Data [TLR DATA] Seven Seas of Rhye

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Dogfish44

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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.

"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 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

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.​

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.​

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.​
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
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

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.​

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.​

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.)​
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

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​

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​
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!

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.​

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.)​
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
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
[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]
[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]
[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]
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:
[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]
[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]

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]
[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]

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]
[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]
[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]

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]
[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]

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]
 
Last edited:
Historical Data for runs started before 17/4/2017.

Seven Seas of Rhye
Difficulty: Legendary
Prerequisites: None
Pokéballs: Dusk Balls have their increased catch rate unless otherwise stated.

RP Path:
Lackeys --> RP1 --> RP2 --> Guardians --> RP3 --> RP4 --> Boss

RP2 is RNGd between RP2a, RP2b, and RP2c. RP3 is RNGd between RP3a, RP3b, RP3c.

"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 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, you're surprised to see there's definitely a source of light down the tunnel. The tunnel reaches an end soon, and you emerge into a small antechamber - most of it seems to be taken up by what appears to be a large basin of water, although you can walk around to another tunnel.

This is not what catches your eye first, however, as you gaze at the crystals embedded into the chamber's walls - they're glowing, with no noticable power source. You touch one, and the chamber violently shakes. Evidently not the smartest of your ideas. You look to the other tunnel entrance... but a [b]Snugglow[/b] and a [b]Mantyke[/b] have apparently been woken up by the shaking, and appear to be likely to defend said tunnel. Sure you could try to get past.... but no guarentees. Prepare for battle!

Post Battle: You take a breather to rest, before you prepare to head down the next tunnel.

[REF NOTE] Initiate Lackey Fight with Snugglow and Mantyke. Arena: Illuminated Chamber
You begin your path down the next tunnel, hoping that you don't run into any more problems. Problems such as the fork in the tunnel you've reached.

Well, bother. There seem to be three tunnels down - two larger paths to the left and the right, and then a smaller path continues forward. If you have to backtrack here 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 another 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 the middle HP (If Player only has 2 Pokémon Active, with the lowest HP, 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 another 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 the middle HP (If Player only has 2 Pokémon Active, with the lowest HP, 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 another 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.​
At the end of the tunnel you find a smaller chamber, with nothing in it bar another tunnel down, and small backpack, although it's battered and looks like it's falling apart. You wonder where it came from, looking up to see a very narrow and very vertical tunnel. You guess gravity had something to do with how it got there, but still. You're tempted to examine the backpack, but you can't help but feel nervous...

Player Options:
a) Kick the bag
b) Poke the bag with a stick
c) Open the bag

a) Kick the bag

For some obscure reason you decide to punt the bag. The bag flies through the air, tearing apart and exploding in a huge amount of powder and capsules. You're fairly sure that you recognise those stimulants from the PSAs that were flying around, about the evils of them.

Yeah, like you care. You quickly look through the capsules to see if any survived, pocketing a couple, before you realise that the only new path is down that tunnel.

[REF NOTE] Player gains 1x X Attack and 1x X Special.​

b) Poke the bag with a stick

Like a sensible person you carry a stick at all times. No ten foot pole, but close enough. After a slight prodding the bag starts to tear, causing what appears to be a fine white powder to flow out, but otherwise there's no traps surrounding the bag. Looking closer, you recognise the powder (Along with the capsules in the bag which are mostly destroyed) as battle simulants. Not entirely legal, but you realise how useful they might be, and you carefully take a couple which appear to be undamaged. You then turn to the other tunnel, and begin yet another careful descent.

[REF NOTE] Player gains 1x X Defend and 1x X Sp.Def.​

c) Open the bag

You throw caution to the wind and tear open the bag with reckless abandon. You're not greeted by much.... except an absolutely foul stench emanating from the bag. You look inside the bag, which seems to largely be filled with crushed capsules and some sort of powder. Wait, aren't these some illegal battle stimulants? It seems like most of them have been destroyed, but you notice a couple seem to have survived gravity's wrath.

