Data The Legend Run Sign-up / Main Thread: MkII (Multiple TLR Releases, Backpack Changes, Post #290)

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
The Legend Run

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 Pokémon is at its normal strength and you only get to bring one to four Pokémon to face it. Sounds easy? Do not be fooled.

In order to reach these rare legends, you will have to travel through treacherous terrain and face Guardian Pokémon. At the end the end of your journey, you will need to be prepared because you will have to catch your opponent the hard way through a tricky battle and with plenty of Poké Balls.

The Legend Run Basics:

Every Pokémon encountered in The Legend Run can be captured. If you capture a Pokémon, it can then be used on The Legend Run against foes and kept in reserve. When you capture the Pokémon, you will be given a Pokemon summary for your use in the rest of the dungeon. You may have a maximum of six Pokémon with you on any Legend Run. You can bring fewer Pokémon and capture more or you can bring the maximum three or four Pokémon and capture until you reach six. If you capture a Pokémon 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 - barring Rare Encounters and the Trap Phase of Trap Encounters - is Switch = OK (The player must order first to switch out), All Abilities and with a maximum of one Mega Evolution. Most TLR Combat is Triples-Style, unless stated otherwise, with two actions per Pokémon per round. If a move has a different effect depending on the switch method, the Pokémon using said move can choose to apply either the Switch = OK effect or the Switch = KO effect, but not both simultaneously (if not specified, the Switch = OK effect is applied). Both Trainer and Wild Pokemon have access to combinations as well as two Substitutions per round. Infinite Chills and Recovery are allowed, however they can only be used in battles. Your Pokémon may each bring a single Hold Item with you and a player can also bring a backpack filled with other goods purchased before you begin your run.

TLR has three Difficulties: Training, Legendary and Uber.
  • Training Difficulty TLR's tend to be the easiest and shortest TLR's. As a result, these TLR's also have the smallest backpacks. You can bring up to three Pokémon with you.
  • Legendary Difficulty TLR's are average and allow a larger Backpack. These TLR's are average in length and you can bring up to three Pokémon with you.
  • Uber Difficulty TLR's are of the highest difficulty and allow the largest backpacks. These TLR's tend to be longer than most and require utmost skill to succeed. You can bring up to four Pokémon with you.

Legendary Capture Rates:

In order to standardise challenges, all Legendaries will have a fixed Capture HP of 297.

Game-play Flow:

The Legend Run has a general flow:

Introductory Roleplay
Exploration Roleplay I
Guardian Combat
Exploration Roleplay II
Boss Combat

The omniscient narrator will provide you a description of the general area for you to explore. This will be the last point where you can cancel a challenge and will lead either to Lackey Combat or Exploration Roleplay.
Lackey Combat will progress like a normal battle with alternating actions between the Lackeys and the Player. Lackey areas and generalised 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. Lackey Combat does not feature in Training Level TLRs.

Summary:
Lackeys will attack first, then alternate.
Lackeys tend to have arenas where all moves are available.
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 specialised 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 Guardians. As the Guardian has staked out a defensive position, however, they will always attack second in the initial round. Guardian Combat is often considered to be one of the more challenging aspects of many TLRs.

Summary:
Guardians will always attack second, then alternate.
Guardians have Arenas that tend to be helpful to them.
Boss Combat is the most difficult. Not only are the bosses Pokémon of legendary prowess but 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 one or two Guardian Pokémon 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.

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:
Boss will always attack second, Guardian will alternate, starting by moving second.
Bosses have their own arenas generally constructed to help that boss.
Exploration RP's are sections in which Roleplay occurs. This can include ways for your Pokémon to take damage, items littered around from adventurers past, or wild Pokemon who may trap and enter combat against your own Pokémon. There are four main types of battle that can occur during such a Roleplay, including Trap Combat, Nest Combat, Horde Combat and Rare Encounters.
Often you will encounter Trap Pokémon. These Pokémon whisk away at least one of your Pokémon on predictable criteria and force them into two rounds of Singles Combat (Unless stated otherwise). Additionally they often do minor damage in springing that trap and utilise a non-damaging setup move. Trap Pokémon have movepools as strong as Guardians and are sometimes the biggest threat to your team. A bad trap matchup can potentially ruin your chance at winning The Legend Run. Thanks to their predatory nature, they will usually rush in for the kill and attack first in the first round.

Summary:
Trap Pokémon seal off one of your Pokemon for two rounds of Singles Combat before your team can regroup unless specified otherwise. During this time-frame, combat is Switch = KO.
Cannot Catch Trap Pokémon during Singles Combat.
Trap Pokemon will attack first, then alternate.
Trap Pokemon usually battle in arenas without restrictions.
If the Trap Pokémon uses a move before the battle starts, it does not count for the purposes of Encore, Disable, Torment, and the like.
During
Occasionally you will run into Nests of Pokémon. These Pokemon are some of the least developed of any opponent in The Legend Run but you have to face two or three of them at a time. Nest Pokémon are inexperienced so they will rush in and attack first.

Summary:
Nest Pokemon attack first, then alternate.
Next Pokemon usually battle in arenas without restrictions.
Horde Pokémon are substantially weaker than all other Pokemon you will encounter, dealing only half damage with their attacks and only having half their usual HP. Most horde encounters have power in numbers, however, normally taking a 5v3 or 5v1 format. Like Nest Pokémon, Horde Pokémon are inexperienced and simply rush head first into their problems.

Summary:
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.
Occasionally you will run into a Rare Encounter. Rare Encounters essentially seal off your Pokémon like traps, however you can choose one of your Pokémon to go after them. Rare Encounters will use Singles Combat for the entirety of the match and can be captured during singles combat.

Summary:
Rare Encounters attack second, then alternate.
Singles Combat during a Rare Encounter.
Rare Encounters can be captured in Singles Combat.
Rare Encounters are Switch = KO
Rare Encounters usually battle in arenas without restrictions.


All Encounters have two combination timers: one for combinations involving status moves and one involving two damaging moves. Neither side can use combinations until the start of the designated round. Unless specified, the timer is 1 (Status), 1 (Damaging) for Training and Legendary difficulty encounters, and 2 (Status), 3 (Damaging) for Uber difficulty TLR's.

Rewards:

As each battle in The Legend Run is commensurate with a regular ASB Battle—1 EC, 2 MC, 1 AC or 3 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/AC for the Pokémon trapped in combat and 1 MC for the Pokémon that join after one/two rounds.

The items Exp Share, Amulet Coin, Lucky Egg, and Heart Scale 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 can keep any Pokémon 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 Shops

The Legend Run Healing Shop:

While catching Pokémon along the way is recommended to reduce the difficulty of The Legend Run, there is a shop where you can buy healing supplies beforehand. Such items can also be found in the wild, or may even be given out as tournament rewards.

TLR Items can be sold at half their purchase price, as with any other item. In addition, items like Hyper Potions, Max Potions, and the like can be sold for the listed price.


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 up to 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


Antidote: Cures Poison and Toxic status on one Pokémon.
CC Cost: 1


Awakening: Cures Sleep status on one Pokémon.
CC Cost: 1


Burn Heal: Cures Burn status on one Pokémon.
CC Cost: 1


Ice Heal: Cures Freeze status on one Pokémon.
CC Cost: 1


Parlyz Heal: Cures Paralysis status on one Pokémon.
CC Cost: 1


Full Heal: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
CC Cost: 2


Dire Hit: Makes the Pokémon's attacks always score a critical hit until the battle ends or the Pokémon is switched out.
CC Cost: 2


Guard Spec.: Prevents the opponent from lowering your Pokémon's stats for four (4) rounds.
CC Cost: 2


X Accuracy: Increases the Pokémon's natural Accuracy stat by two (2) stages.
CC Cost: 2


X Attack: Increases the Pokémon's natural Attack stat by two (2) stages.
CC Cost: 2


X Defend: Increases the Pokémon's natural Defense stat by two (2) stages.
CC Cost: 2


X Sp. Def: Increases the Pokémon's natural Special Defense stat by two (2) stages.
CC Cost: 2


X Special: Increases the Pokémon's natural Special Attack stat by two (2) stages.
CC Cost: 2


X Speed: Increases the Pokémon's natural Speed stat by two (2) stages.
CC Cost: 2


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 up to 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


Lava Cookie / Old Gateau / Casteliacone / Lumiose Galette: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
Sell For: 3 CC


Sacred Ash: Restores all currently fainted Pokémon to 70 HP and 50 EN, active and reserve. Only one Sacred Ash can be brought into a TLR.
Sell For: 15 CC


The Legend Run Pokeball Shop:

Poké Balls can also be purchased—or found within TLR's—and Master Balls are also a possible Tournament Prize. Poké Balls are sold in bundles of four (4) but you do not need to bring them with you in multiples of four.

Like Berries and other items purchased in bundles, Poké Balls must be sold in batches of four. Poké Balls, like all other items, sell for half their CC value. A Master Ball cannot be sold.

Cost Information: Cost is for four of the selected ball type.

Standard Balls:


Poké 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:



Beast Ball: A Poké Ball that has an increased catch rate against Ultra Beasts.

Cost: 3 | Ball Strength: 5, 48 (Against Nihilego, Buzzwole, Pheromosa, Xurkitree, Kartana, Celesteela, and Guzzlord)


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.)


Backpacks

Backpack Purpose:

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. You can only bring Purchased TLR Shop Items and a Hold Item for each of your Pokémon to a TLR, unless you have won additional items (such as those listed as Non-Purchasable healing items) through Tournaments or the Gym League. If this is the case, then you may bring these items within the Spare Pocket.

In addition to the pockets listed, there is an infinite space for a trainer to store Poké Balls (Which can be purchased and taken into the dungeon from the beginning), an infinite pocket for Battle Items (Of which you can only bring one per team member), and an infinite pocket for Berries and Herbs (Which you cannot bring in, unless you bring it in as a battle item when you begin).

Backpack Sizes:

Pack Limit: 18 CC

Potion: 2 slots
Ether: 2 slots
Revive: 1 slot
Status Removers: 2 slots
TLR Item Spare Pocket: 1 slot
1x Potion [1 CC]
1x Ether [1 CC]
1x Revive [4 CC]
8x Great Ball [6 CC]
8x Cherish Ball [6 CC]
Total: 18 CC
2x Potion [2 CC]
2x Ether [2 CC]
1x Revive [4 CC]
4x Ultra Ball [4 CC]
4x Cherish Ball [3 CC]
4x Level Ball [3 CC]
Total: 18 CC
Pack Limit: 28 CC

Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Elixir: 1 slot
Revive: 1 slot
Status Removers: 3 slots
TLR Item Spare Pocket: 3 slots
2x Potion [2 CC]
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
2x Net Ball [2 CC]
4x Cherish Ball [3 CC]
Total: 28 CC
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
4x Heal Ball [8 CC]
7x Ultra Ball [7 CC]
8x Cherish Ball [6 CC]
Total: 28 CC
Pack Limit: 38 CC

Potion: 3 slots
Super Potion: 1 slot
Ether: 3 slots
Elixir: 1 slot
Revive: 1 slot
Status Removers: 4 slots
TLR Item Spare Pocket: 5 slots
2x Potion [2 CC]
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
8x Cherish Ball [6 CC]
4x Heal Ball [8 CC]
Total: 38 CC
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
3x Quick Ball [7.5 CC]
3x Timer Ball [7.5 CC]
3x Heal Ball [6 CC]
8x Dream Ball [8 CC]
Total: 38 CC


Backpacks have two limitations for players to factor. The first is Size. For example, a Training TLR Backpack cannot contain more than two Potions to start, no matter how hard you try. The other limitation is CC Cost. The combined cost of all items you bring with you cannot exceed the difficulty limit (This excludes Held Items). For Poké Balls purchased in bundles, the CC Cost they each individually contribute to a Backpack is equal to the cost to buy four of that kind of Poké Ball, divided by 4. So if you wish to bring two Ultra Balls with you, that would count as 2 CC towards your CC Cost Limit.

