOTE] In "RP 4 - Under Pressure", the arena effect "Pressure" causes each point of Pressure to make moves cost 1 more EN. In addition, Chill's EN Increase is capped at 3 instead of 6. In addition, the arena gains a permanent Gravity effect.
[REF NOTE] In "RP 4 - Under Pressure", the arena effect "Pressure" causes each point of Pressure to make moves cost 1 more EN. In addition, Chill's EN Increase is capped at 3 instead of 6. In addition, the arena gains a permanent Gravity effect.
c) Rapidly turn the valve
You quickly rotate the valve around, without noticing the light turn off. By the time you do, one of the pipes is shaking. You run rather quickly, but one of the pipes bursts before you can get too far away, and your team is smashed with boiling water. You seem to have came out of it okay, your team handling the worst of the blow, but they haven't came out of that spectacularly.
[REF NOTE] Each Active Pokémon is hit by Scald (No spread penalty, acting from 5 SpA, always rolls Burn, can't be redirected by abilities like Storm Drain, can be Water Absorbed etc.)
[REF NOTE] Each Active Pokémon is hit by Scald (No spread penalty, acting from 5 SpA, always rolls Burn, can't be redirected by abilities like Storm Drain, can be Water Absorbed etc.)
You continue down your tunnel, reaching... another cavern. This one is particularly boring, with nothing but an exit tunnel and a small scribbling on the wall. You read it, as it asks a simple question.
[i]"Which is stronger in battle - Quantity, or Quality?[/i]
Player Options:
a) Quantity
b) Quality
a) Quantity
b) Quality
[i]"Which is stronger in battle - Quantity, or Quality?[/i]
Player Options:
a) Quantity
b) Quality
a) Quantity
You immediately think of those strategy games you've played until the wee hours of the morning, and how the best strategy tends to boil down to more dakka. Quantity, then. Nothing happens in response to your thoughts, so you head down the next tunnel.
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen instead spawns 3 Horde Goldeen
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen instead spawns 3 Horde Goldeen
b) Quality
You immediately think of the old books, of heroes and heroines slaying neverending armies of evil. Quality is by far more important. Nothing happens in response to your thoughts, so you head down the next tunnel.
[REF NOTE]In "Boss - The Miracle", the arena effect spawning a Goldeen instead spawns a Seaking
[REF NOTE]In "Boss - The Miracle", the arena effect spawning a Goldeen instead spawns a Seaking
You continue down your tunnel, emerging into probably the smallest chamber so far - you could almost confuse it for just a slightly wider bit of tunnel. You notice that a rock sticks jaggedly out of the wall, that looks slightly lose, and almost like a button. Surely you're mature enough...
Player Options:
a) Hit the button!
b) Continue down the tunnel
a) Hit the button!
b) Continue down the tunnel
Player Options:
a) Hit the button!
b) Continue down the tunnel
a) Hit the button!
You hit the button, and it slides in. This will unfortunately not dissuade you from such idiocy in the future, but it won't immediately backfire. Now, back down these tunnels!
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen on Round 1 and then once every 3 rounds (4, 7, 10, etc.) instead spawns Goldeen Round 1, and then once every 4 rounds (5, 9, 13, etc.). In "Boss - The Miracle", Boss Manaphy and Boss Milotic have a permanent natural SpA stage of +3, which cannot be removed by any means.
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen on Round 1 and then once every 3 rounds (4, 7, 10, etc.) instead spawns Goldeen Round 1, and then once every 4 rounds (5, 9, 13, etc.). In "Boss - The Miracle", Boss Manaphy and Boss Milotic have a permanent natural SpA stage of +3, which cannot be removed by any means.
b) Continue down the tunnel
This was clearly the sensible option, as you wonder if claustrophobia can be developed. More tunnels!
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen on Round 1 and then once every 3 rounds (4, 7, 10, etc.) instead spawns Goldeen Round 1, Round 2, and then every 3 rounds afterwards (1, 2, 5, 8, 11, etc.)
[REF NOTE] In "Boss - The Miracle", the arena effect spawning a Goldeen on Round 1 and then once every 3 rounds (4, 7, 10, etc.) instead spawns Goldeen Round 1, Round 2, and then every 3 rounds afterwards (1, 2, 5, 8, 11, etc.)
