The Legend Run: Timeless Tower (Elevator Music | Its_A_Random)

Dogfish44

You can call me Jiggly
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Only Elevator Music, Its_A_Random, Dogfish44, Deck Knight, & any required sub-referees may post in this thread until the completion of the TLR. Any other post made will be deleted, & possibly subjected to moderation. Thank you.

Two experienced TLR fighters, known for very strong runs, have returned. The tower stands tall, an eternity gone and an eternity to go. Not all is known here, however what is known is ruthless. However, do either of this duo have what it takes to complete the climb? We'll have to find out...

Its_A_Random

623.png

Golurk [Robolem] (-)
NATURE: Quiet (-10% Evasion) (NC)

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.
Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.

ABILITIES
Klutz: (Can be Disabled) The Pokémon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Iron Fist: (Innate) The Base Attack Power of this Pokémon's “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
No Guard (DW): (Innate) This Pokémon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, & will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, & the Pokémon acts normally. Additionally even with their extra skill, the power & exhaustion involved in using OHKO moves prevents them from being benefited by No Guard, they will have their normal accuracy.

STATS
HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 18

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

ATTACKS (49/71)
PHYSICAL
Astonish
Bulldoze
Drain Punch
DynamicPunch
Earthquake
Fire Punch
Fly
Focus Punch
Hammer Arm
Heavy Slam
Ice Punch
Low Kick
Low Sweep
Magnitude
Mega Punch
Pound
Rock Slide
Rollout
Shadow Punch
Stone Edge
Thunderpunch
Zen Headbutt

SPECIAL
Earth Power
Focus Blast
Grass Knot
Icy Wind
Mud-Slap
Night Shade
Signal Beam
Snore
Thunderbolt

OTHER
Block
Curse
Defence Curl
Double Team
Flash
Gravity
Iron Defence
Magic Coat
Protect
Rest
Rock Polish
Safeguard
Sleep Talk
Stealth Rock
Substitute
Swagger
Telekinesis
Toxic
Fidgit_Front-1.png

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
Poison
: Poison STAB; immunity to Poison/Toxic, see & breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent: (Innate) This Pokémon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, & Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokémon has a high vitality & alertness making it immune to sleep induced by other Pokémon. Its normal state of sleeplessness makes it take 1 less damage & energy/action from Ghost Curse. If it is put to sleep by a Pokémon with Mould Breaker it will wake up the next action. If a Pokémon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.
Prankster (DW): (Innate) The Pokémon is always prepared for engaging in sneaky tactics & trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

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
DC: 5/5

ATTACKS (103/103)
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 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 7)
Hyper Beam
Icy Wind
Mud-Slap
Ominous Wind
Razor Wind
Round
Shadow Ball
Sludge Bomb
Sludge Wave
Snore
Struggle Bug
Twister
Venoshock

OTHER
After You
Ally Switch
Attract
Block
Captivate
Copycat
Disable
Dispel (R)
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
Protect
Psych Up
Quash
Rain Dance
Reflect
Rest
Safeguard
Sandstorm
Skill Swap
Sleep Talk
Snatch
Spikes
Stealth Rock
Substitute
Sunny Day
Swagger
Tailwind
Taunt
Telekinesis
Torment
Toxic
Toxic Spikes
Trick Room
Whirlwind
Wide Guard
Wish
Wonder Room
237.png

Hitmontop [Beyblade] (M)
NATURE: Impish

TYPE
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, & Vital Throw. Superior reaction time in close quarters.

ABILITIES
Intimidate: (Innate) When this Pokémon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokémon, Intimidate can be activated again as an Action, & will affect all opponents.
Technician: (Innate) This Pokémon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, & the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
Steadfast (DW): (Innate) If this Pokémon is flinched, it becomes aware of the speed difference & increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

STATS
HP: 90
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 70
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

ATTACKS (47/78)
PHYSICAL
Aerial Ace
Brick Break
Bulldoze
Bullet Punch
Close Combat
Counter
Dig
Drill Run
Earthquake
Endeavour
Fake Out
Feint
Gyro Ball
Hi Jump Kick
Low Kick
Low Sweep
Mach Punch
Pursuit
Quick Attack
Rapid Spin
Revenge
Rock Slide
Rolling Kick
Sucker Punch
Tackle
Triple Kick

SPECIAL
Snore
Twister

OTHER
Agility
Detect
Double Team
Endure
Focus Energy
Foresight
Helping Hand
Mimic
Protect
Quick Guard
Rain Dance
Rest
Role Play
Sandstorm
Sleep Talk
Substitute
Sunny Day
Toxic
Wide Guard
Revenankh_Front.png

Revenankh [Pharant] (M)
NATURE: Relaxed (-10% Evasion)

TYPE

Ghost: Ghost STAB; brief intangibility that nullifies Normal & Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light & inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, & Vital Throw. Superior reaction time in close quarters.

ABILITIES
Shed Skin: (Innate) This Pokémon regularly sheds its skin & any impurities contained in its body. If afflicted with a status condition, this Pokémon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokémon releases immense barometric pressure, clearing the weather in the arena & preventing the effect of weather moves & abilities from taking place.
Infiltrator (DW): (Innate) Through a combination of speed & cunning, this Pokémon easily circumvents the effects of Light Screen, Mist, Reflect, & Safeguard with all of its attacks.

STATS
HP: 100
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 56 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: N/A
MC: 0
DC: 5/5

ATTACKS (47/90)
PHYSICAL
Arm Thrust
Bide
Brick Break
Bulldoze
Counter
Drain Punch
Dual Chop
Earthquake
Focus Punch
Hammer Arm
Ice Punch
Low Sweep
Mach Punch
Poison Jab
Power Whip
Punishment
Revenge
Rock Slide
Rock Smash
Rock Tomb
Sand Tomb
Shadow Punch
Shadow Sneak
Smack Down
Vital Throw
Wrap

SPECIAL
Focus Blast
Hidden Power (Grass 7)
Psychic
Shadow Ball
Wring Out

OTHER

Double Team
Endure
Glare
Grudge
Mean Look
Moonlight
Pain Split
Protect
Safeguard
Substitute
Taunt
Telekinesis
Torment
Toxic
Wide Guard

Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

===

Elevator Music

frontnormal-mrevenankh.png

Revenankh [] (M)
Nature: Adamant (+1 Atk, -1 SpA)
Type: Ghost/Fighting
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Infiltrator (DW): (Innate) Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

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
Total Moves: 83

MC: 0
DC: 5/5

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

Counter
Curse
Destiny Bond
Force Palm
Hex
Mach Punch
Memento
Nasty Plot
Shadow Sneak
Submission
Wide Guard

Attract
Brick Break
Bulk Up
Bulldoze
Double Team
Earthquake
Embargo
Endure
Facade
Focus Blast
Focus Punch
Frustration
Giga Impact
Hidden Power (Flying, 7)
Hyper Beam
Low Sweep
Natural Gift
Payback
Poison Jab
Protect
Psych Up
Psychic
Rest
Return
Rock Slide
Rock Smash
Safeguard
Secret Power
Shadow Ball
Smack Down
Substitute
Sunny Day
Swagger
Taunt
Telekinesis
Torment
Toxic
Work Up

