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
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 [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
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 [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
===
Elevator Music
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
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
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
===
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.
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

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 [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

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 [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
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

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

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

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
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.