More tunnels. You're glad that you're not claustrophobic as others, as you enter another chamber with another body of water.
Well, that might be optimistic. It's not that deep from what you can tell, and unlike the other pools not clear, filled with muck. You'd like to get out of this chamber, but you presume some contrived scenario will block your path. You fail to be surprised when three [b]Stunfisk[/b] swim out of the lake.
What is more surprising, however, is when the room starts to shake, and rocks begin to fall from the ceiling. You take this a hint to get moving.
Post Battle: Before the ceiling can collapse on you, you head down the next tunnel.
[REF NOTE] Initiate Nest Fight with 3x Stunfisk. Arena: Depressing Den
Well, that might be optimistic. It's not that deep from what you can tell, and unlike the other pools not clear, filled with muck. You'd like to get out of this chamber, but you presume some contrived scenario will block your path. You fail to be surprised when three [b]Stunfisk[/b] swim out of the lake.
What is more surprising, however, is when the room starts to shake, and rocks begin to fall from the ceiling. You take this a hint to get moving.
Post Battle: Before the ceiling can collapse on you, you head down the next tunnel.
[REF NOTE] Initiate Nest Fight with 3x Stunfisk. Arena: Depressing Den
You emerge from the tunnel quickly, although you still feel the path shake at times. You emerge, and are absolutely stunned by the chamber you find yourself in. For the most part, the base is one giant lake, illuminated by crystals which glow, and reflect light upon the water. You're suddenly stunned as a jet of steam erupts from the ceiling several metres away, rendering it impossible to see in that direction. You look around, and although you can't see any more tunnels, you are able to see something incrdible. Illuminated by the gems, a [b]Manaphy[/b] rests asleep.
However, you're not able to observe for long. Manaphy suddenly awakens, and upon seeing you, charges towards you with violence in it's eyes, alongside a [b]Milotic[/b]. Even the fish in the water seem to be becoming aggresive, and you notice that the steam jets seem to suddenly rise in frequency. Diplomacy has already been defenstrated, as you prepare for combat!
Post Battle: As the fighting ends, the steam rapidly begins to erupt more frequently, and the water level begins to rise. You panic briefly, but out of nowhere an Abra appears in the smoke.
[i]"Ah, that would explain why Malamar has been so grumpy. Come, now, we shouldn't spend much time in here!"[/i]
With a flash of light you feel yourself Teleported to the entrance of the Mysterious Cove. Abra appears in your vision momentarily, before it vanishes into nothingness again.
[REF NOTE] Initiate Boss Fight with Manaphy and Milotic, and Spawn Goldeen (Round 1, 4, 7, 10, 13, 16, etc. - GOLDEEN DOES NOT START R1 SENT OUT, ONLY SPAWN AT THE END OF R1). Change if RP3b or RP3c changed of course. Arena: Spring of Power
However, you're not able to observe for long. Manaphy suddenly awakens, and upon seeing you, charges towards you with violence in it's eyes, alongside a [b]Milotic[/b]. Even the fish in the water seem to be becoming aggresive, and you notice that the steam jets seem to suddenly rise in frequency. Diplomacy has already been defenstrated, as you prepare for combat!
Post Battle: As the fighting ends, the steam rapidly begins to erupt more frequently, and the water level begins to rise. You panic briefly, but out of nowhere an Abra appears in the smoke.
[i]"Ah, that would explain why Malamar has been so grumpy. Come, now, we shouldn't spend much time in here!"[/i]
With a flash of light you feel yourself Teleported to the entrance of the Mysterious Cove. Abra appears in your vision momentarily, before it vanishes into nothingness again.
[REF NOTE] Initiate Boss Fight with Manaphy and Milotic, and Spawn Goldeen (Round 1, 4, 7, 10, 13, 16, etc. - GOLDEEN DOES NOT START R1 SENT OUT, ONLY SPAWN AT THE END OF R1). Change if RP3b or RP3c changed of course. Arena: Spring of Power
[hide=Arena]A chamber deep underground, with walls of rock, small tunnels leading in and out, and a quiet pool of water occupying a substantial amount of floorspace. The most eye-catching details are the gems that litter the walls, faintly glowing.