AncientPower
Bind
Drain Punch
Dual Chop
Helping Hand
Ice Punch
Knock Off
Mud-Slap
Ominous Wind
Pain Split
Sleep Talk
Spite
Sucker Punch
Superpower
Trick
Vacuum Wave
323.png

Camerupt [Bakuuda] (M)
Nature: Quiet (+1 SpA, -15% Spe, -10% Eva)
Type: Fire/Ground
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Magma Armor: (Innate) This Pokemon has a strong, heated armor that makes it incapable of being frozen. The armor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

Stats:
HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 34 (40 /1.15) (-)
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Total Moves: 54

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

Attacks:
Amnesia
Curse
Double-Edge
Earth Power
Earthquake
Ember
Eruption
Fissure
Flame Burst
Flamethrower
Focus Energy
Growl
Lava Plume
Magnitude
Rock Slide
Tackle
Take Down
Yawn

AncientPower
Endure
Mud Bomb
Stockpile
Swallow

Bulldoze
Dig
Double Team
Explosion
Facade
Fire Blast
Flame Charge
Flash Cannon
Giga Impact
Hidden Power (Ice, 7)
Hyper Beam
Incinerate
Overheat
Protect
Rest
Roar
Rock Polish
Rock Smash
Rock Tomb
Sandstorm
Sleep Talk
SolarBeam
Stealth Rock
Stone Edge
Substitute
Sunny Day
Swagger
Toxic
Will-O-Wisp

Body Slam
Heat Wave
MolluxFront.png

Mollux [] (F)
Nature: Timid (+15% Spe, +9% Acc, -1 Atk)
Type:
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited - Ignore Fog's accuracy reduction. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Illuminate (DW): (Can be Enabled) This Pokemon emits a continuous light that brightens the environment and makes it easier for all Pokemon to see. While this ability is active, any darkened or twilight state in the battle is negated and all moves used by any Pokemon (friend or foe, or itself) have their accuracy increased by 10% (flat). Boosts from multiple Illuminates do not stack.

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 88 (76 *1.15) (+) (9% Accuracy boost)
Size Class: 3
Weight Class: 3
Base Rank Total: 20
Total Moves: 67 [Movepool Complete]

MC: 0
DC: 5/5

Attacks:
Acid
Acid Armor
Acid Spray
Aqua Ring
Attract
Bide
Bind
Bug Bite
Calm Mind
Charm
Clear Smog
Confuse Ray
Double Team
Ember
Eruption
Explosion
Facade
Final Gambit
Fire Blast
Fire Spin
Flame Charge
Flamethrower
Flash
Frustration
Gastro Acid
Giga Impact
Gunk Shot
Heal Bell
Heal Pulse
Heat Wave
Helping Hand
Hidden Power (Ice, 7)
Hyper Beam
Inferno
Iron Defense
Knock Off
Lava Plume
Light Screen
Moonlight
Overheat
Protect
Rain Dance
Rapid Spin
Recover
Rest
Return
Round
Sleep Talk
Sludge Bomb
Sludge Wave
Snatch
Snore
SolarBeam
Stealth Rock
Substitute
Sunny Day
Swagger
Thief
Thunder
Thunder Wave
Thunderbolt
Toxic
Toxic Spikes
Trick
Venoshock
Will-O-Wisp
Withdraw

Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
14x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3

===

And here... we... go!

Timeless Tower

Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.

The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.

The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.

A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.

As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.

What could this all mean? And where do you go from here?

[box]Player Actions:

a) Enter Ice Spire
b) Enter Rock Crag
c) Enter Iron Dungeon
d) Enter Heaven's Ascent [IAR ONLY]
e) Leave Timeless Tower[/box]

IAR, I'm 99.9% certain you're going for Heaven's Ascent, however if you do pick any other TLR I'll have to ask you to drop a team member, or set some precedent for this unlikely scenario.
 
Oh hey, a costume change! :o
IAR_Trainer_zps1e29de7e.png

"Well then... Iron Pearl? Check. Rock Ruby? Check. Ice Sapphire? Check. I guess it is time then... To the skies we go!"

d) Enter Heaven's Ascent

Leading with Golurk, Hitmontop, & Revenankh. Fidgit will begin in the bench.
 
Its_A_Random:

Active:

[box]
623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

100 HP | 90 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A[/box]

Bench:

[box]
Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A[/box]

KOed:

[box]-[/box]

Heaven's Ascent ~ Withering Base

You approach the massive door you saw the first time you entered Timeless Tower. Like the rest of this desolate place, it too stands exactly as it had before you went through your three previous trials.

Your Rock Ruby, Ice Saphire, and Steel Pearl react as you approach the door, and its massive doors swing open of its own accord. The massive doors were blocking an immense spiral staircase, which goes up for meters and meters until it hits the ceiling. You wrap around the main hall and come to a room directly above the atrium, when you see a circle carved in the floor and three orbs in a triangle pattern. It looks ominous, but fortunately you won't have to wait long to find out what it does. You are already being attacked.

At the very beginning of Heaven's Ascent, the three trials the trainer has endured to reach it are recounted. The stones used to open the door glow and 3 Pokemon run from each dungeon to halt the trainer's progress. They move into a strange circular room at the base of the tower. a large staircase leads upward but it appears you'll have to fight the three Pokemon. Though the room is circular, a triangular pattern is etched into it. Above the entrance lies a Light Blue Orb, and on either side of the staircase lie a Dull Brown and Dark Grey Orb. Their purpose does not appear immediately clear, but you know this can't be the end of your trials.

Arena Rules:

When Sandstorm is used by a Rock-type, during the resulting Sandstorm Rock-types will take 4 less damage from special attacks. Sandstorm will also be increased to 4 Damage per action, and will strike Ground and Steel types. Pokemon with Ice Body and Clear Body will be unaffected by the sand.

When Sunny Day is used by a Rock-type, the arena lights up and creates little balls of flame that deal 3 Damage per action to plus/minus 1 Damage per action for Fire weakness/resistance to non-Fire types. Pokemon with Sturdy, Ice Body, and Clear Body are unaffected.

When Hail is used by an Ice-type, during the resulting Hail Pokemon with Ice Body will heal 4 HP per action. Hail will also be increased to 4 Damage per action. Pokemon with Sturdy and Clear Body will be unaffected by the Hail.

When Rain Dance is used by an Ice type, the arena lights up and the arena is filled with fast moving bubbles that barrage opponents constantly, doing 3 Damage per action plus/minus 1 Damage per action for Water weakness/resistance to non-Water types. Pokemon with Sturdy, Ice Body, and Clear Body are unaffected.

When Sandstorm is used by a Steel-type, the Sandstorm is converted into Shrapnel. Shrapnel does 3 Damage per action plus/minus 1 Damage per action for Steel weakness/resistance to non-Steel types. In this arena, Shrapnel will not affect Pokemon with Sturdy and Ice Body, and will increase the Base Accuracy of all moves used by a Steel-type by ten (10). During Shrapnel, Weather Ball is Steel-typed.

