Signups The Battle Pike — Generation 9 (for real this time)

LouisCyphre

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BBP Leader

The Battle Pike

( Rules: Rewards | Pokemon Builds | Referee Guide)
( Data: Directory | Pike Queen Lucy | Minor Opponents )

Pike%20Maid.png

"Oh, goodness me! You must be here to challenge the Pike. May I see your invitation?"

Owing to the Pike's palatial and pitiless facade, you hadn't expected to be received so warmly. The maids—and there seems to be what could be called an army of maids—verify your token of invitation and guide you to the lobby, while you wait for the Pike's staff to prepare the ever-shifting labyrinth within for your challenge.

All around you, the comfort and amenity of the Pike astounds. The flooring and decor are completely spotless. The recovery machines, PCs, and provided battling items are top-of-the-line. The facility even offers on-site day-care for Pokemon not brought to battle, and one-site dining for trainers coming or going from their challenges. The physicians, who verify that the challengers and their Pokemon are athletically and mentally prepared to brave the Pike, are highly-accredited and splendidly precise.

And yet... The atmosphere in the hall is harshly strained. The majority of trainers and Pokemon present in the lobby could be described as anxious at best, or crestfallen at worst. In most battle stadiums and venues, the air is electrified—you're accustomed to seeing Pokemon training up to the last minute, ready to prove themselves. Here, the prevailing mood is one of trepidation. You ask one of the maids what kind of battle venue this really is...

Pike%20Maid.png

"Oh, what a silly question. This is where the pain happens, of course!"


For Entry
  • Players must be T.Lv4 or higher to challenge the Battle Pike.
  • Pike Referees must be whitelisted and T.Lv3 or higher.
  • Creating a new challenge in the Battle Pike costs 12:tea:JC.
    • Silver Rank challenges additionally require a :comet shard:Comet Shard to create.
    • Gold Rank challenges additionally require 2 :comet shard:Comet Shards to create.
  • Resuming an ongoing saved Pike Challenge (even when re-attempting from Floor 1) costs 8:tea:JC.
  • When creating a new challenge or resuming a saved challenge, players may spend up to five (5) additional :red scarf:Maid Tokens as desired.
    • These Maid Tokens will modify that Floor, increasing both the potential danger and potential reward.
  • All challengers may challenge Bronze Rankby default.
    • The challenger must unlock Silver Rank or Gold Rank before challenging those ranks.
Pike Summary
The Battle Pike is, as in the source games, the ultimate blend of luck and skill. It presents the player with a gauntlet of difficult decisions between wellness and power, forcing the player to balance the need to pass to the next room with the need to preserve Pokemon for the showdown with the Pike Queen, Lucy.

The Battle Pike is several game modes in one. For the challenger, the Pike is a shifting labyrinth of dangers and rewards, culminating in what may be the hardest (or easiest!) encounter in BBP. For the referee, it's their chance to customize powerful opponents however they wish in order to defeat the challenger.



The Pike is, by far, BBP's most complex progression facility. It is intended to put veteran battlers in unique and unprecedented battle situations. Even the first Floor of the Pike is equivalent to Pinnacle ventures.

The Pike uses a system of saved challenges, unique within BBP. A challenge consists of 2, 3, or 4 Floors, depending on its Rank. Upon defeating a Floor Boss and completing a Floor, a player's Pike Progress is saved in their challenge thread. The player then must sign up for the Battle Pike anew to continue their challenge in the next Floor, with the same referee or a new one, until they defeat Pike Queen Lucy on the last Floor of their challenge.

Battle Rules
PlayersNon-Boss OpponentsFloor BossesPike Queen
Team Size: 3
Round Hours: 72 hours
Battle Hours: 72 hours
Switching: On
Tech: 5
Team Size: 1
Round Hours: 72 hours
Battle Hours: 120 hours
Switching: Off
Tech: 1
Team Size: 2
Round Hours: 72 hours
Battle Hours: 120 hours
Switching: On
Tech: 3
Team Size: 3
Round Hours: 72 hours
Battle Hours: 120 hours
Switching: On
Tech: 5

Arena — Pike Corridor
The twisting, baffling halls of the Pike's interior battle areas are meticulously maintained by a massive retinue of maids. Under the Head Maids' instruction, they smooth the ground and repaint the walls after each challenger moves on, and also rearrange the partitions and platforms making up the Pike's ingenious modular system of rooms.
Camouflage: Poison | Nature Power: Toxic | Secret Power: 30% chance to increase Dosage of each Poison on the defender by one (1).​

Contents
You can easily skip to a section by searching for its [TAG] using your browser.



Patch History

2025-May-01 — Defiance removed. Technique control per Floor adjusted. Pike Counters added.



The Battle Pike is BBP's most-venerable ongoing facility. A quick rundown of its history:

Pike 2012 — Where it began. Thanks to Frosty for carrying it forward when I disappeared.
Pike 2016 — Helmed by Jay while getting ASB back on its feet.
Pike 2020 — My attempt at re-launching my creation. It just didn't work! Pike then went under for a long, long overhaul.
Pike 2023 — A scrapped version of that relaunch. Pike has been through its paces!

You're currently reading Pike 2025!



Challenge Details

duraludon-gmax.png

[FLR]​

Floors and the Pike
The Pike is simply too large to be conquered in a single sitting. Instead, every Pike challenge is played over the course of two or more Floors. Each Floor of a challenge starts with a player signing up and entering queue, finding a referee, playing out that Floor until either the Floor Boss or the player is defeated, and then updating the player's Challenge Save. See "[CSV] Making a Challenge Save", below.​
Bronze Rank challenges have 2 Floors; Silver Rank challenges have 3 Floors, and Gold Rank challenges have 4 Floors.​
When a player with a saved challenge starts a Battle Pike session:​
  • Players who defeated the Floor Boss in their last session may move to the next Floor.
  • Players may replay a previous Floor, rewinding their progress to the start of that Floor.
  • Players may discard their saved challenge and start a new one on the first Floor.

[PLV]​

Pike Level
All Pokemon in the Battle Pike have a numeric descriptor of their strength, called Pike Level ("P.Level" or "P.Lv"). It can be thought of as a special Level that Pokemon have in the Pike only.​
As the player battles through the Pike, they'll gain Pike Experience ("P.XP") for their Pokemon, and their Pokemon will increase in P.Level as described in Pike Builds, below. As a Pokemon attains higher P.Level, they become able to obtain stronger Pike Powers ("P.Powers"), and can have more P.Powers at once.​
A Pokemon's P.Level improves their stats while they're in the Pike:​
  • Maximum HP is increased by 20% of their species maximum HP every P.Level.
    • A :tyranitar:Tyranitar would have (95 x 1.2 =) 114 maximum HP at P.Lv 1, and (95 x 4.0 =) 380 maximum HP at P.Lv15.
  • Current and maximum Energy is increased by two (2) every P.Level.
    • A Pokemon at P.Lv5 would have 40 maximum Energy, and a Pokemon at P.Lv15 would have 60 maximum Energy.
    • This "current Energy" increase is an exception to 5.2b "Maximum Resource Changes".
Raising a Pokemon's P.Level is an important way of regaining usable HP and Energy during a Floor.​
Each regular opponent the referee generates will have their own P.Level. The referee will customize that opponent with their choice of same P.Powers that players use.​
Floor Bosses, including the Pike Queen, have Pokemon with very high P.Level — often several P.Levels higher than the player. The referee will have access to unique Boss Powers when customizing Floor Bosses or the Pike Queen.​

:sv/gimmighoul:

[TBL]​

Tables
Much of the Battle Pike is driven by its sprawling roll tables. Each of the five Head Maids has their own set of tables for opponents, P.Powers, and rewards. There are also tables for certain opponent-exclusive P.Powers that the referee will use.​
Each Head Maid has ten drop tables, that offer the player randomized rewards when non-Boss opponents are defeated.​
Vs_Viola.png
Vs_Artemis.png
For example, Viola's first three drop tables offer Speed P.Powers, then Consumable Items, then Matchup P.Powers.​
Meanwhile, Artemis' first three drop tables offer Defense P.Powers, then Medicine Items, then Patient P.Powers.​
The player will have to carefully decide which Head Maid's trainers to battle, depending on what P.Powers and items their team needs!​

[DRP]​

Drops and Prizes
As the player defeats non-Boss opponents, they will be offered the opponent's drops. Each non-Boss Opponent in the Pike has a Drop Count, which determines how many tables the player earns rewards from, when that opponent is defeated. For example:​
Roll1-234
Foe
machop.png

Machop​
machoke.png

Machoke​
machamp.png

Machamp​
Drops
3​
5​
7​

Defeating Machop earns the player one reward each, from the Head Maid's first three drop tables. Defeating Machamp instead earns the player a reward from each of the Head Maid's first seven drop tables—more than twice as many rewards!​
There are four different types of drop:​
  • Session Prizes: An immediate prize that the player does nottake home; such as useful items, Pike Powers, P.XP, and more.
    • Most drops are this kind of Prize.
  • Profile Prizes: A prize the player will be able to claim for their profile after their session is complete, such as :master ball:Academy Credits.
    • Floor Prizes: A Profile Prize that the player will earn and take home if they defeat the Floor Boss.
    • Queen Prizes: A Profile Prize that the player will earn and take home if they defeat the Pike Queen.
Each Head Maid has Profile, Floor, and Queen Prizes in their fourth drop table. Thus, Pike opponents with three or less (3-) drops will only offer in-session rewards.​
To have a shot at the strongest P.Powers and rarest prizes, players will need to gain high P.Levels and defeat opponents with very high Drop Counts.​
Any chosen Queen Prizes will be stored in the player's saves if they complete the Floor, to be awarded to the player if they later defeat the Pike Queen from that save.​

