Boasts: 8 Bravados
Backpack:
Choice Specs x1
Leftovers x2
Protector Pokemon: Tyranitar w/ No Vocations
Tyranitar
Level: 1 | EXP: 6 / 10
Types: Rock / Dark
Abilities: Sand Stream /Unnerve (Locked)
Nature: Docile
Stats:
HP: 95
Atk: 9
Def: 8
SpA: 7
SpD: 7
Spe: 61
Size Class: 4
Weight Class: 6
Moves:
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
Supporter Pokemon: Gallade w/ No Vocations
Gallade
Level: 3 | EXP: 2 / 10
Types: Psychic / Fighting
Abilities: Steadfast / Sharpness / Justified
Nature: Impish (+2 Def, -1 SpA)
Stats:
HP: 85
Atk: 9
Def: 7 (+)
SpA: 4 (-)
SpD: 8
Spe: 80
Size Class: 3
Weight Class: 4
Moves:
Level 0:
Aerial Ace
Air Slash
Aqua Cutter
Aura Sphere
Brick Break
Bulk Up
Calm Mind
Dazzling Gleam
Earthquake
Energy Ball
Facade
Fire Punch
Focus Blast
Hyper Voice
Hypnosis
Ice Punch
Leaf Blade
Leer
Light Screen
Night Slash
Poison Jab
Protect
Psychic
Psycho Cut
Reflect
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Signal Beam
Sing
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Vacuum Wave
Will-O-Wisp
Work Up
X-Scissor
Zen Headbutt
Level 1:
Agility
Captivate
Charm
Coaching
Confide
Confuse Ray
Confusion
Cut
Defense Curl
Disarming Voice
Double Team
Dual Chop
Echoed Voice
Encore
False Swipe
Flash
Growl
Heal Pulse
Helping Hand
Life Dew
Magical Leaf
Mega Punch
Misty Terrain
Mud-Slap
Night Shade
Pain Split
Power-Up Punch
Psybeam
Psychic Terrain
Quick Guard
Rain Dance
Recycle
Rock Smash
Sacred Sword
Safeguard
Shock Wave
Sunny Day
Swagger
Swift
Taunt
Trick
Wide Guard
Level 2:
Alluring Voice
Close Combat
Disable
Double-Edge
Dream Eater
Expanding Force
Feint
Focus Punch
Grass Knot
Low Kick
Mega Kick
Nightmare
Revenge
Reversal
Secret Power
Solar Blade
Stone Edge
Take Down
Thief
Triple Axel
Upper Hand
Level 3:
Attract
Body Slam
Bulldoze
Charge Beam
Drain Punch
Draining Kiss
Frustration
Fury Cutter
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Low Sweep
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rock Tomb
Telekinesis
Teleport
Throat Chop
Torment
Aggressor Pokemon: Chandelure w/ Blackguard
Chandelure
Level: 1 | EXP: 0 / 10
Types: Ghost / Fire
Abilities: Flash Fire / Flame Body /Infiltrator (Locked)
Nature: Docile
Stats:
HP: 85
Atk: 4
Def: 7
SpA: 10
SpD: 7
Spe: 80
Size Class: 2
Weight Class: 3
Moves:
Level 0:
Astonish
Calm Mind
Dark Pulse
Energy Ball
Facade
Flamethrower
Protect
Psychic
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Toxic
Will-O-Wisp
Level 1:
Acid
Acid Armor
Captivate
Confide
Confuse Ray
Curse
Double Team
Ember
Fire Spin
Flash
Haze
Incinerate
Night Shade
Pain Split
Safeguard
Shock Wave
Smog
Sunny Day
Swagger
Taunt
Trick
Vs. The Cold-Iron Tink-tacular Turf War!
Level 3 (Normal)
The Scourge Warlord (Tinkaton)
The architect of our woes, and the face of true evil!