Active:

[box]
623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

100 HP | 90 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A[/box]

Bench:

[box]
Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A[/box]

KOed:

[box]-[/box]

[box]
438.png
|
361.png
|
599.png

♀ | ♂ | O
rock-gem.png
|
ice-gem.png
|
steel-gem.png

90 HP | 90 HP | 90 HP
100 EN | 100 EN | 100 EN
4 ATK | 2 ATK | 2 ATK
3 DEF | 2 DEF | 3 DEF
1 SPA | 2 SPA | 3 SPA
2 SPD | 2 SPD | 2 SPD
8 SPE | 50 SPE | 26 SPE
1 SC | 1 SC | 1 SC
2 WC | 2 WC | 2 WC
N/A | N/A | N/A[/box]

Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC
Hitmontop: 3 MC
Revenankh: 3 MC
Fidgit: -

438.png
|
361.png
|
599.png


"Yelp"

"Uh-oh..."

"Let's go!"

Bonsly: Rock Slide [GEM] ~ Rock Slide [GEM]
IF Revenankh uses Wide Guard THEN Earth Power [Hitmontop]
IF Hitmontop uses Wide Guard THEN Earth Power [Revenankh]

Snorunt: Blizzard [GEM] ~ Blizzard [GEM]
IF Revenankh uses Wide Guard THEN Ice Beam [Hitmontop ; GEM]
IF Hitmontop uses Wide Guard THEN Ice Beam [Revenankh ; GEM]

Klink: Flash Cannon [Hitmontop ; GEM] ~ Flash Cannon [Hitmontop ; GEM]
IF Hitmontop uses a Protective/Evasive action THEN Flash Cannon [Revenankh ; GEM]
IF Hitmontop AND Revenankh use a Protective/Evasive action THEN Flash Cannon [Golurk ; GEM]


---

Elevator Music:

Active:

[box]
frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A[/box]

Bench:

[box]-[/box]

KOed:

[box]-[/box]

Iron Dungeon ~ Still Pall

As you descend the staircase to cross the bridge to Iron Dungeon, one thing immediately grasps you: This place is hidden behind Timeless Tower because the very view of it is depressing. It has a stainless efficiency that is both marvelous and alien.

The porticulis opens and inside the dungeon only gets more sparse. Whether this is from non-use or sheer impenetrability escapes you, but one thing is certain: the cheery light you left behind won't be an issue any longer.

You descend still further down into a blank, nondescript room. You hear no signs of organic life, only clicks, creaks, and grinding machinery. Even now you long for something soft just to contrast the starkness before you.

No matter, you came here for a reason, and you must press on. This place seems built to drain your will with its obstinance. Take care.

As you make a final turn around a corner you see a pathway shrouded by an iron curtain. Well, it's iron colored anyway, but you wouldn't be surprised if the sadist who built this place used actual iron. More importantly, those clicks you heard earlier are getting loud. Very loud.

Arena Rules:
No Natural Water
No Natural Plants/Vegetation

Active:

[box]
frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A[/box]

Bench:

[box]-[/box]

KOed:

[box]-[/box]

[box]
629.png
|
441.png

O | O
steel-gem.png
|
psychic-gem.png

90 HP | 90 HP
100 EN | 100 EN
2 ATK | 1 ATK
3 DEF | 3 DEF
3 SPA | 2 SPA
2 SPD | 3 SPD
26 SPE | 20 SPE
1 SC | 1 SC
2 WC | 4 WC
N/A | N/A[/box]

Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
14x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3

Elevator Music: 2 CC

Revenankh: 3 MC
Camerupt: 3 MC
Mollux: 3 MC

629.png
|
441.png


"Klik Klik Klik..."

"Hurro!"

Klink: Hidden Power [Mollux] ~ Hidden Power [Mollux]
IF Mollux uses a Protective/Evasive Action THEN Flash Cannon [Revenankh ; GEM]
IF Mollux AND Revenankh use a Protective/Evasive action THEN Flash Cannon [Camerupt ; GEM]

Bronzor: Psyshock [Mollux ; GEM] ~ Psyshock [Mollux ; GEM]
IF Mollux uses a Protective/Evasive action THEN Psyshock [Revenankh ; GEM]
IF Mollux AND Revenankh use a Protective/Evasive action THEN Psyshock [Camerupt ; GEM]
 
IAR_Trainer_zps1e29de7e.png

"Evidently, these lackeys are going to be a pain in the rear to beat... But we can take whatever comes..."

Beyblade: Low Sweep (Snorunt) > Brick Break (Snorunt)
IF Snorunt faints, THEN re-direct your current attack to Klink.

Pharant: Wide Guard > Brick Break (Snorunt)
IF Snorunt faints, THEN re-direct your current attack to Klink.

Robolem: [Disable Klutz] Focus Punch (Snorunt) > Dynamicpunch (Snorunt)
IF Snorunt faints, THEN re-direct your current attack to Klink.
 
Just note that Mollux has a full movepool; it won't get 3 MC from this.

Revenankh: Protect (Mollux) ~ Chill

Camerupt: Eruption ~ Protect (Mollux)

Mollux: Eruption ~ Flamethrower (Klink)
 
ISorry for the delay, been juggling 13 exams and a funeral, amongst other things.

Its_A_Random:

Active:

[box]
623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

100 HP | 90 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A[/box]

Bench:

[box]
Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A[/box]

KOed:

[box]-[/box]

[box]
438.png
|
361.png
|
599.png

♀ | ♂ | O
rock-gem.png
|
ice-gem.png
|
steel-gem.png

90 HP | 90 HP | 90 HP
100 EN | 100 EN | 100 EN
4 ATK | 2 ATK | 2 ATK
3 DEF | 2 DEF | 3 DEF
1 SPA | 2 SPA | 3 SPA
2 SPD | 2 SPD | 2 SPD
8 SPE | 50 SPE | 26 SPE
1 SC | 1 SC | 1 SC
2 WC | 2 WC | 2 WC
N/A | N/A | N/A[/box]

Heaven's Ascent ~ Withering Base

You lead a quick offense against the lackeys here, striking with multiple powerful fighting hits. Snorunt falls quickly, and you dent Klink signifigantly. However, Hitmontop has also been beaten around a bit, and Bonsly has made inroads into your whole team. Small inroads though.

Pre-Round:

Hitmontop's intimidate!