[TKN]​

Maid Tokens
BBP is littered with five different "marks", one from each Head Maid, that players may obtain and use in the Pike:​
  • :green scarf:Viola's Token of Approval
  • :blue scarf:Artemis' Token of Esteem
  • :yellow scarf:Clarice's Token of Praise
  • :red scarf:Tabitha's Token of Regard
  • :pink scarf:Maribelle's Token of Care
When signing up for the Pike, players may spend up to five (5) Maid Tokens. If the player is resuming a saved challenge, then Tokens belonging to already-defeated Head Maids can't be spent.​
The Head Maids that preside over the Floor will include whoever's Tokens were spent, if possible. In addition, when rolling from that Head Maid's tables for opponents, the number of that Maid's Tokens spent will be added to the roll, resulting in stronger and more rewarding opponents.​

gambler.png

[RNG]​

Dice Size and Result Bonus
To attain the best P.Powers and rewards, as well as the most challenging opponents, players will need bigger dice.​
Two very important stats govern the player's chances of rolling favorably from the Pike's many Tables:​
  • Dice Size is literal; increasing the size of the dice rolled. A Dice Size of 12 means "roll from 1 to 12."
  • Result Bonus is added to the result of a roll. A Result Bonus of 10 means "add 10 to the result after rolling". You don't add it to the Dice Size.
The default Dice Size is the player's highest P.Level, to a minimum of three (3).​
The default Result Bonus is the player's lowest P.Level, with no minimum. This is why most tables start at rolls of 1-2, instead of just 1.​
This means that main source of improved Dice Size and Result Bonus is the enemy—every P.Level the player can obtain contributes to improving all of their later dice rolls. In order to attain very large dice rolls, players will have to purposefully challenge stronger opponents.​

[ATN]​

Attrition
As players brave the Pike, except on the Pike Queen's Floors, their team will be worn down by the minor trainers they'll encounter.​
Between battles, each of the following values of the player and their Pokemon is not reset:​
  • Remaining Technique Control.
  • Remaining HP and Energy.
  • Major Conditions, their parameters (such as Strain), and their associated conditions (such as Toxin).
As each battle ends:​
  • The players' active and benched Pokemon are all returned to the player's reserve.
  • The player's consumed or destroyed held items (e.g. not Medicine) are returned to their Backpack.
  • The players' Pokemon return to their default Forme.

:sv/shedinja:

[DFI]​

Defiance
When your Pokemon is knocked out, and you are prompted to send out a replacement, you can instead return that Fainted Pokemon to play by spending three (3) Technique Control. You and your returned Pokemon are said to be displaying defiance.​
All Conditions are discarded from the defying Pokemon, and their HP and Energy become full. The defying Pokemon was withdrawn when they Fainted, so they have to be sent out again.​

Starting a Challenge

:sv/zangoose:

[NCS]​

New Challenge Setup
At the start of a freshly-created Pike challenge, the player will have fresh save data called their "starting data" containing the following:​
  • Their three Pokemon slots, each at P.Lv1, with zero P.XP and no P.Powers.
  • An empty backpack.
  • No stored prizes.
  • 5 Technique Control.
Each time the player signs up for a Pike Floor, they'll bring three Pokemon to occupy the three slots in their save data.

When the player signs up for Floor 1, they may bring 1 outside item with them in their signup post.

Playing a Challenge

Artemis.png
Clarice.png
Tabitha.png

[PRS]​

Presiding Head Maids
The player's journey through the Pike will be presided over by the very same Head Maids who act as bosses of each Floor.​
At the start of the Floor, the referee will randomly select three (3) Head Maids to preside; from among Maids that haven't yet been defeated by the player during their challenge (according to their save data).​
The presiding Head Maids greatly influence the Floor. The opponents generated for the player; as well as the drops a player can possibly obtain, depend on the presiding Head Maids.​
Because defeating a Head Maid prevents her from presiding over later Floors, the player won't have to deal with that Head Maid's more difficult teams. However, players also won't be able to obtain rare drops from that Head Maid. Each Floor, players will have to carefully consider which Head Maid to battle, weighing the value of their drops against the strength of the Head Maid.​

Black_Door.png

[DRS]​

Doors and Rooms
Most battles in the Pike occur in the gauntlet's Rooms, behind one of three Doors offered to the player.​
Before each room, the referee will offer the player three doors, consisting of a presiding Boss, an opponent, and that opponent's drop count (for the player's convenience), like so:​
  • Artemis' Door: :magcargo:Magcargo with 3 drops
  • Clarice's Door: :zangoose:Zangoose with 4 drops
  • Tabitha's Door: :umbreon:Umbreon with 3 drops
The player will choose which Boss' door to enter, and will battle the listed opponent. After defeating that opponent, the player will earn rewards from Head Maid's drop tables; meaning that players will often have to face awkward or difficult opponents to earn the pieces that complete their desired build.​
Lou Note: In the future, I'd like to add modifiers or Arenas that can further randomize each battle, but this will do for now.
Vs_Clarice.png

[BSS]​

Boss Battles
As the fourth battle of each normal Floor, or as the only battle of a challenge's final Floor, the player will have to battle a powerful Boss Trainer—one of the presiding Head Maids, if not the Pike Queen herself. Boss Trainers have elevated P.Levels, a diverse selection of P.Powers, and handpicked synergistic teams that will push challengers and their Pokemon to their absolute limits.​
Head Maids are battled in 3v2 Singles, with the player using their three Pokemon in whatever health they can muster. Each Head Maid has a specific "Ace" Pokemon that they use regardless of the Floor, such as Viola's :gardevoir:Alkaid the Gardevoir. Then, for each Floor, they have three more Pokemon to choose from. The Head Maid isn't forced to use their Ace, but players are very likely to see them regardless.​
The Pike Queen is battled in 3v3 Singles instead. Instead of having an Ace, Lucy uses an entirely new team each Rank. She also has no other trainers on her Floor—players will be thrust directly into their challenge's final battle. Sometimes, players may find that raising a team that can use their saved data to defeat Lucy is their best way to increase their Pike Rank or claim their Queen Prizes.​

Saving a Challenge
shauntal.png

[CSV]​

Making a Challenge Save
The referee that completes a player's floor, except for the final floor of their pike, will include their challenge saves in the closing post. The completing referee will include prior saves from prior Floors—thus, a player that completes Floor 2 will have an earlier save from the end of Floor 1, and a later save from the end of Floor 2. The player may resume their challenge from either of their current saves, or start fresh.​
No new save is created if the player loses a Floor; see "[DFT] Defeat, Rewards, and Save Data" below. The completing referee will include any existing saves in their completing post.​
When a player defeats the Pike Queen, all of their saved data is considered to be cleared. Their next Pike session will start with a brand-new challenge. (You don't have to edit out old saves; you can leave them there to be looked at.)​
Each Floor's challenge save will contain:​
Floor Bosses: The Head Maids that have been defeated so far.​
P.XP: The earned P.XP of each of the player's Pokemon will be recorded, in team slot order. (Example: "15 / 30 / 30 P.XP").​
P.Powers: The current P.Powers of each of the player's Pokemon will be recorded, in team slot order.​
Inventory: The current backpack of the player will be retained.​
This includes a copy of the item the player signed up with, if any.​
Any items still held by the player's Pokemon will also be included in the saved backpack.​
Stakes: Any Queen Prizes promised to the player will be retained.​

Example Save:​
End of Floor 2 Save:glalie-mega:Tabitha, :houndoom-mega:Clarice
Slot 1: 120 P.XP, Example Power 1, Example Power 4, Example Power 5
Slot 2: 80 P.XP, Example Power 3
Slot 3: 95 P.XP, Example Power 2, Example Power 6

Inventory: 1x :leftovers:Leftovers, 1x:life orb:Life Orb, 1x:lucky egg:Lucky Egg, 1x:full heal:Full Heal
Stakes: :wo-chien:Wo-Chien Lv2

[RSM]​

Resuming a Challenge
Players can resume a saved challenge from any prior save in that challenge. For example, a player with saves for Floors 1, 2, and 3 could resume from their Floor 1 save (thus re-challenging Floor 2.). When starting or resuming from Floor 1, the player will bring an item with them in their sign-up post.​
However, if they win their Floor 2 re-challenge, they'll overwrite their previous saves. They'll now have save data for Floors 1 (from before) and 2 (from their new session).​
When resuming a saved challenge, the player will assign their new team of Pokemon to slots 1, 2, and 3 from the save they're resuming; and those Pokemon will gain the P.XP saved in that slot. The player also gets to keep their previous P.Powers, per slot.​
The player will carry forward their saved Pike Backpack and all of their saved pending Queen Prizes, as well.​
Lou Note: If you have save data with a rare prize, and you aren't sure how to finish your run, try asking for advice in the Union Street thread!

Ending a Challenge
hop.png

[DFT]​

Defeat, Rewards, and Save Data
Defeated players will lose their progress in the current Floor. They'll retain their save data, allowing them to challenge the same Floor again, with a different team if desired.​
Any spent Maid Tokens, earned P.XP or P.Powers, new Pike Backpack items, and "unsafe" rewards (such as Techniques or Pokemon), earned since the player's last save are also lost.​
Some rewards are "safe", meaning they're retained even if the player loses or forfeits. These are typical profile EXP, EXP Records, or special currencies. Each Head Maid has "Safe Rewards" as their fourth drop table, which means most opponents in the Pike will drop at least one safe reward that the player is sure to keep.​

[DCC]​

Discarding a Challenge
Players aren't forced to resume their saved challenges. If desired, a player can sign up for a brand-new challenge, discarding their old save data.​
However, should they do so, that save data can't be retrieved later. Players should instead strongly consider raising Pokemon that can take advantage of their save data, even if they have a supply of "weird" P.Powers and items that seem difficult to use.​

Challenge Form
Code:
[B]Name[/B]: name
[B]Thread[/B]: thread
[B]Tokens[/B]: [none, or any Maid Tokens you wish to spend on this Floor]

[B]Rank[/B]: rank (if the challenge is fresh)
or
[B]Save[/B]: save number (if resuming a saved challenge)

[ backpack of a single held item to add to your Pike Backpack. ]

[ three pokemon profiles. if resuming from a save, slot order matters. ]
 
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Rewards

[PRW]​

Player Rewards
Players earn their rewards from enemy Drops. Each Head Maid has various profile rewards woven into their drop tables, consisting of:​
  • "Safe Prizes", which are retained even if the player loses.
  • "Unsafe Prizes", which are earned only if the player defeats the Floor Boss; some rarer prizes are only earned if the player defeats the Pike Queen instead.
The Pike thus doesn't use Player Progress as a concept. Players that lose or forfeit in the Pike have only their safe prizes and their saved data to look forward to.​

[RRW]​

Referee Rewards
Referees are paid the same, for any Floor or Rank of the Pike they ref.​

Referee Progress: Number of rounds reffed + Number of Generating posts made / Total reffed rounds + Total generating posts​
Progress Rewards: 12:tea:JC​
Completion Rewards: 1x:star piece:Star Piece​
Timely Completion: 15:rule book:Accolades.​
 
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Pike Builds​

These rules describe how to upgrade Pokemon in the Pike, based on their P.Level.