You quickly pocket them, although you make a mental note to discard them before you leave the chamber. It's not as if anyone's caring for the law down here. Well, you certainly hope not, as you head down the other tunnel.

[REF NOTE] Player gains 1x X Speed and 1x X Accuracy.​
You stumble into another chamber, much like the ones you've already seen. This one, however, feels more relaxing. A light mist covers the ground, as you look across the chamber. There are three pools of water - two look raised above the ground height, with small waterfalls cascading down into the third. You also see another tunnel out.... but since it appears nothing here intends to kill you, a short breather couldn't hurt. Besides, you don't often get to relax in what might as well be an empty spa!

Player Options:
a) Rest in the left pool
b) Rest in the right pool
c) Rest in the central pool

a) Rest in the left pool

You realise you neglected to bring any appropriate clothes, nor any other clothes to change into. However, nobody appears to be watching, so you quickly strip down before settling into the water, as the rest of your team appears to have done so. The water is warm, and you feel it cleanse your body. Before long you decide to leave, lest you burn youself.

[REF NOTE] All of the player's active team gain 6 HP.​

b) Rest in the right pool

You realise you neglected to bring any appropriate clothes, nor any other clothes to change into. However, nobody appears to be watching, so you quickly strip down before settling into the water, as the rest of your team appears to have done so. The water is cold, easily leaving you awake and alert. Before long, however, you decide to leave, lest you freeze.

[REF NOTE] All of the player's active team gain 6 EN.​

c) Rest in the central pool

You realise you neglected to bring any appropriate clothes, nor any other clothes to change into. However, nobody appears to be watching, so you quickly strip down before settling into the water, as the rest of your team appears to have done so. The water is mild, and you feel it cleanse both your body and your soul. Before long you decide to leave, lest you turn into a prune.

[REF NOTE] All of the player's active team gain 3 HP and 3 EN.​
This tunnel ends in another larger chamber. Looking around, you can see three new paths are clearly visible. Suddenly, you feel a presence behind you, and rapidly turn around to see.... nothing.

Understandably unnerved, you decide that staying in this room is a poor idea. However, the exits -- tunnels on the right, left, and center -- present another dilemma. Unlike before, the tunnels here all seem to be identical. None appear to have any light at the end, but since all three paths seem similarly bleak, you also can't rule any of them out. Feeling that presence creeping up again, staying put is not an option.

Player Options:
a) Left
b) Right
c) Forward

a) Left

You take the left path. The tunnel is very poorly lit, with the illuminated crystals sparcely scattered around. Unfortunately, the tunnel appears to be a dead end. As you reach the end, you brace for another trap like before, and sure enough you start to feel that strange presence from before once more. Turning around, you accidentally kick one of the crystals, but this causes another violent shake! Lucky for you, this causes an opening to appear in the the tunnel, and you use this new exit to make a hasty escape.

[REF NOTE] Player cannot RNG "RP 3a: Don't Stop Me Now" for RP 3.​

b) Right

You take the right path. The tunnel is very poorly lit, with the illuminated crystals sparcely scattered around. Unfortunately, the tunnel appears to be a dead end. As you reach the end, you brace for another trap like before, and sure enough you start to feel that strange presence from before once more. Turning around, you accidentally kick one of the crystals, but this causes another violent shake! Lucky for you, this causes an opening to appear in the the tunnel, and you use this new exit to make a hasty escape.

[REF NOTE] Player cannot RNG "RP 3b: The Show Must Go On" for RP 3.​

c) Forward

You take the central path. The tunnel is very poorly lit, with the illuminated crystals sparcely scattered around. Unfortunately, the tunnel appears to be a dead end. As you reach the end, you brace for another trap like before, and sure enough you start to feel that strange presence from before once more. Turning around, you accidentally kick one of the crystals, but this causes another violent shake! Lucky for you, this causes an opening to appear in the the tunnel, and you use this new exit to make a hasty escape.