Hitmontop --> Revenankh --> Snorunt --> Golurk --> Klink --> Bonsly

Action 1:

Golurk is focussing...
Revenankh used Wide Guard!
-7 EN
Hitmontop used Low Sweep (Snorunt)!
RNG Roll (To-Crit) (<=625): 8150/10000 (No)
(9 + 4.5 - 3 + 3)*1.5 + 4 = 24.25 Damage
-5 EN
Snorunt used Ice Beam (Hitmontop)!
RNG Roll (To-Crit) (<=625): 9851/10000 (No)
RNG Roll (To-Freeze) (<=1000): 6132/10000 (No)
(10 + 3 - 6 + 3 + 3) = 13 Damage
-6 EN
Klink used Flash Cannon (Hitmontop)!
RNG Roll (To-Crit) (<=625): 5475/10000 (No)
RNG Roll (To-Lower SpD) (<=1000): 8170/10000 (No)
(8 + 4.5 - 6 + 3 + 2 + 2 + 3) = 16.5 Damage
-5 EN
Bonsly used Earth Power (Hitmontop)!
RNG Roll (To-Crit) (<=625): 9377/10000 (No)
RNG Roll (To-Lower SpD) (<=1000): 4419/10000 (No)
(9 + 1.5 - 6) = 4.5 Damage
-7 EN
Golurk used Focus Punch (Snorunt)!
RNG Roll (To-Crit) (<=625): 8761/10000 (No)
(15 + 7.5 - 3 + 2 + 2)*1.5 = 35.25 Damage
-10 EN

Hitmontop --> Revenankh --> Golurk --> Snorunt --> Klink --> Bonsly

Action 2:

Hitmontop used Brick Break!
RNG Roll (To-Crit) (<=625): 6568/10000 (No)
(8 + 4.5 - 3 + 3)*1.5 + 4 = 22.75 Damage
-5 EN
Revenankh used Brick Break!
RNG Roll (To-Crit) (<=625): 8051/10000 (No)
(8 + 6 - 3 + 3 + 2)*1.5 = 24 Damage
-5 EN
Snorunt was pulverised ;_;
Golurk used DynamicPunch (Klink)!
RNG Roll (To-Crit) (<=625): 3745/10000 (No)
RNG Roll (To-Confusion Level): 9580/10000 (4a)
(10 + 7.5 - 4.5 + 2 + 2)*1.5 = 25.5 Damage
-8 EN
RNG Roll (To-Hit Self) (<=5000): 5838/10000 (No)
Klink used Flash Cannon!
RNG Roll (To-Crit) (<=625): 6788/10000 (No)
RNG Roll (To-Lower SpD) (<=1000): 2921/10000 (No)
(8 + 4.5 - 6 + 3 + 2 + 2 + 3) = 16.5 Damage
-9 EN
Bonsly used Rock Slide!
RNG Roll (To-Hit Hitmontop) (<=9000): 221/10000 (Yes)
RNG Roll (To-Hit Revenankh) (<=9000): 8550/10000 (Yes)
RNG Roll (To-Crit Golurk) (<=625): 5729/10000 (No)
RNG Roll (To-Crit Hitmontop) (<=625): 9769/10000 (No)
RNG Roll (To-Crit Revenankh) (<=625): 442/10000 (Yes)
(6 + 6 - 4.5 + 3 + 3)*2/3 - 2 = 7 Damage Golurk
(6 + 6 - 6 + 3 + 3)*2/3 - 2 = 6 Damage Hitmontop
(6 + 6 - 6 + 3 + 3 + 3)*2/3 - 2 = 8 Damage Revenankh
-5 EN

Active:

[box]
623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

93 HP | 33 HP | 88 HP
82 EN | 90 EN | 88 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A[/box]

Bench:

[box]
Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A[/box]

KOed:

[box]-[/box]

[box]
438.png
|
599.png

♀ | O
rock-gem.png
|
steel-gem.png

90 HP | 64 HP
88 EN | 86 EN
4 ATK | 2 ATK
3 DEF | 3 DEF
1 SPA | 3 SPA
2 SPD | 2 SPD
8 SPE | 26 SPE
1 SC | 1 SC
2 WC | 2 WC
-1 Atk | -1 Atk, Confused [3a][/box]

Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

---

Elevator Music:

Active:

[box]
frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
100 EN | 100 EN | 100 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A[/box]

Bench:

[box]-[/box]

KOed:

[box]-[/box]

[box]
629.png
|
441.png

O | O
steel-gem.png
|
psychic-gem.png

90 HP | 90 HP
100 EN | 100 EN
2 ATK | 1 ATK
3 DEF | 3 DEF
3 SPA | 2 SPA
2 SPD | 3 SPD
26 SPE | 20 SPE
1 SC | 1 SC
2 WC | 4 WC
N/A | N/A[/box]

Iron Dungeon ~ Still Pall

Well done, here come the test results. You are a horrible person. That's what it says, a horrible person. We weren't even testing for that.

Mollux --> Revenankh --> Camerupt --> Klink --> Bronzor

Action 1:

Mollux used Eruption!
RNG Roll (To-Crit Klink) (<=625): 3477/10000 (No)
RNG Roll (To-Crit Bronzor) (<=625): 8503/10000 (No)
([15*0.75] + 7.5 - 3 + 3)*1.5 + 4 = 32.125 Damage [Klink]
([15*0.75] + 7.5 - 4.5 + 3) + 4 = 21.25 Damage [Bronzor]
-7 EN
Revenankh used Protect (Mollux)!
-7 EN
Camerupt used Eruption!
RNG Roll (To-Crit Klink) (<=625): 9847/10000 (No)
RNG Roll (To-Crit Bronzor) (<=625): 6824/10000 (No)
([15*0.75] + 8.5 - 3 + 3 + 1)*1.5 = 31.125 Damage [Klink]
([15*0.75] + 8.5 - 4.5 + 3 + 1) = 19.25 Damage [Bronzor]
-7 EN
Klink used Hidden Power (Mollux)!
(7 + 4.5 - 6 + 2 + 2)*1.5 = 14.25 Damage Mollux [-5.7 EN]
-5 EN
Bronzor used Psyshock (Mollux)!
(8 + 3 - 4.5 + 3 + 3)*1.5 = 18.75 Damage Mollux [-7.5 EN]
-5 EN

Action 2:

Mollux used Flamethrower (Klink)!
RNG Roll (To-Crit) (<=625): 1548/10000 (No)
RNG Roll (To-Burn) (<=1000): 8254/10000 (No)
(10 + 7.5 - 3 + 3)*1.5 + 4 = 30.25 Damage [Klink]
-6 EN
Klink burnt out...
Revenankh used Chill!
Oh god...
+12 EN
Camerupt used Protect (Mollux)!
-7 EN
Bronzor used Psyshock (Mollux)!
(8 + 3 - 4.5 + 3 + 3)*1.5 = 18.75 Damage Mollux [-7.5 EN]
-9 EN

Active:

[box]
frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
92 EN | 78 EN | 87 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A[/box]

Bench:

[box]-[/box]

KOed:

[box]-[/box]

[box]
441.png

O
psychic-gem.png

49 HP
86 EN
1 ATK
3 DEF
2 SPA
3 SPD
20 SPE
1 SC
4 WC
N/A[/box]

Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
14x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3

Elevator Music: 2 CC

Revenankh: 3 MC
Camerupt: 3 MC
Mollux: 1 KOC (This may be updated once I lookup the rules for CC Bonuses in TLRs)
 
ITT: IAR cannot read
IAR_Trainer_zps1e29de7e.png

"Oh right..."

Beyblade: Low Sweep (Klink) > Brick Break (Klink)
IF Klink uses Protect successfully without transfer A1, THEN use Fake Out (Bonsly) A1.
IF Klink faints, THEN replace all remaining actions with Fake Out (Bonsly).