[PXP]​

Gaining P.XP and P.Level
The player's Pokemon earn Pike Experience ("P.XP") by defeating opposing Pokemon; earning increases to their P.Level as they go.​
Pike Pokemon award P.XP after battle, equal to their own P.Level times five (P.Lv * 5), to the player Pokemon credited with defeating them. KO Credit is determined as follows:​
  1. The player Pokemon that delivered an attack hit to the defeated Pokemon most recently;
  2. Else, the player Pokemon that created a Condition or changed a stage of the defeated Pokemon most recently;
  3. Else, the player Pokemon that was in play with the defeated Pokemon most recently;
  4. Else, the player Pokemon with the least total P.XP.
Notes:
:audino:P.XP can't be shared by any means. Only one of the player's Pokemon can get credit for each KO. Plan your KOs wisely.
:electrode:Fainted player Pokemon can still earn P.XP.
:shedinja:Each Pike Pokemon can only award P.XP the first time they are knocked out, no matter how many times they are revived.
:seviper:Because she's the final boss of Pike, the Pike Queen's Pokemon don't award any P.XP.

Each P.Level after P.Lv1 requires its own square in P.XP to attain. To attain P.Lv 6, a player Pokemon needs (6 * 6 =) 36 or more total P.XP.​
P.XP doesn't "reset" each P.Lv (unlike profile EXP). A Pokemon with 25 P.XP would be P.Lv5, and would need 11 more P.XP to reach P.Lv6.​

P.Level​
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Necessary Total P.XP​
0​
4​
9​
16​
25​
36​
49​
64​
81​
100​
121​
144​
169​
196​
225​

Player Pokemon are capped at P.Lv 15. The Pike's Pokemon are not capped.​

It's possible to reach P.Lv 5 before Floor 1's Boss, P.Lv 13 before Floor 2's Boss, and the maximum of P.Lv15 by the start of Floor 3.​
More realistically, you'll want to spread your P.XP around to balance your team and improve your dice rolls.​

[PCS]​

Pike Counters and the Pike Shop
The player will also receive Pike Counters ("PC") when defeating opposing Pokemon in the Pike, to be spent in the Pike's Shop during their challenge.​
Whenever a defeated Pike Pokemon awards P.XP to the player's Pokemon, they also award PC to the player, equal to the defeated Pokemon's P.Level plus 10. The player can spend or save PC as they see fit in each arranging post.​
Unwanted items can be sold back to the Pike Shop for 4 PC each, regardless of their type.​

[PPW]​

Pike Powers
Pike Powers ("P.Powers") are special upgrades that Pokemon gain access to as they rise in P.Level. They are objects with effect text that attach to the Pokemon, like Raid vocations.​
Every P.Power has a specified cost. Pokemon can "afford" P.Powers whose total costs do not exceed their own P.Level.​
  • (6) Untouchable - While a Pokemon with less Speed than the user is acting: The user has Grace.
  • (5) Soften - When the user's Decoy replaces an opponent's hit: Inflict Soften on that opponent.
  • and many more besides!
Players are offered random P.Powers from every non-Boss opponent they defeat. Referees use P.Powers to customize the opponents they generate for the player.​
 
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Referee Guides
Refereeing the Battle Pike can be daunting at best, and more likely overwhelming. This post can act as a checklist to help Pike referees navigate the chaos.

Vs_Artemis-2x.png

[RFG]

Pike Reffing Flow Guide
Before each battle in a Floor, there are two extra posts:
  • One "Generating" post from you (the referee), awarding the player spoils of battle and preparing their upcoming doors.
  • One "Arrange" post from the player. They'll arrange their held items and P.Powers, use medicines, and then pick a door to challenge.
A standard Floor will this play out like this:
Generate, Arrange, [ battle 1 ], Generate, Arrange, [ battle 2 ], Generate, Arrange [ battle 3 ], Generate, Arrange, [ floor boss battle ]
The setup post at the start of a new session is also a Generating post. You'll end the setup post by offering the player doors.

In Generating Posts...In Arranging Posts...
  1. First, if this post is the setup post, you'll randomly select three presiding Head Maids (see "[PRS] Presiding Head Maids"), and then skip to step 4.
  2. If this post is after a battle, you'll award P.XP to player Pokemon that earned any, and inform the player of any Level-Ups. See "[PXP] Gaining P.XP".
  3. Then, you'll roll prizes for the player to choose from, based on the opponent defeated and their presiding Head Maid. You'll roll one prize each from the Head Maid's first N drop tables, where N is the number of prizes that opponent drops.
  4. Lastly, you'll generate three Doors; one for each presiding Head Maid.
    1. For each Door, you'll roll from the presiding Head Maid's table of opponents.
    2. You'll offer the player the generated Doors to choose from.
  1. Powers: First, players may arrange their P.Powers, from among their Pokemon and any P.Powers being offered to them as rewards, as they wish. Any P.Powers left "unequipped" are then sold to the shop for PC equal to their Point Cost.
    • Players can arrange P.Powers even if no Pokemon Leveled up in the last battle.
    • After arranging P.Powers, Pokemon return any held items they can no longer hold, discard any Conditions they are now unaffected by, etc.
  2. Shop: Then, the player may shop from the Pike Counter Shop.
  3. Items: Then, players may arrange their held items between their Pokemon and backpack, as they wish; so long as their Pokemon may legally hold those items.
  4. Medicine: Then, players may use Medicine from their backpack on their Pokemon.
  5. Door: Lastly, players will select a Door to challenge.

/!\ If the player has a mandatory choice to make for their earned drops, such as between two offered items, and they fail to choose in their arranging post; make that choice for them randomly.

About the Pike Queen's Floor
The final Floor, where you play as the Pike Queen, is much more straightforward to ref than the Floors before it.​
You'll do setup, apply the player's saved challenge data, Level Up any Pokemon using the save data's P.XP, and then pass to the player to Arrange. You may also greet the player in-character as the Pike Queen, if you'd like.​
Once they Arrange, you'll customize Lucy's team and send out your first Pokemon. The rest of the session will consist of a "standard" 3v3 singles battle, not unlike the bosses found in Realgam Tower.​
Both teams will be vastly more powerful than you're accustomed too, but that's surely why you're here.​

Post Order
You, as the Pike's trainer, send out first in every battle. You'll also use this first send-out post to customize your Pokemon with P.Powers.
  • Thus, you get to customize the Pike's Pokemon after the player finishes Arranging their team.
  • In turn, the player gets to choose their lead and issue their first orders after seeing your customization.
Silvally%20Maid.png

[OPC]​

Opponent Customization
Referees get to customize the Pike's Pokemon as they see fit, picking and choosing P.Powers from the Pike's tables... Within certain restrictions.​
As a referee, you'll also have to select the Hidden Power type, Tera Type (if applicable), and known Combos of the Pike's Pokemon.​
Like in other PvE facilities, Pike referees select Combos when sending Pokemon out. If you think you can gain an advantage by leaving some Combo slots empty for later, do so.​
The P.Level of opponents depends on the current Floor and Room, as follows:​
FloorRooms 1, 2, and 3Boss
Floor 1​
P.Lv 1​
P.Lv 2​
P.Lv 3​
P.Lv 5​
Floor 2​
P.Lv 6*​
P.Lv 7​
P.Lv 8​
P.Lv 10​
Floor 3​
P.Lv 11*​
P.Lv 12​
P.Lv 13​
P.Lv 15​
Floor 4​
None **​
P.Lv 20​
* The player gains a large power jump from picking a new team each Floor. Thus, enemy P.Lv also jumps to match.​
** Because Floor 4 can only ever be the final floor of Gold Rank challenges, it doesn't need P.Levels for its Rooms.​
When customizing Pike Pokemon, you are limited in how you can select P.Powers:​
Regular TrainersHead MaidsPike Queen
New%20Hire%20Maid.png
You'll choose P.Powers only from the tables belonging to the Head Maid who is presiding over the room.
Artemis.png
You'll choose one P.Power for one of their Pokemon from any Maid's table, and the rest from the Head Maid's own tables.
Lucy.png
You'll assign each of Lucy's Pokemon to a different Head Maid. That Pokemon will get P.Powers from the assigned Head Maid's tables.
The Pike Pokemon's P.Level (say that ten times fast) still determines how many P.Powers they can have at once.​
Important: The Pike has hundreds of P.Powers. After customizing Pike opponents, referees should always post the cost, name, and effect text of each P.Power they choose when customining opponents, like this:​
Ditto%20Maid.png

"I'll send out my dearest darling — Ditto!"

:bw/ditto:
Ditto - P.Lv 6
(3) Speed Amp II: The user's Speed is increased by 100.​
(3) Headhunter: When an opponent faints during the user's turn: This P.Power becomes that opponent's highest-Cost P.Power (randomly, if tied) for the rest of the battle.​
Listing the cost first helps keep the costs aligned neatly.​


When offering Doors, remember to:
:sinistea:Offer one Door from each of the Floor's presiding Head Maids.
:hawlucha:Increase the dice result based on the number of Maid Tokens used on the Floor, if any.

When customizing opponents, be sure to:
:unown:Set their Hidden Power Type, Tera Type if applicable, and select Combos.
:Chatot:Remember to check which tables you get to choose P.Powers from.
:Electrode:Determine if you are hoping for a KO, or settling for weakening the player. Then, customize accordingly.

During battle, be sure to:
:gardevoir:Check each Pokemon's Pike Powers while ordering.
:electrode:Soften the player up for the Floor Boss, if you can't defeat them here and now.
:shedinja:Remember to offer the player Defiance when they're replacing a Fainted Pokemon.

After each regular Trainer, be sure to:

- this space reserved for new reffing tips as the facility is explored.