Master Balls—which are not purchasable—do not influence the CC Cost Limit in any way. Master Balls are stored in the Poké Ball pocket so in theory, you can bring as many as you like with you.

Non-Purchasable healing items do not contribute to the CC Limit but they do take up a slot in the Spare Pocket, so the amount you can bring is limited.

Pokémon Capture:

Capture HP:

Rather than relying on a chance-based system, ASB Capture Mechanics use a system called Capture HP—which is a stat all Pokemon have—found in the NDA. It is equal to 300 minus the in-game capture rate of the given Pokémon. Capture HP is damaged by Poké Balls and when it reaches zero or less, the Pokémon in question is captured.

When Cumulative Capture Damage >= Target Capture HP (CHP), Capture occurs. Poke Ball Damage is always rounded.
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.


Capture Round:

A Player can declare a capture round whenever they would issue orders instead. Within a Capture Round, the trainer throws one or more Poké Balls at the target. If a capture fails to reduce the target's CHP to 0, the targeted Pokémon breaks free and uses a Chill, increasing their energy by 12. If the Pokémon gets back to 100 Energy, they will have a free round to Attack your Pokémon. Rounds do not pass and end of action/round effects do not occur during a Capture Round with the exception of the free round.

On Items

During TLR, you can use items at any time during your run. There are two different modes for this: Items outside of combat, and Items during combat.

Outside of Combat

Players can use items except for Poké Balls, swap hold items, and toss items away at any time outside of TLR combat. The player can do an unlimited amount of these actions during a non-combat update and have the highest priority, occurring before the outcome of an update.

During Combat

During the middle of combat, with the exception of a trapping phase, the player can either initiate a Capture Phase by throwing Poké Balls or use a consumable item. The capture phase is mentioned elsewhere so only the latter will be explained in detail here.

During combat, the player can forfeit one of their Pokémon's actions to use one item on any Pokémon in their party, active, reserve, or fainted, as a command:
Command said:
Use Item (Command): The player gives up the Pokémon's action to use an item on the appropriate Pokémon. This command, being performed by the player, cannot be restricted by any means and can be used at any time without penalty irrespective of the conditions. If a Revive or Max Revive is used, the item's effect takes place at the end of the round as opposed to immediately. This command cannot be used during a trap phase.

Command Syntax: Use <Item> (<Target(s)>)

Type: N/A | Command Type: Universal | Target: Any appropriate Pokémon in your party | -- BAP | -- Acc | 0 EN Cost | -- Eff% | Contact: No | 100 Prio | Combo Type: None | Snatch: No | Magic Coat: No
This command can be substituted for and can be used as part of a substitution when the conditions are met, though chance and KO substitutions can only be done the next action due to priority.

Save Games

Mechanics:

Saves are automatic as soon as you pass a given point in any TLR. If a player fails to succeed in a TLR, whether that be by being KOed or by KOing the Boss, then they may revert back to any previous save point between where they failed and where their run last started. When you use a save point, you effectively restart the TLR from that point with all Rewards (Excluding Ref Payment), Pokémon stats, and Backpack set to that point. Any counters obtained, Items obtained, and Pokémon caught between the save point and where you reset from are discarded and cannot be claimed unless obtained again. A particular Save Point can only be used once per run and if at a point in a run the player is KOed and has no Save Point to go to, then their run ends. A player can also choose to not use a Save Point if they wish to modify their team regardless.

As mentioned above, you may only revert to a checkpoint between your last starting point the point where your run would have ended. This means that if you go past the Lackey Save Point (for example) and the Guardian Save Point in your run before being KOed, if you revert to the Guardian Save Point then you will not be able to revert to the Lackey Save Point later on. However, if you were to revert to the Lackey Save Point and pass by the Guardian Save Point again, then you would be able to revert to the Guardian Save Point.

Save Point Locations:

Training Difficulty
Training Level TLR's will have a single save point, located immediately after the Guardian Battle.

Legendary Difficulty
Legendary Difficulty TLR's will have two save points - one immediately before the Guardian battle and one immediately after the Guardian battle.

Uber Difficulty
Uber Difficulty TLR's will have three save points - one located immediately before the Guardian battle, one immediately after the Guardian battle and one located immediately before the boss fight.

Legend Runs:

Mysterious Cove:
Status: Open

Difficulty: Training
Prerequisites: None
Data: Here
Intro:

"Did you ever hear of the Legends?"

"What Legends?"

"Of Pokémon so rare and so powerful that their very existence is debated even amongst Pokémon researchers."

"Oh, those legends. What of it?"

"They say there is a cove with a rare Pokémon in it. The Pokémon around there are not particularly strong and the place itself has been checked time and time again. People still insist there is 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 are the only one who can see him. You ignore the jests of your friends and follow him. You think you have heard him speak before but you cannot quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.


Enchanted Meadow
Status: Open

Difficulty: Training
Prerequisites: None
Data: Here
Enchanted Meadow. It is a beautiful rolling plains in Kalos, covered in a mix of flowers and grass. It is hard to believe that such a peaceful place could hold a great secret but the locals have sworn that they have seen a very oddly coloured Floette recently arrive in the area. With the Floette, a large number of Pokémon 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 are 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...


Glacial Cave:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
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 realise that is not sand; it is 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 that you will not be heading up, you know that you will be heading down, deep into the chilly depths. A chill runs down your spine. Hopefully you are ready.


Power Plant:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
The Kanto Power Plant was abandoned for a long time, rumored that it was inhabited by powerful forces, due to the static electricity that seemed to emanate from it. Ten years ago, that energy vanished and an exploration squad investigated the area and concluded that the Power Plant was safe once more. Six months were spent rebuilding the Power Plant and putting it in full operation and, after that period, the Power Plant was generating energy.

One year ago, a massive thunder stroke on the Power Plant, frying the circuits. Coupled with that, the Power Plant was swarmed with electric pokemon and all human life fled the place…or at least the people that managed to do so safely.

Exploration teams were formed to investigate the area and you are on one of them. Perhaps you will get lucky? Perhaps not. The place is not exactly safe and a foul smell comes from the place. Get ready.


Victory Road:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
Everyone knows that Victory Road is the ultimate test of skill. Only those who have eight badges are even allowed to go near the place, let alone get in. But once word got out that it is the only known residence of the legendary Moltres, the guards couldn't stop the stream of people who wanted to get it for themselves. Now, anybody can go into Victory Road, and the badge check has been moved to the entrance to the Pokemon League building.

Fortunately, Victory Road is still as difficult to traverse as ever. Most people who go in come running right back out in less than an hour. But rumors abound of trainers who go in and come back out with fewer Pokemon than they began with. You doubt there is any truth to those rumors—after all, who would abandon their Pokemon to the depths of Victory Road?—but even if they are true, it shouldn't be too much of a hurdle.

Arriving at Victory Road, you draw a deep breath. After all you've heard about it, and all you've prepared, here you are. You step in, ready to test these rumors and see if these abandoned Pokemon—or Moltres—actually exist where it is said they do.


Black Sulphur Caldera:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
It is said that many years ago, the earth in a faraway region cracked open on a warm, starless night, spewing molten rock that burned through villages and blocking out the sunlight with ash for weeks on end. By the time the violent eruption finally let up, the earth was so scorched that plants would not grow anymore, and even Fire-type Pokémon found it impossible to live anywhere near the monstrous mound that rose where the earth had once opened. And while no one had ventured near the site of the eruption for several decades, a recent exploration team was met with a stunning discovery: a deep, blackened pit had opened at the mountain’s summit, revealing a cavern system that must surely stretch deep within the earth.

It was determined that the phenomenon was caused due to rapidly increasing seismic activity, as if a powerful force were on the move below the mountain. Several trainers have ventured out to explore this underground maze, only to return spewing nonsense about a fiery demon, surely a product of dehydration and heat stroke. However, as you climb the mountain, covered in black sand, you can smell the pungent odor of brimstone and feel the scorching heat emanating from deep within the earth, and you can’t help but think that perhaps the old man with third-degree burns and a fainted Rhydon might have been telling the truth. This is Black Sulphur Caldera.


Timeless Tower (Extended Dungeon):
Status: Open

Difficulty: Legendary-Uber

Dungeons:
Rock Crag: Legendary - No Prerequisites
Data: Here
Ice Spire: Legendary - No Prerequisites
Data: Here
Iron Dungeon: Legendary - No Prerequisites
Data: Here
Heaven's Ascent*: Uber - Requires reaching the Boss of Ice Spire, Rock Crag, and Iron Dungeon.
Data: Here
Intro:
Timeless Tower is an unfathomably large structure seated on an impregnable cliff-side. 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 centre 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 three slots in the gate. Depictions of the gate are on the left and right and show three stones being placed in the gate. Both mosaics are completely sand-coloured 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?


Ruined Eden (Extended Dungeon)
Status: Open

Difficulty: Legendary-Uber

Dungeons:
Toxic Swamp:
Legendary - No Prerequisites
Data: Here
Amperage Stream: Legendary - No Prerequisites
Data: Here
Molten Lake: Legendary - No Prerequisites
Data: Here
Tower of Ash: Uber - Requires reaching boss of Toxic Swamp, Amperage Stream, and Molten Lake.
Data: Here
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 had occurred. What little you can see through the tinted fog looks like deeply corroded ruins of civilisation. 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 one point been a pillar of civilisation 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 rumours of legends still abound. You survey the pathways down from the Vista. Which place do you approach first?


Islands of Alola (Extended Dungeon):
Status: Open

Difficulty: Legendary

Dungeons:
Forest's Reign: Legendary - No Prerequisites
Data: Here
The Bird's Nest: Legendary - No Prerequisites
Data: Here
Twisted World: Legendary - No Prerequisites
Data: Here
Aquatic Paradise: Legendary - No Prerequisites
Data: Here
Intro:
"The guardian deities, the Tapus, have protected the islands of Alola for many years. The Tapus are also known to determine who is the strongest of them all, testing a trainer's ability whenever they are challenged."

Listening to your guide describing the Tapus only made you more excited to cross paths with them. The guide stops his boat and looks back at you.

"Which island are we heading to?"

It is time for you to decide which Tapu you want to encounter. Do you have what it takes to become the wielder of them all?