Battle Pay: None
Structure Damage: 1,000
Typing: Fairy/Steel
Abilities: Mold Breaker
Trait: Boss
HP: 9,999
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 8
Speed: 94
Size: 1
Weight: 5
Order Behavior
Ocean-Might General (Naviathan)
The conveying general who brings evil to our shores!
Battle Pay: 200 Gimmigold
Structure Damage: 250
Typing: Water/Steel
Abilities: Guts, Heatproof
Trait: Boss
HP: 300
Attack: 8
Defen.: 7
Sp.Atk: 7
Sp.Def: 5
Speed: 97
Size: 6
Weight: 9
Order Behavior
Spiral-Shell General (Goodra-Hisui)
The home-carrying general who can hide from all attacks!
Battle Pay: 200 Gimmigold
Structure Damage: 250
Typing: Dragon/Steel
Abilities: Shell Armor, Gooey
Trait: Boss
HP: 250
Attack: 7
Defen.: 7
Sp.Atk: 8
Sp.Def: 11
Speed: 60
Size: 3
Weight: 7
Order Behavior
Sharp-Edge General (Scizor-Mega)
The swift-moving general that slashes foes asunder!
Battle Pay: 400 Gimmigold
Structure Damage: 250
Typing: Bug/Steel
Abilities: Technician
Trait: Boss
HP: 400
Attack: 11
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 75
Size: 3
Weight: 5
Order Behavior
The Earth-Moving General (Steelix-Mega)
The tunnel-boring general that sinks entire castles into the earth!
Battle Pay: 400 Gimmigold
Structure Damage: 9,999
Typing: Steel/Ground
Abilities: Sheer Force
Trait: Boss
HP: 500
Attack: 9
Defen.: 14
Sp.Atk: 4
Sp.Def: 7
Speed: 30
Size: 7
Weight: 10
Order Behavior
Tinkatuff Elite
The more fearsome leaders among the invading forces.
Battle Pay: 200 Gimmigold
Structure Damage: 250
Trait: Excess damage taken from an attack hit spills over to the next Tinkatuff Elite.
Typing: Fairy/Steel
Abilities: Mold Breaker
HP: 200
Attack: 4
Defen.: 4
Sp.Atk: 4
Sp.Def: 6
Speed: 78
Size: 1
Weight: 4
Order Behavior
Tinkatink Warrior
An unending horde of ruffian invaders!
Battle Pay: 20 Gimmigold
Structure Damage: 100
Trait: Excess damage taken from an attack hit spills over to the next Tinkatink Warrior.
HP: 20
Attack: 0
Defen.: 0
Sp.Atk: 0
Sp.Def: 0
Speed: 78
Behavior
The Coalition Commander (Corviknight)
The final hope of the Korvid Kingdom's forces!
Commanding nature
Typing: Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor
Item: Expert Belt
No role or Vocation.
HP: 95
Attack: 15 (+)
Defen.: 5 (-)
Sp.Atk: 15 (+)
Sp.Def: 5 (-)
Speed: 67
Size: 4
Weight: 4
Order Behavior
As a player Guest, The Coalition Commander takes orders from the player. The Coalition Commander knows the following moves:
Armor Cannon
Close Combat
Coaching
Defog
Headlong Rush
Guard Swap
Light Screen
Reflect
Roost
Taunt
Phase Progression
For waves after the first, randomize which Wall each portion of the wave spawns in; with one portion per Wall.
Don't withdraw any Raid Pokemon as phases changes. (Add the new wave to what's already in play.)
Guest Ally: The Coalition Commander
(Guest allies are added to your Reserve at the start of battle. They don't count towards your "bring" limit.)
Raid Arena — The Coalition Castle
The two armies regularly clash in Eastern Paldea, over a dusty strip of wasteland on the southmost shore. The metal-rich soil makes it a favored place for both people, and the inevitable territorial war only adds more metal to the earth as bodies fall...
The scrap-seeking Scourge Legion now marches from the north, seeking to dismantle all that we hold dear for parts. Is this the Coalition's last stand?
Camouflage: Steel | Nature Power: Metal Sound | Secret Power: 50% chance to lower the defender's Defense by one (1) for their next three (3) turns.