After the Floor Boss, be sure to:
:gimmighoul:Award the player their Floor Rewards, if they won.
:smeargle:Record the player's progress so far as a Floor save, and include their saves from prior Floors. See "[CSV] Making a Challenge Save".
:magikarp:Award the player's Pokemon P.XP for KOs they scored, but do NOT Level their Pokemon or offer them P.Powers. They'll get that earned P.XP if and when they load their save.

After the Pike Queen, be sure to:

- this space reserved for new reffing tips as the facility is explored.
 
Last edited:
I'll start us off, if I may.

Name: Lou
Thread: None
Tokens: None

Rank: Bronze

Backpack: :tyranitarite:Tyranitarite

:sv/tyranitar:
Gunhilde (Tyranitar)
Level 4 — EXP: 0 / 10

Techniques:
Mega Evolution
Z-Moves

Jolly nature ( Special Attack -1, Speed x1.15, Accuracy +10 )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve

HP: 95
Attack: 9
Defen.: 8
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 71 (+)
Size: 4
Weight: 6


:sv/tyranitar-mega:
Tyranitar-Mega
Typing
: Rock/Dark
Abilities: Sand Stream, Unnerve Hidden Ability: Sand Stream

HP: 95
Attack: 11
Defen.: 11
Sp.Atk: 6 (-)
Sp.Def: 9
Speed: 82 (+)
Size: 4
Weight: 6


Combinations (3 / 6)
Ice Fang + Bulldoze
Fire Fang + Breaking Swipe
Thunder Fang + Rock Tomb
(empty)
(empty)
(empty)

Movepool
Level 0
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Iron Head
Leer
Power Gem
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar

Level 1
Ancient Power
Bite
Brutal Swing
Captivate
Chip Away
Confide
Counter
Curse
Cut
Detect
Double Team
Dragon Breath
Dragon Dance
Helping Hand
High Horsepower
Ice Fang
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Stealth Rock
Sunny Day
Swagger
Taunt
Water Pulse
Whirlpool

Level 2
Aqua Tail
Assurance
Blizzard
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Revenge
Rock Blast
Secret Power
Stone Edge
Superpower
Take Down
Thunder

Level 3
Attract
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Hard Press
Headbutt
Heavy Slam
Icy Wind
Knock Off
Lash Out
Mud Shot
Muddy Water
Outrage
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment

Level 4
Block
Body Press
Endure
Fling
Giga Impact
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Retaliate
Spite
Stomping Tantrum
Tera Blast
:sv/garchomp:
Prithvi (Garchomp)
Level 4 — EXP: 0 / 10

Jolly nature ( Special Attack -1, Speed x1.15, Accuracy +10 )
Typing: Dragon/Ground
Abilities: Sand Veil Hidden Ability: Rough Skin

HP: 100
Attack: 9
Defen.: 7
Sp.Atk: 5 (-)
Sp.Def: 6
Speed: 118 (+)
Size: 4
Weight: 4



Combinations (3 / 6)
Dragon Cheer + Draco Meteor
Breaking Swipe + Fire Fang
Bulldoze + Ice Fang
(empty)
(empty)
(empty)

Movepool
Level 0
Aerial Ace
Brick Break
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Flamethrower
Hone Claws
Iron Head
Liquidation
Poison Jab
Power Gem
Protect
Rest
Roar
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Swords Dance
Tackle
Thunder Fang
Toxic

Level 1
Bite
Brutal Swing
Captivate
Confide
Cut
Double Team
Dragon Breath
Dragon Rage
Dual Chop
False Swipe
Helping Hand
Incinerate
Metal Claw
Mud-Slap
Rain Dance
Rock Climb
Rock Smash
Sand Attack
Sand Tomb
Sandstorm
Scary Face
Spikes
Stealth Rock
Sunny Day
Swagger
Swift
Twister
Whirlpool

Level 2
Aqua Tail
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Iron Tail
Scale Shot
Secret Power
Stone Edge
Take Down

Level 3
Attract
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Laser Focus
Mud Shot
Outrage
Return
Rock Tomb
Scorching Sands
Thrash

Level 4
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Natural Gift
Stomping Tantrum
Tera Blast
:sv/tomohawk:
Anpao (Tomohawk)
Level 4 — EXP: 0 / 10

Bold nature ( Attack -1, Defense +2 )
Typing: Flying/Fighting
Abilities: Intimidate, Prankster Hidden Ability: Justified

HP: 100
Attack: 4 (-)
Defen.: 9 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 85
Size: 2
Weight: 3



Combinations (3 / 6)
Hurricane + Throat Chop
Focus Blast + Confuse Ray
Hyper Beam + Baby-Doll Eyes
(empty)
(empty)
(empty)

Movepool
Level 0
Aerial Ace
Air Slash
Aura Sphere
Brave Bird
Brick Break
Bulk Up
Defog
Earth Power
Earthquake
Facade
Focus Blast
Hyper Voice
Protect
Reflect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Toxic
Uproar
Whirlwind
Work Up

Level 1
Air Cutter
Air Cutter
Baby-Doll Eyes
Coaching
Confide
Confuse Ray
Double Team
Dual Wingbeat
Echoed Voice
False Swipe
Flash
Harden
Haze
Helping Hand
Incinerate
Mega Punch
Morning Sun
Mud-Slap
Noble Roar
Power-Up Punch
Rain Dance
Rapid Spin
Rock Smash
Roost
Safeguard
Scratch
Stealth Rock
Steel Wing
Sunny Day
Swagger
Tailwind
Taunt
Yawn

Level 2
After You
Aqua Tail
Close Combat
Covet
Focus Energy
Focus Punch
Fury Swipes
Grass Knot
Heat Wave
Hurricane
Iron Tail
Mega Kick
Quash
Revenge
Reversal
Secret Power
Sky Attack
Solar Beam
Stone Edge
Submission
Superpower
Take Down
Thief

Level 3
Acrobatics
Attract
Baton Pass
Body Slam
Bounce
Bulldoze
Drain Punch
Fly
Frustration
Return
Rock Tomb
Sky Drop
Throat Chop
Trailblaze

Level 4
Body Press
Endure
Fling
Giga Impact
Healing Wish
Hidden Power (Ice)
Hyper Beam
Last Resort
Memento
Nature Power
Retaliate
Snatch

Queue
:tyranitar::garchomp::tomohawk:LouisCyphre - Bronze Floor 1
 
Last edited:
Name: Eve
Thread: nope
Tokens: nope
Facility Slot: Slot 1

Rank: Bronze

:metagrossite:Metagrossite
:pmd/metagross::pmd/ursaluna::pmd/togekiss:
metagross.png

Perma (Metagross)
Level: 4 | EXP: --

Techniques:
Mega Evolution
Z-Moves

Typing: Steel/Psychic
Abilities: Clear Body, Light Metal
Nature: Jolly (Special Attack -1, Speed x1.15, Accuracy +10)

Stats:
HP: 90
Atk: 10
Def: 9
SpA: 6 (-)
SpD: 7
Spe: 81 (+)

Size Class: 4
Weight Class: 9
metagross-mega.png

Metagross-Mega
Typing
: Steel/Psychic
Abilities: Clear Body, Light Metal, Tough Claws

Stats:
HP: 90
Atk: 10
Def: 11
SpA: 7 (-)
SpD: 8
Spe: 127 (+)

Size Class: 4
Weight Class: 11

Combinations [3/6]:
Power-Up Punch+Ice Punch
Bullet Punch+Knock Off
Iron Head+Trailblaze
(empty)
(empty)
(empty)

Moves:
Level 0
Aerial Ace
Brick Break
Bullet Punch
Earthquake
Facade
Flash Cannon
Hone Claws
Ice Punch
Iron Head
Light Screen
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Refresh
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Punch
Toxic
Zen Headbutt

Level 1
Agility
Brutal Swing
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Flash
Hold Back
Iron Defense
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Sandstorm
Scary Face
Sludge Bomb
Stealth Rock
Steel Roller
Sunny Day
Swagger
Swift
Trick

Level 2
Double-Edge
Dynamic Punch
Expanding Force
Focus Punch
Grass Knot
Hammer Arm
Meteor Beam
Meteor Mash
Secret Power
Steel Beam
Stone Edge
Take Down

Level 3
Body Slam
Bulldoze
Frustration
Fury Cutter
Gyro Ball
Hard Press
Headbutt
Heavy Slam
Icy Wind
Knock Off
Laser Focus
Miracle Eye
Psych Up
Psychic Noise
Psyshock
Pursuit
Return
Rock Tomb
Rollout
Self-Destruct
Telekinesis
Trailblaze

Level 4
Ally Switch
Block
Body Press
Endure
Explosion
Future Sight
Giga Impact
Gravity
Hidden Power (Fire)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Stomping Tantrum
Tera Blast
ursaluna.png

Unstoppable (Ursaluna)
Level: 4 | EXP: --

Typing: Ground/Normal
Abilities: Guts, Bulletproof, Unnerve
Nature: Careful (Special Attack -1, Special Defense +2)

Stats:
HP: 105
Atk: 10
Def: 8
SpA: 3 (-)
SpD: 8 (+)
Spe: 50

Size Class: 4
Weight Class: 7

Combinations [4/6]:
Baby-Doll Eyes+Headlong Rush
Zap Cannon+Fire Punch
Bulldoze+Crunch
Power-Up Punch+Ice Punch
(empty)
(empty)

Moves:
Level 0
Aerial Ace
Avalanche
Brick Break
Bulk Up
Crunch
Earth Power
Earthquake
Facade
Fake Tears
Feint Attack
Fire Punch
Focus Blast
Hone Claws
Hyper Voice
Ice Punch
Leer
Night Slash
Play Rough
Protect
Refresh
Rest
Roar
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Toxic
Uproar
Work Up

Level 1
Baby-Doll Eyes
Captivate
Charm
Chip Away
Confide
Counter
Curse
Cut
Defense Curl
Double Team
Helping Hand
High Horsepower
Lick
Mega Punch
Metal Claw
Mud-Slap
Play Nice
Power-Up Punch
Rain Dance
Rock Climb
Rock Smash
Scary Face
Scratch
Seed Bomb
Seismic Toss
Sunny Day
Swagger
Sweet Scent
Swift
Taunt
Yawn