Four Swords Quest
Status: OPEN

Difficulty: Legendary
Prerequisites: None
Data: Here

As far as mysterious legends go, you're surprised that this one didn't pick up more interest. Sitting on the rickety old train as it exits from Anville, causing you to uncomfortable bounce on the seat, you glance over the map you have. It details the small village of Skystead, as well as the path to the long abandoned Temple of the Four Blades.

You arrive in Skystead with little affair, finding the local bed and breakfast nestled opposite the Pokécenter. You take a few moments to settle in your room, before heading to the village inn. It's busier than you would have expected, with a few explorers you're sure you recognise. Discussions over drinks confirm two things.

  1. Your mapping was relatively accurate, and there will be no noodle incidents this time.
  2. You hold your alcohol as well as a sieve.

It's with a ringing head you make your way to the temple. Unlike most temples, which elect to sit on top of mountains, or lie between them, the Temple of the Four Blades rests literally within the mountain. You can see the occasional window jutting out the mountainside, small walls where nature failed to be adequate, but you wouldn't be surprised if the thinnest layer of snow would obscure the temple entirely. Plucking up some courage, you carefully enter the temple.


Windswept Meadow*:
Status: CLOSED

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. The most common entry point as a result 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 Pokémon 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 Pokémon and set out into the field. Maybe you will fare better.

[DISCLAIMER] This TLR may take longer than other ones; if you do not like that, you may want to steer clear of this one.


The Planet's Fury*:
Status: Open

Difficulty: Uber
Prerequisites: None
Data: Here
Arcane in architecture and strange in setting, the Planet's Fury is a place of legend and myth seated in the bustling down-town 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 is a mundane part of the Alto Mare skyline.

Rumourmongers 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.


Almaz Mine:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
Almaz Mine was an underground diamond mine that was initially owned by Russians several decades ago. The Russians used to mine here for a long time and became a major source for diamonds. However after reports of several Russian miners going missing within the space of a few weeks, the initial owners sold it off to another company, not wanting to lose any more miners. The new owners fared little better as over the next few weeks, more miners went missing which then forced the owners to abandon the mine.

Nowadays the mine has been long abandoned and there is still no explanation for the disappearances. However, rumours have recently surfaced of a mysterious Pokémon living deep in these abandoned mines which while have intrigued many Pokémon trainers, no one has dared entered the mine hitherto; you could be the first. Given it is an abandoned mine however, it could be very dangerous trawling through this mine. You better hope you are prepared.


Drifting Nomadic Augur:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
The Drifting Nomadic Augur. A so-called fortune teller that wanders all around the place with an enigmatic personality. There have been many sightings of this augur in all sorts of places from forests to caves to mountains to meteors to alien constructs but few have ever gotten close, let alone live to tell the tale. An intriguing tale that you should maybe pursue. The problem is that there is no real one place to start since the augur has been sighted in so many places around the world. However recently in a forest, a portal has opened up. A couple of people have entered the portal but have never returned. Maybe you should investigate what lies beyond this portal and whether or not it will take you to this augur.


Seven Seas of Rhye
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
"Did you ever hear of the legends?"

"You mean Phione, the one you've rambled about before?"

"No no no, Phione's hardly a legend. They say that when you head down into the cove, there's another passage, leading to a chain of rock pools, where there's some weirdly strong Pokemon."

"Really, they shouldn't let you within a mile of the whiskey."

"Not just the whiskey - I was right before, and I bet I'll be right again!"

You return to the Mysterious Cove once more, but this time you take some time to look around. It takes surprisingly little time for you to find the opening - although you're sure that there used to be a boulder blocking that. The path looks like quite a steep drop, but it should be fine to climb down.


Siren Sands
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
For several years, rumors have persisted about an anomaly in the deserts of Unova. Near the Desert Resort, it is said, there is a path that leads to an endless stretch of desert. Within that endless stretch, there is a Pokemon who lures travelers to their doom with a song. Until recently, these rumors were never confirmed, and regarded as myth. However, archaeologists studying the ancient ruins have spotted a cavern that leads to a large expanse of desert, and some have even claimed they have heard music coming from that direction. Many have gone to that area only to return empty handed, or not at all.

For one reason or another, these rumors have peaked your curiosity, and you take a flight to Castelia City. Once there, you make your preparations and head to where the tunnel supposedly resides. After much searching, you finally find the cavern, the difficulty of finding it confirming why it was undiscovered up to this point. Steeling your courage, you head inside.


Giant Chasm
Status: Open

Difficulty: Uber
Prerequisites: None
Data: Here
It's been a long trek to get to this point, but your journey has only just begun. You've followed rumours to get to this point, tales of a strange screaming coming from the mountains at night, unrest growing among the Pokemon, and prophecies about the reawakening of a mythical dragon of ice forgotten by time. You can't be sure of how much of that is true, but what you can be certain of is that the coldsnap spreading across the region is coming from here, and it only gets worse the closer you are to the source. You thought you were prepared, but despite the heavy layers of clothing, the eerie chill still manages to creep its way into your bones. You still have a long way to go, but even fires are beginning to struggle against the cold. If something's not done soon, the entire region could fall under this spell.


(NOTE: * = Awaiting Revamp / Update)

Seeking Referees for The Legend Run.

We cannot run this alone, so we are accepting Referees for The Legend Run. To apply to become a TLR referee, PM Dogfish44 with some qualifications and we will consider you. If we think you are good enough, we will test you in refereeing a Training Difficulty TLR. If you are good enough, we will let you become a fully fledged referee. There are a few things we expect of you:

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. By the same extension, please shy away from using "dick moves" such as Explosion and Toxic. These are cheap strategies that will earn you zero respect from anyone and are frowned upon massively. In the majority of situations there will be a superior strategy to use anyway.
a. In particular, TLR Referees are not to actively KO their Pokémon unless
i. More than four rounds have passed, and the Pokémon is not a Legend
ii. It allows the the TLR referee to defeat the challenger's entire run.
iii. The challenger will either KO said Pokémon anyway, or has expressed an urge to do so quickly.
iv. You have to actively heal the Pokémon to avoid it being KOed
v. If in doubt, contact TLR Leaders.​
b. Some moves are naturally less of a dick move over time. For instance, using Toxic to start a battle is generally not kosher. Using it to break an Endure is fine though. Apply good judgement here.
c. TLR Referees who break one of the two above rules are prone to re-ordering and re-reffing as needed.​
2. We expect you to update TLR's you referee within a reasonable time-frame.
3. You will need to post the profiles of the Pokémon the challenger faces as they face them.
4. For your own sanity, we expect you to also keep track of the player's backpack and rewards. In the case that you do need to call for a sub-referee, it will make things easier for them to figure out what is going on.
5. Show no mercy!

Rules 1a, 1b and 1c added 10 Oct 2016

You will be compensated based on updates, based on the following:
-4 UC Base
-1 UC per Poké Ball thrown
-2 UC per Non-Combat Update / "Free Round" following a capture attempt
-3 UC per Combat Update with three or less active Pokémon on the field.
-4 UC per Combat Update with four to six active Pokémon on the field.
-5 UC per Combat Update with seven or more active Pokémon on the field.
-If reffing a single TLR, One Update = One post, dual TLR is considered two updates per post until one party's challenge ends.

Combat Update
-Any update that involves both the player's team and the "house" (as in the Pokémon the referee controls) issuing actions and then being calculated.

Non-Combat Update
-Introducing a new combat (including any encounter where a move is used prior).
-Introducing a new scenario.
-A scenario update that leads to or does not lead to another scenario.

Standards
-Unless the encounter has a choice in that same scenario after the encounter (e.g. DW's Mazes, Forest or Stream in Amperage Stream), give the player a reprieve before introducing a new scenario.
-Transition from Scenario to Scenario (Both Regular) assuming no combat involved should be seamless and be on the same update.
-Reprieve is always given prior to a scenario that contains the guardians or bosses unless the scenario has a choice prior to the encounter AND it is there was no combat involved in that update (e.g. Getting lucky at the Vista in Rock Crag, give a reprieve under the current version. If the player avoids an encounter at the second scenario in Ice Spire, do not give a reprieve since there is a choice to make directly prior to the guardian fight).


Active Referees:
Birkal
dogfish44
Exclaimer
Frosty
Gale Wing Srock
jayelt413

Referees in Training:
Lucy Heartfilia
ooraloo
smashlloyd20

Referees listed here must gain approval from Dogfish44 to referee a TLR. Only if they manage to referee a TLR to completion without taking too long to referee things will be moved off this list.

Avnomke
deadfox081
Deck Knight
Elevator Music
Engineer Pikachu
Gerard
Its_A_Random
Leethoof
Maxim
MK Ultra
Ragnarokalex
Rediamond
Tortferngatr
waterwarrior


Past Threads
TLR MkI
 
Last edited by a moderator:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Frosty has been moved to full time referee. Anyhow tagging The Wanderer since Frosty is going to subref your TLR instead of me after I asked him on IRC if he wanted to. Primarily due to loads and exams and shit.

Also to anyone challenging Ruined Eden: I can only take those TLR's until further notice since the three legendary difficulty TLR's do not have public data. I am considering throwing up Amperage Stream data for now but idk.

EDIT: I have pasted a link to a document housing Amperage Stream data in the OP of this thread. It includes some comprehensive data on how to use some Pokémon and how the TLR deals with a few other things. Only I can edit the document. Have fun reading the document!
 
Last edited:

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Considering my role here, it's been a while since I've actually done one of these... Challenging Mysterious Cove

Purchasing:
2x Potion (2 CC)
2x Ether (2 CC)
1x Revive (4 CC)

8x Cherish Ball (6 CC)
4x Net Ball (4 CC)
4x Lure Ball (4 CC)
4x Heal Ball (8 CC)

Backpack:
2 Potions (2 CC) [2]
2 Ethers (2 CC) [4]
1 Revive (4 CC) [8]

8 Cherish Ball (6 CC) [14]
1 Lure Ball (1 CC) [15]
3 Net Ball (3 CC) [18]
2 Heal Ball (4 CC) [22]

Porygon-Z will hold a Silk Scarf
Cyclohm will hold an Expert Belt
Lanturn will hold an Expert Belt


Duckbot (N/A)

Nature: Timid
+15% Speed, +12% Accuracy, -1 Atk

Type: Normal

Abilities: Adaptability / Download / Analytic [DW]

Stats:
HP: 100
Atk: 2 [-]
Def: 3
SpA: 5
SpD: 3
Spe: 104 [+]
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Attacks [52]:
Agility
Conversion
Conversion 2
Defense Curl
Discharge
Embargo
Lock-On
Magic Coat
Magnet Rise
Nasty Plot
Psybeam
Recover
Recycle
Sharpen
Signal Beam
Tackle
Tri Attack
Trick Room
Zap Cannon

Blizzard
Charge Beam
Double Team
Flash
Hidden Power Fire
Hyper Beam
Ice Beam
Protect
Psychic
Psyshock
Rain Dance
Rest
Round
Shadow Ball
Sleep Talk
SolarBeam
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunderbolt
Thunder Wave
Toxic