[b]Codifications:[/b]
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack[/hide]
[b]Codifications:[/b]
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack[/hide]
[hide=Arena]Another underground chamber, like all the others you have seen... but, at the same time, something here feels ominous. Perhaps it's just the depth you've travelled down though... or the fact that rocks are falling from the ceiling. Your choice.
[b]Codifications:[/b]
- Arena starts at "Pressure (0)". At the end of each round, Pressure increases by 1. For every point of Pressure, every action (Including Chill) costs 2 more EN to use. Chill's EN Cost increase is capped at 6.
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack[/hide]
[b]Codifications:[/b]
- Arena starts at "Pressure (0)". At the end of each round, Pressure increases by 1. For every point of Pressure, every action (Including Chill) costs 2 more EN to use. Chill's EN Cost increase is capped at 6.
- Arena is classified as inside
- Nature Power calls Power Gem, Secret Power may lower Attack[/hide]
[hide=Arena]An incredibly large chamber. Although the walls are still rock, and those glowing gems are present, there's no real ground to speak of - barring the tiniest of ledge for you to stand on, it's all at a bare minimum like a rock pool, with some very deep areas. Around the edge of the chamber eggs lie, a mixture of types.
The only other noticeable feature is the steam, which seems to periodically spray out of the walls. Thankfully it doesn't last long, but it's certainly making everything very warm...
[b]Codifications:[/b]
- At the start of every odd round (Round 1, 3, 5, 7, etc.), before anyone acts, all Pokemon are hit by a Water-Typed Will-O-Wisp (Always hits, affected by abilities, inflicts burn, water types are [i]not[/i] immune)
- The arena is under the constant effect of Rain Dance. Other weathers can only be summoned through the use of an appropriate Weather Rock.
- Starting Round 1, then every 3 rounds (4, 7, 10, etc.), a Goldeen is spawned
- Arena is classified as inside
- Nature Power calls Hydro Pump, Secret Power may lower Attack[/hide]
The only other noticeable feature is the steam, which seems to periodically spray out of the walls. Thankfully it doesn't last long, but it's certainly making everything very warm...
[b]Codifications:[/b]
- At the start of every odd round (Round 1, 3, 5, 7, etc.), before anyone acts, all Pokemon are hit by a Water-Typed Will-O-Wisp (Always hits, affected by abilities, inflicts burn, water types are [i]not[/i] immune)
- The arena is under the constant effect of Rain Dance. Other weathers can only be summoned through the use of an appropriate Weather Rock.
- Starting Round 1, then every 3 rounds (4, 7, 10, etc.), a Goldeen is spawned
- Arena is classified as inside
- Nature Power calls Hydro Pump, Secret Power may lower Attack[/hide]
I'll make a note of it here I guess. Give Pokémon genders.
Pokémon drop the item listed as "Drop". If multiple of the same Pokémon are involved in a battle, then the item is only dropped once.
Guardians:
Boss:
Boss Spawns:
Spawns happen at the end of their given round. So, if a spawn is scheduled for Round 1, then a swawn will happen after everything else has happened Round 1.
Traps:
Nests:
Pokémon drop the item listed as "Drop". If multiple of the same Pokémon are involved in a battle, then the item is only dropped once.