Level 2
Close Combat
Covet
Cross Chop
Double-Edge
Dynamic Punch
Focus Energy
Focus Punch
Fury Swipes
Gunk Shot
Hammer Arm
Headlong Rush
Low Kick
Mega Kick
Payback
Secret Power
Stone Edge
Supercell Slam
Superpower
Take Down
Thief
Zap Cannon

Level 3
Attract
Body Slam
Bulldoze
Dig
Drain Punch
Frustration
Fury Cutter
Hard Press
Headbutt
Heavy Slam
Laser Focus
Return
Rock Tomb
Rollout
Smack Down
Thrash
Throat Chop
Torment
Trailblaze

Level 4
Belly Drum
Body Press
Endure
Fling
Giga Impact
Hidden Power (Water)
Hyper Beam
Last Resort
Metronome
Mimic
Natural Gift
Retaliate
Stomping Tantrum
Tera Blast
togekiss.png

Arlandria (Togekiss)
Level: 4 | EXP: --

Typing: Fairy/Flying
Abilities: Hustle, Serene Grace, Super Luck
Nature: Timid (Attack -1, Speed x1.15, Accuracy +10)

Stats:
HP: 90
Atk: 3 (-)
Def: 7
SpA: 9
SpD: 8
Spe: 92 (+)

Size Class: 3
Weight Class: 3

Combinations [3/6]:
Rock Smash+Ancient Power
Zap Cannon+Flamethrower
Mystical Fire+Steel Wing
(empty)
(empty)
(empty)

Moves:
Level 0
Aerial Ace
Air Slash
Aura Sphere
Brick Break
Dazzling Gleam
Defog
Facade
Flamethrower
Heal Bell
Hyper Voice
Light Screen
Nasty Plot
Play Rough
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Thunder Wave
Toxic
Tri Attack
Uproar
Work Up
Zen Headbutt

Level 1
Air Cutter
Amnesia
Ancient Power
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Dual Wingbeat
Echoed Voice
Encore
Extrasensory
Fairy Wind
Flash
Growl
Helping Hand
Incinerate
Life Dew
Magical Leaf
Mega Punch
Morning Sun
Mud-Slap
Ominous Wind
Peck
Pound
Rain Dance
Rock Smash
Roost
Safeguard
Seismic Toss
Shock Wave
Silver Wind
Soft-Boiled
Steel Wing
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Trick
Twister
Water Pulse
Yawn

Level 2
After You
Covet
Double-Edge
Dream Eater
Fire Blast
Focus Punch
Grass Knot
Heat Wave
Mega Kick
Pluck
Present
Psycho Shift
Secret Power
Sky Attack
Solar Beam
Zap Cannon

Level 3
Attract
Baton Pass
Body Slam
Drain Punch
Draining Kiss
Extreme Speed
Fly
Follow Me
Foresight
Frustration
Headbutt
Laser Focus
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rollout
Telekinesis

Level 4
Ally Switch
Bestow
Endeavor
Endure
Fling
Future Sight
Giga Impact
Hidden Power (Ground)
Hyper Beam
Imprison
Last Resort
Magic Coat
Metronome
Mimic
Mirror Move
Natural Gift
Retaliate
Stored Power
Wish

Queue:
:metagross::ursaluna::togekiss: Eve - Bronze (Fresh Challenge)
 
Name: Hyjack
Thread: None
Tokens: None

Rank: Bronze

Backpack: :assault vest:Assault Vest

:sv/aggron:
Tachyon (Aggron)
Level 4 — EXP: 0 / 10

Careful nature ( Special Attack -1, Special Defense +2 )
Typing: Steel/Rock
Abilities: Sturdy, Rock Head Hidden Ability: Heavy Metal

HP: 85
Attack: 8
Defen.: 13
Sp.Atk: 4 (-)
Sp.Def: 7 (+)
Speed: 50
Size: 4
Weight: 8



Combinations (4 / 6)
Head Smash + Body Press
Bulldoze + Steel Beam
Spite + Heavy Slam
Rock Tomb + Blizzard
(empty)
(empty)

Movepool
Level 0
Aerial Ace
Autotomize
Avalanche
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Iron Head
Metal Sound
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Smart Strike
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar

Level 1
Ancient Power
Brutal Swing
Captivate
Confide
Counter
Curse
Cut
Defense Curl
Double Team
Harden
High Horsepower
Incinerate
Iron Defense
Mega Punch
Metal Claw
Mud-Slap
Power-Up Punch
Rain Dance
Rock Climb
Rock Smash
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Stealth Rock
Steel Roller
Sunny Day
Swagger
Taunt
Water Pulse
Whirlpool

Level 2
Aqua Tail
Blizzard
Double-Edge
Dragon Rush
Dynamic Punch
Fire Blast
Focus Punch
Head Smash
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Metal Burst
Meteor Beam
Payback
Reversal
Rock Blast
Secret Power
Smelling Salts
Solar Beam
Steel Beam
Stone Edge
Superpower
Take Down
Thunder

Level 3
Attract
Body Slam
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heavy Slam
Icy Wind
Outrage
Return
Rock Tomb
Rollout
Smack Down
Stomp

Level 4
Block
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Magnet Rise
Mimic
Natural Gift
Spite
Stomping Tantrum
:sv/plasmanta:
Momentai (Plasmanta)
Level 4 — EXP: 0 / 10

Bold nature ( Attack -1, Defense +2 )
Typing: Electric/Poison
Abilities: Storm Drain, Vital Spirit Hidden Ability: Telepathy

HP: 85
Attack: 3 (-)
Defen.: 10 (+)
Sp.Atk: 9
Sp.Def: 7
Speed: 100
Size: 7
Weight: 9



Combinations (5 / 6)
Venoshock + Poison Sting
Rain Dance + Magnet Rise
Electric Terrain + Rising Voltage
Water Pulse + Electroweb
Ion Deluge + Hyper Beam
- Empty -

Movepool
Level 0
Aura Sphere
Cross Poison
Dazzling Gleam
Defog
Facade
Flash Cannon
Liquidation
Poison Jab
Protect
Psychic
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Surf
Thunder Wave
Thunderbolt
Toxic
Wild Charge
Zen Headbutt

Level 1
Acid
Confide
Cut
Discharge
Double Team
Eerie Impulse
Electric Terrain
Encore
Haze
Parabolic Charge
Poison Tail
Psybeam
Psywave
Rain Dance
Shock Wave
Sludge Bomb
Supersonic
Swagger
Taunt
Thunder Shock
Venom Drench
Water Pulse
Wide Guard

Level 2
Acid Spray
Aqua Tail
Clear Smog
Corrosive Gas
Gunk Shot
Iron Tail
Rising Voltage
Secret Power
Thunder
Venoshock

Level 3
Attract
Body Slam
Charge Beam
Chilling Water
Electro Ball
Electroweb
Frustration
Gastro Acid
Poison Sting
Psyshock
Return
Sludge Wave

Level 4
Block
Body Press
Electrify
Endure
Giga Impact
Hidden Power (Fire)
Hyper Beam
Ion Deluge
Magnet Rise
Splash
:sv/escavalier:
Lou Carcolh (Escavalier)
Level 4 — EXP: 0 / 10

Techniques:
Terastal (Water)

Brave nature ( Attack +1, Speed x0.869, Evasion -10 )
Typing: Bug/Steel
Abilities: Swarm, Shell Armor Hidden Ability: Overcoat

HP: 85
Attack: 11 (+)
Defen.: 8
Sp.Atk: 5
Sp.Def: 8
Speed: 17 (-)
Size: 2
Weight: 3



Combinations (4 / 6)
Metal Burst + Giga Drain
Razor Shell + Twineedle
Fell Stinger + Giga Impact
Drill Run + Horn Attack
(empty)
(empty)

Movepool
Level 0
Aerial Ace
Bug Bite
Bug Buzz
Energy Ball
Facade
Feint Attack
Focus Blast
Horn Attack
Iron Head
Leer
Night Slash
Poison Jab
Protect
Rest
Round
Screech
Signal Beam
Slash
Sleep Talk
Smart Strike
Snore
Substitute
Swords Dance
Toxic
X-Scissor

Level 1
Agility
Brutal Swing
Confide
Counter
Cut
Double Team
Drill Run
Encore
False Swipe
Infestation
Iron Defense
Peck
Quick Guard
Rain Dance
Rock Smash
Scary Face
Swagger
Taunt
Twineedle

Level 2
Acid Spray
Close Combat
Double-Edge
Flail
Fury Attack
Megahorn
Metal Burst
Revenge
Reversal
Secret Power
Steel Beam
Take Down

Level 3
Attract
Frustration
Fury Cutter
Giga Drain
Headbutt
Knock Off
Laser Focus
Pursuit
Razor Shell
Return
Struggle Bug

Level 4
Endure
Fell Stinger
Giga Impact
Hidden Power (Rock)
Hyper Beam

Queue
:metagross::ursaluna::togekiss: Eve - Bronze (Fresh Challenge)
:aggron::Plasmanta::escavalier: Hyjack - Bronze (Fresh Challenge)
 
Last edited:
I heard you have cool snakes
Name: HeliosAflame
Rank: Bronze
Thread: None
Tokens: None

Backpack:
:eject button: Eject Button

Pokemon :ninetales::tangrowth::houndoom:
:sv/tangrowth:

Penny (Tangrowth)
Level 4 — EXP: 0 / 10

Calm nature ( Attack -1, Special Defense +2 )
Typing: Grass
Abilities: Chlorophyll, Leaf Guard Hidden Ability: Regenerator

HP: 95
Attack: 6 (-)
Defen.: 9
Sp.Atk: 8
Sp.Def: 6 (+)
Speed: 50
Size: 4
Weight: 5



Combinations (6 / 6)
Knock Off + Leech Seed
Growth + Wring Out
Sleep Powder + Tickle
Payback + Stun Spore
Skull Bash + Swords Dance
Toxic + Infestation

Movepool
Level 0
Aerial Ace
Brick Break
Bullet Seed
Constrict
Earthquake
Energy Ball
Facade
Focus Blast
Poison Jab
Poison Powder
Protect
Reflect
Rest
Rock Slide
Round
Sleep Powder
Sleep Talk
Snore
Strength
Stun Spore
Substitute
Swords Dance
Toxic

