Cliff of Thunder (Normal) - ZhengTann and Complications

JJayyFeather

Drifting~
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A long and narrow bridge of stone allows you to reach the impervious peak, stormed by blinding thunderbolts and battered by incessant winds. There doesn't seem to be any tunnels, so your only choice is to follow the rather unstable and rough cliff which follows the circumference of the tall mountain. Sometimes, a bolt of lightning strikes really near your position, but nevertheless you keep going on, until the cliff ends with a cave. You enter in, pleased for leaving behind the frigid winds and the loud thunders.

This cavern seems to be illuminated from within, quite to your surprise. Several blue crystals, sparking with weak jolts of electricity, paint the surrounding walls with fascinating cerulean reflexes. After some time, you also note that a lot of the rock composing the cave, from the floor to the walls to the ceiling, seems to be of metallic composition. The path ends at a certain point, with a hole in the floor. After some esitations, you go through it, not without the necessary care. The tunnel is not really long, and you soon find yourselves in another cavern, much larger than the previous one. Crystals like the ones which you found here and there so far are now all over the place, shining like torches and bathing the entire area in a wonderful soothing atmosphere. However, now, walking through the crystals is particularly difficult, since they zap if you get too close to them.

Nevertheless, you manage to cover the distance to the end of the cavern. You are now in a barren hall, rather little compared to the cavern you're coming from. There are still some of those crystals all around, with some particularly large rocks charged with electricity - you count two of them. But since you're here for other reason rather than counting stones, you head for the exit... until a slide blocks your path! Luckily you're unaffected, but now you'll have to remove the rubble which is preventing you from keep going. You call your Pokémon to help you in the task, but suddendly a strange noise catches your attention. Looks like your Pokémon will be required for something else first!



(3 of them)

HP 100 (each)
Atk 3
Def 4
SpA 3
SpD 3
Spe 52
Size Class 1
Weight Class 1
9% Accuracy boost


Abilities: Magnet Pull, Sturdy


ZhengTann
Fenrir, "God-Devouring Wolf" - Rhydon (M)

Fenrir was a Rhyperior before being captured by Vali. Somehow during the fight a strange phenomenon occurred that forced Fenrir to devolve, which result in Vali's victory - though Fenrir is frank that Vali was already having the upper hand and his lost was already imminent by that time of the battle. So, he obediently followed Vali as a part of his team, or herd, or pack, or whatever humans call it these days. Smarter than most Rhyhorns, Fenrir knew very well that him being with Vali hinges on his ability to take on and defeat God, and he relishes that future almost as much as Vali does, to fulfil an ancient prophecy foretold during the last time he was a Rhyhorn.

Nature: Brave (+Atk, -15% Speed, -10% Evasion) - Full to brim with a lone wolf's pride

Type:
Rock type: Rock STAB; Adds an additional level of Priority (+0 to +1, +3 to +4 etc.) on naturally occurring level-up, egg, tutor, or TM attacks that increase only defense, special defense, or prevent damage (Full list: Acid Armor, Amnesia, Barrier, Defense Curl, Detect, Quick Guard, Harden, Iron Defense, Light Screen, Reflect, Skull Bash, Stockpile, Wide Guard, Withdraw). Reduced damage from all special attacks by two (2) Base Attack Power during Sandstorm, immune to Sandstorm damage. Ignores Arena restrictions on Rock attacks requiring an external rock source.

Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Ability 1: Lightning Rod
Type: Passive
Fenrir naturally attracts electricity away from partners in double battles. When struck with an Electric-type attack, the energy is transferred into his body, increasing Special Attack (and adjust the natural stage) by one (1) stage, unless Fenrir happens to have a type immunity to Electric-type attacks. Oh the irony.

Ability 2: Rock Head
Type: Passive
Fenrir's ferocious constitution prevents him from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash. This does not prevent recoil damage from Struggle.

Ability 3: Reckless (locked)
Type: Passive
Fenrir's innately aggressive nature lets him use all-out attacks with recoil more effectively. Recoil attacks have two (2) more Base Attack Power, and recoil percentage is unaffected. Jump Kick and High Jump Kick count as recoil moves.