Pharant: Drain Punch (Klink) > Brick Break (Klink)
IF Klink uses Protect successfully without transfer A1, THEN use Drain Punch (Bonsly) A1.
IF Klink faints, THEN re-direct your current attack to Bonsly.

Robolem: Drain Punch (Klink) > Dynamicpunch (Klink)
IF Klink uses Protect successfully without transfer A1, THEN use Drain Punch (Bonsly) A1.
IF Klink faints, THEN re-direct your current attack to Bonsly.
 
See Geodude's TLR - feel free to get a subref for this after this round if you so desire. If you want me to assist in splitting the TLR into 2 separate runs so that it can find a ref faster then I can also help with that. Or stick with me if you want that.

Also @IAR - it's late, so I'll get to my TLR tomorrow. And yes, I have been stopping myself from ordering in that till I finish this -.-'


IAR:

438.png
629.png


"YOU HURT MY FRIEND!"

"Klik.... KLIK!"

Bonsly: Protect ~ Rock Smash + Rock Slide [GEM]
IF Klink htis self in confusion A1, THEN actions become Double-Edge + Double-Edge (Hitmontop) ~ Cooldown (Chill)

Klink: Protect ~ Hyper Beam + Hidden Power [Revenankh]


Active:

623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

93 HP | 33 HP | 88 HP
82 EN | 90 EN | 88 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A

Bench:

Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A

KOed:

-
438.png
|
599.png

♀ | O
rock-gem.png
|
steel-gem.png

90 HP | 64 HP
88 EN | 86 EN
4 ATK | 2 ATK
3 DEF | 3 DEF
1 SPA | 3 SPA
2 SPD | 2 SPD
8 SPE | 26 SPE
1 SC | 1 SC
2 WC | 2 WC
-1 Atk | -1 Atk, Confused [3a]

A quick defensive wall means your first assault only drains energy, but a strong second barrage crushes Klink, and although Bonsly makes a strong counter it's all too obvious who's came out on top here.

Action 1:

Klink used Protect!
RNG Roll (To-Hit Self) (<=5000): 8060/10000 (No)
-7 EN
Bonsly used Protect!
-7 EN
Hitmontop used Fake Out (Bonsly)!
(4*1.5 + 4.5 - 4.5 - 1) * 2/3 = 4 Damage Bonsly [-3.33 EN]
-6 EN
Revenankh used Drain Punch (Bonsly)!
(8 + 6 - 4.5 + 3 + 2 - 1)*1.5 = 20.25 Damage [-8.1 EN]
-11 EN
Golurk used Drain Punch (Bonsly)!
(8 + 7.5 - 4.5 + 2 + 2 - 1)*1.5 = 21 Damage [-8.4 EN]
-12 EN

Action 2:

Hitmontop used Brick Break (Klink)!
RNG Roll (To-Crit) (<=625): 5556/10000 (No)
(8 + 4.5 - 4.5 + 3)*1.5 + 4 = 20.5 Damage
-5 EN
Revenankh used Brick Break!
RNG Roll (To-Crit) (<=625): 6086/10000 (No)
(8 + 6 - 4.5 + 3 + 2)*1.5 = 21.75 Damage
-5 EN
Golurk used DynamicPunch (Klink)!
That's a dead Klink...
-8 EN
Bonsly used Rock Slide + Rock Smash!
BAP = 16
RNG Roll (To-Hit) (<=9500): 3765/10000 (Yes)
RNG Roll (To-Crit Golurk) (<=625): 6434/10000 (No)
RNG Roll (To-Crit Hitmontop) (<=625): 3665/10000 (No)
RNG Roll (To-Crit Revenankh) (<=625): 6269/10000 (No)
(12 + 6 - 4.5 + 3 + 3)*2/3 - 2 = 11 Damage (Golurk)
(12 + 6 - 6 + 3 + 3) * 2/3 - 2 = 10 Damage (Hitmontop)
(12 + 6 - 6 + 3 + 3) * 2/3 - 2 = 10 Damage (Revenankh)
-12.5 EN
Active:

623.png
|
237.png
|
Revenankh_Front.png

O | ♂ | ♂
expert-belt.png
|
black-belt.png
|
expert-belt.png

82 HP | 23 HP | 78 HP
62 EN | 79 EN | 72 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
N/A | N/A | N/A

Bench:

Fidgit_Front-1.png


expert-belt.png

100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A

KOed:

-
438.png


90 HP
49 EN
4 ATK
3 DEF
1 SPA
2 SPD
8 SPE
1 SC
2 WC
-1 Atk
Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4
IAR: 2 CC

Golurk: 3 MC, 1 KOC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

438.png


"Oh... oh dear... oh dear oh dear...."

Cooldown (-) ~ Flail (Hitmontop)

---

Elevator Music:

Active:

frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
92 EN | 78 EN | 87 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A

Bench:

-

KOed:

-
441.png

O
psychic-gem.png

49 HP
86 EN
1 ATK
3 DEF
2 SPA
3 SPD
20 SPE
1 SC
4 WC
N/A

You toss the ball, and it connects well, capturing almost instantly.

Action 1:

Heal Ball!
CR: 74.65%
RNG Roll (To-Catch) (<=7465): 2815/10000 (Yes)
Capture Complete!

Active:

frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
expert-belt.png
|
rare-candy.png
|
charcoal.png

100 HP | 100 HP | 100 HP
92 EN | 78 EN | 87 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
N/A | N/A | N/A

Bench:

441.png

O
-
90 HP
100 EN
1 ATK
3 DEF
2 SPA
3 SPD
20 SPE
1 SC
4 WC
N/A

KOed:

-
Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
13x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3
Elevator Music: 2 CC
+1 Bronzor

Revenankh: 3 MC
Camerupt: 3 MC
Mollux: 1 KOC (This may be updated once I lookup the rules for CC Bonuses in TLRs)

Cheer/heal/etc. if you wish, and you'll advance to the next area.

---

If I've missed anything in either lemme know so I can fix that up and all.
 
I swear people delay shit deliberately because a) People know my Birth-date, & b) Wait until then to do it... Not that I am trying to imply anything, but coincidence much? I guess I will take the TLR finally being reffed as a Birthday present... -.-'
IAR_Trainer_zps1e29de7e.png

"Okay, just finish this last goon off."

Beyblade: Low Sweep (Bonsly) > Mach Punch (Bonsly)
IF
Bonsly faints, THEN replace all remaining actions with Chill.

Pharant: Hammer Arm (Bonsly) > Brick Break (Bonsly)
IF
Bonsly faints, THEN replace all remaining actions with Chill.

Robolem: Drain Punch (Bonsly) > Dynamicpunch (Bonsly)
IF
Bonsly faints, THEN replace all remaining actions with Chill.
 
I'll continue on as is (at some point I'll need Bronzor's info though).

Also I maxed Rev during the time this was in hiatus so idk if that changes the rewards or w/e ?
 

I be subreffing, tremble in fear of my critkilling skills.

IAR

Active:

623.png
l
237.png
l
Revenankh_Front.png

O | ♂ | ♂
82 HP | 23 HP | 78 HP
62 EN | 79 EN | 72 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
It: EB l It: BB l It: EB
N/A | N/A | N/A

Bench:

Fidgit_Front-1.png

expert-belt.png
100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A

KOed:

-

438.png

90 HP
49 EN
4 ATK
3 DEF
1 SPA
2 SPD
8 SPE
1 SC
2 WC
-1 Atk

Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC, 1 KOC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

Round 3: Heaven's Ascent~Withering Base

A few swift actions later, and Bonsly is pummeled to a pulp. You pause for a moment, expecting something else to happen, but nothing does. You dust yourselves off and think that if the lackeys hit this hard, how hard is the rest of this dungeon?

You may now use this time to rearrange and prepare your team for the trials ahead.

Action One:
Bonsly had to Cooldown!

Hitmontop used Low Sweep on Bonsly
To Crit: [1=Yes]=13=No
Damage: [6*1.5-1+3]*1.5+4=20.5
[20.5 Damage B] [-5 Energy H]
-1 Speed B

Revenankh used Hammer Arm on Bonsly
To Hit: Guaranteed
To Crit: [1=Yes]=15=No
Damage: [10-1+2+3+1.5]*1.5=23.25
[23.25 Damage B] [-6 Energy R]
-1 Speed R

Golurk used Drain Punch on Bonsly
To Crit: [1=yes]=13=No
Damage: [8-1+2+2+3]*1.5=21
Drain: 21/2=10.5
[21 Damage B] [+10.5 HP G] [-11 Energy G]

Action Two:
Hitmontop used Mach Punch
To Crit: [1=Yes]=10=No
Damage: [4*1.5-1+3]*1.5+4=16
[16 Damage B] [-4 Energy H]

Golurk used Dynamicpunch
To Crit: 1=Yes
Damage: [10-1+2+2+3]*1.5=24
[24 Damage B] [-7 Energy G]
Bonsly fainted!

Totals:
Bonsly: 105 Damage, Deader than Disco
Hitmontop: -9 Energy
Golurk: +11 HP, -18 Energy
Revenankh: -6 Energy

Active:

623.png
l
237.png
l
Revenankh_Front.png

O | ♂ | ♂
93 HP | 23 HP | 78 HP
44 EN | 70 EN | 66 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 1 SPA | 3 SPA
3 SPD | 4 SPD | 4 SPD
47 SPE | 70 SPE | 56 SPE
5 SC | 3 SC | SC
7 WC | 3 WC | WC
It: EB l It: BB l It: EB
N/A | N/A | N/A

Bench:

Fidgit_Front-1.png

expert-belt.png
100 HP
100 EN
3 ATK
4 DEF
3 SPA
3 SPD
105 SPE
2 SC
4 WC
N/A

KOed:

-

438.png

KO HP
49 EN
4 ATK
3 DEF
1 SPA
2 SPD
8 SPE
1 SC
2 WC
-1 Atk

Potion: 2/2
2× Potion
Super Potion: 2/2
2× Super Potion
Ether: 2/2
2× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC, 2 KOC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

__________________________________________________
Elevator Music

Active:

frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
100 HP | 100 HP | 100 HP
92 EN | 78 EN | 87 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
It: EB l It: RC l It: CC
N/A | N/A | N/A

Bench:

441.png

O
-
90 HP
100 EN
1 ATK
3 DEF
2 SPA
3 SPD
20 SPE
1 SC
4 WC
N/A

KOed:

-

Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
13x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3

Elevator Music: 2 CC
+1 Bronzor

Revenankh: 3 MC
Camerupt: 3 MC
Mollux: 1 KOC

Iron Dungeon~Gear Golem

While the rest of the area seem bland for the most part, a very intricate design has been placed here. A massive humanoid contraption stands at the center of the room. What this represents you have no clue. It doesn't really resemble any person or Pokemon you know of. In any case the room has no apparent exit, but the gear golem has several levers in front of it. Upon review, the room looks a bit round on the edges, not like the square steel structures you've been used to. There are 3 levers, left, right, and center placed about 5 feet in front on the golem. You hear clanging behind you, forward seems like the best path.

Do you:
A) Pull the left lever
B) Pull the center lever
C) Pull the right lever

 
Last edited:
iirc Revenankh does not get the Chill off. Also Golurk does not get STAB on Fighting-type moves. Hitmontop has a Black Belt equipped, not an Expert Belt.
IAR_Trainer_zps1e29de7e.png

"Could have been better, could have been worse. We will take it."

Use 1× Ether on Golurk
Use 1× Potion on Hitmontop


Party: Golurk | Fidgit | Revenankh
 
IAR

IAR used an Ether and a Potion!

Active:

623.png
l
Fidgit_Front-1.png
l
Revenankh_Front.png

O | ♂ | ♂
93 HP | 100 HP | 78 HP
64 EN |100 EN| 66 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 3 SPA | 3 SPA
3 SPD |3 SPD | 4 SPD
47 SPE |105 SPE | 56 SPE
5 SC | 2 SC | SC
7 WC | 4 WC | WC
It: EB l IT: EB l It: EB
N/A |N/A | N/A

Bench:
237.png


43 HP
70 EN
3 ATK
4 DEF
1 SPA
4 SPD
70 SPE
3 SC
3 WC
It: BB
N/A

KOed:

-

Potion: 1/2
1× Potion
Super Potion: 2/2
2× Super Potion
Ether: 1/2
1× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC, 2 KOC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

Heaven's Ascent~Twin Spiral

After just a taste of this dungeons murderous traps, you're beginning to wonder if entering it was a good idea at all. Your foes defeated, a door at the end of the room opens up revealing a blank wall. As you go through the door, you notice ladders on either side.

After a brief climb, you come to a landing that displays two stained glass windows over the entrance. One depicts a meadow, while the other depicts open skies. Alternatively you could take a respite, though based on your last encounter you don't think it's wise to loiter.

Do you:
A) Head towards the Meadow Staircase
B) Head towards the Sky Staircase
C) Remain in the atrium and see what comes along


________________________________________________________
Elevator Music

Active:

frontnormal-mrevenankh.png
|
323.png
|
MolluxFront.png

♂ | ♂ | ♀
100 HP | 100 HP | 100 HP
92 EN | 78 EN | 87 EN
5 ATK | 4 ATK | 1 ATK
3 DEF | 3 DEF | 3 DEF
2 SPA | 5 6 SPA | 5 SPA
4 SPD | 3 SPD | 4 SPD
65 SPE | 34 SPE | 88 SPE
3 SC | 4 SC | 3 SC
3 WC | 6 WC | 3 WC
It: EB l It: RC l It: CC
N/A | N/A | N/A

Bench:

441.png

O
-
90 HP
100 EN
1 ATK
3 DEF
2 SPA
3 SPD
20 SPE
1 SC
4 WC
N/A

KOed:

-

Potion: 2/2
2x Potion
Super Potion: 1/1
1x Super Potion
Ether: 2/2
2x Ether
Revive: 1/1
1x Revive
Pokeballs: 38/50
16x Sport Ball
13x Heal Ball
8x Timer Ball
Berries: 0/30
Battle Items: 3/20
1x Expert Belt (Revenankh)
1x Rare Candy (Camerupt)
1x Charcoal (Mollux)
Gems: 0/20
Spare Pocket (Any Item): 0/3

Elevator Music: 2 CC
+1 Bronzor

Revenankh: 3 MC
Camerupt: 3 MC
Mollux: 3 MC, 1 KOC

Note: Will list MC for all Pokemon for now, then at the end of the run I'll take a tally of who's maxxed their movepool and distribute extra CC from there.

Iron Dungeon~Gear Golem

You pull the center lever and the gear golem springs to life and rotates to the left, extending its arms. The room rotates and a corridor to the left opens up. The center lever breaks in your hand. The golem powers down and you find you can't budge the other levers. You'll need to power it again. You look back but find the original entrance is sealed. With nowhere to go, you venture left, and you find a power source... or more accurately, it finds you. A Magneton greets you and uses a Magnetic Field to bounce forward your Mollux. It won't dispel for two rounds. Magneton generates another field and rises further from the ground, then glows red and targets your pokemon with red rings.

MolluxFront.png


100 HP
87 EN
1 ATK
3 DEF
5 SPA
4 SPD
88 SPE
3 SC
3 WC
It: CC
N/A

82.png
(U)
HP: 90
EN: 89
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (70*1.15^) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Item: Magnet
Other: Magnet Rise (6A), Lock-On (1A)

RNG roll: 3=Mollux

Magneton used Lock-On and Magnet Rise
[-11 Energy M]

82.png

"You idiot! You pulled the wrong one!" l "Hey how was I supposed to know there was a Mollux there! Just be glad I didn't pull the Camerupt" l "Hehe, we're gonna roast like chestnuts over an open fire!"

Magneton: Zap Cannon~Discharge~Discharge
If Bide, then use Thunder Wave on the first instance, Mimic (Bide) on the second instance, and Metal Sound on the third.
 
Last edited:
Magneton in EM's TLR should have 90 HP, Rank 1 Attack, & Rank 3 Defence.
IAR_Trainer_zps1e29de7e.png

"Patience guys, just wait here. We do not want to rush head-first into this thing, so wait until the coast is clear..."

c) Remain in the atrium and see what comes along
 
IAR


Active:

623.png
l
Fidgit_Front-1.png
l
Revenankh_Front.png

O | ♂ | ♂
93 HP | 100 HP | 78 HP
64 EN |100 EN| 66 EN
5 ATK | 3 ATK | 4 ATK
3 DEF | 4 DEF | 4 DEF
3 SPA | 3 SPA | 3 SPA
3 SPD |3 SPD | 4 SPD
47 SPE |105 SPE | 56 SPE
5 SC | 2 SC | SC
7 WC | 4 WC | WC
It: EB l IT: EB l It: EB
N/A |N/A | N/A

Bench:
237.png


43 HP
70 EN
3 ATK
4 DEF
1 SPA
4 SPD
70 SPE
3 SC
3 WC
It: BB
N/A

KOed:

-

Potion: 1/2
1× Potion
Super Potion: 2/2
2× Super Potion
Ether: 1/2
1× Ether
Elixir: 1/1
1× Elixir
Revive: 2/2
2× Revive
Pokeballs: 71/75
21× Heal Ball
27× Sport Ball
23× Timer Ball
Berries: 0/45
Battle Items: 4/25
1× Black Belt (Hitmontop)
3× Expert Belt (Golurk, Fidgit, Revenankh)
Gems: 0/25
Spare Pocket (any item): 0/4

IAR: 2 CC

Golurk: 3 MC, 2 KOC
Hitmontop: 3 MC
Revenankh: 3 MC, 1 KOC
Fidgit: -

Heaven's Ascent~Twin Spiral Event

Remaining on the platform turns out to be a bad idea, as predicted. Your Golurk gets hit from behind by a Wigglytuff Skull Bash, and then it increases the Gravity in the room and takes off. Seems this place amplifies its gravitational abilities, you won't be able to catch it for two rounds.

Wigglytuff used Skull Bash
It didn't effect Golurk, but it still knocked him back a ways
[-7 Energy W]

Wigglytuff used Gravity
The Gravity in the room increased for 4 rounds!
[-10 Energy W]

Active:

623.png

O
93 HP
64 EN
5 ATK
3 DEF
3 SPA
3 SPD
47 SPE
5 SC
7 WC
It: EB
N/A

Bench:
237.png


43 HP
70 EN
3 ATK
4 DEF
1 SPA
4 SPD
70 SPE
3 SC
3 WC
It: BB
N/A

Fidgit_Front-1.png
l
Revenankh_Front.png

♂ | ♂
100 HP | 78 HP
100 EN| 66 EN
3 ATK | 4 ATK
4 DEF | 4 DEF
3 SPA | 3 SPA
3 SPD | 4 SPD
105 SPE | 56 SPE
2 SC | SC
4 WC | WC
IT: EB l It: EB
N/A | N/A

KOed:

-

40.png
(F)
HP: 120
EN: 82
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (45 *1.15^) (+5%)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
Item: Wide Lens
Other: Gravity (4R)

40.png

"Oh goody! A new playmate, I will hug him and call him George and play with him forever and ever!"

Wigglytuff: Perish Song~Blizzard~Blizzard
If successful Protective/Evasive move when Perish Song is to be ordered, then use Chill and push actions back.
If Hammer Arm, then the following action use Disable (Hammer Arm)

__________________________________________
Elevator Music

MolluxFront.png


100 HP
87 EN
1 ATK
3 DEF
5 SPA
4 SPD
88 SPE
3 SC
3 WC
It: CC
N/A

82.png
(U)
HP: 90
EN: 89
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (70*1.15^) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Item: Magnet
Other: Magnet Rise (6A), Lock-On (1A)

Round 1: Trap

Wow, after putting up a substitute and blocking that Zap Cannon, your Mollux manages to get two critical hits in a row against Magneton. Are you always this lucky? At any rate, you can either finish things here, or you can see if you can stall one more round so that you can capture it the third round.

Action One:
Mollux used Substitute
Mollux made a 20 HP Substitute!
[-20 HP M] [+20 HP MSub] [-18 Energy M]

Magneton used Zap Cannon
To Hit: Lock On
To Crit: [1=Yes]=9=No
Damage: [12+2+3+1.5]=18.5
[18.5 Damage MSub] [-8 Energy Mag]
The Substitute took the hit!