Level 1
Absorb
Amnesia
Ancient Power
Brutal Swing
Captivate
Confide
Confusion
Curse
Cut
Double Team
Flash
Grassy Terrain
Growth
Infestation
Morning Sun
Mud-Slap
Pain Split
Rage
Rock Smash
Seed Bomb
Shock Wave
Slam
Sludge Bomb
Sunny Day
Swagger
Sweet Scent
Synthesis
Tickle
Vine Whip

Level 2
Bind
Double-Edge
Flail
Grass Knot
Grassy Glide
Ingrain
Leech Seed
Mega Drain
Payback
Power Whip
Secret Power
Skull Bash
Solar Beam
Solar Blade
Take Down
Thief
Wake-Up Slap

Level 3
Attract
Bide
Body Slam
Bulldoze
Frustration
Giga Drain
Headbutt
Knock Off
Power Swap
Psych Up
Rage Powder
Return
Rock Tomb
Worry Seed
Wring Out

Level 4
Block
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hyper Beam
Leaf Storm
Mimic
Natural Gift
Nature Power
Stomping Tantrum
:sv/ninetales:

Mozilla (Ninetales)
Level 4 — EXP: 0 / 10

Bold nature ( Attack -1, Defense +2 )
Typing: Fire
Abilities: Flash Fire Hidden Ability: Drought

HP: 85
Attack: 5 (-)
Defen.: 8 (+)
Sp.Atk: 6
Sp.Def: 7
Speed: 100
Size: 2
Weight: 2



Combinations (6 / 6)
Inferno + Dark Pulse
Ember + Snarl
Swagger + Foul Play
Hypnosis + Confide
Fake Tears + Solar Beam
Confuse Ray + Heat Wave

Movepool
Level 0
Calm Mind
Dark Pulse
Energy Ball
Facade
Fake Tears
Feint Attack
Flamethrower
Hypnosis
Nasty Plot
Protect
Quick Attack
Reflect
Rest
Roar
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Tackle
Tail Whip
Toxic
Will-O-Wisp
Zen Headbutt

Level 1
Agility
Baby-Doll Eyes
Captivate
Charm
Confide
Confuse Ray
Curse
Double Team
Ember
Encore
Extrasensory
Fire Spin
Helping Hand
Howl
Incinerate
Night Shade
Ominous Wind
Pain Split
Rage
Role Play
Safeguard
Sunny Day
Swagger
Swift
Weather Ball

Level 2
Burning Jealousy
Covet
Disable
Double-Edge
Dream Eater
Fire Blast
Flail
Flare Blitz
Foul Play
Heat Wave
Inferno
Iron Tail
Payback
Secret Power
Skull Bash
Solar Beam
Tail Slap
Take Down

Level 3
Attract
Baton Pass
Bide
Body Slam
Dig
Flame Burst
Flame Charge
Frustration
Headbutt
Hex
Laser Focus
Mystical Fire
Power Swap
Psych Up
Psyshock
Return
Scorching Sands
Snarl

Level 4
Endure
Giga Impact
Grudge
Healing Wish
Hidden Power (Ice)
Hyper Beam
Imprison
Memento
Mimic
Natural Gift
Overheat
Spite
Stored Power
Tera Blast
:sv/houndoom:

Baskerville (Houndoom)
Level 4 — EXP: 0 / 10

Bold nature ( Attack -1, Defense +2 )
Typing: Dark/Fire
Abilities: Early Bird, Flash Fire Hidden Ability: Unnerve
Traits: Requires no Tech for their first Technique each battle.

HP: 90
Attack: 6 (-)
Defen.: 6 (+)
Sp.Atk: 8
Sp.Def: 6
Speed: 95
Size: 3
Weight: 3



Combinations (6 / 6)
Inferno + Thunder Fang
Super Fang + Toxic
Sucker Punch + Overheat
Swagger + Foul Play
Fire Blast + Snarl
Nasty Plot + Solar Beam

Movepool
Level 0
Crunch
Dark Pulse
Facade
Feint Attack
Fire Fang
Flamethrower
Hyper Voice
Leer
Nasty Plot
Protect
Psychic Fangs
Rest
Roar
Round
Shadow Ball
Sleep Talk
Snore
Strength
Substitute
Thunder Fang
Toxic
Uproar
Will-O-Wisp

Level 1
Bite
Captivate
Charm
Confide
Counter
Curse
Detect
Double Team
Ember
Fire Spin
Helping Hand
Howl
Incinerate
Mud-Slap
Pain Split
Rage
Rain Dance
Rock Smash
Role Play
Scary Face
Sludge Bomb
Smog
Sucker Punch
Sunny Day
Swagger
Swift
Taunt

Level 2
Beat Up
Burning Jealousy
Comeuppance
Double-Edge
Dream Eater
Feint
Fire Blast
Flare Blitz
Foul Play
Heat Wave
Inferno
Iron Tail
Nightmare
Payback
Punishment
Reversal
Secret Power
Solar Beam
Take Down
Thief

Level 3
Attract
Body Slam
Flame Charge
Frustration
Headbutt
Laser Focus
Lash Out
Mud Shot
Odor Sleuth
Pursuit
Return
Snarl
Super Fang
Temper Flare
Throat Chop
Torment
Trailblaze

Level 4
Destiny Bond
Embargo
Endeavor
Endure
Giga Impact
Hidden Power (Fighting)
Hyper Beam
Mimic
Natural Gift
Overheat
Retaliate
Snatch
Spite
Tera Blast

Queue:
:ninetales::tangrowth::houndoom: Helios - Bronze (Fresh Challenge)
 
I do like me a roguelike

Name: Mamo
Rank: Bronze
Thread: None
Tokens: None

I'm gonna put this in my slot 3 spending my priority pass

Backpack:
:covert cloak:Covert Cloak

Pokemon :tyranitar::sneasler::togekiss:
:bw/tyranitar:
Carrie (Tyranitar)Level 4 — EXP: 0 / 10

Impish nature ( Defense +2, Special Attack -1 )
Typing: Rock/Dark
Abilities: Sand Stream Hidden Ability: Unnerve

HP: 95
Attack: 9
Defen.: 10 (+)
Sp.Atk: 6 (-)
Sp.Def: 7
Speed: 61
Size: 4
Weight: 6


Combinations (6 / 6)
Dynamic Punch + Body Slam
Rock Blast + Rock Smash
Bulldoze + Fire Fang
Power-Up Punch + Thunder Fang
Iron Defence + Body Press
Breaking Swipe + Thunder Wave

Movepool
Level 0
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Iron Head
Leer
Power Gem
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar

Level 1
Ancient Power
Bite
Brutal Swing
Captivate
Chip Away
Confide
Counter
Curse
Cut
Detect
Double Team
Dragon Breath
Dragon Dance
Helping Hand
High Horsepower
Ice Fang
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Stealth Rock
Sunny Day
Swagger
Taunt
Water Pulse
Whirlpool

Level 2
Aqua Tail
Assurance
Blizzard
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Revenge
Rock Blast
Secret Power
Stone Edge
Superpower
Take Down
Thunder

Level 3
Attract
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Hard Press
Headbutt
Heavy Slam
Icy Wind
Knock Off
Lash Out
Mud Shot
Muddy Water
Outrage
Pursuit
Return
Rock Tomb
Smack Down
Snarl
Stomp
Thrash
Torment

Level 4
Block
Body Press
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Mimic
Natural Gift
Retaliate
Spite
Stomping Tantrum
Tera Blast
sneasler.png

Harlequin (Sneasler)
Level 4 — EXP: 0 / 10

Jolly nature ( +Speed, -Special Attack, Accuracy +10 )
Typing: Fighting/Poison
Abilities: Pressure, Unburden Hidden Ability: Poison Touch

HP: 90
Attack: 9
Defen.: 5
Sp.Atk: 2 (-)
Sp.Def: 6
Speed: 138 (+)
Size: 3
Weight: 3


Combinations (6 / 6)
Low Sweep + Fire Punch
Acid Spray + Dire Claw
Trailblaze + Metal Claw
Quick Attack + Gunk Shot
Vacuum Wave + Acrobatics
U-Turn + Spite

Movepool
Level 0
Aerial Ace
Brick Break
Bulk Up
Calm Mind
Facade
Fire Punch
Focus Blast
Hone Claws
Leer
Nasty Plot
Night Slash
Poison Jab
Protect
Quick Attack
Rest
Rock Slide
Screech
Shadow Ball
Shadow Claw
Slash
Sleep Talk
Substitute
Swords Dance
Toxic
Vacuum Wave
X-Scissor

Level 1
Agility
Coaching
Counter
Double Hit
Fake Out
False Swipe
Metal Claw
Poison Tail
Quick Guard
Rain Dance
Rock Smash
Scratch
Sludge Bomb
Sunny Day
Swift
Switcheroo
Taunt
Toxic Spikes

Level 2
Acid Spray
Close Combat
Feint
Focus Punch
Grass Knot
Gunk Shot
Low Kick
Reversal
Take Down
Thief
Upper Hand
Venoshock

Level 3
Acrobatics
Dig
Dire Claw
Lash Out
Low Sweep
Rock Tomb
Sludge Wave
Throat Chop
Trailblaze
U-turn

Level 4
Endure
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Spite
Tera Blast
:bw/togekiss:
Charleston (Togekiss)
Level 4 — EXP: 0 / 10

Timid nature ( Attack -1, Speed x1.15, Accuracy +10 )
Typing: Fairy/Flying
Abilities: Hustle, Serene Grace Hidden Ability: Super Luck

HP: 90
Attack: 3 (-)
Defen.: 7
Sp.Atk: 9
Sp.Def: 8
Speed: 92 (+)
Size: 3
Weight: 3


Combinations (6 / 6)
Rock Smash + Ancient Power
Zap Cannon + Flamethrower
Extreme Speed + Air Slash
Heat Wave + Body Slam
Mega Kick + Mud-Slap
Psychic + Mystical Fire

Movepool
Level 0
Aerial Ace
Air Slash
Aura Sphere
Brick Break
Dazzling Gleam
Defog
Facade
Flamethrower
Heal Bell
Hyper Voice
Light Screen
Nasty Plot
Play Rough
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Thunder Wave
Toxic
Tri Attack
Uproar
Work Up
Zen Headbutt

