Important Notes: Bonus Play is hereby abolished. While you can transition to another area in an extended dungeon, you will have to reselect 3 Pokemon (or 4 in an Ubers Difficulty Dungeon) and resupply them with hold items etc. You may select your new team of 3 (or 4 for Ubers) from your initial mons and anything you caught.
(05/01/2014) The Planet's Fury has been released! Odds are that it will take eons to get to the end though...
(04/14/2014) All new TLR challenges will now allow two non-KO substitutions per Pokémon.
(03/30/2014) Enchanted Meadow has been released! Can Destiny's Flower be freed at last?
(02/26/2014) New Backpacks and Item Prices go into effect
(02/08/2014) WIP Challenges will be deleted after 24 hours. Join the queue only when you're ready!
(04/21/2013) Four Swords Quest has been released! This fight is totally not going to bring on a lawsuit!
(11/10/2012) Ruined Eden has been released! An entire civilization has gone to the dogs! Will you get to the spoils, or will the spoils get to you?
(09/30/2012) Glacial Cave has been released! Watch out or you'll get left in the cold!
(05/11/2012) Windswept Meadow has been released! Don't expect it to be a picnic!
(01/31/2012) Black Sulfur Caldera is now open! Can you beat the heat?
(01/04/2012) Single TLRs are now allowed. If you're reffing a dual TLR you may create a new thread for the progress of the second participant. The dual run format is not a necessary part of the TLR experience, it was intially created since I wanted a better sample of how a run-through would look and thought it might expedite, rather than stagnate work. This is effective immediately.
The Legend Run
This will be the first Roleplay implementing the new Capture Mechanics:
The Legend Run is a chance to battle your way to a legendary location and take on its master. This might sound familiar, but the rules are different. The Pokemon is at its normal strength, and you get to bring 3 Pokemon to face it. Sound easy? Don't be fooled.
In order to reach these rare legends, you'll have to travel treacherous terrain, face guardian Pokemon, and at the end the end of your journey you'll need to be prepared, because you'll have to catch your opponent the hard way: Solid preparation and luck with Pokeballs.
Legend Run Basics:
Every Pokemon encountered in The Legend Run can be captured. If you capture a Pokemon it can be used on The Legend Run against foes and kept in reserve. When you capture the Pokemon, you will be given a Pokemon summary for your use in the rest of the dungeon. You may have a maximum of six Pokemon with you on any Legend Run. You can bring fewer Pokemon and capture more, or you can bring the maximum 3 Pokemon and capture until you reach 6. If you capture a Pokemon after a 6th, it will go to a sort of limbo, where it is claimed after the end of the dungeon.
In The Legend Run, all combat is Switch = KO, All Abilities, and with max 1 Mega Evolution. Most TLR Combat is Triples-Style, unless stated otherwise, with 2 actions per pokemon per round. Both Trainer & Wild Pokemon have access to combinations as well as 2 Substitutions per round. Infinite Chills and Recovery are allowed, however they can only be used in battles. Your Pokemon may each bring a single Hold Item with you, and any healing items you buy from The Legend Run Shop for your backpack.
Capture Round:
When you move to capture a Pokemon, all attacks suspend and the trainer throws a Pokeball at the target. Poke-balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Pokeball. If a Capture fails, the targeted Pokemon breaks free and uses a Chill, increasing their energy by 12. If the Boss gets back to 100 Energy, they will have a round to Attack your Pokemon.
Legendary Capture Rates:
In order to standardize challenges, all Legendaries will have a fixed Capture HP of 297.
Flow in The Legend Run:
The Legend Run follows a basic flow:
Introductory Roleplay
Lackey Combat
Exploration Roleplay I
Guardian Combat
Exploration Roleplay II
Boss Combat
Introductory Roleplay:
The omniscient will provide you a description of the general area for you to explore, as you head up the path you will run into a few objects and will eventually encounter lackeys and enter the lackey phase.
Lackey Combat:
Lackey Combat will progress like a normal battle with alternating actions between the Lackeys and the Player. Lackey areas and generalized and usually allow for any move to be used. Lackeys are generally very basic enemies, and are jumpy and untrained, so they will always attack first in the first round. Two Substitutions will be allowed against Lackeys.
Summary:
Two Substitutions against Lackeys.
Lackeys will attack first, then alternate.
Lackeys tend to have arenas where all moves are available.
Exploration Roleplay I:
After defeating a Lackey, the area will open up and provide more Roleplaying opportunities. There may be items on the ground, dropped Pokeballs from unsuccessful competitors, or other odd developments.
Guardian Combat:
Guardian Combat is more nuanced than Lackey Combat. Guardians stake out a choke point in an area and have made it their own, giving themselves a specialized Arena to fight in. This Arena often provides the Guardian with advantages even if they are low in number. Attacks will still be alternated between the Guardian, however as the Guardian has staked out a defensive position, they will always attack second in the initial round. Two Substitutions will be allowed against Guardians.
Summary:
Two Substitutions against Guardians.
Guardians will always attack second, then alternate.
Guardians have Arenas that tend to be helpful to them.
Exploration Roleplay II:
After a Guardian goes down, another area in will open up with further opportunities. Items here will be rarer, and there is a decent chance for their to traps or other unpleasant experiences in this area. Much of it will be straightforward, but with tempting sidepaths. Proceed with caution.
Boss Combat:
Boss Combat is the most difficult. Not only are bosses Pokemon of legendary prowess, their intimidating nature and caution means they attack second in every round. They also have Arenas that provide them advantages, and the most important point of all? Like all other battles in The Legend Run, they have reactive, referee controlled AI. Whether alone or together, never underestimate these bosses. Moreover, Bosses have either 1 or 2 Guardian Pokemon that will act like their counterparts. A Boss will always act second, but every second round, you will get to see the Guardian's selected commands. Given the extraordinary difficulty, each of your Pokemon is allowed two substitutions in a boss battle.
In most cases once you capture or defeat a boss your Legend Run ends, and you reap the rewards you worked so hard to get.
Summary:
Two Substitutions against Bosses.
Boss will always attack second, Guardian will alternate, starting by moving second.
Bosses have their own arenas generally constructed to help that boss.
Trap Combat:
Often you will encounter Trap Pokemon. These Pokemon whisk away one of your Pokemon on hidden criteria and force them into two rounds of Singles Combat. Additionally they often do minor damage in springing that trap and utilize a non-damaging setup move. Trap Pokemon have movepools as strong as Guardians and are the biggest threat to your team. A bad trap matchup can potentially ruin your chance at The Legend Run. Thanks to their predatory nature, they will usually rush in for the kill and attack first in the first round.
Summary:
Two Substitutions against Trap Pokemon.
Trap Pokemon seal off one of your Pokemon for two rounds of Singles Combat before your team can regroup.
Cannot Catch Trap Pokemon during Singles Combat.
Trap Pokemon will attack first, then alternate.
Trap Pokemon usually battle in arenas without restrictions.
Rare Encounter Combat:
Occasionally you will run into a Rare Encounter. Rare Encounters essentially seal off your Pokemon like traps, however you can choose one of your Pokemon to go after them. Rare Encounters will use Singles Combat for the entirety of the match, and can be captured during singles combat.
Summary:
Two Substitutions against Rare Encounters.
Rare Encounters attack second, then alternate.
Singles Combat during a Rare Encounter.
Rare Encounters can be captured in Singles Combat.
Rare Encounters usually battle in arenas without restrictions.
Nest Combat:
Occasionally you will run into Nests of Pokemon. These Pokemon are some of the least developed of any opponent in The Legend Run, but you have to face them 3 at a time. Nest Pokemon are inexperienced so they will rush in and attack first.
Summary:
Two Substitutions against Nest Pokemon.
Nest Pokemon attack first, then alternate.
Next Pokemon usually battle in arenas without restrictions.
Horde Combat:
Horde Pokemon are substantially weaker than all other Pokemon you will encounter, dealing only half damage with their attacks and only having 45 HP. However, most horde encounters have power in numbers, normally taking a 5v3 or 5v1 format. Like Nest Pokemon, Horde Pokemon are inexperienced, and simply rush head first into their problems.
Summary:
Two Substitutions against Horde Pokemon.
Horde Pokemon attack first, then alternate.
Horde Pokemon usually battle in arenas without restrictions.
Horde Pokemon deal 50% Damage from their attacks
Horde Pokemon have 50% of the Max HP Value for a member of their species.