All Phases - The Battle for the Korvid Kingdom
The battlefield is divided into four "zones": the West Wall, the North Wall, the East Wall, and the Korvid Kingdom's Keep. These zones affect the battlefield in a myriad of ways:
If a Wall runs out of Structure HP, it is destroyed. If the Keep runs out of Structure HP, the player loses the battle.
All Phases - Defending the Keep
As the raid begins; the PR starts in the West Wall, The SU starts in the North Wall, and the AG starts in the East Wall. The Corvid Commander starts in the Keep, and takes orders from the player.
In their order post, before they issue orders; the player may move up to one (0-1) Pokemon they control to another zone. (You can move to destroyed zones to intercept invaders, if needed.)
All attacks, used by Pokemon the player controls, target "one other Pokemon".
(Tinkatink Warriors and Tinkatuff Elites have Traits that cause excess damage from attacks to "spill over" to the next Warrior or Elite.)
All Phases - The Last Line of Defense
When Scourge invaders faint, their listed value in Gimmigold is paid to the challenger.
In their order post, before they issue orders, the challenger may spend their Gimmigold to place Forretrifications on a Wall or the Keep; and to upgrade their Forretrifications. Forretrifications may also be dismantled if desired, but no Gimmigold is refunded.
Each wall has room for 2 Forretrifications by default, and the Keep has room for 4 Forretrifications.
Forretrifications in destroyed zones continue to function, if their effects are applicable, and they can still be upgraded.
Forretrification List
Each Forretrification costs a certain amount of Gimmigold to place. The price of upgrading a Forretrification is twice (x2) the cost of creating it.
Upgrading a Forretrification replaces a portion of its effect text with the chosen upgraded text. A Forretrification can be switched between its A and B upgrades by spending the upgrade cost again, but can't have both upgrades at once.
The available Forretrifications, and their upgrades, are as follows:
Managing your Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Rewards
Player Progress: Phases Completed / 4
Entry Cost: 7JC
Progress Reward: 4 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Paladin, Cleric, and Sorcerer vocations to your profile.
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6JC
Completion: 2 moreJC
Ayush_1 to equip and order.
Then Maxim Referees, remembering the boasts this time.
Backpack:
Choice Specs x1
Leftovers x2
Protector Pokemon: Tyranitar w/ No Vocations
Tyranitar
Level: 1 | EXP: 6 / 10
Types: Rock / Dark
Abilities: Sand Stream /
Nature: Docile
Stats:
HP: 95
Atk: 9
Def: 8
SpA: 7
SpD: 7
Spe: 61
Size Class: 4
Weight Class: 6
Moves:
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
Gallade
Level: 3 | EXP: 2 / 10
Types: Psychic / Fighting
Abilities: Steadfast / Sharpness / Justified
Nature: Impish (+2 Def, -1 SpA)
Stats:
HP: 85
Atk: 9
Def: 7 (+)
SpA: 4 (-)
SpD: 8
Spe: 80
Size Class: 3
Weight Class: 4
Moves:
Level 0:
Aerial Ace
Air Slash
Aqua Cutter
Aura Sphere
Brick Break
Bulk Up
Calm Mind
Dazzling Gleam
Earthquake
Energy Ball
Facade
Fire Punch
Focus Blast
Hyper Voice
Hypnosis
Ice Punch
Leaf Blade
Leer
Light Screen
Night Slash
Poison Jab
Protect
Psychic
Psycho Cut
Reflect
Rest
Rock Slide
Round
Shadow Ball
Shadow Claw
Shadow Sneak