Level 1
Air Cutter
Amnesia
Ancient Power
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Dual Wingbeat
Echoed Voice
Encore
Extrasensory
Fairy Wind
Flash
Growl
Helping Hand
Incinerate
Life Dew
Magical Leaf
Mega Punch
Morning Sun
Mud-Slap
Ominous Wind
Peck
Pound
Rain Dance
Rock Smash
Roost
Safeguard
Seismic Toss
Shock Wave
Silver Wind
Soft-Boiled
Steel Wing
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Trick
Twister
Water Pulse
Yawn

Level 2
After You
Covet
Double-Edge
Dream Eater
Fire Blast
Focus Punch
Grass Knot
Heat Wave
Mega Kick
Pluck
Present
Psycho Shift
Secret Power
Sky Attack
Solar Beam
Zap Cannon

Level 3
Attract
Baton Pass
Body Slam
Drain Punch
Draining Kiss
Extreme Speed
Fly
Follow Me
Foresight
Frustration
Headbutt
Laser Focus
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rollout
Telekinesis

Level 4
Ally Switch
Bestow
Endeavor
Endure
Fling
Future Sight
Giga Impact
Hidden Power (Ground)
Hyper Beam
Imprison
Last Resort
Magic Coat
Metronome
Mimic
Mirror Move
Natural Gift
Retaliate
Stored Power
Wish

Queue:
:tyranitar::sneasler::togekiss: Mamo - Bronze (Fresh Challenge)
 
Let's see how this goes.

Name: TMan
Rank: Bronze
Thread: None
Tokens: None

Backpack:
:covert cloak:Covert Cloak

Pokémon :scizor::bellossom::gouging fire:
212.png

Ryūko can only be described as a force of nature. She charges straight ahead, cutting down her foes with incredible focus. She will not even attempt to dodge blows; she simply counts on her natural armor to deflect them. Relentlessly, she will pursue the last of her targets to cut them down... okay, the problem is that she's also a massive ditz. You may see her attempt to appear serious and intimidating, only for her to trip up and ruin the mood she's been trying to set up. And given that she's hot-blooded, she might try to vehemently deny everything. She often gets into catfights because of it.
Scizor | Ryūko Matoi
Level:
4 | EXP: 0

Typing:
Bug
Steel

Abilities: Swarm / Technician | Hidden Ability: Light Metal

Nature: Adamant ( Attack +1, Special Attack -1 )

HP: 85
Atk: 10 (+)
Def: 7
SpA: 3 (-)
SpD: 6
Spe: 65
Size: 3
Weight: 5



Movepool
Level 0
Aerial Ace
Air Slash
Brick Break
Bug Bite
Bug Buzz
Bullet Punch
Cross Poison
Defog
Facade
Flash Cannon
Iron Head
Leer
Light Screen
Night Slash
Protect
Psycho Cut
Quick Attack
Rest
Round
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Toxic
Vacuum Wave
Wing Attack
X-Scissor

Level 1
Agility
Air Cutter
Brutal Swing
Captivate
Confide
Counter
Curse
Cut
Detect
Double Hit
Double Team
Dual Wingbeat
False Swipe
Helping Hand
Iron Defense
Metal Claw
Morning Sun
Ominous Wind
Quick Guard
Rage
Rain Dance
Rock Smash
Roost
Safeguard
Sand Tomb
Sandstorm
Scary Face
Silver Wind
Sonic Boom
Steel Wing
Sunny Day
Swagger
Swift
Tailwind

Level 2
Assurance
Close Combat
Double-Edge
Feint
Focus Energy
Razor Wind
Reversal
Secret Power
Skull Bash
Steel Beam
Superpower
Take Down
Thief
Venoshock

Level 3
Acrobatics
Attract
Baton Pass
Bide
Frustration
Fury Cutter
Hard Press
Headbutt
Knock Off
Laser Focus
Lunge
Pounce
Pursuit
Return
Skitter Smack
Struggle Bug
Trailblaze
U-turn

Level 4
Endure
Fling
Giga Impact
Hidden Power (Rock)
Hyper Beam
Mimic
Natural Gift
Tera Blast
joliflor.png

Marianne's character development was truly amazing. Starting as an Oddish, she had a shy disposition and did not exactly do well as a team member. The Gloom phase was even worse, as she constantly depreciated herself, believing she was of no use whatsoever to the group. She later admitted she considered leaving altogether a few times. She was usually spotted looking forlornly at the moon by the more night-based members.
But most of that changed with the evolution into Bellossom. A much more cheerful Marianne emerged, and even if she still wasn't a social butterfly, she wasn't running away from all conversations. She even took up dancing and used it to cheer her team on, which usually works because she's very cute doing so! Unfortunately her battle prowess isn't that great, but she makes for a great utility partner.
Bellossom | Marianne von Edmund
Level:
4 | EXP: 0

Typing:
Grass

Abilities: Chlorophyll | Hidden Ability: Healer

Nature: Modest ( Attack -1, Special Attack +1 )
Traits: Requires no Tech for their first Technique each battle.

HP: 90
Atk: 5 (-)
Def: 7
SpA: 8 (+)
SpD: 7
Spe: 50
Size: 1
Weight: 1



Combinations (5 / 6)
Infestation + Leech Seed
Quiver Dance + Baton Pass
Acid Spray + Energy Ball
Bullet Seed + Secret Power
Acid + Trailblaze
(empty)

Movepool
Level 0
Bullet Seed
Dazzling Gleam
Energy Ball
Facade
Leaf Blade
Petal Blizzard
Play Rough
Poison Powder
Protect
Reflect
Rest
Round
Sleep Powder
Sleep Talk
Snore
Stun Spore
Substitute
Swords Dance
Toxic
Uproar

Level 1
Absorb
Acid
Captivate
Charm
Confide
Curse
Cut
Double Team
Encore
Flash
Grassy Terrain
Growth
Helping Hand
Infestation
Magical Leaf
Moonlight
Pollen Puff
Rage
Razor Leaf
Safeguard
Seed Bomb
Sludge Bomb
Sunny Day
Swagger
Sweet Scent
Synthesis
Teeter Dance
Tickle
Weather Ball

Level 2
Acid Spray
After You
Double-Edge
Flail
Grass Knot
Grassy Glide
Ingrain
Leech Seed
Mega Drain
Secret Power
Solar Beam
Solar Blade
Take Down
Triple Axel
Venoshock

Level 3
Attract
Baton Pass
Bide
Drain Punch
Frustration
Gastro Acid
Giga Drain
Headbutt
Laser Focus
Lucky Chant
Moonblast
Petal Dance
Return
Strength Sap
Trailblaze
Worry Seed

Level 4
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fire)
Hyper Beam
Leaf Storm
Mimic
Natural Gift
Nature Power
Quiver Dance
Tera Blast
gougingfire.gif

As the Lord of the Mountains, Pachacútec lived a secluded existence, ruling over a pack of lesser Dragon-types in a high mountain range before being caught and forced to travel the world. As a highly traditional individual, he values authority and wisdom more than anything else. He often uses defensive tactics to his advantage.
Gouging Fire | Pachacútec
Level:
3 | EXP: 0

Typing:
Fire
Dragon

Abilities: Protosynthesis

Nature: Adamant ( Attack +1, Special Attack -1 )

HP: 100
Atk: 9 (+)
Def: 9
SpA: 4 (-)
SpD: 7
Spe: 91
Size: 6
Weight: 9



Combinations (4 / 4)
Scale Shot + Crush Claw
Dragon Cheer + Howl
Breaking Swipe + Fire Fang
Sunny Day + Dragon Claw

Movepool
Level 0
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Fire Fang
Flamethrower
Iron Head
Leer
Protect
Psychic Fangs
Rest
Roar
Sleep Talk
Smart Strike
Substitute
Thunder Fang

Level 1
Ancient Power
Bite
Double Kick
Dragon Dance
Fire Spin
Howl
Incinerate
Morning Sun
Noble Roar
Scary Face
Sunny Day
Weather Ball

Level 2
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Flare Blitz
Heat Wave
Reversal
Scale Shot
Stone Edge
Take Down

Level 3
Body Slam
Breaking Swipe
Bulldoze
Burning Bulwark (Sig)
Crush Claw
Flame Charge
Heat Crash
Lava Plume
Outrage
Raging Fury
Scorching Sands
Snarl
Stomp
Temper Flare

Queue:
:scizor::bellossom::gouging fire: TMan (Bronze, first run)
 
Name: Snarguffle
Rank: Bronze
Thead: N/A
Tokens: N/A

Backpack: :leftovers:Leftovers

Pokemon: :eelektross::beedrill::wishiwashi:
eelektross.gif

Scylla (Eelektross ♀ )
Level 4 EXP 0 / 10

Brave nature. (+Atk, -Spe, -10% Eva)
Electric


Abilities: Levitate

HP: 90
Attack: 9 (+)
Defense: 6
Sp.Atk: 8
Sp.Def: 6
Speed: 43 (-)
Size: 4
Weight: 4

Combinations
Charge + Giga Impact (Gigavolt Impact)
Flamethrower + Zap Cannon (Red Lightning)
Wild Charge + Giga Drain (Power Drain)
Coil + Knock Off (Squelch)
Toxic + Hex (Dark Miasma)
(empty)

Moves - Lv0
Brick Break
Bulk Up
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Facade
Fire Punch
Flamethrower
Flash Cannon
Hone Claws
Light Screen
Liquidation
Protect
Rest
Roar
Rock Slide
Round
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Wild Charge
Zen Headbutt

Lv1
Acid
Charge
Confide
Confuse Ray
Cut
Discharge
Double Team
Eerie Impulse
Electric Terrain
Flash
Power-Up Punch
Rain Dance
Rock Smash
Scary Face
Shock Wave
Spark
Sunny Day
Swagger
Swift

Lv2
Acid Spray
Aqua Tail
Bind
Close Combat
Focus Punch
Grass Knot
Iron Tail
Secret Power
Supercell Slam
Superpower
Take Down
Thunder
Zap Cannon

Lv3
Acrobatics
Attract
Body Slam
Bounce
Bulldoze
Charge Beam
Crush Claw
Drain Punch
Electro Ball
Electroweb
Frustration
Gastro Acid
Giga Drain
Headbutt
Heavy Slam
Hex
Knock Off
Lunge
Outrage
Return
Rock Tomb
Super Fang
Thrash
Throat Chop
U-turn
Volt Switch

Level 4:
Body Press
Coil
Endure
Giga Impact
Hidden Power (Ice)
Hyper Beam
Ion Deluge
Magnet Rise
Stomping Tantrum
Tera Blast
beedrill.gif

Lance (Beedrill ♂ )
Level 3 EXP 8 / 10

Impish nature. (+Def, -SpA)
Bug
Poison


Abilities: Swarm/Sniper
Traits: Requires no Tech for their first Technique each battle.

HP: 85
Attack: 7
Defense: 5 (+)
Sp.Atk: 3 (-)
Sp.Def: 6
Speed: 75
Size: 2
Weight: 3

Combinations
Reflect + Pin Missile (Barrier Blast)
Twineedle + Electroweb (Danger Sting)
Tailwind + U-Turn (Wind Shift)
(empty)

Moves - Lv0
Aerial Ace
Brick Break
Bug Bite
Defog
Facade
Poison Jab
Protect
Reflect
Rest
Round
Sleep Talk
Snore
Substitute
Swords Dance
Toxic
X-Scissor

Lv1
Agility
Air Cutter
Brutal Swing
Captivate
Confide
Curse
Cut
Double Team
Drill Run
False Swipe
Flash
Harden
Infestation
Iron Defense
Ominous Wind
Peck
Rage
Rock Smash
Roost
Silver Wind
Sludge Bomb
Sunny Day
Swagger
Sweet Scent
Swift
Tailwind
Toxic Spikes
Twineedle

Lv2
Assurance
Double-Edge
Focus Energy
Fury Attack
Mega Drain
Payback
Pin Missile
Secret Power
Skull Bash
Solar Beam
String Shot
Take Down
Thief
Venoshock

Lv3
Acrobatics
Attract
Baton Pass
Bide
Electroweb
Frustration
Fury Cutter
Giga Drain
Headbutt
Knock Off
Laser Focus
Outrage
Poison Sting
Pursuit
Return
Struggle Bug
Throat Chop
U-turn
746-gif.310056

Legion (Wishiwashi ♂ )
Level 3 EXP 0 / 10

Relaxed nature. (+Def, -Spe, -Eva)
Water


Abilities: Schooling

HP: 80
Attack: 2
Defense: 4 (+)
Sp.Atk: 2
Sp.Def: 2
Speed: 35 (-)
Size: 1
Weight: 1
746_2-gif.633986

Legion (Wishiwashi - Schooling Forme ♂ )
Water


Abilities: Schooling

HP: 80
Attack: 10
Defense: 11 (+)
Sp.Atk: 10
Sp.Def: 10
Speed: 26 (-)
Size: 7
Weight: 4

Combinations
Bulldoze + Scald (Boiling Mud)
Toxic + Surf (Toxic Torrent)
(empty)
(empty)

Moves - Lv0
Earthquake
Facade
Feint Attack
Ice Beam
Liquidation
Protect
Rest
Round
Sleep Talk
Snore
Substitute
Surf
Toxic
Uproar
Waterfall

Lv1
Confide
Double Team
Growl
Hail
Helping Hand
Mist
Rain Dance
Swagger
Tearful Look
Water Gun
Water Pulse
Whirlpool

Lv2
Aqua Ring
Aqua Tail
Beat Up
Covet
Double-Edge
Hydro Pump
Iron Tail
Scale Shot
Take Down

Lv3
Attract
Brine
Bulldoze
Dive
Flip Turn
Frustration
Mud Shot
Muddy Water
Return
Scald
U-turn

Queue:
:scizor::bellossom::gouging fire: TMan (Bronze, first run)
:eelektross::beedrill::wishiwashi: Snarguffle (Bronze, first run)
 
Immediately running it back, again burning a prio pass to put this into slot 3

Name: Mamo
Rank: Bronze
Thead: Here
Tokens: N/A

Backpack: :covert cloak:Covert Cloak

Pokemon: :sneasler::snaelstrom::incineroar:
sneasler.png

Harlequin (Sneasler)
Level 4 — EXP: 0 / 10

Jolly nature ( +Speed, -Special Attack, Accuracy +10 )
Typing: Fighting/Poison
Abilities: Pressure, Unburden Hidden Ability: Poison Touch

HP: 90
Attack: 9
Defen.: 5
Sp.Atk: 2 (-)
Sp.Def: 6
Speed: 138 (+)
Size: 3
Weight: 3


Combinations (6 / 6)
Low Sweep + Fire Punch
Acid Spray + Dire Claw
Trailblaze + Metal Claw
Quick Attack + Gunk Shot
Vacuum Wave + Acrobatics
U-Turn + Spite

Movepool
Level 0
Aerial Ace
Brick Break
Bulk Up
Calm Mind
Facade
Fire Punch
Focus Blast
Hone Claws
Leer
Nasty Plot
Night Slash
Poison Jab
Protect
Quick Attack
Rest
Rock Slide
Screech
Shadow Ball
Shadow Claw
Slash
Sleep Talk
Substitute
Swords Dance
Toxic
Vacuum Wave
X-Scissor

Level 1
Agility
Coaching
Counter
Double Hit
Fake Out
False Swipe
Metal Claw
Poison Tail
Quick Guard
Rain Dance
Rock Smash
Scratch
Sludge Bomb
Sunny Day
Swift
Switcheroo
Taunt
Toxic Spikes

Level 2
Acid Spray
Close Combat
Feint
Focus Punch
Grass Knot
Gunk Shot
Low Kick
Reversal
Take Down
Thief
Upper Hand
Venoshock

Level 3
Acrobatics
Dig
Dire Claw
Lash Out
Low Sweep
Rock Tomb
Sludge Wave
Throat Chop
Trailblaze
U-turn

Level 4
Endure
Fling
Giga Impact
Hidden Power (Ice)
Hyper Beam
Spite
Tera Blast
:bw/snaelstrom:
Belladonna (Snaelstrom)
Level 4 — EXP: 0 / 10

Careful nature ( Special Attack -1, Special Defense +2 )
Typing: Water/Bug
Abilities: Torrent Hidden Ability: Poison Heal

HP: 95
Attack: 7
Defen.: 8
Sp.Atk: 5 (-)
Sp.Def: 9 (+)
Speed: 63
Size: 3
Weight: 5



Combinations (6 / 6)
Chilling Water + Scald
Struggle Bug + Dual Wingbeat
Aqua Jet + Facade
Icy Wind + Body Slam
U-Turn + Whirlpool
Rapid Spin + Bug Buzz

Movepool
Level 0
Aqua Jet
Bug Bite
Bug Buzz
Dazzling Gleam
Facade
Hyper Voice
Ice Beam
Liquidation
Protect
Psychic
Rest
Round
Signal Beam
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic
Uproar
Waterfall
Work Up
X-Scissor

Level 1
Acid Armor
Captivate
Charm
Confide
Confusion
Double Team
Dual Wingbeat
Echoed Voice
Growl
Hail
Heal Pulse
Helping Hand
Infestation
Life Dew
Pound
Rain Dance
Rapid Spin
Recover
Safeguard
Spiky Shield
Stealth Rock
Sticky Web
Swagger
Swift
Trick
Venom Drench
Water Gun
Water Pulse
Whirlpool

Level 2
Aqua Ring
Blizzard
Hydro Pump
Icicle Spear
Pin Missile
Psycho Shift
Venoshock

Level 3
Attract
Body Slam
Brine
Chilling Water
Dive
Draining Kiss
Frustration
Guard Swap
Icy Wind
Leech Life
Muddy Water
Pounce
Razor Shell
Return
Scald
Skitter Smack
Spotlight
Struggle Bug
U-turn

Level 4
Ally Switch
Block
Celebrate
Future Sight
Giga Impact
Hidden Power (Fire)
Hydro Cannon
Hyper Beam
Magic Coat
Magic Room
Metronome
Powder
Skill Swap
Trick Room
Water Pledge
Wonder Room
incineroar.png

Wolfey (Incineroar)
Level 3 — EXP: 0 / 10

Impish nature ( Defense +2, Special Attack -1 )
Typing: Fire/Dark
Abilities: Blaze Hidden Ability: Intimidate

HP: 95
Attack: 8
Defen.: 9 (+)
Sp.Atk: 5 (-)
Sp.Def: 7
Speed: 60
Size: 3
Weight: 4


Combinations (4 / 4)
Nasty Plot + Baton Pass
Throat Chop + Fire Fang
Will-O-Wisp + Parting Shot
Knock Off + U-Turn

Movepool
Level 0
Aerial Ace
Blaze Kick
Brick Break
Bulk Up
Crunch
Dark Pulse
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Iron Head
Leer
Nasty Plot
Protect
Rest
Roar
Round
Shadow Claw
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Punch
Toxic
Will-O-Wisp
Work Up

Level 1
Bite
Brutal Swing
Confide
Double Kick
Double Team
Dual Chop
Ember
Fake Out
Fire Spin
Growl
Helping Hand
Lick
Mega Punch
Scary Face
Scratch
Sunny Day
Swagger
Taunt

Level 2
Assurance
Bind
Burning Jealousy
Close Combat
Covet
Cross Chop
Double-Edge
Fire Blast
Flare Blitz
Focus Punch
Fury Swipes
Heat Wave
Low Kick
Mega Kick
Quash
Revenge
Reversal
Superpower
Take Down
Thief

Level 3
Acrobatics
Attract
Baton Pass
Body Slam
Bulldoze
Darkest Lariat (Sig)
Drain Punch
Flame Charge
Frustration
Heat Crash
Knock Off
Lash Out
Leech Life
Low Sweep
Outrage
Parting Shot
Return
Scorching Sands
Snarl
Temper Flare
Thrash
Throat Chop
Torment
Trailblaze
U-turn


Queue:
:eelektross::beedrill::wishiwashi: Snarguffle (Bronze, first run)
:sneasler::snaelstrom::incineroar: Mamo (Bronze)
 
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