Stats:
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 2
SpD: Rank 2
Spe: 34 (-10%)

Size Class: 4
Weight Class: 5
BRT: 20

EC: 8/9
MC: 0
AC: 5/5

Attacks:
Aqua Tail
Avalanche
Bide
Brick Break
Bulldoze
Chip Away
Counter
Crunch
Crush Claw
Cut
Dig
Double-Edge
Dragon Rush
Dragon Tail
Drill Run
Dynamic Punch
Earthquake
Endeavour
Endure
Facade
Fire Fang
Fire Punch
Focus Punch
Fury Attack
Fury Cutter
Giga Impact
Hammer Arm
Horn Attack
Horn Drill
Ice Fang
Ice Punch
Iron Tail
Megahorn
Metal Burst
Mimic
Mud-Slap
Outrage
Payback
Poison Jab
Protect
Pursuit
Reversal
Roar
Rock Blast
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Scary Face
Seismic Toss
Shadow Claw
Skull Bash
Smack Down
Stealth Rock
Stomp
Stone Edge
Submission
Superpower
Tail Whip
Take Down
Thunder Fang
Thunder Punch
Toxic
Uproar
Whirlpool
Camerupt - Elfman (M)

"Hey mon," is probably Elfman's QOTD, all day, everyday. His easy-going attitude is reflective of his species' nature - slowly pacing on with the simple pleasures of daily life. Or so it seems. Elfman is as stubborn as they come - in fact, he got into a tussle with Natsu just because they wanted to cross the same (outer) side of the ledge. It took Gray's help to wrestle him down (a fact all but Gray is unhappy about) but Zheng's capture brought him into the family. Being slow to anger doesn't mean Elfman is slow on the uptake, but it does mean that he's slow to cooldown after he gets really riled up.

Having a family to be with changes Elfman - he is becoming more and more a stolid guardian than a laid-back jock. Steadfast to the point of tactless, he will not give way if he feels that his family is threatened. He is especially protective of Mirajane, and will often go out of his way to help her in any way perceived possible.

Being able to mega-evolve is something Elfman cherish. For one thing, he actually can take life at a slower pace because of that. For another, he punched harder, meaning he can force his opponents to dance for him, per se, but eventually they'll have to duke it out like "real mons" if they want to win.

Nature: Quiet (+1 SpAtk, -15% Speed, -10% evasion)

Type:
Fire type: Fire STAB; immune to burn status.



Ground type: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Ability 1: Magma Armour
Type: Passive
Elfman has a strong, heated armor that makes it incapable of being frozen. His armor also reduces the Base Attack Power of all incoming attacks by one (1).

Ability 2: Solid Rock
Type: Passive
Elfman’s solid body and durable constitution causes the Base Attack Power of incoming super-effective attacks to be reduced by two (2).

Ability 3: Anger Point (DW Unlocked)
Type: Passive
When struck with a critical hit, Elfman becomes enraged and its Attack rises to maximum (Stage 6). However, his Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches the Pokemon's natural Attack stage. Critical hits from self-targeting moves do not activate Anger Point.


Ability 4: Sheer Force (Mega-Evo)
At default, Elfman energizes all his attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). That way, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect. When toggled, no effect.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40/1.15)
Size Class: 4
Weight Class: 6
CRT: 19

Stats (Mega-Evo):
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 7 (+)
SpD: Rank 4
Spe: 17 (20/1.15)
Size Class: 4
Weight Class: 7
BRT: 23

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

Attacks:
After You
Amnesia
Ancient Power
Attract
Body Slam
Bulldoze
Captivate
Confide
Curse
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Ember
Endure
Eruption
Facade
Fire Blast
Fissure
Flame Burst
Flame Charge
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Heat Wave
Hidden Power Grass
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mimic
Mud Bomb
Mud-Slap
Natural Gift
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Tomb
Rollout
Sandstorm
Scary Face
Sleep Talk
Solar Beam
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swallow
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn

Complications
Colloshale (M)

Nature:
Jolly (+Spe, +14% Acc, -Sp. Atk)

Type: Dark/Ground

Abilities: Rebound/Guts/Unnerve (HA Unlocked)

Stats:
HP: 120
Atk: 5
Def: 3
SpA: 2 (-)
SpD: 3
Spe: 110 (+)
Total: 22
Size Class: 5
Weight Class: 10

EC:6/6
MC: 3
AC: 5/5

Attacks
Leer (*)
Tackle (*)
Rapid Spin (*)
BubbleBeam (*)
Pursuit (*)
Bite (*)
Body Slam (*)
Dig
Bounce
Muddy Water
Drill Run
Peck
Rototiller
Horn Attack
Crunch
Mega Horn
Horn Drill
Magnitude
High Horsepower

Fake Out (*)
Fire Fang (*)
Encore (*)
Sucker Punch
Thunder Fang
Flail
Sand Tomb
Fissure

Earthquake (*)
Substitute (*)
U-Turn (*)
Protect
Rock Slide
Sludge Wave
Dragon Tail
Taunt
Toxic
Smack Down
Brick Break
Sleep Talk
Rest
Facade
Thief
Endure
Brutal Swing
Payback
Smart Strike
Giga Impact
Bulldoze
Stone Edge
Poison Jab
Roar
Embargo

Dark Pulse
Knock Off
Aqua Tail
Dive
Iron Tail
Snatch
Superpower
Foul Play
Steelix (M) Archduke Ferinand

Nature: Brave (+Atk, -Spe, -10% Evasion)

Type:
Steel/Ground

Abilities:
Rock Head/Sturdy/Sheer Force (DW Unlocked)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 9
SpA: Rank 2
SpD: Rank 3
Spe: 26 (26.02>26)
Size Class: 7
Weight Class: 8
BRT: 22

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

Attacks:
Automotize
Mud Sport (*)
Tackle (*)
Harden (*)
Bind (*)
Curse (*)
Screech (*)
Rock Throw (*)
Rage (*)
Rick Tomb (*)
Stealth Rock (*)
Rock Polish (*)
Smack Down (*)
Dragonbreath (*)
Sandstorm (*)
Double-Edge
Dig
Stone Edge
Gyro Ball
Thunder Fang
Fire Fang
Ice Fang
Iron Tail

Block (*)
Defense Curl (*)
Heavy Slam (*)
Rock Blast (*)
Rollout (*)

Protect (*)
Earthquake (*)
Explosion (*)
Rock Slide (*)
Dragon Tail (*)
Taunt
Toxic
Substitute
Bulldoze
Rest
Sleep Talk
Endure

Magnet Rise
Iron Head
Aqua Tail
 

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Okay, don't forget to equip stuff, Expert Belt and Life Orb will do.
Colossoil and Steelix can High Horsepower / Earth Power the 1st Magnemite to draw instant aggro, then my Mega-Camerupt will aggro the other two with Heat Wave.
A2, Colossoil can just Bounce the second Magnemite while everyone else does a synchro-EQ. Don't forget to add Substitutions in case some obsure ruling prevents us from syncro-EQ correctly.

"We still have not figured out what caused this aggression, have we?"
Fenrir (Rhydon w/ Expert Belt): Dig (Magnemite 1) > synchro-Earthquake
IF synchro-Eqarthquake is impossible A2 and it will damage teammates, THEN replace that action with Drill Run @ Magnemite 2 instead.

Elfman (Camerupt w/ Cameruptite): [Mega-Evolve] Heat Wave (all 3 Magnemites) > synchro-Earthquake
IF synchro-Earthquake is impossible A2 and it will damage teammates, THEN replace that action with Earth Power @ Magnemite 3 instead.
 

"It seems not, so let's return the favor!"

Soul (Colossoil) @ Expert Belt, Ferdinand (Steelix) @ Life Orb

Soul: High Horsepower (Magnemite 1)-Bounce (Magnemite 2)
If synchro-Earthquake is impossible A2 and it will damage teammates, THEN replace that action with Drill Run (Magnemite 2) instead.

Archeduke Ferdinand: Fire Fang (Magnemite 1) - synchro-Earthquake
If synchro-Earthquake is impossible A2 and it will damage teammates, THEN replace that action with Dig (Magnemite 2) instead.
 

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