Signal Beam
Sing
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Vacuum Wave
Will-O-Wisp
Work Up
X-Scissor
Zen Headbutt
Level 1:
Agility
Captivate
Charm
Coaching
Confide
Confuse Ray
Confusion
Cut
Defense Curl
Disarming Voice
Double Team
Dual Chop
Echoed Voice
Encore
False Swipe
Flash
Growl
Heal Pulse
Helping Hand
Life Dew
Magical Leaf
Mega Punch
Misty Terrain
Mud-Slap
Night Shade
Pain Split
Power-Up Punch
Psybeam
Psychic Terrain
Quick Guard
Rain Dance
Recycle
Rock Smash
Sacred Sword
Safeguard
Shock Wave
Sunny Day
Swagger
Swift
Taunt
Trick
Wide Guard
Level 2:
Alluring Voice
Close Combat
Disable
Double-Edge
Dream Eater
Expanding Force
Feint
Focus Punch
Grass Knot
Low Kick
Mega Kick
Nightmare
Revenge
Reversal
Secret Power
Solar Blade
Stone Edge
Take Down
Thief
Triple Axel
Upper Hand
Level 3:
Attract
Body Slam
Bulldoze
Charge Beam
Drain Punch
Draining Kiss
Frustration
Fury Cutter
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Low Sweep
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rock Tomb
Telekinesis
Teleport
Throat Chop
Torment
Chandelure
Level: 1 | EXP: 0 / 10
Types: Ghost / Fire
Abilities: Flash Fire / Flame Body /
Nature: Docile
Stats:
HP: 85
Atk: 4
Def: 7
SpA: 10
SpD: 7
Spe: 80
Size Class: 2
Weight Class: 3
Moves:
Level 0:
Astonish
Calm Mind
Dark Pulse
Energy Ball
Facade
Flamethrower
Protect
Psychic
Rest
Round
Shadow Ball
Sleep Talk
Snore
Substitute
Toxic
Will-O-Wisp
Level 1:
Acid
Acid Armor
Captivate
Confide
Confuse Ray
Curse
Double Team
Ember
Fire Spin
Flash
Haze
Incinerate
Night Shade
Pain Split
Safeguard
Shock Wave
Smog
Sunny Day
Swagger
Taunt
Trick
Vs. The Cold-Iron Tink-tacular Turf War!
Level 3 (Normal)
The Scourge Warlord (Tinkaton)
The architect of our woes, and the face of true evil!
Battle Pay: None
Structure Damage: 1,000
Typing: Fairy/Steel
Abilities: Mold Breaker
Trait: Boss
HP: 9,999
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 8
Speed: 94
Size: 1
Weight: 5
Order Behavior
Choose Target |
---|
Piercing Gigaton Hammer =40 |
Ocean-Might General (Naviathan)
The conveying general who brings evil to our shores!
Battle Pay: 200 Gimmigold
Structure Damage: 250
Typing: Water/Steel
Abilities: Guts, Heatproof
Trait: Boss
HP: 300
Attack: 8
Defen.: 7
Sp.Atk: 7
Sp.Def: 5
Speed: 97
Size: 6
Weight: 9
Order Behavior
Choose action and target |
---|
Piercing Wave Crash x2 Dive x2 Heavy Slam x2 Icicle Crash x2 Taunt Icy Wind =15 Self-Destruct x3 |
Spiral-Shell General (Goodra-Hisui)
The home-carrying general who can hide from all attacks!
Battle Pay: 200 Gimmigold
Structure Damage: 250
Typing: Dragon/Steel
Abilities: Shell Armor, Gooey
Trait: Boss
HP: 250
Attack: 7
Defen.: 7
Sp.Atk: 8
Sp.Def: 11
Speed: 60
Size: 3
Weight: 7
Order Behavior
Choose action and target |
---|
Piercing Dragon Pulse x3 Flash Cannon x3 Acid Spray x3 Charm x3 Counter Dragon Tail =10 |
Sharp-Edge General (Scizor-Mega)
The swift-moving general that slashes foes asunder!
Battle Pay: 400 Gimmigold
Structure Damage: 250
Typing: Bug/Steel
Abilities: Technician
Trait: Boss
HP: 400
Attack: 11
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 75
Size: 3
Weight: 5
Order Behavior
Choose Target |
---|
Piercing Bullet Punch x2 Hard Press x2 Bug Bite x2 Trailblaze x2 Close Combat x2 Dual Wingbeat x2 Bulk Up x2 Roost |
The Earth-Moving General (Steelix-Mega)
The tunnel-boring general that sinks entire castles into the earth!