Guardians:
[hide=Eelektross ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/604.png[/img]
[b]Eelektross (X)[/b]
[b]Nature:[/b] Quiet
+1 SpA, Speed / 1.15, -10% Evasion
[b]Type:[/b] Electric
[b]Abilities:[/b] Levitate
[b]Stats:[/b]
HP: 100
Atk: 4
Def: 3
SpA: 5 [+]
SpD: 3
Spe: 43 [-]
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 10
DC: N/A
[b]Item:[/b] ThunderStone
[b]Drop:[/b] ThunderStone
[b]Attacks:[/b]
Thrash
Zap Cannon
Gastro Acid
Coil
Ion Deluge
Crush Claw
Headbutt
Acid
Discharge
Crunch
Thunder Wave
Spark
Charge Beam
Bind
Thunderbolt
Acid Spray
Wild Charge
Tackle
Bounce
Dragon Pulse
Drain Punch
Fire Punch
Giga Drain
Knock Off
Outrage
Signal Beam
Super Fang
Thunder Punch
Hyper Beam
Brick Break
Flamethrower
Grass Knot
U-Turn[/hide]
[b]Eelektross (X)[/b]
[b]Nature:[/b] Quiet
+1 SpA, Speed / 1.15, -10% Evasion
[b]Type:[/b] Electric
[b]Abilities:[/b] Levitate
[b]Stats:[/b]
HP: 100
Atk: 4
Def: 3
SpA: 5 [+]
SpD: 3
Spe: 43 [-]
Size Class: 4
Weight Class: 4
Base Rank Total: 19
EC: 9/9
MC: 10
DC: N/A
[b]Item:[/b] ThunderStone
[b]Drop:[/b] ThunderStone
[b]Attacks:[/b]
Thrash
Zap Cannon
Gastro Acid
Coil
Ion Deluge
Crush Claw
Headbutt
Acid
Discharge
Crunch
Thunder Wave
Spark
Charge Beam
Bind
Thunderbolt
Acid Spray
Wild Charge
Tackle
Bounce
Dragon Pulse
Drain Punch
Fire Punch
Giga Drain
Knock Off
Outrage
Signal Beam
Super Fang
Thunder Punch
Hyper Beam
Brick Break
Flamethrower
Grass Knot
U-Turn[/hide]
[hide=Cradily ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/346.png[/img]
[b]Cradily (X)[/b]
[b]Nature:[/b] Brave
+1 Atk, Speed / 1.15, -10% Evasion
[b]Type:[/b] Rock / Grass
[b]Abilities:[/b] Suction Cups / Storm Draim [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 4 [+]
Def: 4
SpA: 3
SpD: 4
Spe: 37 [-]
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Root Fossil
[b]Drop:[/b] Root Fossil
[b]Attacks:[/b]
Wring Out
Swallow
Spit Up
Stockpile
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Ancient Power
Brine
Giga Drain
Gastro Acid
Amnesia
Energy Ball
Barrier
Curse
Endure
Mirror Coat
Recover
Bind
Block
Earth Power
Pain Split
Seed Bomb
Protect
Earthquake
Rock Slide
Infestation
Substitute[/hide]
[b]Cradily (X)[/b]
[b]Nature:[/b] Brave
+1 Atk, Speed / 1.15, -10% Evasion
[b]Type:[/b] Rock / Grass
[b]Abilities:[/b] Suction Cups / Storm Draim [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 4 [+]
Def: 4
SpA: 3
SpD: 4
Spe: 37 [-]
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Root Fossil
[b]Drop:[/b] Root Fossil
[b]Attacks:[/b]
Wring Out
Swallow
Spit Up
Stockpile
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Ancient Power
Brine
Giga Drain
Gastro Acid
Amnesia
Energy Ball
Barrier
Curse
Endure
Mirror Coat
Recover
Bind
Block
Earth Power
Pain Split
Seed Bomb
Protect
Earthquake
Rock Slide
Infestation
Substitute[/hide]
Boss:
[hide=Manaphy (-)][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/490.png[/img]
[b]Manaphy (-)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water
[b]Abilities:[/b] Hydration
[b]Stats:[/b]
HP: 110
Atk: 3 [-]
Def: 4
SpA: 5 [+]
SpD: 4
Spe: 100
Size Class: 1
Weight Class: 1
Base Rank Total:
EC: N/A
MC: 10
DC: N/A
[b]Item:[/b] Mystic Water
[b]Drop:[/b] Mystic Water
[b]Attacks:[/b]
Tail Glow
Bubble
Water Sport
Charm
Supersonic
Bubble Beam
Acid Armor
Whirlpool
Water Pulse
Aqua Ring
Dive
Rain Dance
Heart Swap
Bounce
Covet
Heal Bell
Helping Hand
Icy Wind
Knock Off
Last Resort
Signal Beam
Skill Swap
Uproar
Ice Beam
Light Screen
Safeguard
Psychic
Shadow Ball
Reflect
Energy Ball
Scald
Dazzling Gleam
Surf[/hide]
[b]Manaphy (-)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water
[b]Abilities:[/b] Hydration
[b]Stats:[/b]
HP: 110
Atk: 3 [-]
Def: 4
SpA: 5 [+]
SpD: 4
Spe: 100
Size Class: 1
Weight Class: 1
Base Rank Total:
EC: N/A
MC: 10
DC: N/A
[b]Item:[/b] Mystic Water
[b]Drop:[/b] Mystic Water
[b]Attacks:[/b]
Tail Glow
Bubble
Water Sport
Charm
Supersonic
Bubble Beam
Acid Armor
Whirlpool
Water Pulse
Aqua Ring
Dive
Rain Dance
Heart Swap
Bounce
Covet
Heal Bell
Helping Hand
Icy Wind
Knock Off
Last Resort
Signal Beam
Skill Swap
Uproar
Ice Beam
Light Screen
Safeguard
Psychic
Shadow Ball
Reflect
Energy Ball
Scald
Dazzling Gleam
Surf[/hide]
[hide=Milotic ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/350.png[/img]
[b]Milotic (X)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water
[b]Abilities:[/b] Marvel Scale / Competitive / Cute Charm [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 1 [-]
Def: 3
SpA: 5 [+]
SpD: 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Prism Scale
[b]Drop:[/b] Prism Scale
[b]Attacks:[/b]
Water Gun
Wrap
Water Sport
Refresh
Disarming Voice
Twister
Water Pulse
Aqua Ring
Recover
Captivate
Aqua Tail
Rain Dance
Hydro Pump
Dragon Tail
Attract
Safeguard
Coil
Splash
Tackle
Flail
Brine
Dragon Pulse
Hypnosis
Mirror Coat
Mud Sport
Bind
Endure
Icy Wind
Magic Coat
Psych Up
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Safeguard
Rest
Round
Scald
Bulldoze
Dragon Tail
Sleep Talk
Substitute
Surf
Dive[/hide]
[b]Milotic (X)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water
[b]Abilities:[/b] Marvel Scale / Competitive / Cute Charm [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 1 [-]
Def: 3
SpA: 5 [+]
SpD: 5
Spe: 81
Size Class: 5
Weight Class: 5
Base Rank Total: 20
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Prism Scale
[b]Drop:[/b] Prism Scale
[b]Attacks:[/b]
Water Gun
Wrap
Water Sport
Refresh
Disarming Voice
Twister
Water Pulse
Aqua Ring
Recover
Captivate
Aqua Tail
Rain Dance
Hydro Pump
Dragon Tail
Attract
Safeguard
Coil
Splash
Tackle
Flail
Brine
Dragon Pulse
Hypnosis
Mirror Coat
Mud Sport
Bind
Endure
Icy Wind
Magic Coat
Psych Up
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Safeguard
Rest
Round
Scald
Bulldoze
Dragon Tail
Sleep Talk
Substitute
Surf
Dive[/hide]
Boss Spawns:
Spawns happen at the end of their given round. So, if a spawn is scheduled for Round 1, then a swawn will happen after everything else has happened Round 1.
[hide=Goldeen ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/118.png[/img]
[b]Goldeen (X)[/b]
[b]Nature:[/b] Quirky
-
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / LightningRod [HIDDEN]
[b]Stats:[/b]
HP: 90
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 63
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Ring
Fury Attack
Agility
Waterfall
Horn Drill
Soak
Megahorn
Aqua Tail
Hydro Pump
Mud Shot
Mud Sport
Signal Beam
Blizzard
Protect
Scald
Poison Jab
Substitute[/hide]
[b]Goldeen (X)[/b]
[b]Nature:[/b] Quirky
-
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / LightningRod [HIDDEN]
[b]Stats:[/b]
HP: 90
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 63
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Ring
Fury Attack
Agility
Waterfall
Horn Drill
Soak
Megahorn
Aqua Tail
Hydro Pump
Mud Shot
Mud Sport
Signal Beam
Blizzard
Protect
Scald
Poison Jab
Substitute[/hide]
[hide=Goldeen Hordling ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/118.png[/img]
[b]Goldeen (X)[/b]
[b]HORDE: This Pokémon's Damaging Attacks have a *0.5 Damage Multiplier after all effects (Min Damage is still 1)[/b]
[b]Nature:[/b] Quirky
-
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / LightningRod [HIDDEN]
[b]Stats:[/b]
HP: 45
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 63
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Tail
Hydro Pump
Mud Shot
Mud Sport
Signal Beam
Blizzard
Protect
Scald
Substitute
Waterfall[/hide]
[b]Goldeen (X)[/b]
[b]HORDE: This Pokémon's Damaging Attacks have a *0.5 Damage Multiplier after all effects (Min Damage is still 1)[/b]
[b]Nature:[/b] Quirky
-
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / LightningRod [HIDDEN]
[b]Stats:[/b]
HP: 45
Atk: 3
Def: 2
SpA: 2
SpD: 2
Spe: 63
Size Class: 1
Weight Class: 2
Base Rank Total: 14
EC: 0/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Peck
Tail Whip
Water Sport
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Tail
Hydro Pump
Mud Shot
Mud Sport
Signal Beam
Blizzard
Protect
Scald
Substitute
Waterfall[/hide]
[hide=Seaking ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/119.png[/img]
[b]Seaking (X)[/b]
[b]Nature:[/b] Brave
+1 Atk, Speed / 1.15, -10% Evasion
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / Lightning Rod [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 4 [+]
Def: 3
SpA: 3
SpD: 3
Spe: 59 [-]
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Megahorn
Peck
Tail Whip
Water Sport
Poison Jab
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Ring
Fury Attack
Agility
Waterfall
Horn Drill
Soak
Aqua Tail
Hydro Pump
Mud Sport
Psybeam
Skull Bash
Blizzard
Protect
Scald
Giga Impact
Substitute
Bounce
Drill Run
Icy Wind
Knock Off
Signal Beam[/hide]
[b]Seaking (X)[/b]
[b]Nature:[/b] Brave
+1 Atk, Speed / 1.15, -10% Evasion
[b]Type:[/b] Water
[b]Abilities:[/b] Swift Swim / Water Veil / Lightning Rod [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 4 [+]
Def: 3
SpA: 3
SpD: 3
Spe: 59 [-]
Size Class: 3
Weight Class: 3
Base Rank Total: 18
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Mystic Water
[b]Drop:[/b] None
[b]Attacks:[/b]
Megahorn
Peck
Tail Whip
Water Sport
Poison Jab
Supersonic
Horn Attack
Flail
Water Pulse
Aqua Ring
Fury Attack
Agility
Waterfall
Horn Drill
Soak
Aqua Tail
Hydro Pump
Mud Sport
Psybeam
Skull Bash
Blizzard
Protect
Scald
Giga Impact
Substitute
Bounce
Drill Run
Icy Wind
Knock Off
Signal Beam[/hide]
Traps:
[hide=Volkraken ()][img][/img]
[b]Volkraken (X)[/b]
[b]Nature:[/b] Timid
+15% Speed, +14% Accuracy, -1 Atk
[b]Type:[/b] Water / Fire
[b]Abilities:[/b] Analytic / Infiltrator / Pressure [HIDDEN]
[b]Stats:[/b]
HP: 110
Atk: 1 [-]
Def: 3
SpA: 5
SpD: 4
Spe: 110 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Binding Band
[b]Drop:[/b] Binding Band
[b]Attacks:[/b]
Constrict
Flash
Bite
Leech Life
Reflect
Water Gun
Whirlpool
Fire Spin
Flame Burst
Scald
Destiny Bond
Dive
Power Gem
Aqua Ring
Heat Wave
Hydro Pump
Memento
Aqua Jet
Assurance
Captivate
Scary Face
Tickle
Bind
Pain Split
Snatch
Snore
Water Pulse
Reflect
Flamethrower
Torment
Substitute
Surf[/hide]
[b]Volkraken (X)[/b]
[b]Nature:[/b] Timid
+15% Speed, +14% Accuracy, -1 Atk