Once captured by a trainer, a Horde Pokemon's HP and max HP is doubled back to normal, and the Pokemon's attacks deal standard damage.
Extended Dungeon:
Sometimes a dungeon in The Legend Run is so titanic that beating the boss is not the end of the game. You can backtrack to fight more lackeys, go to another area of the dungeon, or go back to the beginning. After you defeat a boss, all the Pokemon you initially brought are healed to full health and energy, and you have the option to claim any Pokemon you captured along the way, buy more Pokeballs, and continue the dungeon from the beginning. Be aware that if you exit an Extended Dungeon, there will be a substantial amount of time before you can continue your progress depending on the queue.
Rewards:
As each battle in The Legend Run is commensurate with a regular ASB Battle, 1 EC, 2 MC, 1 MC, and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. Trap Battles operate slightly differently, with full EC/MC/DC for the Pokemon trapped in singles combat, and 1 MC for the Pokemon that join after two rounds.
The items Exp Share, Amulet Coin, and Lucky Egg are banned and will have no effect in a TLR. CC bonuses for a full movepool will only be applied at large (Guardian or Boss) battles. The natural growth from all the battles is already well worth it, considering that most battles have the enemy outmatched and outnumbered. This serves to not accelerate an already fast rate of gain.
You will also keep any items you find, and of course, you will keep any Pokemon captured even if you ultimately fail to KO or Capture the boss. Certain items will have to be sold at the end of a run, but during the run and in the wrap-up they can be used if applicable.
The Legend Run Shop:
While catching Pokemon along the way is recommended to reduce the difficulty of The Legend Run, there is a shop where you can buy supplies beforehand.
Shop Items:
Backpacks:
Backpacks can carry various synthetic healing items, but they have limited space, and only a few pockets tailor made for certain items. Backpacks do however have enough space for almost any item you might encounter along the way. Backpack sizes vary based on Dungeon difficulty (affects max Potions/Balls, but nothing else). You can't bring anything but TLR Shop Items and the Hold Item for each of your Pokemon in a TLR. The additional item limitations are for extended dungeons, where it's possible to keep going through each dungeon more than once. You may not start a TLR with items in the Spare Pocket.
To answer the questions in full, the CC Limit is very flexible. You can actually SPEND more CC to get the initial number of balls, but you can only BRING that amount.
For example, most people probably aren't going to use all 4 Quick Balls. They'll probably use two, the first one A1 to get the 40 CHP hit in, and they'll use a weaker ball later. So you can buy 4x Quick Balls, but only bring in 2x, which will eat up 5CC of your limit. In a way the sample backpacks are misleading - if you want to spend more CC to get a more customized pack you can. You could spend 20CC, and only use 2 each of Quick Balls and Timer Balls, which would probably go a lot farther.
As example of a Super-Specialized Pack:
Spare slot items, as they are based on skill or on completing difficult sections of TLRs are not considered in the CC Cap, while purchasable items are. If you trawl around TLRs long enough to pick up a Hyper Potion, Full Restore, and a Max Revive, you could bring them with you in the 3 slots of any TLR - but if you ran into another item you'd have to discard that one or one of the ones in your pack. You can only bring the limit of purchasable items with you, you can't use Spare Slots for extras of those items.
Hold Items are considered part of the Pokemon you bring in and are not part of the limit.
Available Legend Runs:
Although there are two battlers to a thread, each Legend Run is unique and goes at its own pace in the thread. The two are combined into one to make the experience more available without taxing the ref.
Here is the preliminary run as an example.
Mysterious Cove:
Difficulty: Training
Prerequisites: None
Timeless Tower (Extended Dungeon):
Difficulty: Legendary-Uber
Dungeons:
Rock Crag: Legendary - No Prerequisites
Ice Spire: Legendary - No Prerequisites
Iron Dungeon: Legendary - No Prerequisites
Heaven's Ascent: Uber - Requires reaching the Boss of Ice Spire, Rock Crag, and Iron Dungeon.
Black Sulfur Caldera:
Difficulty: Legendary
Prerequisites: None
Windswept Meadow:
Difficulty: Uber
Prerequisites: None
Glacial Cave:
Difficulty: Legendary
Prerequisites: None
Ruined Eden (Extended Dungeon)
Difficulty: Legendary-Uber
Dungeons:
Toxic Swamp: Legendary - No Prerequisites
Amperage Stream: Legendary - No Prerequisites
Molten Lake: Legendary - No Prerequisites
Tower of Ash: Uber - Requires reaching boss of Toxic Swamp, Amperage Stream, and Molten Lake.
Four Swords Quest
Difficulty: Legendary
Dungeons:
Bladed Grass Meadow: Legendary - No Prerequisites
Steel Will Cavern: Legendary - No Prerequisites
Castle Breaker Cave: Legendary - No Prerequisites
Mystic Marsh: Legendary - No Prerequisites
Enchanted Meadow
Difficulty: Training
Prerequisites: None
NEW! - The Planet's Fury:
Difficulty: Uber
Prerequisites: None
Seeking Refs for The Legend Run.
I can't run this alone, so I'm accepting Refs for The Legend Run. There is one caveat:
1. You must be an able battler, since you will effectively be the AI for the wild Pokemon. You get two substitutions against each team throughout the challenger's entire run, from the Lackeys to the Boss. Show no mercy!
At a maximum I think we can have 5 TLRs going under this system, so that means 5 Refs and 10 Challengers.
Compensation (Pre Gen VI):
You will be compensated with 1 UC per Pokemon in a match, and an additional UC once every 4 RPs.
For example, if you get through a lackey battle (usu. 2v3), a trap (1v3), 2 Rps, and your challenger is stopped at the Guardian (usu. 2v3) you will receive 5 (Lackey) + 4 (Trap) + 5 (Guardian) = 14 UC.
Remember that you may or may not be doing two trainers at once, so if you manage to stop both of the challengers at Guardian, you will receive 29 UC, because you did 4 RPs between the two players in the single thread.
Compensation (Post Gen VI):
You will be compensated based on updates, based on the following:
-2 UC Base
-0.5 UC for every non-combat update, & every Poké Ball thrown
-1 UC for every round of combat where there is only one enemy (left) (EG: Trap combat, Boss fight with only one opponent).
-1.5 UC for every round of combat where there is more than one enemy left.
-If reffing a single TLR, One Update = One post, dual TLR is considered two updates per post until one party's challenge ends.
Current Refs list:
Active
Its_A_Random
Maxim
In Training
Birkal
Frosty
rickheg
waterwarrior
Inactive
Athenodoros
deadfox081
Deck Knight
dogfish44
Engineer Pikachu
EspyOwner
Fire Blast
Gerard
Glacier Knight
Leethoof
LouisCyphre
MK Ultra
Ragnarokalex
Seven Deadly Sins
Son_of_Shadoo
SubwayJ
Temperantia
Tortferngatr
Other Links:
Database Thread
Additional Info / Indexes:
(05/01/2014) The Planet's Fury has been released! Odds are that it will take eons to get to the end though...
(04/14/2014) All new TLR challenges will now allow two non-KO substitutions per Pokémon.
(03/30/2014) Enchanted Meadow has been released! Can Destiny's Flower be freed at last?
(02/26/2014) New Backpacks and Item Prices go into effect
(02/08/2014) WIP Challenges will be deleted after 24 hours. Join the queue only when you're ready!
(04/21/2013) Four Swords Quest has been released! This fight is totally not going to bring on a lawsuit!
(11/10/2012) Ruined Eden has been released! An entire civilization has gone to the dogs! Will you get to the spoils, or will the spoils get to you?
(09/30/2012) Glacial Cave has been released! Watch out or you'll get left in the cold!
(05/11/2012) Windswept Meadow has been released! Don't expect it to be a picnic!
(01/31/2012) Black Sulfur Caldera is now open! Can you beat the heat?
(01/04/2012) Single TLRs are now allowed. If you're reffing a dual TLR you may create a new thread for the progress of the second participant. The dual run format is not a necessary part of the TLR experience, it was intially created since I wanted a better sample of how a run-through would look and thought it might expedite, rather than stagnate work. This is effective immediately.
The Legend Run
This will be the first Roleplay implementing the new Capture Mechanics:
The Legend Run is a chance to battle your way to a legendary location and take on its master. This might sound familiar, but the rules are different. The Pokemon is at its normal strength, and you get to bring 3 Pokemon to face it. Sound easy? Don't be fooled.
In order to reach these rare legends, you'll have to travel treacherous terrain, face guardian Pokemon, and at the end the end of your journey you'll need to be prepared, because you'll have to catch your opponent the hard way: Solid preparation and luck with Pokeballs.
Legend Run Basics:
Every Pokemon encountered in The Legend Run can be captured. If you capture a Pokemon it can be used on The Legend Run against foes and kept in reserve. When you capture the Pokemon, you will be given a Pokemon summary for your use in the rest of the dungeon. You may have a maximum of six Pokemon with you on any Legend Run. You can bring fewer Pokemon and capture more, or you can bring the maximum 3 Pokemon and capture until you reach 6. If you capture a Pokemon after a 6th, it will go to a sort of limbo, where it is claimed after the end of the dungeon.
In The Legend Run, all combat is Switch = KO, All Abilities, and with max 1 Mega Evolution. Most TLR Combat is Triples-Style, unless stated otherwise, with 2 actions per pokemon per round. Both Trainer & Wild Pokemon have access to combinations as well as 2 Substitutions per round. Infinite Chills and Recovery are allowed, however they can only be used in battles. Your Pokemon may each bring a single Hold Item with you, and any healing items you buy from The Legend Run Shop for your backpack.
Capture Round:
When you move to capture a Pokemon, all attacks suspend and the trainer throws a Pokeball at the target. Poke-balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Pokeball. If a Capture fails, the targeted Pokemon breaks free and uses a Chill, increasing their energy by 12. If the Boss gets back to 100 Energy, they will have a round to Attack your Pokemon.
Legendary Capture Rates:
In order to standardize challenges, all Legendaries will have a fixed Capture HP of 297.
Flow in The Legend Run:
The Legend Run follows a basic flow:
Introductory Roleplay
Lackey Combat
Exploration Roleplay I
Guardian Combat
Exploration Roleplay II
Boss Combat
Introductory Roleplay:
The omniscient will provide you a description of the general area for you to explore, as you head up the path you will run into a few objects and will eventually encounter lackeys and enter the lackey phase.
Lackey Combat:
Lackey Combat will progress like a normal battle with alternating actions between the Lackeys and the Player. Lackey areas and generalized and usually allow for any move to be used. Lackeys are generally very basic enemies, and are jumpy and untrained, so they will always attack first in the first round. Two Substitutions will be allowed against Lackeys.
Summary:
Two Substitutions against Lackeys.
Lackeys will attack first, then alternate.
Lackeys tend to have arenas where all moves are available.
Exploration Roleplay I:
After defeating a Lackey, the area will open up and provide more Roleplaying opportunities. There may be items on the ground, dropped Pokeballs from unsuccessful competitors, or other odd developments.
Guardian Combat:
Guardian Combat is more nuanced than Lackey Combat. Guardians stake out a choke point in an area and have made it their own, giving themselves a specialized Arena to fight in. This Arena often provides the Guardian with advantages even if they are low in number. Attacks will still be alternated between the Guardian, however as the Guardian has staked out a defensive position, they will always attack second in the initial round. Two Substitutions will be allowed against Guardians.
Summary:
Two Substitutions against Guardians.
Guardians will always attack second, then alternate.
Guardians have Arenas that tend to be helpful to them.
Exploration Roleplay II:
After a Guardian goes down, another area in will open up with further opportunities. Items here will be rarer, and there is a decent chance for their to traps or other unpleasant experiences in this area. Much of it will be straightforward, but with tempting sidepaths. Proceed with caution.
Boss Combat:
Boss Combat is the most difficult. Not only are bosses Pokemon of legendary prowess, their intimidating nature and caution means they attack second in every round. They also have Arenas that provide them advantages, and the most important point of all? Like all other battles in The Legend Run, they have reactive, referee controlled AI. Whether alone or together, never underestimate these bosses. Moreover, Bosses have either 1 or 2 Guardian Pokemon that will act like their counterparts. A Boss will always act second, but every second round, you will get to see the Guardian's selected commands. Given the extraordinary difficulty, each of your Pokemon is allowed two substitutions in a boss battle.
In most cases once you capture or defeat a boss your Legend Run ends, and you reap the rewards you worked so hard to get.
Summary:
Two Substitutions against Bosses.
Boss will always attack second, Guardian will alternate, starting by moving second.
Bosses have their own arenas generally constructed to help that boss.
Trap Combat:
Often you will encounter Trap Pokemon. These Pokemon whisk away one of your Pokemon on hidden criteria and force them into two rounds of Singles Combat. Additionally they often do minor damage in springing that trap and utilize a non-damaging setup move. Trap Pokemon have movepools as strong as Guardians and are the biggest threat to your team. A bad trap matchup can potentially ruin your chance at The Legend Run. Thanks to their predatory nature, they will usually rush in for the kill and attack first in the first round.
Summary:
Two Substitutions against Trap Pokemon.
Trap Pokemon seal off one of your Pokemon for two rounds of Singles Combat before your team can regroup.
Cannot Catch Trap Pokemon during Singles Combat.
Trap Pokemon will attack first, then alternate.
Trap Pokemon usually battle in arenas without restrictions.
Rare Encounter Combat:
Occasionally you will run into a Rare Encounter. Rare Encounters essentially seal off your Pokemon like traps, however you can choose one of your Pokemon to go after them. Rare Encounters will use Singles Combat for the entirety of the match, and can be captured during singles combat.
Summary:
Two Substitutions against Rare Encounters.
Rare Encounters attack second, then alternate.
Singles Combat during a Rare Encounter.
Rare Encounters can be captured in Singles Combat.
Rare Encounters usually battle in arenas without restrictions.
Nest Combat:
Occasionally you will run into Nests of Pokemon. These Pokemon are some of the least developed of any opponent in The Legend Run, but you have to face them 3 at a time. Nest Pokemon are inexperienced so they will rush in and attack first.
Summary:
Two Substitutions against Nest Pokemon.
Nest Pokemon attack first, then alternate.
Next Pokemon usually battle in arenas without restrictions.
Horde Combat:
Horde Pokemon are substantially weaker than all other Pokemon you will encounter, dealing only half damage with their attacks and only having 45 HP. However, most horde encounters have power in numbers, normally taking a 5v3 or 5v1 format. Like Nest Pokemon, Horde Pokemon are inexperienced, and simply rush head first into their problems.
Summary:
Two Substitutions against Horde Pokemon.
Horde Pokemon attack first, then alternate.
Horde Pokemon usually battle in arenas without restrictions.
Horde Pokemon deal 50% Damage from their attacks
Horde Pokemon have 50% of the Max HP Value for a member of their species.
Once captured by a trainer, a Horde Pokemon's HP and max HP is doubled back to normal, and the Pokemon's attacks deal standard damage.
Extended Dungeon:
Sometimes a dungeon in The Legend Run is so titanic that beating the boss is not the end of the game. You can backtrack to fight more lackeys, go to another area of the dungeon, or go back to the beginning. After you defeat a boss, all the Pokemon you initially brought are healed to full health and energy, and you have the option to claim any Pokemon you captured along the way, buy more Pokeballs, and continue the dungeon from the beginning. Be aware that if you exit an Extended Dungeon, there will be a substantial amount of time before you can continue your progress depending on the queue.
Rewards:
As each battle in The Legend Run is commensurate with a regular ASB Battle, 1 EC, 2 MC, 1 MC, and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. Trap Battles operate slightly differently, with full EC/MC/DC for the Pokemon trapped in singles combat, and 1 MC for the Pokemon that join after two rounds.
The items Exp Share, Amulet Coin, and Lucky Egg are banned and will have no effect in a TLR. CC bonuses for a full movepool will only be applied at large (Guardian or Boss) battles. The natural growth from all the battles is already well worth it, considering that most battles have the enemy outmatched and outnumbered. This serves to not accelerate an already fast rate of gain.
You will also keep any items you find, and of course, you will keep any Pokemon captured even if you ultimately fail to KO or Capture the boss. Certain items will have to be sold at the end of a run, but during the run and in the wrap-up they can be used if applicable.
The Legend Run Shop:
While catching Pokemon along the way is recommended to reduce the difficulty of The Legend Run, there is a shop where you can buy supplies beforehand.
Shop Items:
Purchasable Items:
Potion: Heals 20 HP.
CC Cost: 5
Super Potion: Heals 40 HP.
CC Cost: 8
Ether: Heals 20 EN
CC Cost: 5
Elixir: Heals 20 EN on three (3) Selected Pokemon (A Pokemon cannot be selected more than once).
CC Cost: 10
Revive: Restores a fainted Pokemon to 50 HP and 30 EN.
CC Cost: 10
Hidden Items:
You might find these rare items on your travels, but they're about as Legendary as the Pokemon you're after.
Hyper Potion: Heals 60 HP.
Sell For: 3 CC
Max Potion: Heals 20 HP for each of the Trainer's Pokemon, active and reserve.
Sell For: 5 CC
Full Restore: Heals 40 HP for three (3) selected Pokemon and all status ailments.
Sell For: 8 CC
Max Ether: Heals 40 EN.
Sell For: 4 CC
Max Elixir: Heals 30 EN for each of the Trainer's Pokemon, active and reserve.
Sell For: 8 CC
Max Revive: Restores a fainted Pokemon to 70 HP and 50 EN.
Sell For: 5 CC
Potion: Heals 20 HP.
CC Cost: 5
Super Potion: Heals 40 HP.
CC Cost: 8
Ether: Heals 20 EN
CC Cost: 5
Elixir: Heals 20 EN on three (3) Selected Pokemon (A Pokemon cannot be selected more than once).
CC Cost: 10
Revive: Restores a fainted Pokemon to 50 HP and 30 EN.
CC Cost: 10
Hidden Items:
You might find these rare items on your travels, but they're about as Legendary as the Pokemon you're after.
Hyper Potion: Heals 60 HP.
Sell For: 3 CC
Max Potion: Heals 20 HP for each of the Trainer's Pokemon, active and reserve.
Sell For: 5 CC
Full Restore: Heals 40 HP for three (3) selected Pokemon and all status ailments.
Sell For: 8 CC
Max Ether: Heals 40 EN.
Sell For: 4 CC
Max Elixir: Heals 30 EN for each of the Trainer's Pokemon, active and reserve.
Sell For: 8 CC
Max Revive: Restores a fainted Pokemon to 70 HP and 50 EN.
Sell For: 5 CC
Purchasable Items:
Potion: Heals 20 HP.
CC Cost: 1
Super Potion: Heals 40 HP.
CC Cost: 2
Ether: Heals 20 EN
CC Cost: 1
Elixir: Heals 20 EN on three (3) Selected Pokemon (A Pokemon cannot be selected more than once).
CC Cost: 4
Revive: Restores a fainted Pokemon to 50 HP and 30 EN.
CC Cost: 4
Hidden Items:
You might find these rare items on your travels, but they're about as Legendary as the Pokemon you're after.
Hyper Potion: Heals 60 HP.
Sell For: 3 CC
Max Potion: Heals 20 HP for each of the Trainer's Pokemon, active and reserve.
Sell For: 5 CC
Full Restore: Heals 40 HP for three (3) selected Pokemon and all status ailments.
Sell For: 8 CC
Max Ether: Heals 40 EN.
Sell For: 4 CC
Max Elixir: Heals 30 EN for each of the Trainer's Pokemon, active and reserve.
Sell For: 8 CC
Max Revive: Restores a fainted Pokemon to 70 HP and 50 EN.
Sell For: 5 CC
Potion: Heals 20 HP.
CC Cost: 1
Super Potion: Heals 40 HP.
CC Cost: 2
Ether: Heals 20 EN
CC Cost: 1
Elixir: Heals 20 EN on three (3) Selected Pokemon (A Pokemon cannot be selected more than once).
CC Cost: 4
Revive: Restores a fainted Pokemon to 50 HP and 30 EN.
CC Cost: 4
Hidden Items:
You might find these rare items on your travels, but they're about as Legendary as the Pokemon you're after.
Hyper Potion: Heals 60 HP.
Sell For: 3 CC
Max Potion: Heals 20 HP for each of the Trainer's Pokemon, active and reserve.
Sell For: 5 CC
Full Restore: Heals 40 HP for three (3) selected Pokemon and all status ailments.
Sell For: 8 CC
Max Ether: Heals 40 EN.
Sell For: 4 CC
Max Elixir: Heals 30 EN for each of the Trainer's Pokemon, active and reserve.
Sell For: 8 CC
Max Revive: Restores a fainted Pokemon to 70 HP and 50 EN.
Sell For: 5 CC
Poke Balls allow the capturing of Pokemon found in the RPs of CAP ASB. There exist many variants of Poke Balls with varying capture rates based on certain conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with appropriate approval. The TC Cost for a Poke Ball is the cost to purchase five (5) Poke Balls. Poke Balls can only be bought in multiples of five (5).
Poke Ball: A Poke Ball used to capture Pokemon.
Cost: 3 | Catch Rate: x1
Great Ball: A great Poke Ball used to capture Pokemon.
Cost: 4 | Catch Rate: x1.5
Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Cost: 5 | Catch Rate: x2
Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.
Cost: — | Catch Rate: —
Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.
Cost: 5 | Catch Rate: 1x, 2x (>50% HP)
Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.
Cost: 5 | Catch Rate: 1x
Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.
Cost: 5 | Catch Rate: 0.5x
Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.
Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)
Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.
Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)
Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.
Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)
Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.
Cost: 5 | Catch Rate: 1x, 3x (In low lighting)
Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.
Cost: 5 | Catch Rate: 1x, 3x (Speed Stat >=100)
Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.
Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)
Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.
Cost: 5 | Catch Rate: 0.5x (Under 451.5 lbs), 2x (Between 451.5 lbs and 677.3 lbs), 3x (Between 677.3 lbs and 903.0 lbs), 4x (Over 903.0 lbs)
Level Ball: A Poke Ball that has an increased catch rate against evolved Pokemon.
Cost: 5 | Catch Rate: x1 (First Stage or Unevolving Pokemon), x2 (Second of Two Stages), x3 (Third of Three Stages)
Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.
Cost: 5 | Catch Rate: 1x, 4x (Attracted Pokemon)
Lure Ball: A Poke Ball that has an increased catch rate against Pokemon that you surprised or trapped either with an attack or a strategy.
Cost: 5 | Catch Rate: 1x, 3x (Trapped Pokemon)
Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon in the fairy egg group.
Cost: 5 | Catch Rate: 1x, 3x (Fairy Egg Group)
Nest Ball: A Poke Ball that has an increased catch rate against Flying-type Pokemon or Pokemon in the presence of family members.
Cost: 5 | Catch Rate: 1x, 3x (Flying-type and those with nearby family)
Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.
Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)
Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.
Cost: 5 | Catch Rate: 1x, 3x (In human civilization)
Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown earlier in combat. Quick Ball always uses the adjusted Base Capture Rate of the Pokemon, even if the target is at full HP. (e.g. min 7, max 150)
Cost: 5 | Catch Rate: 5x, diminishes 1x for each round of combat to a minimum of 1x (e.g. it's 4x at the start of Round 2, 3x at the start of round 3, etc.)
Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.
Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)
Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.
Cost: 5 | Catch Rate: 1x, 3x (In tall grass)
Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.
Cost: 5 | Catch Rate: 1x, 4x (Pokemon that just broke out of other Poke Ball type)
Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle.
Cost: 5 | Catch Rate: 1x (<2 rounds), 2x (2-4 rounds), 3x (>=4 rounds)
Poke Ball: A Poke Ball used to capture Pokemon.
Cost: 3 | Catch Rate: x1
Great Ball: A great Poke Ball used to capture Pokemon.
Cost: 4 | Catch Rate: x1.5
Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Cost: 5 | Catch Rate: x2
Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.
Cost: — | Catch Rate: —
Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.
Cost: 5 | Catch Rate: 1x, 2x (>50% HP)
Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.
Cost: 5 | Catch Rate: 1x
Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.
Cost: 5 | Catch Rate: 0.5x
Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.
Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)
Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.
Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)
Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.
Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)
Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.
Cost: 5 | Catch Rate: 1x, 3x (In low lighting)
Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.
Cost: 5 | Catch Rate: 1x, 3x (Speed Stat >=100)
Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.
Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)
Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.
Cost: 5 | Catch Rate: 0.5x (Under 451.5 lbs), 2x (Between 451.5 lbs and 677.3 lbs), 3x (Between 677.3 lbs and 903.0 lbs), 4x (Over 903.0 lbs)
Level Ball: A Poke Ball that has an increased catch rate against evolved Pokemon.
Cost: 5 | Catch Rate: x1 (First Stage or Unevolving Pokemon), x2 (Second of Two Stages), x3 (Third of Three Stages)
Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.
Cost: 5 | Catch Rate: 1x, 4x (Attracted Pokemon)
Lure Ball: A Poke Ball that has an increased catch rate against Pokemon that you surprised or trapped either with an attack or a strategy.
Cost: 5 | Catch Rate: 1x, 3x (Trapped Pokemon)
Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon in the fairy egg group.
Cost: 5 | Catch Rate: 1x, 3x (Fairy Egg Group)
Nest Ball: A Poke Ball that has an increased catch rate against Flying-type Pokemon or Pokemon in the presence of family members.
Cost: 5 | Catch Rate: 1x, 3x (Flying-type and those with nearby family)
Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.
Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)
Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.
Cost: 5 | Catch Rate: 1x, 3x (In human civilization)
Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown earlier in combat. Quick Ball always uses the adjusted Base Capture Rate of the Pokemon, even if the target is at full HP. (e.g. min 7, max 150)
Cost: 5 | Catch Rate: 5x, diminishes 1x for each round of combat to a minimum of 1x (e.g. it's 4x at the start of Round 2, 3x at the start of round 3, etc.)
Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.
Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)
Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.
Cost: 5 | Catch Rate: 1x, 3x (In tall grass)
Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.
Cost: 5 | Catch Rate: 1x, 4x (Pokemon that just broke out of other Poke Ball type)
Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle.
Cost: 5 | Catch Rate: 1x (<2 rounds), 2x (2-4 rounds), 3x (>=4 rounds)
Cost Information: Cost is for four of the selected ball type.
Standard Balls:
Poke Ball: A Poke Ball used to capture Pokemon.
Cost: 2 | Ball Strength: 18
Great Ball: A great Poke Ball used to capture Pokemon.
Cost: 3 | Ball Strength: 24
Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Cost: 4 | Ball Strength: 30
Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.
Cost: 4 | Ball Strength: 15
Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.
Cost: 6 | Ball Strength: 12
Master Ball: A legendary Poke Ball that will capture any Pokemon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.
Cost: — | Ball Strength: 310
Low-Cost Balls:
Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.
Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokemon)
Level Ball: A Poke Ball that has an increased catch rate if your Pokemon are more evolved than the target Pokemon. (Single Stage Pokemon are considered Second Stage, First Stage Pokemon out of Two or Three Stage Pokemon are still considered First Stage.)
Cost: 3 | Ball Strength: 36 (One Pokemon Two Stages Greater than Target), 21 (One Pokemon One Stage Greater than Target), 15 (Target Stage Equal)
Nest Ball: A Poke Ball that has an increased catch rate against weaker opponents.
Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokemon), 18 (Second of Two Stages or Single Stage Pokemon), 15 (Third of Three Stages)
Mid-Cost Balls:
Dive Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 3 Egg Group.
Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)
Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.
Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokemon)
Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.
Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)
Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.
Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)
Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that evolve via happiness
Cost: 4 | Ball Strength: 15, 36 (Pokemon Species that evolve by or evolved from Happiness.)
Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.
Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)
Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.
Cost: 4 | Ball Strength: 15, 36 (Attracted Target)
Lure Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 2 Egg Group)
Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)
Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon that evolve by or from Moon Stone, or are in the Fairy Egg Group
Cost: 4 | Ball Strength: 15, 36 (Pokemon that evolve from or by Moon Stone, Fairy Egg Group)
Net Ball: A Poke Ball that has an increased catch rate against Pokemon in the Bug or Water-1 Egg Groups.
Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)
Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in City or Industrial Arena.
Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)
Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.
Cost: 4 | Ball Strength: 15, 36 (In tall grass)
Sport Ball: A Poke Ball that has an increased catch rate against Pokemon fought in desert areas.
Cost: 4 | Ball Strength: 15, 36 (In Desert areas)
Premium Balls:
Heal Ball: A Poke Ball that heals its target for 50 HP and 50 EN when successful.
Cost: 8 | Ball Strength: 10
Quick Ball: A Poke Ball that has an increased ball strength against Pokemon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.
Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)
Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.
Cost: 8 | Ball Strength: 15, 40 (Owned Pokemon species)
Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.
Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)
Capture Mechanics:
Capture Mechanics follow a formula based on "Capture HP" and the number of Pokemon surrounding/defending the target to be captured.
Capture of Pokemon while its allies are in still play will is allowed at the discretion of the RP. The formula is as follows:
When Cumulative Capture Damage > Target Capture HP (CHP), Capture occurs.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance
Formula Legend:
Ball Strength = Strength of Pokeball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5
Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokemon Current HP / 10) + Target Allied Pokemon Max EN Modifier.
Standard Balls:
Poke Ball: A Poke Ball used to capture Pokemon.
Cost: 2 | Ball Strength: 18
Great Ball: A great Poke Ball used to capture Pokemon.
Cost: 3 | Ball Strength: 24
Ultra Ball: An ultra Poke Ball used to capture Pokemon.
Cost: 4 | Ball Strength: 30
Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.
Cost: 4 | Ball Strength: 15
Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.
Cost: 6 | Ball Strength: 12
Master Ball: A legendary Poke Ball that will capture any Pokemon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.
Cost: — | Ball Strength: 310
Low-Cost Balls:
Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.
Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokemon)
Level Ball: A Poke Ball that has an increased catch rate if your Pokemon are more evolved than the target Pokemon. (Single Stage Pokemon are considered Second Stage, First Stage Pokemon out of Two or Three Stage Pokemon are still considered First Stage.)
Cost: 3 | Ball Strength: 36 (One Pokemon Two Stages Greater than Target), 21 (One Pokemon One Stage Greater than Target), 15 (Target Stage Equal)
Nest Ball: A Poke Ball that has an increased catch rate against weaker opponents.
Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokemon), 18 (Second of Two Stages or Single Stage Pokemon), 15 (Third of Three Stages)
Mid-Cost Balls:
Dive Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 3 Egg Group.
Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)
Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.
Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokemon)
Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.
Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)
Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.
Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)
Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that evolve via happiness
Cost: 4 | Ball Strength: 15, 36 (Pokemon Species that evolve by or evolved from Happiness.)
Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.
Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)
Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.
Cost: 4 | Ball Strength: 15, 36 (Attracted Target)
Lure Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 2 Egg Group)
Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)
Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon that evolve by or from Moon Stone, or are in the Fairy Egg Group
Cost: 4 | Ball Strength: 15, 36 (Pokemon that evolve from or by Moon Stone, Fairy Egg Group)
Net Ball: A Poke Ball that has an increased catch rate against Pokemon in the Bug or Water-1 Egg Groups.
Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)
Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in City or Industrial Arena.
Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)
Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.
Cost: 4 | Ball Strength: 15, 36 (In tall grass)
Sport Ball: A Poke Ball that has an increased catch rate against Pokemon fought in desert areas.
Cost: 4 | Ball Strength: 15, 36 (In Desert areas)
Premium Balls:
Heal Ball: A Poke Ball that heals its target for 50 HP and 50 EN when successful.
Cost: 8 | Ball Strength: 10
Quick Ball: A Poke Ball that has an increased ball strength against Pokemon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.
Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)
Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.
Cost: 8 | Ball Strength: 15, 40 (Owned Pokemon species)
Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.
Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)
Capture Mechanics:
Capture Mechanics follow a formula based on "Capture HP" and the number of Pokemon surrounding/defending the target to be captured.
Capture of Pokemon while its allies are in still play will is allowed at the discretion of the RP. The formula is as follows:
When Cumulative Capture Damage > Target Capture HP (CHP), Capture occurs.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance
Formula Legend:
Ball Strength = Strength of Pokeball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5
Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokemon Current HP / 10) + Target Allied Pokemon Max EN Modifier.
Backpacks:
Backpacks can carry various synthetic healing items, but they have limited space, and only a few pockets tailor made for certain items. Backpacks do however have enough space for almost any item you might encounter along the way. Backpack sizes vary based on Dungeon difficulty (affects max Potions/Balls, but nothing else). You can't bring anything but TLR Shop Items and the Hold Item for each of your Pokemon in a TLR. The additional item limitations are for extended dungeons, where it's possible to keep going through each dungeon more than once. You may not start a TLR with items in the Spare Pocket.
Anyhow, I have some questions related to the CC-limited Bags:
It seems like a solid concept & I do support it, but I kinda want to see these questions answered, no matter how obvious the answers could be. It would be a great clarification so when this gets implemented for new TLR challenges, there will be as little grey areas as possible.
- So if I enter a TLR with items I had either bought in the past or had bought in a previous TLR, will they count towards the CC limit?
- Will hold items count towards the CC limit?
- Concerning the rare items that have been given away as prizes, like for example, Max Revive. Will these items count towards the CC limit? If so (likely), how much CC will they cost, & will they get a CC drop like the regular items, even though they cannot be purchased?
To answer the questions in full, the CC Limit is very flexible. You can actually SPEND more CC to get the initial number of balls, but you can only BRING that amount.
For example, most people probably aren't going to use all 4 Quick Balls. They'll probably use two, the first one A1 to get the 40 CHP hit in, and they'll use a weaker ball later. So you can buy 4x Quick Balls, but only bring in 2x, which will eat up 5CC of your limit. In a way the sample backpacks are misleading - if you want to spend more CC to get a more customized pack you can. You could spend 20CC, and only use 2 each of Quick Balls and Timer Balls, which would probably go a lot farther.
As example of a Super-Specialized Pack:
2x Potion [2 CC]
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
1x Quick Ball [2.5 CC] {10 CC}
3x Timer Ball [7.5 CC] {10 CC}
2x Heal Ball [4 CC] {8 CC}
2x Ultra Ball [2 CC] {4 CC}
4x Cherish Ball [3 CC]
Total: 33 CC {46 CC}
Total value brought is 33 CC (legal), but what was actually bought was 46 CC, and the trainer will have 3x Quick, 1x Timer, and 2x Heal and Ultra Balls in their profile items.
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
1x Quick Ball [2.5 CC] {10 CC}
3x Timer Ball [7.5 CC] {10 CC}
2x Heal Ball [4 CC] {8 CC}
2x Ultra Ball [2 CC] {4 CC}
4x Cherish Ball [3 CC]
Total: 33 CC {46 CC}
Total value brought is 33 CC (legal), but what was actually bought was 46 CC, and the trainer will have 3x Quick, 1x Timer, and 2x Heal and Ultra Balls in their profile items.
Spare slot items, as they are based on skill or on completing difficult sections of TLRs are not considered in the CC Cap, while purchasable items are. If you trawl around TLRs long enough to pick up a Hyper Potion, Full Restore, and a Max Revive, you could bring them with you in the 3 slots of any TLR - but if you ran into another item you'd have to discard that one or one of the ones in your pack. You can only bring the limit of purchasable items with you, you can't use Spare Slots for extras of those items.
Hold Items are considered part of the Pokemon you bring in and are not part of the limit.
Training Backpack:
Potion: 1 slot
Ether: 1 slot
Revive: 1 slot
Pokeballs: 25
Berries: 15
Battle Items: 5
Gems: 5
Spare Pocket (any item): 1
Legendary Backpack:
Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot
Pokeballs: 50
Berries: 30
Battle Items: 20
Gems: 20
Spare Pocket (any item): 3
Uber Backpack:
Potion: 2 slots
Super Potion: 2 slots
Ether: 2 Slots
Elixir: 1 Slot
Revive: 2 Slots
Pokeballs: 75
Berries: 45
Battle Items: 25
Gems: 25
Spare Pocket (any item): 4
Potion: 1 slot
Ether: 1 slot
Revive: 1 slot
Pokeballs: 25
Berries: 15
Battle Items: 5
Gems: 5
Spare Pocket (any item): 1
Legendary Backpack:
Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Revive: 1 slot
Pokeballs: 50
Berries: 30
Battle Items: 20
Gems: 20
Spare Pocket (any item): 3
Uber Backpack:
Potion: 2 slots
Super Potion: 2 slots
Ether: 2 Slots
Elixir: 1 Slot
Revive: 2 Slots
Pokeballs: 75
Berries: 45
Battle Items: 25
Gems: 25
Spare Pocket (any item): 4
Revamped Backpacks:
Training TLR:
Training Backpack:
Pack Limit: 22 CC
Potion: 2 slots
Ether: 2 slots
Revive: 1 slot
TLR Item Spare Pocket: 1 Slot
Sample Training Pack 1:
1x Ether [1 CC]
8x Great Ball (2) [6 CC]
4x Cherish Ball (2) [3 CC]
4x Quick Ball [10 CC]
Total: 22 CC
Sample Training Pack 2:
2x Potion [2 CC]
2x Ether [2 CC]
1x Revive [4 CC]
8x Ultra Ball [8 CC]
4x Cherish Ball [3 CC]
4x Level Ball [3 CC]
Total: 22 CC
Sample Training Pack 3:
1x Ether [1CC]
4x Quick Ball [10 CC]
4x Heal Ball [8 CC]
4x Cherish Ball [3 CC]
Total: 22 CC
Training Backpack:
Pack Limit: 22 CC
Potion: 2 slots
Ether: 2 slots
Revive: 1 slot
TLR Item Spare Pocket: 1 Slot
Sample Training Pack 1:
1x Ether [1 CC]
8x Great Ball (2) [6 CC]
4x Cherish Ball (2) [3 CC]
4x Quick Ball [10 CC]
Total: 22 CC
Sample Training Pack 2:
2x Potion [2 CC]
2x Ether [2 CC]
1x Revive [4 CC]
8x Ultra Ball [8 CC]
4x Cherish Ball [3 CC]
4x Level Ball [3 CC]
Total: 22 CC
Sample Training Pack 3:
1x Ether [1CC]
4x Quick Ball [10 CC]
4x Heal Ball [8 CC]
4x Cherish Ball [3 CC]
Total: 22 CC
Legendary TLR:
Legendary Backpack:
Pack Limit: 33 CC
Potion: 3 slots
Super Potion: 1 slot
Ether: 3 slots
Elixir: 1 slot
Revive: 1 slot
TLR Item Spare Pocket (3 Slots)
Sample Legendary Pack 1:
3x Potion [3 CC]
1x Super Potion [2 CC]
3x Ether [3 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
4x Net Ball [4 CC]
4x Cherish Ball [3 CC]
Total: 33 CC
Sample Legendary Pack 2:
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
4x Heal Ball [8 CC]
12x Ultra Ball [12 CC]
8x Cherish Ball [6 CC]
Total: 33 CC
Sample Legendary Pack 3:
1x Revive [4CC]
4x Quick Ball [10 CC]
4x Heal Ball [8 CC]
4x Cherish Ball [3 CC]
8x Dream Ball [8 CC]
Total: 33 CC
Legendary Backpack:
Pack Limit: 33 CC
Potion: 3 slots
Super Potion: 1 slot
Ether: 3 slots
Elixir: 1 slot
Revive: 1 slot
TLR Item Spare Pocket (3 Slots)
Sample Legendary Pack 1:
3x Potion [3 CC]
1x Super Potion [2 CC]
3x Ether [3 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
4x Net Ball [4 CC]
4x Cherish Ball [3 CC]
Total: 33 CC
Sample Legendary Pack 2:
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
4x Heal Ball [8 CC]
12x Ultra Ball [12 CC]
8x Cherish Ball [6 CC]
Total: 33 CC
Sample Legendary Pack 3:
1x Revive [4CC]
4x Quick Ball [10 CC]
4x Heal Ball [8 CC]
4x Cherish Ball [3 CC]
8x Dream Ball [8 CC]
Total: 33 CC
2x Potion [2 CC]
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
1x Quick Ball [2.5 CC] {10 CC}
3x Timer Ball [7.5 CC] {10 CC}
2x Heal Ball [4 CC] {8 CC}
2x Ultra Ball [2 CC] {4 CC}
4x Cherish Ball [3 CC]
Total: 33 CC {46 CC}
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
1x Quick Ball [2.5 CC] {10 CC}
3x Timer Ball [7.5 CC] {10 CC}
2x Heal Ball [4 CC] {8 CC}
2x Ultra Ball [2 CC] {4 CC}
4x Cherish Ball [3 CC]
Total: 33 CC {46 CC}
Uber TLR:
Uber Backpack:
Pack Limit: 45 CC
Potion: 3 slots
Super Potion: 2 slots
Ether: 3 Slots
Elixir: 1 Slot
Revive: 2 Slots
TLR Item Spare Pocket (5 Slots)
Sample Uber Pack 1:
2x Potion [2 CC]
2x Super Potion [4 CC]
3x Ether [3 CC]
1x Elixir [4 CC]
2x Revive [8 CC]
4x Quick Ball [10 CC]
8x Cherish Ball [6 CC]
4x Heal Ball [8 CC]
Total: 45 CC
Sample Uber Pack 2:
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
4x Timer Ball [10 CC]
4x Heal Ball [8 CC]
8x Dream Ball [8 CC]
Total: 45 CC
Sample Uber Pack 3:
2x Super Potion [4 CC]
2x Ether (2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
12x Cherish Ball [9 CC]
12x Ultra Ball [12 CC]
4x Timer Ball [10 CC]
Total: 45 CC
Uber Backpack:
Pack Limit: 45 CC
Potion: 3 slots
Super Potion: 2 slots
Ether: 3 Slots
Elixir: 1 Slot
Revive: 2 Slots
TLR Item Spare Pocket (5 Slots)
Sample Uber Pack 1:
2x Potion [2 CC]
2x Super Potion [4 CC]
3x Ether [3 CC]
1x Elixir [4 CC]
2x Revive [8 CC]
4x Quick Ball [10 CC]
8x Cherish Ball [6 CC]
4x Heal Ball [8 CC]
Total: 45 CC
Sample Uber Pack 2:
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
4x Timer Ball [10 CC]
4x Heal Ball [8 CC]
8x Dream Ball [8 CC]
Total: 45 CC
Sample Uber Pack 3:
2x Super Potion [4 CC]
2x Ether (2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
12x Cherish Ball [9 CC]
12x Ultra Ball [12 CC]
4x Timer Ball [10 CC]
Total: 45 CC
Available Legend Runs:
Although there are two battlers to a thread, each Legend Run is unique and goes at its own pace in the thread. The two are combined into one to make the experience more available without taxing the ref.
Here is the preliminary run as an example.
Mysterious Cove:
Difficulty: Training
Prerequisites: None
Intro:
"Did you ever hear of the Legends?"
"What Legends?"
"Of Pokemon so rare, so powerful, that their very existence is debated even amongst Pokemon researchers."
"Oh, those legends. What of it?"
"They say there is a cove with a rare Pokemon in it. The Pokemon around there aren't particularly strong, and the place itself has been checked time and time again. But people still insist there's a legend there. But it can only be found if you can hear its voice."
"Sounds like a fairy tale. Lay off the whisky."
"Whatever you say. I'm heading over there to check it out."
There is a cove hidden deep in a forest that beckons those few chosen ones who seek the legends. In order to get there you will have to cross several kinds of treacherous terrain, but this may be your first chance to get a taste of adventure. A mysterious man meets you at the entrance, signalling you forward. Oddly, it seems like you're the only one who can see them. You ignore the jests of your friends and follow him. You think you've heard him speak before, but you can't quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.
"Did you ever hear of the Legends?"
"What Legends?"
"Of Pokemon so rare, so powerful, that their very existence is debated even amongst Pokemon researchers."
"Oh, those legends. What of it?"
"They say there is a cove with a rare Pokemon in it. The Pokemon around there aren't particularly strong, and the place itself has been checked time and time again. But people still insist there's a legend there. But it can only be found if you can hear its voice."
"Sounds like a fairy tale. Lay off the whisky."
"Whatever you say. I'm heading over there to check it out."
There is a cove hidden deep in a forest that beckons those few chosen ones who seek the legends. In order to get there you will have to cross several kinds of treacherous terrain, but this may be your first chance to get a taste of adventure. A mysterious man meets you at the entrance, signalling you forward. Oddly, it seems like you're the only one who can see them. You ignore the jests of your friends and follow him. You think you've heard him speak before, but you can't quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.
Timeless Tower (Extended Dungeon):
Difficulty: Legendary-Uber
Dungeons:
Rock Crag: Legendary - No Prerequisites
Ice Spire: Legendary - No Prerequisites
Iron Dungeon: Legendary - No Prerequisites
Heaven's Ascent: Uber - Requires reaching the Boss of Ice Spire, Rock Crag, and Iron Dungeon.
Intro:
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.
The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.
The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.
A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.
As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.
What could this all mean? And where do you go from here?
Black Sulfur Caldera:
Difficulty: Legendary
Prerequisites: None
Black Sulfur Caldera is a deep and blackened pit that once erupted in a massive fiery explosion many hundreds of years ago. The terrain is now mostly barren with torched and odorous burns across its face. Nothing lives within miles of the area, not even Fire-type Pokemon, as the land is so inhospitable that very little can sustain life above ground. At the base of the caldera, however, there exists a small pit that recently opened up due to seismic activity. Some Pokemon trainers have ventured into the pit to explore, only to return with their whole Pokemon team fainted and them babbling nonsense about the magma demon therein. Intrigued, you prepare your Pokemon and decide to explore it yourself. Hopefully you'll find yourself better prepared than those others before you.
Windswept Meadow:
Difficulty: Uber
Prerequisites: None
Windswept Meadow is a serene flat of grassland, stretching out for as far as the eye can see. A river loops around two sides of the meadow, and a rather intimidating bunch of trees come together to form a forest on a third side; thus, the most common entry point is through the fourth side, where a small town resides. You surmise that entering may take you through the forests and streams, but you cannot fathom what might lie beyond those landmarks. Most Pokemon trainers who go into the seemingly calm meadow come out talking about horrors that lie beyond—venomous snakes, quicksand, and more. Determined to uncover the mystery of the Meadow, you gather your strongest Pokemon and set out into the field. Maybe you'll fare better.
This TLR may take longer than other ones; if you don't like that, you may want to steer clear of this one.
This TLR may take longer than other ones; if you don't like that, you may want to steer clear of this one.
Glacial Cave:
Difficulty: Legendary
Prerequisites: None
Glacial Cave is an Island located far into the South, close to Antarctica. When you get close you awe at the white sands of its beaches, until you realize that isn't sand - it's snow. The Island's most prominent feature is a mountain with a large opening that serves as a mouth of a cave. Based on the structure of the mountain, you can tell tell that most of the mass is below the surface, once you get it you won't be heading up - you'll be heading down, deep into the chilly depths. A chill runs down you're spine. Hopefully you're ready.
Ruined Eden (Extended Dungeon)
Difficulty: Legendary-Uber
Dungeons:
Toxic Swamp: Legendary - No Prerequisites
Amperage Stream: Legendary - No Prerequisites
Molten Lake: Legendary - No Prerequisites
Tower of Ash: Uber - Requires reaching boss of Toxic Swamp, Amperage Stream, and Molten Lake.
Set before you is a massive island that humans have long ago abandoned. Leaving from the helicopter you took here onto a vista, you look down and see a land shrouded in a thick poisonous mist. Directly in front of you is a thoroughly unappealing Swamp, which covers an expansive amount of land. You can see a Stream feeding into further up and to the right, in an area that appears to be under a constant, violent electrical storm. To the right a massive buildup of land forms a caldera around a huge lake of lava that is led into by a vast expanse of barren rock.
Scattered throughout the wreckage you see some indications that humans once lived here, but that a cataclysm occurred. What little you can see through the tinted fog looks like deeply corroded ruins of civilization. You turn your attention to the very far side of the island, behind the lake of lava. In the distance sits a massive tower that would at once point been a pillar of civilization, but now appears to be a massive tower of blackened soot, standing as a permanent reminder of the permanence of nothing but entropy. Humanity has abandoned this place, but rumors of legends still abound. You survey the pathways down from the Vista. Which place do you approach first?
Scattered throughout the wreckage you see some indications that humans once lived here, but that a cataclysm occurred. What little you can see through the tinted fog looks like deeply corroded ruins of civilization. You turn your attention to the very far side of the island, behind the lake of lava. In the distance sits a massive tower that would at once point been a pillar of civilization, but now appears to be a massive tower of blackened soot, standing as a permanent reminder of the permanence of nothing but entropy. Humanity has abandoned this place, but rumors of legends still abound. You survey the pathways down from the Vista. Which place do you approach first?
Four Swords Quest
Difficulty: Legendary
Dungeons:
Bladed Grass Meadow: Legendary - No Prerequisites
Steel Will Cavern: Legendary - No Prerequisites
Castle Breaker Cave: Legendary - No Prerequisites
Mystic Marsh: Legendary - No Prerequisites
In an ancient time Pokemon and people used to battle in vicious wars - this occurred even before primitive Poke-balls were made that turned the tide against what humans considered to be a savage and dangerous world. Some Pokemon were so powerful that humans had to seal them away, placing four swords in four different locations.
The war is over and time has long since passed. The seal was recently broken, and unscrupulous trainers have been attempting to loot these ancient sites. Needless to say the inhabitants were not pleased, and the sealed Pokemon re-awakened. Do you have what it takes up to stand to these Legendary Pokemon?
The war is over and time has long since passed. The seal was recently broken, and unscrupulous trainers have been attempting to loot these ancient sites. Needless to say the inhabitants were not pleased, and the sealed Pokemon re-awakened. Do you have what it takes up to stand to these Legendary Pokemon?
Enchanted Meadow
Difficulty: Training
Prerequisites: None
Enchanted Meadow. It's a beautiful rolling plains in Kalos, covered in a mix of flowers and grass. It's hard to believe that such a peaceful place could hold a great secret, but the locals have sworn that they've seen a very oddly coloured Floette recently arrive in the area, and with it a large number of Pokemon have made their home in the meadow. Locals also report that in the middle of the night, large beams of light have been striking the sky. You're not too convinced that this is anything more than a shiny Floette, but it would probably be a relaxing exploration, and so you decide to have a look on behalf of the villagers...
NEW! - The Planet's Fury:
Difficulty: Uber
Prerequisites: None
Arcane in architecture and strange in setting, the Planet's Fury is a place of legend and myth, ironically seated in the bustling downtown of the artificial island city of Alto Mare.
Its origins are as murky as the waters it sits on. Some time ago, a storm caused a massive evacuation of the city; inundating it and preventing anyone from entering for weeks on end. After the water receded and the clouds cleared, this structure was found to have forced its way up from underneath the tides and the foundations of the city. Resourceful as they were, the people simply chose to rebuild around it, and now it's a mundane part of the Alto Mare skyline.
Rumormongers speak of guardians that cruise the night skies, keeping the peace in Alto Mare, and tie these stories to the appearance of the Planet's Fury. It's said that they guard something within the walls of the alien construct, and that the doors will open only to those whom they wish to see.
Its origins are as murky as the waters it sits on. Some time ago, a storm caused a massive evacuation of the city; inundating it and preventing anyone from entering for weeks on end. After the water receded and the clouds cleared, this structure was found to have forced its way up from underneath the tides and the foundations of the city. Resourceful as they were, the people simply chose to rebuild around it, and now it's a mundane part of the Alto Mare skyline.
Rumormongers speak of guardians that cruise the night skies, keeping the peace in Alto Mare, and tie these stories to the appearance of the Planet's Fury. It's said that they guard something within the walls of the alien construct, and that the doors will open only to those whom they wish to see.
Seeking Refs for The Legend Run.
I can't run this alone, so I'm accepting Refs for The Legend Run. There is one caveat:
1. You must be an able battler, since you will effectively be the AI for the wild Pokemon. You get two substitutions against each team throughout the challenger's entire run, from the Lackeys to the Boss. Show no mercy!
At a maximum I think we can have 5 TLRs going under this system, so that means 5 Refs and 10 Challengers.
Compensation (Pre Gen VI):
You will be compensated with 1 UC per Pokemon in a match, and an additional UC once every 4 RPs.
For example, if you get through a lackey battle (usu. 2v3), a trap (1v3), 2 Rps, and your challenger is stopped at the Guardian (usu. 2v3) you will receive 5 (Lackey) + 4 (Trap) + 5 (Guardian) = 14 UC.
Remember that you may or may not be doing two trainers at once, so if you manage to stop both of the challengers at Guardian, you will receive 29 UC, because you did 4 RPs between the two players in the single thread.
Compensation (Post Gen VI):
You will be compensated based on updates, based on the following:
-2 UC Base
-0.5 UC for every non-combat update, & every Poké Ball thrown
-1 UC for every round of combat where there is only one enemy (left) (EG: Trap combat, Boss fight with only one opponent).
-1.5 UC for every round of combat where there is more than one enemy left.
-If reffing a single TLR, One Update = One post, dual TLR is considered two updates per post until one party's challenge ends.
Current Refs list:
Active
Its_A_Random
Maxim
In Training
Birkal
Frosty
rickheg
waterwarrior
Inactive
Athenodoros
deadfox081
Deck Knight
dogfish44
Engineer Pikachu
EspyOwner
Fire Blast
Gerard
Glacier Knight
Leethoof
LouisCyphre
MK Ultra
Ragnarokalex
Seven Deadly Sins
Son_of_Shadoo
SubwayJ
Temperantia
Tortferngatr
Other Links:
Database Thread
Additional Info / Indexes:
You'll occasionally run into items in TLR that aren't in the generic item list in the Data Audit Thread. These are very rare and powerful, and can be traded in for a CC cost or kept in your profile.
Dawn Stone: Immediately fills the EC of Male Kirlia and Female Snorunt and evolves them into Gallade or Froslass.
Trade-in: 6 CC
Dusk Stone: Immediately fills the EC of Misdreavus, Murkrow, or Lampent and evolves them into Mismagius, Honchkrow, or Chandelure.
Trade-in: 6 CC
Fire Stone: Immediately fills out the EC of Growlithe, Vulpix, Eevee, or Pansear and evolves them into Arcanine, Ninetales, Flareon, or Simisear.
Trade-in: 6 CC
Leaf Stone: Immediate fills out the EC of Gloom, Weepinbell, Exeggcute, Nuzleaf, or Pansage and evolves them into Vileplume, Victreebell, Exeggutor, Shiftry, or Simisage.
Trade-in: 6 CC
Moon Stone: Immediately fills out the EC of Nidorina, Nidorino, Clefairy, Jigglypuff, Skitty, or Munna and evolves them into Nidoqueen, Nidoking, Clefable, Wigglytuff, Delcatty, or Musharna.
Trade-in: 6 CC
Thunderstone: Immediately fills out the EC of Pikachu, Eevee, or Eelektrik and evolves them into Raichu, Jolteon, or Eelektross.
Trade-in: 6 CC
Shiny Stone: Immediately fills out the EC of Togetic, Roselia, or Mincinno and evolves them into Togekiss, Roserade, and Cincinno.
Trade-in: 6 CC
Sun Stone: Immediately fills out the EC of Gloom, Sunkern, Petilil, or Cottonee and evolves them into Bellossom, Sunflora, Lilligant, or Whimsicott.
Trade-in: 6 CC
Water Stone: Immediate fills the EC of Poliwhirl, Shellder, Staryu, Eevee, Lombre, or Panpour and evolves them into Poliwrath, Cloyster, Starmie, Vaporeon, Ludicolo, or Simipour.
Trade-in: 6 CC
Dawn Stone: Immediately fills the EC of Male Kirlia and Female Snorunt and evolves them into Gallade or Froslass.
Trade-in: 6 CC
Dusk Stone: Immediately fills the EC of Misdreavus, Murkrow, or Lampent and evolves them into Mismagius, Honchkrow, or Chandelure.
Trade-in: 6 CC
Fire Stone: Immediately fills out the EC of Growlithe, Vulpix, Eevee, or Pansear and evolves them into Arcanine, Ninetales, Flareon, or Simisear.
Trade-in: 6 CC
Leaf Stone: Immediate fills out the EC of Gloom, Weepinbell, Exeggcute, Nuzleaf, or Pansage and evolves them into Vileplume, Victreebell, Exeggutor, Shiftry, or Simisage.
Trade-in: 6 CC
Moon Stone: Immediately fills out the EC of Nidorina, Nidorino, Clefairy, Jigglypuff, Skitty, or Munna and evolves them into Nidoqueen, Nidoking, Clefable, Wigglytuff, Delcatty, or Musharna.
Trade-in: 6 CC
Thunderstone: Immediately fills out the EC of Pikachu, Eevee, or Eelektrik and evolves them into Raichu, Jolteon, or Eelektross.
Trade-in: 6 CC
Shiny Stone: Immediately fills out the EC of Togetic, Roselia, or Mincinno and evolves them into Togekiss, Roserade, and Cincinno.
Trade-in: 6 CC
Sun Stone: Immediately fills out the EC of Gloom, Sunkern, Petilil, or Cottonee and evolves them into Bellossom, Sunflora, Lilligant, or Whimsicott.
Trade-in: 6 CC
Water Stone: Immediate fills the EC of Poliwhirl, Shellder, Staryu, Eevee, Lombre, or Panpour and evolves them into Poliwrath, Cloyster, Starmie, Vaporeon, Ludicolo, or Simipour.
Trade-in: 6 CC
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