Action Two:
Mollux used Fire Blast
To Hit: [6>= Miss]=92=Hit
To Crit: [1=yes]=1=Yes
To Burn: [10>= Yes]=92=No
Damage: [12+3+3+3]*1.5+4=35.5
[35.5 Damage Mag] [-7 Energy M]

Magneton used Discharge
To Crit: [1=Yes]=14=No
Damage: [8+3+2+1.5]=14.5
The Substitute took the hit and broke!
[1.5 Damage MSub] [-5 Energy Mag]

Action Three:
Mollux used Heat Wave
To Hit: [1= Miss]=56=Hit
To Crit: [1=Yes]=1=Yes
To Burn: [10>= Yes]=31=No
Damage: [10+3+3+3]*1.5+4=32.5
[32.5 Damage Mag] [-6 Energy M]

Magneton used Discharge
To Crit: [1=yes]=13=No
To Paralyze: [30>= Yes]=93=No
[14.5 Damage M] [-9 Energy Mag]

Totals:
Mollux: 35 Damage, -31 Energy
Magneton: 68 Damage, -22 Energy

MolluxFront.png


65 HP
56 EN
1 ATK
3 DEF
5 SPA
4 SPD
88 SPE
3 SC
3 WC
It: CC
N/A

82.png
(U)
HP: 22
EN: 67
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (70*1.15^) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Item: Magnet
Other: Magnet Rise (3A)

Your move!

 
Last edited:
Mollux: Lava Plume ~ Heat Wave ~ Chill
IF (a protective/evasive move is used) THEN (Chill and push actions back)
IF (Endure is used) THEN (use Fire Spin that action, and Protect the next action, and push actions back)​
 
Last edited:
IAR_Trainer_zps1e29de7e.png

"Oh right... At least we managed to troll that thing to a degree... -_-"

[Disable Klutz] Dynamicpunch > Drain Punch > Dynamic Punch
 

Team It's A Random

Active:

623.png

O
93 HP
64 EN
5 ATK
3 DEF
3 SPA
3 SPD
47 SPE
5 SC
7 WC
It: EB
N/A

Bench:
237.png


43 HP
70 EN
3 ATK
4 DEF
1 SPA
4 SPD
70 SPE
3 SC
3 WC
It: BB
N/A

Fidgit_Front-1.png
l
Revenankh_Front.png

♂ | ♂
100 HP | 78 HP
100 EN| 66 EN
3 ATK | 4 ATK
4 DEF | 4 DEF
3 SPA | 3 SPA
3 SPD | 4 SPD
105 SPE | 56 SPE
2 SC | SC
4 WC | WC
IT: EB l It: EB
N/A | N/A

KOed:

-

40.png
(F)
HP: 120
EN: 82
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (45 *1.15^) (+5%)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
Item: Wide Lens
Other: Gravity (4R)

Twin Spiral Trap~Round 1

Wigglytuff attempts to Perish Song and damage your Robolem, but he responds by simply beating the living daylights out of Wigglytuff. Good thing for you it doesn't have a fairy typing yet! Still, aside from some energy loss, you look to be in good shape. All that remains is whether you want to risk capturing it or not.

Action One:
Golurk used Dynamicpunch
To Crit: [1=Yes]=10=No
To Hit: No Guard
Damage: [10+2+2+6]*1.5=30
[30 Damage W] [-8 Energy G]
Wigglytuff was (2/3) Severely Confused!
+3 Confusion Actions W

Wigglytuff used Perish Song
To Hit Self: [50>= Yes]=95=No
Wigglytuff and Golurk die in 3 rounds
[-14 Energy W]

Action Two
Wigglytuff used Blizzard
It hit itself in confusion!
Damage: [4+3]=7
[7 Damage W] [-3 Energy W]
-2 Confusion Actions

Golurk used Drain Punch
To Crit: [1=Yes]=15=No
Damage: [8+2+2+6]*1.5=27
Drain: [27/2]=13.5
[27 Damage W] [+13.5 HP G] [-12 Energy G]
Wigglytuff was knocked out of confusion!

Action Three:
Wigglytuff used Blizzard
To Crit: [1=yes]=5=No
To Hit: No Guard
To Freeze: [10>= Yes]=51=No
Damage: [12]*1.5=18
[18 Damage G] [-8 Energy W]

Golurk used Dynamic Punch
To Crit: [1=yes]=9=No
[30 Damage W] [-8 Energy G]
Wigglytuff was (3/3) Intensely confused!
+4 Confusion Actions W

Totals:
Wigglytuff: 94 Damage, -25 Energy
Golurk: 5 Damage, -28 Energy

Active:

623.png

O
88 HP
36 EN
5 ATK
3 DEF
3 SPA
3 SPD
47 SPE
5 SC
7 WC
It: EB
Perish Song (2R)

Bench:
237.png


43 HP
70 EN
3 ATK
4 DEF
1 SPA
4 SPD
70 SPE
3 SC
3 WC
It: BB
N/A

Fidgit_Front-1.png
l
Revenankh_Front.png

♂ | ♂
100 HP | 78 HP
100 EN| 66 EN
3 ATK | 4 ATK
4 DEF | 4 DEF
3 SPA | 3 SPA
3 SPD | 4 SPD
105 SPE | 56 SPE
2 SC | SC
4 WC | WC
IT: EB l It: EB
N/A | N/A

KOed:

-

40.png
(F)
HP: 26
EN: 82
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 52 (45 *1.15^) (+5%)
Size Class: 2
Weight Class: 2
Base Rank Total: 17
Item: Wide Lens
Other: Gravity (3R), Perish Song (2R), Confused (4A)

Your move!

____________________________________
Team Elevator Music

MolluxFront.png


65 HP
56 EN
1 ATK
3 DEF
5 SPA
4 SPD
88 SPE
3 SC
3 WC
It: CC
N/A

82.png
(U)
HP: 22
EN: 67
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (70*1.15^) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Item: Magnet
Other: Magnet Rise (3A)

82.png

"Burning, it BUUUUUUUUUUUURRRRRRRNNNNNSSS!" l "Terror all consuming!" l "We have a 2319! We have a 2319!!!!!!"

Discharge + Discharge combo~Cooldown~Discharge + Discharge combo

Gear Golem Trap~Round 2

Swift as can be, Mollux sends forth a plume of lava at the Magneton, finally burning them to a crisp and allowing you to catch up and move on.

You may now use this time to rearrange your party and use items. Please designate your full frontal party.

Action One
Mollux used Lava Plume
To Crit: [1=yes]=7=No
Damage: [8+3+3-1]*1.5+4=23.5
[23.5 Damage M] [-5 Energy M]
Magneton fainted!

MolluxFront.png


65 HP
51 EN
1 ATK
3 DEF
5 SPA
4 SPD
88 SPE
3 SC
3 WC
It: CC
N/A

82.png
(U)
HP: KO
EN: 67
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 81 (70*1.15^) (+)
Size Class: 2
Weight Class: 3
Base Rank Total: 18
Item: Magnet
Other: Magnet Rise (3A)

I really apologize about this, I don't know how I managed to wait this long, but here you go!​
 
Last edited:
Using a Potion and an Ether on Mollux.

I'll swap make my lineup the following:

Camerupt @ Expert Belt
Bronzor @ Rare Candy
Mollux @ Charcoal

with Revenankh @ N/A on the bench.
 
IAR_Trainer_zps1e29de7e.png

"... Just take it out. There is no use attempting to catch it, unless it decides to endure or something..."

Brick Break > Hammer Arm > Brick Break
IF
Protect is used successfully, THEN use Chill that action, pushing actions back.
 
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