[REF NOTE] Player cannot RNG "RP 3c: Good Company" for RP 3.​
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
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

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.​

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.​

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.)​
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, Quality, or Love?[/i]

Player Options:
a) Quantity
b) Quality
c) Love

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​

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​

c) Love

You immediately think of those sappy movies you've been forced to watch with your family. Nothing happens, barring you hating your instincts, so you head down the next tunnel.

[REF NOTE]In "Boss - The Miracle", the arena effect spawning a Goldeen instead spawns 2 Luvdisc​
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!

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.​

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 after each (1, 2, 4, 5, 7, 8, 10, 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
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
[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]
[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]
[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]
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.

Lackeys:
[hide=Mantyke ()][img]http://play.pokemonshowdown.com/sprites/bw/mantyke.png[/img]
[b]Mantyke ()[/b]

[b]Nature:[/b] Quiet
+1 SpA, Speed / 1.15, -10% Evasion

[b]Type:[/b] Water / Flying

[b]Abilities:[/b] Swift Swim / Water Absorb / Water Veil [HIDDEN]

[b]Stats:[/b]
HP: 90
Atk: 1
Def: 2
SpA: 3 [+]
SpD: 5
Spe: 43 [-]
Size Class: 2
Weight Class: 4
Base Rank Total: 14

[b]Item:[/b] Cell Battery
[b]Drop:[/b] None

EC: 0/6
MC: 10
DC: 5/5

[b]Attacks:[/b]
Tackle
Bubble
Supersonic
Bubble Beam
Confuse Ray
Wing Attack
Headbutt
Agility
Water Pulse
Wide Guard

Amnesia
Haze
Hydro Pump
Mirror Coat
Tailwind

Ice Beam
Protect
Acrobatics
Substitute
Surf[/hide]
[hide=Snugglow ()][img]http://i1135.photobucket.com/albums/m625/Its_A_Random/SnugglowFront_zps6f40dec4.png[/img]
[b]Snugglow ()[/b]

[b]Nature:[/b] Modest
+1 SpA, -1 Atk

[b]Type:[/b] Electric / Poison

[b]Abilities:[/b] Storm Drain / Vital Spirit / Telepathy [HIDDEN]

[b]Stats:[/b]
HP: 90
Atk: 1
Def: 3
SpA: 4 [+]
SpD: 3
Spe: 70
Size Class: 2
Weight Class: 1
Base Rank Total: 16

[b]Item:[/b] Belue Berry
[b]Drop:[/b] None

EC: 6/0
MC: 10
DC: 5/5

[b]Attacks:[/b]
Supersonic
Poison Sting
Thunder Shock
Acid
Encore
Thunder Wave
Clear Smog
Ion Deluge
Poison Tail
Aqua Tail
Parabolic Charge
Psywave
Discharge
Thunder
Eerie Impulse

Haze
Signal Beam
Shock Wave
Water Pulse
Wide Guard

Taunt
Psychic
Double Team
Sludge Bomb
Substitute[/hide]

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]
[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]

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]
[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]

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]
[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]
[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]
[hide=Luvdisc ()][img]http://veekun.com/dex/media/pokemon/main-sprites/black-white/370.png[/img]
[b]Luvdisc (X)[/b]

[b]Nature:[/b] Timid
+15% Speed, +14% Acc, -1 Atk

[b]Type:[/b] Water

[b]Abilities:[/b] Swift Swim / Hydration [HIDDEN]

[b]Stats:[/b]
HP: 90
Atk: 1 [-]
Def: 2
SpA: 2
SpD: 3
Spe: 112 [+]
Size Class: 1
Weight Class: 1
Base Rank Total: 15

EC: N/A
MC: 10
DC: 5/5

[b]Item:[/b] Mystic Water
[b]Drop:[/b] None

[b]Attacks:[/b]
Tackle
Charm
Water Gun
Agility
Take Down
Draining Kiss
Lucky Chant
Water Pulse
Attract
Sweet Kiss
Aqua Ring
Flail
Hydro Pump
Captivate
Safeguard

Aqua Jet
Brine
Heal Pulse
Mud Sport
Supersonic

Blizzard
Protect
Scald
Substitute
Dive[/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]
[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]

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]
 
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