Battle Pay: 400 Gimmigold
Structure Damage: 9,999
Typing: Steel/Ground
Abilities: Sheer Force
Trait: Boss
HP: 500
Attack: 9
Defen.: 14
Sp.Atk: 4
Sp.Def: 7
Speed: 30
Size: 7
Weight: 10
Order Behavior
Choose Target |
---|
Piercing Earthquake x2 Heavy Slam x2 Fire Fang x2 Ice Fang x2 Thunder Fang x2 Dragon Tail =10 Stealth Rock |
Tinkatuff Elite
The more fearsome leaders among the invading forces.
Battle Pay: 200 Gimmigold
Structure Damage: 250
Trait: Excess damage taken from an attack hit spills over to the next Tinkatuff Elite.
Typing: Fairy/Steel
Abilities: Mold Breaker
HP: 200
Attack: 4
Defen.: 4
Sp.Atk: 4
Sp.Def: 6
Speed: 78
Size: 1
Weight: 4
Order Behavior
Choose action and target |
---|
Play Rough = 15 Iron Head = 10 Skitter Smack =10 Knock Off =10 |
Tinkatink Warrior
An unending horde of ruffian invaders!
Battle Pay: 20 Gimmigold
Structure Damage: 100
Trait: Excess damage taken from an attack hit spills over to the next Tinkatink Warrior.
HP: 20
Attack: 0
Defen.: 0
Sp.Atk: 0
Sp.Def: 0
Speed: 78
Behavior
Choose Target |
---|
Fairy Wind =4 |
The Coalition Commander (Corviknight)
The final hope of the Korvid Kingdom's forces!
Commanding nature
Typing: Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor
Item: Expert Belt
No role or Vocation.
HP: 95
Attack: 15 (+)
Defen.: 5 (-)
Sp.Atk: 15 (+)
Sp.Def: 5 (-)
Speed: 67
Size: 4
Weight: 4
Order Behavior
As a player Guest, The Coalition Commander takes orders from the player. The Coalition Commander knows the following moves:
Armor Cannon
Close Combat
Coaching
Defog
Headlong Rush
Guard Swap
Light Screen
Reflect
Roost
Taunt
Phase | West Portion | North Portion | East Portion |
---|---|---|---|
1 | Tinkatink Warrior x1 | Tinkatink Warrior x1 | Tinkatink Warrior x4 |
Phase | Portion A | Portion B | Portion C |
---|---|---|---|
2 | Ocean-Might General x1 | Spiral-Shell General x1 | Tinkatink Warrior x5 |
3 | Sharp-Edge General x1 Tinkatink Warrior x3 | Earth-Moving General x1 Tinkatink Warrior x3 | Tinkatuff Elite x1 |
4 | The Scourge Warlord x1 | Tinkatink Warrior x10 | Tinkatuff Elite x2 |
For waves after the first, randomize which Wall each portion of the wave spawns in; with one portion per Wall.
Don't withdraw any Raid Pokemon as phases changes. (Add the new wave to what's already in play.)
Guest Ally: The Coalition Commander
(Guest allies are added to your Reserve at the start of battle. They don't count towards your "bring" limit.)
Raid Arena — The Coalition Castle
The two armies regularly clash in Eastern Paldea, over a dusty strip of wasteland on the southmost shore. The metal-rich soil makes it a favored place for both people, and the inevitable territorial war only adds more metal to the earth as bodies fall...
The scrap-seeking Scourge Legion now marches from the north, seeking to dismantle all that we hold dear for parts. Is this the Coalition's last stand?
Camouflage: Steel | Nature Power: Metal Sound | Secret Power: 50% chance to lower the defender's Defense by one (1) for their next three (3) turns.