Bide
Dark Pulse
Electroweb
Endure
Foul Play
Icy Wind
Pain Split
Swift
Trick
Uproar



Nimbus (M)

Nature: Modest
+1 SpA, -1 Atk

Type: Electric / Dragon

Abilities: Shield Dust / Static / Overcoat [DW]

Stats:
HP: 110
Atk: Rank 1 [-]
Def: Rank 5
SpA: Rank 5 [+]
SpD: Rank 3
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Attacks [89 - MAX]:
Aerial Ace
Attract
Bide
Blizzard
Bulldoze
Captivate
Charge
Charge Beam
Confide
Discharge
Double Hit
Double Team
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
Dragonbreath
Earthquake
Electric Terrain
Electroweb
Endure
Facade
Fire Blast
Flamethrower
Flash
Frustration
Giga Impact
Growl
Gust
Hail
Headbutt
Heal Bell
Hidden Power Grass
Hone Claws
Hurricane
Hydro Pump
Hyper Beam
Ice Beam
Incinerate
Ion Deluge
Leer
Light Screen
Magnet Rise
Mud-Slap
Natural Gift
Nature Power
Outrage
Power Gem
Protect
Rain Dance
Rest
Return
Roar
Round
Sandstorm
Secret Power
Shock Wave
Signal Beam
Slack Off
Sleep Talk
Snore
Sonicboom
Spark
Strength
Substitute
Sunny Day
Surf
Swift
Tackle
Thrash
Thunder
Thunder Wave
Thunderbolt
Thundershock
Torment
Toxic
Tri Attack
Trick Room
Twister
Volt Switch
Water Pulse
Waterfall
Weather Ball
Whirlwind
Wild Charge
Zap Cannon



Lumos Maxima (F)

Nature: Modest
+1 SpA, -1 Atk

Type: Water / Electric

Abilities: Volt Absorb / Illuminate / Water Absorb [DW]

Stats:
HP: 120
Atk: 1 [-]
Def: 2
SpA: 4 [+]
SpD: 3
Spe: 67
Size Class: 2
Weight Class: 2
Base Rank Total: 18

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

Attacks [46]:
Aqua Ring
Bubble
BubbleBeam
Charge
Confuse Ray
Discharge
Eerie Impulse
Electro Ball
Flail
Hydro Pump
Signal Beam
Spark
Spit Up
Stockpile
Supersonic
Swallow
Take Down
Thunder Wave
Water Gun

Agility
Amnesia
Mist
Psybeam
Soak
Whirlpool

Blizzard
Brine
Dive
Double Team
Hidden Power Grass
Ice Beam
Protect
Rest
Scald
Sleep Talk
Substitute
Surf
Thunder
Thunderbolt
Toxic
Volt Switch

Bounce
Endure
Heal Bell
Icy Wind
Sucker Punch


---

Queue:
Mysterious Cove (Dogfish44)
 
Last edited:

"Hmm, interesting, this job board doesn't have a lot of reffing jobs. Nothing that pays well anyway. Oh there we are, a Mysterious Cove reffing for Dogfish."


"...Maxim, you've reffed TLRs on time like, never."


"Ah don't worry, I'll make sure to ref this time."


"You mean like the last four...no scratch that, like every TLR you've ever reffed?"


"Ah what's the worst that could possibly happen. It's not like they're going to put me on the Inactive Ref's list!"


"They might."


"Ah stop being such a pessimist."


Reffing Dogfish44 Mysterious Cove Run, expect your thread up soon enough.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Also putting up a challenge.

Let's do to the Ruined Eden

and begin operation "Ho-oH eventually"

Buying:
x3 Potions (3CC)
x1 Super Potion (2CC)
x3 Ether (3CC)
x1 Elixir (4CC)
x1 Revive (4CC)

for 16CC total.

Team:


Diababa [Necturna] (F)
Nature: Impish (+Def, -SpA)

Type: Grass/Ghost

Abilities: Forewarn/Telepathy (UNLOCKED)

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5 (+)
SpA: Rank 2
SpD: Rank 5
Spe: 81
Size Class: 3
Weight Class: 3
Base Rank Total: 23

EC 6/6
MC 5
AC 5/5

Moves (73/73 - Movepool Completed!) :
Absorb
Attract
Bind
Calm Mind
Confide
Covet
Curse
Cut
Double Team
Dream Eater
Energy Ball
Facade
Flash
Forest's Curse
Frustation
Future Sight
Giga Drain
Giga Impact
Grass Knot
Gravity
Hex
Hidden Power Ice
Horn Leech
Hyper Beam
Infestation
Ingrain
Knock Off
Leaf Blade
Leaf Storm
Leer
Natural Gift
Nature Power
Nightmare
Ominous Wind
Pain Split
Payback
Poison Fang
Power Whip
Protect
Psych Up
Psychic
Rest
Return
Round
Seed Bomb
Shadow Ball
Shadow Claw
Shadow Sneak
Sketch (Wide Guard)
Skill Swap
Sleep Talk
Snatch
Snore
Solarbeam
Spite
Stone Edge
Substitute
Sunny Day
Super Fang
Swagger
Swift
Synthesis
Telekinesis
Thief
Thunder Fang
Torment
Toxic
Toxic Spikes
Trick
Vine Whip
Will-O-Wisp
Worry Seed

Dispel
Shadow Mend

Tangrowth [Majora's Wrath] (F)
Nature: Sassy (+ SpD, - Spe, -10% evasion)
Type: Grass

Abilities:
Chlorophyll/Leaf Guard/Regenerator (H) [UNLOCKED]


Stats:

HP: 110
Atk: Rank 4
Def: Rank 5
SpA: Rank 4
SpD: Rank 3 (+)
Spe: 43 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

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

Attacks (84/90):
Absorb
Aerial Ace
Amnesia
Ancientpower
Attract
Bide
Bind
Block
Body Slam
Brick Break
Bulldoze
Bullet Seed
Captivate
Confide
Confusion
Constrict
Covet
Curse
Cut
Double-Edge
Double Team
Earthquake
Endeavor
Endure
Energy Ball
Facade
Flail
Flash
Fling
Focus Blast
Frustation
Giga Drain
Giga Impact
Grass Knot
Grassy Terrain
Growth
Headbutt
Hidden Power Fire
Hyper Beam
Infestation
Ingrain
Knock Off
Leaf Storm
Leech Seed
Mega Drain
Mimic
Morning Sun
Mud-Slap
Natural Gift
Nature Power
Pain Split
Payback
Poison Jab
PoisonPowder
Power Swap
Power Whip
Protect
Psych up
Rage
Rage Powder
Reflect
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Seed Bomb
Shock Wave
Skull Bash
Slam
Sleep Powder
Sleep Talk
Sludge Bomb
Snore
Solarbeam
Strength
Stun Spore
Substitute
Sunny Day
Swagger
Sweet Scent
Swords Dance
Synthesis
Take Down
Thief
Tickle
Toxic
Vine Whip
Worry Seed
Wring Out

Ludicolo [Odolwa] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks)
Typing: Water/Grass

Abilities: Swift Swim/Rain Dish/Own Tempo (H) [UNLOCKED]

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 60 (70/1.15) (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Moves (73/87):

Absorb
Astonish
Attract
Blizzard
Brick Break
BubbleBeam
Bullet Seed
Confide
Counter
Dive
Double Team
Drain Punch
Dynamic Punch
Echoed Voice
Endure
Energy Ball
Facade
Fake Out
Fire Punch
Flail
Flash
Fling
Focus Blast
Focus Punch
Frustation
Fury Swipes
Giga Drain
Giga Impact
Grass Knot
Growl
Hail
Hidden Power Rock
Hone Claws
Hydro Pump
Hyper Beam
Hyper Voice
Ice Beam
Ice Punch
Icy Wind
Leech Seed
Mega Drain
Metronome
Mimic
Mist
Natural Gift
Nature Power
Power Up Punch
Protect
Rain Dance
Razor Leaf
Rest
Return
Rock Smash
Round
Scald
Secret Power
Seed Bomb
Sleep Talk
Snore
Solarbeam
Strength
Substitute
Sunny Day
Surf
Swagger
Sweet Scent
Swords Dance
Synthesis
Teeter Dance
Thief
ThunderPunch
Toxic
Uproar
Water Gun
Water Sport
Waterfall
Whirlpool
Zen Headbutt


Backpack:

Pack Limit:
33/33 CC

Healing
Potion: 3/3 slots filled
x3 Potions (3CC)
Super Potion: 1/1 slot filled
x1 Super Potion (2CC)
Ether: 3/3 slots filled
x3 Ether (3CC)
Elixir: 1/1 slot filled
x1 Elixir (4CC)
Revive: 1/1 slot filled
x1 Revive (4CC)

Balls
x15 Ultra Balls (15CC)
x1 Heal Ball (2CC)

Other Items
x1 Water Stone
x1 Rare Candy
x1 Miracle Seed
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Taking Frosty for obvious reasons but do not expect the OP to go up until my exams are done in two days time. If you want to alter team and that in that time then go ahead; you have two days.
 
Oh, hello everyone, I suppose I can tell you all another story of my misadventures in the ASB League...now then. Ah this ought to be fun. Right, so about the Summer of 2014 things were going pretty slow. I was trying to keep myself busy, attempting to max my Normal Pokemon and evolve some of my LC Pokemon. Eventually though my wanderlust got the better of me, and I started wanting to go on an adventure.

This almost never ends well...



"..."


"I know that look, you're bored again aren't you?"


"Yeah...I want to have an adventure, just like the good old days. But where can I find a good dungeon to satisfy my curiosity..."


"We could always visit Kalos! I've always wanted to go there!"


"Possibly, but what would we do there?"


"How about investigate a rumor for me?"


"Richard! What are you doing here?"


"Contemplating life, the universe and...actually I'm on the trail of a secret legendary Pokemon. Unfortunately despite how safe the place looks, I'm worried it may be guarded, so I need somebody gulli---brave, enough to scout the dungeon for me. Who knows, you might actually find a legend in there."


"Sounds like a deal! How bad could it possibly be?"


"Well, my sources tell me that it's in a Meadow, specifically the Enchanted Meadow...if memory serves you have some bad memories of meadows..."


"AGH! How was I supposed to know Clefable knew how to use Blizzard!?"


"Heh, don't worry, this one is reported to not be nearly as dangerous. I believe it's supposed to be a 'Training' dungeon."


"Sweet! This'll be a piece of cake, you just watch!" *Runs off*


"Oh, I'll be watching all right. Hehehe."


Challenging the Enchanted Meadow. Because how hard could it be?

Purchasing and bringing:
2 Potions (2 CC)
2 Ethers (2 CC)
1 Revive (4 CC)
8x Cherish Balls (6 CC)
8x Safari Balls (8 CC)
Total: 22 CC

Kangaskhan:

Kangaskhan [Maya] (F)
Nature: Docile (No effect on stats)



Ability:
Parental Bond


Stats:

HP: 110
Atk: Rank 5
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 23


Type:
Normal


Abilities:
Early Bird/Scrappy/Inner Focus (H)/Parental Bond (M)


Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 90
Size Class: 4
Weight Class: 4
Base Rank Total: 18

MC: 0
AC: 5/5

Attacks (46/117):
Level Up*:
Bite
Chip Away
Comet Punch
Crunch
Dizzy Punch
Double Hit
Endure
Fake Out
Leer
Mega Punch
Outrage
Rage
Reversal
Sucker Punch
Tail Whip

Egg:
Circle Throw
Counter
Disable
Double-Edge
Endeavor
Focus Energy

Tutor:
Aqua Tail
Fire Punch
Ice Punch
Iron Tail
Thunder Punch

TM:
Aerial Ace
Bide
Brick Break
Dig
Double Team
Earthquake
Facade
Fire Blast
Flamethrower
Focus Punch
Power Up Punch
Protect
Roar
Rock Slide
Safeguard
Substitute
Toxic

Event*:
Feint Attack
Wish
Yawn


Blissey:

Blissey [Protea] (F)
Nature: Modest (Special Attack increased by *, Attack decreased by *)

Type:
Normal


Abilities:
Natural Cure/Serene Grace/Healer (H)


Stats:

HP: 145
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 55
Size Class: 3
Weight Class: 3
Base Rank Total: 22

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

Attacks (37/131):
Bestow
Charm
Copycat
Defense Curl
Double-Edge
Double Slap
Egg Bomb
Fling
Growl
Healing Wish
Heal Pulse
Light Screen
Minimize
Pound
Refresh
Safeguard
Sing
Softboiled
Sweet Kiss
Tail Whip

Aromatherapy
Counter
Endure
Gravity
Metronome
Mud Bomb
Seismic Toss

Block
Helping Hand
Mimic

Blizzard
Fire Blast
Flamethrower
Grass Knot
Hidden Power Dragon
Ice Beam
Protect
Psychic
Reflect
Shadow Ball
Solarbeam
Thunder
Thunderbolt
Thunder Wave
Toxic

Special:
Dispel


Snorlax:

Snorlax [Kimli] (M)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.)

Type:
Normal


Abilities:
Immunity/Thick Fat/Gluttony (H)


Stats:

HP: 130
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 26 (30/1.15)
Size Class: 4
Weight Class: 9
Base Rank Total: 23

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

Attacks (58/122):
Level Up*:
Amnesia
Belly Drum
Block
Body Slam
Chip Away
Covet
Crunch
Defense Curl
Fling
Giga Impact
Harden
Headbutt
Heavy Slam
Last Resort
Lick
Metronome
Natural Gift
Odor Sleuth
Recycle
Rest
Rollout
Screech
Sleep Talk
Snatch
Snore
Stockpile
Swallow
Tackle
Yawn

Egg:
Counter
Double-Edge
Selfdestruct
Whirlwind
Zen Headbutt

Tutor:
Dynamicpunch
Endure
Fire Punch
Gunk Shot
Ice Punch
Seed Bomb
Thunderpunch

TM:
Bide
Blizzard
Brick Break
Double Team
Earthquake
Fire Blast
Flamethrower
Hyper Beam
Ice Beam
Protect
Psychic
Reflect
Retaliate
Rock Slide
Seismic Toss
Shadow Ball
Surf
Thunder
Thunderbolt
Water Pulse
Zap Cannon

Event:
Refresh


Held Items Bringing:
Kangaskhan: Kangaskhanite
Blissey: Signet of Bright Hope Expert Belt
Snorlax: Leftovers
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
We are concerned about his activity but waterwarrior is being promoted to full time TLR Referee. We will continue to assess his activity in his future TLR's however.

Of course if you want to apply for TLR Referee, please contact me and Dogfish44 via PM about why you should be one and we will consider you.
 
I am Coming for you Raikou!
Challenging Ruined Eden

Purchasing:
2 Potion [2], 1 Super Potion [2], 2 Ether [2], 1 Elixir [4], 1 Revive [4], 4 Dream Balls [4], 4 Cherish Balls [3], 4 Heal Balls [8] For a total of 29 CC

I will add this to the already owned 1 Potion, 1 Ether, 2 Ultra Balls to create the following Backpack:
Healing Items:
3x Potion
1x Super Potion
3x Ether
1x Elixir
1x Revive

Poke Balls:
4x Heal Balls
4x Dream Balls
4x Cherish Balls
2x Ultra Balls


I will bring the Following Pokemon:


Torterra (M) Land Turtle

Musical Theme: Final Fantasy 3 - Boss Theme

Nature:
Brave:
(+1 Atk, -15% Speed, -10% Evasion)

Type: Grass/Ground
Abilities: Overgrow/Shell Armour (H)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (-) (56/1.15, Truncated)
-10% Evasion
Size Class: 5
Weight Class: 7
Base Rank Total: 19

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

Attacks: (37)
Absorb
Bite
Body Slam
Bullet Seed
Crunch
Curse
Double Team
Earth Power
Earthquake
Endure
Energy Ball
Frenzy Plant
Giga Drain
Grassy Terrain
Growth
Iron Head
Leaf Storm
Light Screen
Mega Drain
Natural Gift
Outrage
Protect
Razor Leaf
Reflect
Rock Slide
Safeguard
Solarbeam
Stealth Rock
Stone Edge
Substitute
Superpower
Swords Dance
Tackle
Wide Guard
Withdraw
Wood Hammer
Worry Seed


Nidoking (M) Behemoth

Musical Theme: Final Fantasy IV - Battle Theme

Nature:
Rash:
+1 SpA, -1 SpD

Type: Poison/Ground
Abilities: Poison Point/Rivalry/Sheer Force (H)
Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Attacks: (38)
Bide
Chip Away
Dig
Disable
Double Kick
Drill Run
Earth Power
Earthquake
Endure
Fire Punch
Focus Energy
Flamethrower
Fury Attack
Head Smash
Helping Hand
Horn Attack
Ice Beam
Ice Punch
Leer
Megahorn
Natural Gift
Peck
Poison Jab
Poison Sting
Protect
Sludge Wave
Stealth Rock
Substitute
Sucker Punch
Tackle
Taunt
Thrash
Thunderbolt
Thunder Punch
Torment
Toxic
Toxic Spikes
Venoshock


Gardevoir (F) Princess Sarah

Musical Theme: Cornelia Castle

Nature:
Relaxed:
+1 Def, -1 Speed -10% Evasion
Type: Psychic/Fairy
Abilities: Synchronise/Trace/Telepathy (H)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 5
SpD: Rank 4
Spe: 69 (80/1.15, Rounded Down)
Size Class: 3
Weight Class: 3
Original Base Rank Total: 21

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

Attacks: (28)
Calm Mind
Confusion
Destiny Bond
Disable
Double Team
Encore
Energy Ball
Grass Knot
Growl
Heal Pulse
Hypnosis
Hyper Voice
Imprison
Light Screen
Lucky Chant
Magical Leaf
Mean Look
Moonblast
Protect
Psychic
Psyshock
Shadow Ball
Skill Swap
Substitute
Taunt
Teleport
Thunderbolt
Will-O-Wisp

Ability: Pixilate
Stats:
HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 7
SpD: Rank 5
Spe: 86 (100/1.15, Rounded Down)
Size Class: 3
Weight Class: 3
Original Base Rank Total: 25


Queue:
Arcanite - Ruined Eden, Amperage Stream
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
9.9 give me a break you ruined eden challengers the more you challenge the less time I get to finish the revamps 9.9

i.e. accepting the above.
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
The TLR team have decided to promote Birkal to full time referee, however we ask you to be a bit more patient regarding when to DQ a challenger and be a bit more timely with reffings; there were a few one-week waiting periods in that reffing!

No official decision on Rediamond as of yet though.

Of course if you want to apply for TLR Referee, please contact me and Dogfish44 via PM about why you should be one and we will consider you.
 
Challenging Timeless Tower:


Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting

Abilities: Shed Skin / Air Lock / Infiltrator (Unlocked)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
AC: 5/5

Moves: (94/94)
Ancient Power
Arm Thrust
Attract
Bide
Bind
Brick Break
Bulk Up
Bulldoze
Captivate
Confide
Counter
Curse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Embargo
Endure
Facade
Fling
Focus Blast
Focus Punch
Force Palm
Frustration
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power (Flying)
Hyper Beam
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-Slap
Nasty Plot
Natural Gift
Ominous Wind
Pain Split
Payback
Phantom Force
Poison Jab
Power Whip
Power-Up Punch
Protect
Psych Up
Psychic
Punishment
Rest
Retaliate
Return
Revenge
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Sand Tomb
Sandstorm
Secret Power
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Snore
Spite
Strength
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Swagger
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Vital Throw
Wide Guard
Work Up
Wrap
Wring Out


Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water/Psychic

Abilities: Oblivious / Own Tempo / Regenerator (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Moves: (106/122)
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Belch
Belly Drum
Block
Future Sight
Me First
Mud Sport
Stomp

Attract
Avalanche
Bide
Blizzard
Brick Break
Brine
Bubble Beam
Bulldoze
Calm Mind
Dig
Dive
Double Team
Dragon Tail
Dream Eater
Dynamic Punch
Earthquake
Endure
Facade
Fire Blast
Fissure
Flamethrower
Fling
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Pay Day
Power-Up Punch
Protect
Psyshock
Quash
Reflect
Rest
Rock Smash
Round
Safeguard
Scald
Shadow Ball
Skull Bash
Substitute
Sunny Day
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Whirlpool
Zap Cannon

After You
Aqua Tail
Body Slam
Counter
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Mimic
Nightmare
Recycle
Seismic Toss
Signal Beam
Skill Swap
Sleep Talk
Snore
Trick
Wonder Room


Meganium [Meganiumu] (F)
Nature: Brave (+1 SpA, -15% Spe, -10% Eva)
Type: Grass

Abilities: Overgrow / Leaf Guard (Unlocked)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Moves: (78/78)
Ancient Power
Aromatherapy
Attract
Body Slam
Bulldoze
Bullet Seed
Captivate
Confide
Counter
Curse
Cut
Detect
Double Team
Double-Edge
Dragon Tail
Earthquake
Echoed Voice
Endure
Energy Ball
Facade
Flail
Flash
Frenzy Plant
Frustration
Fury Cutter
Giga Drain
Giga Impact
Grass Knot
Grass Pledge
Grass Whistle
Grassy Terrain
Growl
Headbutt
Heal Pulse
Hidden Power (Fire)
Hyper Beam
Ingrain
Iron Tail
Leaf Storm
Leech Seed
Light Screen
Magic Coat
Magical Leaf
Mimic
Mud-Slap
Natural Gift
Nature Power
Outrage
Petal Blizzard
Petal Dance
Poison Powder
Protect
Razor Leaf
Reflect
Refresh
Rest
Return
Rock Climb
Rock Smash
Round
Safeguard
Secret Power
Seed Bomb
Sleep Talk
Snore
Solar Beam
Strength
Substitute
Sunny Day
Swagger
Sweet Scent
Swords Dance
Synthesis
Tackle
Toxic
Vine Whip
Worry Seed
Wring Out


Purchasing:
- 2 Potions [2 CC]
- 1 Super Potion [2 CC]
- 3 Ether [3 CC]

- 2 set of Ultra Balls [8 CC]

I'm also taking 1 Revive [4 CC], 4 Timer Balls [10 CC], and 2 Heal Balls [4 CC] that I already have with me.

After spending, I have 54 CC leftover.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Challenging Timeless Tower:


Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting

Abilities: Shed Skin / Air Lock / Infiltrator (Unlocked)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
Base Rank Total: 20

MC: 0
AC: 5/5

Moves: (94/94)
Ancient Power
Arm Thrust
Attract
Bide
Bind
Brick Break
Bulk Up
Bulldoze
Captivate
Confide
Counter
Curse
Dazzling Gleam
Destiny Bond
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Echoed Voice
Embargo
Endure
Facade
Fling
Focus Blast
Focus Punch
Force Palm
Frustration
Giga Impact
Glare
Grudge
Hammer Arm
Helping Hand
Hex
Hidden Power (Flying)
Hyper Beam
Ice Punch
Knock Off
Low Sweep
Mach Punch
Mean Look
Memento
Moonlight
Mud-Slap
Nasty Plot
Natural Gift
Ominous Wind
Pain Split
Payback
Phantom Force
Poison Jab
Power Whip
Power-Up Punch
Protect
Psych Up
Psychic
Punishment
Rest
Retaliate
Return
Revenge
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Sand Tomb
Sandstorm
Secret Power
Shadow Ball
Shadow Punch
Shadow Sneak
Sleep Talk
Smack Down
Snore
Spite
Strength
Submission
Substitute
Sucker Punch
Sunny Day
Superpower
Swagger
Taunt
Telekinesis
Torment
Toxic
Trick
Vacuum Wave
Vital Throw
Wide Guard
Work Up
Wrap
Wring Out


Slowking [Yadokingu] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Water/Psychic

Abilities: Oblivious / Own Tempo / Regenerator (Unlocked)

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

Moves: (106/122)
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power (Electric)
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Belch
Belly Drum
Block
Future Sight
Me First
Mud Sport
Stomp

Attract
Avalanche
Bide
Blizzard
Brick Break
Brine
Bubble Beam
Bulldoze
Calm Mind
Dig
Dive
Double Team
Dragon Tail
Dream Eater
Dynamic Punch
Earthquake
Endure
Facade
Fire Blast
Fissure
Flamethrower
Fling
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Pay Day
Power-Up Punch
Protect
Psyshock
Quash
Reflect
Rest
Rock Smash
Round
Safeguard
Scald
Shadow Ball
Skull Bash
Substitute
Sunny Day
Surf
Telekinesis
Teleport
Thunder Wave
Toxic
Trick Room
Whirlpool
Zap Cannon

After You
Aqua Tail
Body Slam
Counter
Drain Punch
Foul Play
Ice Punch
Icy Wind
Iron Defense
Iron Tail
Magic Coat
Mimic
Nightmare
Recycle
Seismic Toss
Signal Beam
Skill Swap
Sleep Talk
Snore
Trick
Wonder Room


Meganium [Meganiumu] (F)
Nature: Brave (+1 SpA, -15% Spe, -10% Eva)
Type: Grass

Abilities: Overgrow / Leaf Guard (Unlocked)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 69 (-)
Size Class: 4
Weight Class: 5
Base Rank Total: 20

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

Moves: (78/78)
Ancient Power
Aromatherapy
Attract
Body Slam
Bulldoze
Bullet Seed
Captivate
Confide
Counter
Curse
Cut
Detect
Double Team
Double-Edge
Dragon Tail
Earthquake
Echoed Voice
Endure
Energy Ball
Facade
Flail
Flash
Frenzy Plant
Frustration
Fury Cutter
Giga Drain
Giga Impact
Grass Knot
Grass Pledge
Grass Whistle
Grassy Terrain
Growl
Headbutt
Heal Pulse
Hidden Power (Fire)
Hyper Beam
Ingrain
Iron Tail
Leaf Storm
Leech Seed
Light Screen
Magic Coat
Magical Leaf
Mimic
Mud-Slap
Natural Gift
Nature Power
Outrage
Petal Blizzard
Petal Dance
Poison Powder
Protect
Razor Leaf
Reflect
Refresh
Rest
Return
Rock Climb
Rock Smash
Round
Safeguard
Secret Power
Seed Bomb
Sleep Talk
Snore
Solar Beam
Strength
Substitute
Sunny Day
Swagger
Sweet Scent
Swords Dance
Synthesis
Tackle
Toxic
Vine Whip
Worry Seed
Wring Out


Purchasing:
- 2 Potions [2 CC]
- 1 Super Potion [2 CC]
- 3 Ether [3 CC]

- 2 set of Ultra Balls [8 CC]

I'm also taking 1 Revive [4 CC], 4 Timer Balls [10 CC], and 2 Heal Balls [4 CC] that I already have with me.

After spending, I have 54 CC leftover.


"MY SPIDER SENSES ARE TINGLING. I HAVE A BAD FEELING ABOUT THIS"
Taking Elevator Music. Thread will go up tommorow.
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Challenging Timeless Tower

Lucario @ Lucarionite
Revenankh @ Expert Belt
Necturna @ Expert Belt


Lucario, Rob Van Dam (Male)
Nature: Naive (+15% Speed, -1 Special Defense, +12% Accuracy)
Type: Fighting / Steel
Abilities: Steadfast / Inner Focus / Justified (H)

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 104 (+)
Size Class: 3
Weight Class: 4

Nature: Naive (+15% Speed, -1 Special Defense, +19% Accuracy)
Type: Fighting / Steel
Abilities: Steadfast / Inner Focus / Justified (H) / Adaptability

HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 5
SpD: Rank 2 (-)
Spe: 129 (+)
Size Class: 3
Weight Class: 4
BRT: 24

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

Physical (28):
Blaze Kick
Bone Rush
Brick Break
Bullet Punch
Circle Throw
Close Combat
Cross Chop
Crunch
Dig
Drain Punch
Dual Chop
Earthquake
ExtremeSpeed
Feint
Focus Punch
Force Palm
Hi Jump Kick
Ice Punch
Iron Tail
Low Kick
Metal Claw
Quick Attack
Power-up Punch
Reversal
Rock Slide
Shadow Claw
Stone Edge
Thunder Punch

Special (8):
Aura Sphere
Dark Pulse
Dragon Pulse
Flash Cannon
Focus Blast
Psychic
Shadow Ball
Vacuum Wave

Other (25):
Agility
Copycat
Counter
Detect
Double Team
Endure
Final Gambit
Follow Me
Foresight
Heal Pulse
Helping Hand
Iron Defense
Magnet Rise
Me First
Metal Sound
Protect
Quick Guard
Rest
Roar
Role Play
Screech
Sleep Talk
Substitute
Swords Dance
Toxic

Total Moves: 61/102

Yet-to-get:
Level-up: Calm Mind, Nasty Plot (2)
XY TMs: Hone Claws, Bulk Up, Hidden Power, Sunny Day, Hyper Beam, Rain Dance, Frustration, Return, Rock Tomb, Facade, Attract, Low Sweep, Round, Fling, Payback, Retaliate, Giga Impact, Bulldoze, Poison Jab, Swagger, Rock Smash, Confide, Strength (46)
Egg: Bite, Mind Reader, Sky Uppercut (9)
Past-Gen Tutors/TMs: Captivate, Fury Cutter, Headbutt, Mud-Slap, Natural Gift, Rock Climb, Secret Power, Snore, Swift, Water Pulse, Work Up, Zen Headbutt (36)
Event: Bonemerang (3)



Necturna, Priestess, (F)
Nature: Quiet (plus Special Attack, minus Speed, -10% Evasion)
Type: Grass / Ghost
Abilities: Forewarn / Telepathy (H)

Stats:
HP: 100
Atk: Rank 5
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 70 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 23

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

Physical (16):
Bind
Covet
Horn Leech
Infestation
Knock Off
Leaf Blade
Payback
Poison Fang
Power Whip
Thunder Fang
Seed Bomb
Shadow Claw
Shadow Sneak
Stone Edge
Super Fang
Vine Whip

Special (10):
Absorb
Giga Drain
Grass Knot
Hex
Hidden Power Fire (6)
Leaf Storm
Ominous Wind
Psychic
Shadow Ball
Solarbeam

Other (23):
Calm Mind
Double Team
Forest's Curse
Gravity
Ingrain
Leer
Lovely Kiss
Pain Split
Protect
Rest
Skill Swap
Sleep Talk
Snatch
Substitute
Sunny Day
Synthesis
Telekinesis
Trick
Torment
Toxic
Toxic Spikes
Will-O-Wisp
Worry Seed
Total Moves: 49/72

Raid Only: Dispel, Shadow Mend

Yet-To-Get:
Gen 6 TM: Hyper Beam, Frustration, Return, Facade, Attract, Thief, Round, Energy Ball, Giga Impact, Flash, Psych Up, Dream Eater, Swagger, Nature Power, Confide, Cut (32 MC)
Egg: Curse, Future Sight, Natural Gift, Nightmare, Swift (15 MC)
Gen 5 Tutor: Snore, Spite (6 MC)



Revenankh, Anubis (Male)
Nature: Adamant (+1 Attack, -1 Special Attack)
Type: Ghost/Fighting
Abilities:
Shed Skin / Air Lock / Infiltrator (H)

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 65
Size Class: 3
Weight Class: 3
BRT: 20

MC: 0
AC: 5/5

Attacks:

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Vital Throw
Mean Look
Glare
Shadow Punch
Revenge
Power Whip
Hammer Arm
Punishment
Grudge
Moonlight
Phantom Force

Counter
Curse
Destiny Bond
Knock Off
Mach Punch
Shadow Sneak
Wide Guard

Drain Punch
Dual Chop
Helping Hand
Ice Punch
Pain Split
Sleep Talk
Sucker Punch
Superpower
Vacuum Wave

Earthquake
Taunt
Torment
Protect
Telekinesis
Safeguard
Rock Slide
Brick Break
Focus Punch
Rest
Toxic
Double Team
Sleep Talk
Power-up Punch
Poison Jab
Total Moves: 47

Raid Only: Shadow Mend


Bringing:
Potion x3 (3 CC)
Super Potion x1 (2 CC)
Ether x3 (3 CC)
Revive x1 (4 CC)
12/33 CC limit

2x Poke Ball (1 CC)
2x Ultra Ball (1 CC)
7x Sport Ball (7 CC)
6x Cherish Ball (4.5 CC)
3x Timer Ball (7.5 CC)
33/33 CC limit

Out of that group I purchase 2 potions and 2 Ethers for 4 CC, everything else i already have
 
Last edited:

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Challenging Black Sulfur Caldera because that last time was a dumb.


Fidgit (Shokoli) (F)
NATR:
Quiet (+1 SpA, -15% Speed, -10% Eva)

TYPE: Ground / Poison
ABILITIES: Persistent, Vital Spirit, Prankster (DW)

STATS: 95 / 76 / 109 / 90 / 80 / 105

HP: 100
Atk: *** (3)
Def: **** (4)
SpA+: **** (4)
SpD: *** (3)
Spe-: 91 (105 / 1.15)

SC: 2
WC: 4
BRT: 20

EC: 6 / 6
MC: 3
DC: 5 / 5

ATTACKS [102]:
Air Slash
Body Slam
Circle Throw
Clear Smog
Comet Punch
Copycat
Earth Power
Encore
Gravity
Gust
Heal Block
Helping Hand
Knock Off
Lucky Chant
Magic Room
Misty Terrain
Me First
Rapid Spin
Razor Wind
Rototiller
Sludge Bomb
Sticky Web
Tailwind
Toxic Spikes
Whirlwind
Wide Guard
Wonder Room

Acid Spray
After You
Disable (#)
Entrainment
Follow Me
Gastro Acid
Haze
Heal Pulse
Icy Wind
Metronome
Mimic
Sand Tomb
Spikes
Stealth Rock (#)
Wish (#)

Block
Drill Run
Mud-Slap
Ominous Wind
Skill Swap
Snatch
Snore
Swift
Twister

Acrobatics
Aerial Ace
Ally Switch
Attract
Bulldoze
Dig
Double Team
Earthquake
Echoed Voice
Embargo
Endure
Facade
Fling
Frustration
Giga Impact
Hidden Power [Grass]
Hyper Beam
Light Screen
Low Sweep
Poison Jab
Protect
Quash
Rain Dance
Reflect (#)
Retaliate
Rest
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Round
Safeguard
Sandstorm
Shadow Ball (#)
Sleep Talk
Sludge Wave
Smack Down
Stone Edge
Struggle Bug
Substitute
Sunny Day
Swagger
Taunt (#)
Telekinesis
Thief
Torment
Toxic
Trick Room
U-turn
Venom Shock

Dispel [R]

Nidoking (Omono) (M)
NATR:
Mild (+1 SpA, -1 Def)

TYPE: Poison / Ground
ABILITIES: Poison Point, Rivalry, Sheer Force (DW)

STATS: 81 / 102 / 77 / 85 / 75 / 85

HP: 100
Atk: **** (4)
Def-: ** (2)
SpA+: **** (4)
SpD: *** (3)
Spe: 85

SC: 3
WC: 4
BRT: 18

EC: 9 / 9
MC: 0
DC: 5 / 5

ATTACKS [75]:
Captivate
Chip Away
Double Kick
Earth Power
Flatter
Focus Energy
Fury Attack
Helping Hand
Horn Attack
Horn Drill
Leer
Megahorn
Peck
Poison Jab
Poison Sting
Tackle
Thrash
Toxic Spikes

Confusion
Counter (#)
Disable (#)
Endure
Iron Tail
Sucker Punch (#)

Aqua Tail
Dragon Pulse
Drill Run
Helping Hand
Outrage
Sleep Talk
Stealth Rock
Superpower

Lovely Kiss
Morning Sun
Sweet Kiss

Attract
Blizzard
Brick Break
Bulldoze
Cut
Dig
Double Team
Dragon Tail
Earthquake
Echoed Voice
Facade
Fire Blast
Flamethrower
Focus Blast
Giga Impact
Hidden Power [Grass]
Hyper Beam
Ice Beam (#)
Incinerate
Protect
Quash
Rain Dance
Rest
Roar
Rock Slide
Rock Smash
Sandstorm
Shadow Ball
Shadow Claw
Sludge Bomb (#)
Sludge Wave
Smack Down
Stone Edge
Substitute
Sunny Day
Surf
Swagger
Taunt
Torment
Thunderbolt (#)
Toxic
Venoshock
Whirlpool

Slowking (Meikun) (M)
NATR:
Relaxed (+1 Def, -15% Speed, -10% Eva)

TYPE: Water / Psychic
ABILITIES: Oblivious, Own Tempo, Regenerator (DW)

STATS: 95 / 75 / 80 / 100 / 110 / 30

HP: 100
Atk: *** (3)
Def+: **** (4)
SpA: **** (4)
SpD: **** (4)
Spe-: 26 (30 / 1.15)

SC: 3
WC: 4
BRT: 19

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

ATTACKS [62]:
Amnesia
Confusion
Curse
Disable
Growl
Headbutt
Heal Pulse
Hidden Power [Electric 6]
Nasty Plot
Power Gem
Psych Up
Psychic
Rain Dance
Slack Off
Swagger
Tackle
Trump Card
Water Gun
Water Pulse
Yawn
Zen Headbutt

Belly Drum
Block
Future Sight (#)
Me First
Mud Sport (#)
Safeguard (#)

Drain Punch
Foul Play
Icy Wind
Magic Coat
Signal Beam
Skill Swap
Sleep Talk

Blizzard
Brick Break
Bulldoze
Dig
Double Team
Dragon Tail
Earthquake
Flamethrower
Focus Blast
Grass Knot
Hyper Beam
Ice Beam (#)
Incinerate
Light Screen
Protect
Psyshock
Quash
Rest
Scald (#)
Shadow Ball
Substitute
Sunny Day
Surf
Telekinesis
Thunder Wave
Toxic (#)
Trick Room

Brine
Skill Swap

Bringing with me:
2 Potions [2 CC]
1 Super Potion [4 CC]
2 Ether [2 CC]
1 Revive [4 CC]
12 Dusk Balls [12 CC]
12 Cherish Balls [9 CC]
1 Expert Belt
1 Life Orb
1 Soft Sand
1 Max Revive

for a total of 33 CC spent
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
CRY DOGFISH44 CRY / CHALLENGING ENCHANTED MEADOW

BACKPACK
Potion: 0/2 free slots
2× Potion (2 CC, -2 CC)
Ether: 0/2 free slots
2× Ether (2 CC, -2 CC)
Revive: 0/1 free slots
1× Revive (4 CC)
Other Items: -- free slots
6× Cherish Ball (4.5 CC)
8× Dream Ball (8 CC, -8 CC)
2× Life Orb (Nidoking, Nidoqueen)
1× Poison Barb (Fidgit)
Spare Pocket (any item): 1/1 free slots

TOTAL: 20.5/22 CC, 12 CC Spent.


Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE: Poison / Ground
ABILITIES: Persistent / Vital Spirit / Prankster (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (110/110)
PHYSICAL
Acrobatics
Aerial Ace
Body Slam
Bulldoze
Circle Throw
Comet Punch
Dig
Drill Run
Earthquake
Facade
Fling
Frustration
Giga Impact
Knock Off
Low Sweep
Natural Gift
Poison Jab
Rapid Spin
Retaliate
Return
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Secret Power
Smack Down
Stone Edge
Strength
Thief
U-Turn

SPECIAL
Acid Spray
Air Slash
Clear Smog
Earth Power
Echoed Voice
Gust
Hidden Power (Ice)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Swift
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Captivate
Confide
Copycat
Disable
Double Team
Embargo
Encore
Endure
Entrainment
Follow Me
Gastro Acid
Gravity
Haze
Heal Block
Heal Pulse
Helping Hand
Light Screen
Lucky Chant
Magic Room
Me First
Metronome
Mimic
Misty Terrain
Protect
Psych Up
Quash
Quick Guard
Rain Dance
Reflect
Rest
Rototiller
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Sticky Web
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Venom Drench
Whirlwind
Wide Guard
Wish
Wonder Room

RAID
Dispel

Nidoking [King Odin] (M)
NATURE: Mild

TYPE: Poison / Ground
ABILITIES: Poison Point / Rivalry / Sheer Force (H)

STATS
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

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

ATTACKS (76/133)
PHYSICAL
Aqua Tail
Bide
Brick Break
Bulldoze
Chip Away
Counter
Dig
Double Kick
Dragon Tail
Drill Run
Earthquake
Fire Punch
Fling
Fury Attack
Head Smash
Horn Attack
Horn Drill
Ice Punch
Iron Tail
Megahorn
Outrage
Peck
Poison Jab
Poison Sting
Rock Slide
Rock Tomb
Shadow Claw
Smack Down
Stone Edge
Superpower
Tackle
Thrash
Thunder Punch

SPECIAL
Blizzard
Confusion
Dragon Pulse
Earth Power
Fire Blast
Flamethrower
Focus Blast
Hidden Power (Grass)
Hyper Beam
Ice Beam
Incinerate
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Surf
Thunder
Thunderbolt
Venoshock

OTHER
Captivate
Disable
Double Team
Endure
Flatter
Focus Energy
Helping Hand
Hone Claws
Leer
Lovely Kiss
Morning Sun
Protect
Quash
Rest
Roar
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Taunt
Torment
Toxic
Toxic Spikes

Nidoqueen [Queen Adin] (F)
NATURE: Quiet (-10% Evasion)

TYPE: Poison / Ground
ABILITIES: Poison Point / Rivalry / Sheer Force (H)

STATS
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 66 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 18

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

ATTACKS (46/131)
PHYSICAL
Bide
Bite
Body Slam
Chip Away
Counter
Crunch
Dig
Double Kick
Earthquake
Fury Swipes
Iron Tail
Poison Fang
Poison Jab
Poison Sting
Rock Slide
Scratch
Smack Down
Superpower
Tackle

SPECIAL
Blizzard
Earth Power
Ice Beam
Shadow Ball
Sludge Bomb
Sludge Wave
Surf
Thunderbolt
Venoshock

OTHER
Disable
Endure
Focus Energy
Growl
Helping Hand
Lovely Kiss
Moonlight
Protect
Roar
Rest
Sleep Talk
Stealth Rock
Substitute
Tail Whip
Taunt
Torment
Toxic
Toxic Spikes


Putting preference on someone else who has not refereed a TLR to take this to give them a chance!

QUEUE
Its_A_Random (EM)
 

Someoneelse

Why am I here?
CHALLENGING TIMELESS TOWER!

Buying and taking:
3x Potion [3 CC]
1x Super Potion [2 CC]
3x Ether [3 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
12x Cherish Balls [9 CC]
8x Ultra Balls [8 CC]

3+2+3+4+4+9+8=33
CC Cost: 33/33
CC: 47 > 14

Also taking held items: Aggronite (Aggron), Rare Candy (Infernape), Expert Belt (Lucario).

Pokemon:

Aggron [TM28 TOMBSTONER] (M)
Death Heavy Metal Rock Band
Nature: Brave
Type: Steel / Rock

Abilities:
Sturdy (Passive)
Rock Head (Passive)
Heavy Metal (Passive) (H, unlocked)
Filter (Passive) (Mega)

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 2
Spe: 43 (-)
-10% Evasion
Size Class: 4
Weight Class: 8 [10 Heavy Metal]
Base Rank Total: 21

Mega:
HP: 100
Atk: Rank 6 (+)
Def: Rank 10
SpA: Rank 2
SpD: Rank 3
Spe: 43 (-)
-10% Evasion
Size Class: 4
Weight Class: 8 [11 Heavy Metal]
Base Rank Total: 25

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

Attacks:
Aerial Ace
Aqua Tail
Autotomise
Avalanche
Body Slam
Brick Break
Bulldoze
Counter
Curse
Dig
Double-Edge
Earthquake
Endeavor
Endure
Fire Blast
Fire Punch
Focus Blast
Focus Punch
Harden
Headbutt
Head Smash
Heavy Slam
Ice Punch
Incinerate
Iron Defense
Iron Head
Iron Tail
Magnet Rise
Metal Burst
Metal Claw
Mimic
Mud-Slap
Payback
Power-Up Punch
Protect
Rest
Roar
Rock Slide
Shadow Claw
Sleep Talk
Smack Down
Stone Edge
Substitute
Superpower
Surf
Tackle
Take Down
Taunt
Thunder
Thunder Punch
Thunder Wave
Toxic
---
52 Moves

Infernape [Mischief] (M)
Nature: Lonely
Type: Fire / Fighting

Abilities:
Blaze (Passive)
Iron Fist (Passive) (H, unlocked)

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 108
Size Class: 3
Weight Class: 4
Base Rank Total: 21


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

Attacks:
Acrobatics
Assist
Blast Burn
Brick Break
Bulldoze
Calm Mind
Close Combat
Counter
Dig
Double Team
Dual Chop
Earthquake
Ember
Encore
Endeavor
Endure
Facade
Fake Out
Feint
Fire Blast
Fire Punch
Fire Spin
Flamethrower
Flame Wheel
Flare Blitz
Focus Blast
Focus Energy
Focus Punch
Fury Swipes
Giga Impact
Grass Knot
Gunk Shot
Heat Wave
Helping Hand
Hyper Beam
Iron Tail
Leer
Low Sweep
Mach Punch
Mud-Slap
Nasty Plot
Overheat
Protect
Punishment
Quick Guard
Rest
Roar
Role Play
Rock Slide
Rock Smash
Scratch
Shadow Claw
Slack Off
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Swagger
Taunt
Thunder Punch
Torment
U-turn
Vacuum Wave
---
64 Moves

Lucario [Aura] (M)
Nature: Hasty
Type: Fighting

Abilities:
Steadfast (Passive)
Inner Focus (Passive)
Justified (Passive) (H, unlocked)
Adaptability (Passive) (Mega)

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 104 (+)
+12% Accuracy
Size Class: 3
Weight Class: 4
Base Rank Total: 20

Mega:

HP: 100
Atk: Rank 6
Def: Rank 2 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 129 (+)
+19% Accuracy
Size Class: 3
Weight Class: 4
Base Rank Total: 24

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

Attacks:
Agility
Aura Sphere
Blaze Kick
Bone Rush
Brick Break
Close Combat
Copycat
Counter
Crunch
Dark Pulse
Dig
Dragon Pulse
Drain Punch
Earthquake
Endure
Extreme Speed
Feint
Flash Cannon
Focus Blast
Force Palm
Foresight
Heal Pulse
Helping Hand
High Jump Kick
Iron Tail
Me First
Metal Claw
Metal Sound
Power-Up Punch
Protect
Psychic
Quick Attack
Quick Guard
Reversal
Rock Slide
Screech
Shadow Claw
Sky Uppercut
Stone Edge
Substitute
Swords Dance
Toxic
Vacuum Wave
---
43 Moves


Queue:
Its_A_Random (EM)
Someoneelse (TT)
 

Birkal

We have the technology.
is a Top Artistis a Top CAP Contributoris a Top Smogon Media Contributoris a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnus
Challenging Glacial Cave.

Buying:
x3 Potions (3CC)
x1 Super Potion (2CC)
x3 Ether (3CC)
x1 Elixir (4CC)
x1 Revive (4CC)
x8 Cherish Ball (6CC)
x8 Dusk Ball (8CC)
for 28CC total.
Bringing:
Expert Belt (Gallade)
Lucarionite (Lucario)
Everstone (Kecleon)
x2 Heal Ball


Savate Gallade (M)
Literally "old shoe" in French, savate is a form of fighting that is adapted to circumvent the death penalty of fighting with a closed fist. It is defined by its clever techniques and versatile offense. Savate learned his name by outwitting numerous foes in Maylene's first battle as Gym Leader. ▶
[Nature]

Naive (+15% Spe | +10% Accuracy | -1 SpD)
[Type]
Psychic | Fighting
[Abilities]
Steadfast
Justified
[Stats]
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (-)
Spe: 92 (+)
S&W: 3 | 4
Total: 21
[Tokens]
EC: 9 | 9
AC: 5 | 5
MC: 1
[Learned Moves]
[118 | 129]
Aerial Ace
Ally Switch
Body Slam
Brick Break
Bulk Up
Bulldoze
Calm Mind
Charge Beam
Close Combat
Confuse Ray
Confusion
Cut
Dazzling Gleam
Destiny Bond
Disable
Double-Edge
Double Team
Drain Punch
Dream Eater
Dual Chop
Earthquake
Encore
Endure
Facade
False Swipe
Feint
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Fury Cutter
Future Sight
Giga Impact
Grass Knot
Growl
Grudge
Heal Pulse
Helping Hand
Hidden Power [Fire]
Hyper Beam
Hyper Voice
Hypnosis
Ice Punch
Icy Wind
Imprison
Knock Off
Leaf Blade
Leer
Light Screen
Low Kick
Low Sweep
Lucky Chant
Magical Leaf
Magic Coat
Magic Room
Mean Look
Memento
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Nightmare
Night Slash
Pain Split
Poison Jab
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Rain Dance
Recycle
Reflect
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Safeguard
Shadow Ball
Shadow Sneak
Shock Wave
Signal Beam
Sing
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Stone Edge
Stored Power
Strength
Substitute
Sunny Day
Swagger
Swift
Swords Dance
Synchronize
Taunt
Telekinesis
Teleport
Theif
Thunderbolt
ThunderPunch
Thunder Wave
Torment
Toxic
Trick
Trick Room
Vacuum Wave
Will-O-Wisp
Wish
Wonder Room
X-Scissor
Zen Headbutt
[Unknown Moves]
[Current Gen]
Attract
Charm
Confide
Echoed Voice
Frustration
Round


[Previous Gen]
Captivate
Defense Curl
Headbutt
Secret Power
Work Up


[27 MC]

Aikido Lucario (M)
Practice primarily in Japan, Aikido is the combination of martial arts with philosophical beliefs. The form creates shifts in momentum to stop incoming assaults. Those who have perfected this art are said to have a harmonious spirit. Lucario learned its name by taking out Gerard's Mega Gardevoir and severely hampering his Aurumoth in the Best of Best Tournament: Round 1. ▶

[Nature]
Jolly (-SpA | +Spe | +12% Accuracy | +19% Accuracy [Mega])
[Type]
Fighting | Steel
[Abilities]
Steadfast
Inner Focus
Justified (✓)
Adaptability [Mega]
[Stats]
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3 (-)
SpD: Rank 3
Spe: 104 (+)
S&W: 3 | 4
Total: 20
[Mega Stats]
HP: 100
Atk: Rank 6
Def: Rank 3
SpA: Rank 4 (-)
SpD: Rank 3
Spe: 129 (+)
S&W: 3 | 4
Total: 24
[Tokens]
EC: 6 | 6
AC: 5 | 5
MC: 0
[Learned Moves]
[82 | 102]
Agility
Aura Sphere
Blaze Kick
Bonemerang
Bone Rush
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Calm Mind
Circle Throw
Close Combat
Copycat
Counter
Cross Chop
Crunch
Dark Pulse
Detect
Dig
Double Team
Dragon Pulse
Drain Punch
Dual Chop
Earthquake
Endure
Extreme Speed
Facade
Flash Cannon
Feint
Final Gambit
Focus Blast
Focus Punch
Follow Me
Force Palm
Foresight
Giga Impact
Heal Pulse
Helping Hand
Hidden Power [Grass]
High Jump Kick
Hyper Beam
Ice Punch
Iron Defense
Iron Tail
Low Kick
Low Sweep
Magnet Rise
Me First
Metal Claw
Metal Sound
Mind Reader
Nasty Plot
Payback
Poison Jab
Power-Up Punch
Protect
Psychic
Quick Attack
Quick Guard
Rain Dance
Rest
Reversal
Roar
Rock Slide
Rock Smash
Rock Tomb
Role Play
Screech
Shadow Ball
Shadow Claw
Sky Uppercut
Sleep Talk
Snore
Stone Edge
Substitute
Sunny Day
Swords Dance
Thunder Punch
Toxic
Vacuum Wave
Water Pulse
Zen Headbutt
[Unknown Moves]

[Gen 6]
Attract
Confide
Fling
Frustration
Hone Claws
Retaliate
Return
Round
Strength
Swagger


[Gen 5]
Captivate
Fury Cutter
Headbutt
Mud-Slap
Natural Gift
Rock Climb
Secret Power
Swift
Work Up


[Egg]
Bite

[66 MC]

Crayons Kecleon (M)

[Nature]
Rash (+SpA | -SpD)
[Type]
Normal
[Abilities]
Color Change
Protean (✓)
[Stats]
HP: 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 4 (-)
Spe: 40
S&W: 2 | 2
Total: 17
[Tokens]
AC: 5 | 5
MC: 0
[Bonus]
[+7 CC]
[Learned Moves]
[111 | 111]
Aerial Ace
After You
Ancient Power
Aqua Tail
Attract
Astonish
Bind
Blizzard
Body Slam
Brick Break
Camouflage
Captivate
Charge Beam
Confide
Counter
Cut
Defense Curl
Dig
Disable
Dizzy Punch
Double-Edge
Double Team
Drain Punch
Dynamic Punch
Endure
Facade
Fake Out
Feint
Feint Attack
Fire Blast
Fire Punch
Flamethrower
Flash
Fling
Focus Punch
Foul Play
Frustration
Fury Cutter
Fury Swipes
Grass Knot
Headbutt
Hidden Power [Fairy]
Hone Claws
Ice Beam
Ice Punch
Icy Wind
Incinerate
Iron Tail
Knock Off
Last Resort
Lick
Low Kick
Magic Coat
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Nasty Plot
Natural Gift
Power-Up Punch
Protect
Psybeam
Psych Up
Rain Dance
Recover
Recycle
Reflect Type
Rest
Retaliate
Return
Rock Slide
Rock Smash
Rock Tomb
Role Play
Rollout
Round
Scratch
Screech
Secret Power
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Skill Swap
Slash
Sleep Talk
Snatch
Snore
Solar Beam
Stealth Rock
Strength
Substitute
Sucker Punch
Sunny Day
Swagger
Swift
Synchronoise
Tail Whip
Thief
Thunder
Thunderbolt
Thunder Punch
Thunder Wave
Toxic
Trick
Trick Room
Water Pulse
Wonder Room
Work Up​
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Hate to do this but throwing this up for sub-refereeing because a) Birkal's TLR burned me out quite a lot, b) I start university again tomorrow and c) I am sick and tired of waterwarrior's incessant whining to the point where I just do not want to referee this any more; I only picked it up so we could transition to a new thread faster.

QUEUE
waterwarrior (GC) [SUBREF]
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top