[b]Type:[/b] Water / Fire
[b]Abilities:[/b] Analytic / Infiltrator / Pressure [HIDDEN]
[b]Stats:[/b]
HP: 110
Atk: 1 [-]
Def: 3
SpA: 5
SpD: 4
Spe: 110 [+]
Size Class: 3
Weight Class: 3
Base Rank Total: 21
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Binding Band
[b]Drop:[/b] Binding Band
[b]Attacks:[/b]
Constrict
Flash
Bite
Leech Life
Reflect
Water Gun
Whirlpool
Fire Spin
Flame Burst
Scald
Destiny Bond
Dive
Power Gem
Aqua Ring
Heat Wave
Hydro Pump
Memento
Aqua Jet
Assurance
Captivate
Scary Face
Tickle
Bind
Pain Split
Snatch
Snore
Water Pulse
Reflect
Flamethrower
Torment
Substitute
Surf[/hide]
[hide=Tentacruel ()][img][/img]
[b]Tentacruel (X)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water / Poison
[b]Abilities:[/b] Clear Body / Liquid Ooze / Rain Dish [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 2 [-]
Def: 3
SpA: 4 [+]
SpD: 5
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Binding Band
[b]Drop:[/b] Binding Band
[b]Attacks:[/b]
Reflect Type
Wring Out
Poison Sting
Acid
Supersonic
Constrict
Toxic Spikes
Bubble Beam
Water Pulse
Wrap
Acid Spray
Barrier
Poison Jab
Brine
Water Gun
Screech
Hex
Sludge Wave
Hydro Pump
Aqua Ring
Haze
Knock Off
Mirror Coat
Safeguard
Bind
Giga Drain
Icy Wind
Magic Coat
Snore
Venoshock
Protect
Sludge Bomb
Scald
Infestation
Whirlpool[/hide]
[b]Tentacruel (X)[/b]
[b]Nature:[/b] Modest
+1 SpA, -1 Atk
[b]Type:[/b] Water / Poison
[b]Abilities:[/b] Clear Body / Liquid Ooze / Rain Dish [HIDDEN]
[b]Stats:[/b]
HP: 100
Atk: 2 [-]
Def: 3
SpA: 4 [+]
SpD: 5
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 21
EC: 6/6
MC: 10
DC: 5/5
[b]Item:[/b] Binding Band
[b]Drop:[/b] Binding Band
[b]Attacks:[/b]
Reflect Type
Wring Out
Poison Sting
Acid
Supersonic
Constrict
Toxic Spikes
Bubble Beam
Water Pulse
Wrap
Acid Spray
Barrier
Poison Jab
Brine
Water Gun
Screech
Hex
Sludge Wave
Hydro Pump
Aqua Ring
Haze
Knock Off
Mirror Coat
Safeguard
Bind
Giga Drain
Icy Wind
Magic Coat
Snore
Venoshock
Protect
Sludge Bomb
Scald
Infestation
Whirlpool[/hide]
Nests:
[hide=Stunfisk ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/618.png[/img]
[b]Stunfisk (X)[/b]
[b]Nature:[/b] Relaxed
+1 Def, Speed / 1.15, -10% Evasion
[b]Type:[/b] Ground / Electric
[b]Abilities:[/b] Static / Limber / Sand Veil [HIDDEN]
[b]Stats:[/b]
HP: 110
Atk: 3
Def: 4 [+]
SpA: 3
SpD: 4
Spe: 27
Size Class: 1
Weight Class: 2
Base Rank Total: 19
EC: N/A
MC: 10
DC: 5/5
[b]Item:[/b] Luminous Moss
[b]Drop:[/b] Soft Sand
[b]Attacks:[/b]
Fissure
Flail
Tackle
Water Gun
Mud-Slap
Mud Sport
Bide
Thunder Shock
Mud Shot
Discharge
Endure
Bounce
Muddy Water
Thunderbolt
Revenge
Earth Power
Me First
Pain Split
Spite
Yawn
Earthquake
Sludge Wave
Bulldoze
Rock Slide
Substitute[/hide]
[b]Stunfisk (X)[/b]
[b]Nature:[/b] Relaxed
+1 Def, Speed / 1.15, -10% Evasion
[b]Type:[/b] Ground / Electric
[b]Abilities:[/b] Static / Limber / Sand Veil [HIDDEN]
[b]Stats:[/b]
HP: 110
Atk: 3
Def: 4 [+]
SpA: 3
SpD: 4
Spe: 27
Size Class: 1
Weight Class: 2
Base Rank Total: 19
EC: N/A
MC: 10
DC: 5/5
[b]Item:[/b] Luminous Moss
[b]Drop:[/b] Soft Sand
[b]Attacks:[/b]
Fissure
Flail
Tackle
Water Gun
Mud-Slap
Mud Sport
Bide
Thunder Shock
Mud Shot
Discharge
Endure
Bounce
Muddy Water
Thunderbolt
Revenge
Earth Power
Me First
Pain Split
Spite
Yawn
Earthquake
Sludge Wave
Bulldoze
Rock Slide
Substitute[/hide]
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