All Phases - The Battle for the Korvid Kingdom
The battlefield is divided into four "zones": the West Wall, the North Wall, the East Wall, and the Korvid Kingdom's Keep. These zones affect the battlefield in a myriad of ways:
- Each wall has 500 Structure HP; and the Keep has 2,000 Structure HP.
- Actions and effects of Pokemon can only affect other Pokemon in the same zone.
- Field Conditions are confined to the zone they're created in.
- Battle Conditions affect and are affected by every zone.
- As any Pokemon changes zones, it leaves play in the first zone, and then enters play in the destination zone.
- First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
- Else, if no player-controlled Pokemon is present in their zone, and their zone still has any Structure HP remaining, they'll deal their listed Structure Damage to the Zone.
- Otherwise, they'll move to the Keep.
If a Wall runs out of Structure HP, it is destroyed. If the Keep runs out of Structure HP, the player loses the battle.
All Phases - Defending the Keep
As the raid begins; the PR starts in the West Wall, The SU starts in the North Wall, and the AG starts in the East Wall. The Corvid Commander starts in the Keep, and takes orders from the player.
In their order post, before they issue orders; the player may move up to one (0-1) Pokemon they control to another zone. (You can move to destroyed zones to intercept invaders, if needed.)
All attacks, used by Pokemon the player controls, target "one other Pokemon".
(Tinkatink Warriors and Tinkatuff Elites have Traits that cause excess damage from attacks to "spill over" to the next Warrior or Elite.)
All Phases - The Last Line of Defense
When Scourge invaders faint, their listed value in Gimmigold is paid to the challenger.
In their order post, before they issue orders, the challenger may spend their Gimmigold to place Forretrifications on a Wall or the Keep; and to upgrade their Forretrifications. Forretrifications may also be dismantled if desired, but no Gimmigold is refunded.
Each wall has room for 2 Forretrifications by default, and the Keep has room for 4 Forretrifications.
Forretrifications in destroyed zones continue to function, if their effects are applicable, and they can still be upgraded.
Forretrification List
Each Forretrification costs a certain amount of Gimmigold to place. The price of upgrading a Forretrification is twice (x2) the cost of creating it.
Upgrading a Forretrification replaces a portion of its effect text with the chosen upgraded text. A Forretrification can be switched between its A and B upgrades by spending the upgrade cost again, but can't have both upgrades at once.
The available Forretrifications, and their upgrades, are as follows:
Forretrification | Gimmigold | Effect | Upgrade A | Upgrade B |
---|---|---|---|---|
Excadrilling | 10 | Scourge Invaders in this zone, that spawned [this round], can't [change zones] or damage structures. | "this round" → "this or last round" | "change zones" → "change zones, act" |
Ghold Mine | 10 | If you would earn Gimmigold in this zone; instead, gain [twice (x2)] as much Gimmighold. Limit one (1) Ghold Mine. | "twice (x2)" → "thrice (x3)" | "one (1)" → "one (1) un-upgraded" |
Aegismithy | 10 | Damage dealt to the raiders, the Commander, and structures [in this zone] is reduced by [five (5)]. (As a reminder, the Piercing modifier doesn't mention Arena effects.) | "in this zone" → "in any zone" | "five (5)" → "fifteen (15)" |
Kartarmory | 50 | Scourge Invaders [in this zone] take [double (x2)] damage from all sources. | "in this zone" → "in any zone" | "doubled (x2)" → "quintupled (x5)" |
Celemplacement | 500 | At the end of each step: Each Boss loses HP, equal to [100] plus [one-tenth (x0.1)] of their remaining HP. Limit one (1) Celemplacement. | "100" → "300" | "one-tenth (x0.1)" → "one-fifth (x0.2)" |
Managing your Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Player Progress: Phases Completed / 4
Entry Cost: 7JC
Progress Reward: 4 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Paladin, Cleric, and Sorcerer vocations to your profile.
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6JC
Completion: 2 moreJC
Ayush_1 to equip and order.
Then Maxim Referees, remembering the boasts this time.
Last edited: