Data The Legend Run Sign-up / Main Thread: MkIII

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The Legend Run

The Legend Run is a chance to battle your way to a legendary location and take on its master. This might sound familiar but the rules are different. The Pokémon is at its normal strength and you only get to bring one to four Pokémon to face it. Sounds easy? Do not be fooled.

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

The Legend Run Basics:

Every Pokémon encountered in The Legend Run can be captured. If you capture a Pokémon, it can then be used on The Legend Run against foes and kept in reserve. When you capture the Pokémon, you will be given a Pokemon summary for your use in the rest of the dungeon. You may have a maximum of six Pokémon with you on any Legend Run. You can bring fewer Pokémon and capture more or you can bring the maximum three or four Pokémon and capture until you reach six. If you capture a Pokémon after a 6th, it will go to a sort of limbo where it is claimed after the end of the dungeon.

In The Legend Run, all combat - barring Rare Encounters and the Trap Phase of Trap Encounters - is Switch = OK (The player must order first to switch out), All Abilities and with a maximum of one Mega Evolution. Most TLR Combat is Triples-Style, unless stated otherwise, with two actions per Pokémon per round. If a move has a different effect depending on the switch method, the Pokémon using said move can choose to apply either the Switch = OK effect or the Switch = KO effect, but not both simultaneously (if not specified, the Switch = OK effect is applied). Both Trainer and Wild Pokemon have access to combinations as well as two Substitutions per round. Infinite Chills and Recovery are allowed, however they can only be used in battles. Your Pokémon may each bring a single Hold Item with you and a player can also bring a backpack filled with other goods purchased before you begin your run.

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

Legendary Capture Rates:

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

Game-play Flow:

The Legend Run has a general flow:

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

The omniscient narrator will provide you a description of the general area for you to explore. This will be the last point where you can cancel a challenge and will lead either to Lackey Combat or Exploration Roleplay.
Lackey Combat will progress like a normal battle with alternating actions between the Lackeys and the Player. Lackey areas and generalised and usually allow for any move to be used. Lackeys are generally very basic enemies and are jumpy and untrained, so they will always attack first in the first round. Lackey Combat does not feature in Training Level TLRs.

Summary:
Lackeys will attack first, then alternate.
Lackeys tend to have arenas where all moves are available.
Guardian Combat is more nuanced than Lackey Combat. Guardians stake out a choke point in an area and have made it their own, giving themselves a specialised Arena to fight in. This Arena often provides the Guardian with advantages even if they are low in number. Attacks will still be alternated between the Guardians. As the Guardian has staked out a defensive position, however, they will always attack second in the initial round. Guardian Combat is often considered to be one of the more challenging aspects of many TLRs.

Summary:
Guardians will always attack second, then alternate.
Guardians have Arenas that tend to be helpful to them.
Boss Combat is the most difficult. Not only are the bosses Pokémon of legendary prowess but their intimidating nature and caution means they attack second in every round. They also have Arenas that provide them advantages and the most important point of all? Like all other battles in The Legend Run, they have reactive, referee controlled AI. Whether alone or together, never underestimate these bosses. Moreover, Bosses have either one or two Guardian Pokémon that will act like their counterparts. A Boss will always act second but every second round, you will get to see the Guardian's selected commands.

In most cases once you capture or defeat a boss, your Legend Run ends and you reap the rewards you worked so hard to get.

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

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

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

Summary:
Horde Pokemon attack first, then alternate.
Horde Pokemon usually battle in arenas without restrictions.
Horde Pokemon deal 50% Damage from their attacks
Horde Pokemon have 50% of the Max HP Value for a member of their species.
Once captured by a trainer, a Horde Pokemon's HP and max HP is doubled back to normal, and the Pokemon's attacks deal standard damage.
Occasionally you will run into a Rare Encounter. Rare Encounters essentially seal off your Pokémon like traps, however you can choose one of your Pokémon to go after them. Rare Encounters will use Singles Combat for the entirety of the match and can be captured during singles combat.

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


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

Rewards:

As each battle in The Legend Run is commensurate with a regular ASB Battle—1 EC, 2 MC, 1 AC or 3 MC—and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. Trap Battles operate slightly differently, with full EC/MC/AC for the Pokémon trapped in combat and 1 MC for the Pokémon that join after one/two rounds.

The items Exp Share, Amulet Coin, Lucky Egg, and Heart Scale are banned and will have no effect in a TLR. CC bonuses for a full movepool will only be applied at large (Guardian or Boss) battles. The natural growth from all the battles is already well worth it, considering that most battles have the enemy outmatched and outnumbered. This serves to not accelerate an already fast rate of gain.

You will also keep any items you find and of course, you can keep any Pokémon captured even if you ultimately fail to KO or Capture the boss. Certain items will have to be sold at the end of a run but during the run and in the wrap-up, they can be used if applicable.

The Legend Run Shops

The Legend Run Healing Shop:

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

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


Potion: Heals 20 HP.
CC Cost: 1


Super Potion: Heals 40 HP.
CC Cost: 2


Ether: Heals 20 EN
CC Cost: 1


Elixir: Heals 20 EN on up to three (3) Selected Pokemon (A Pokemon cannot be selected more than once).
CC Cost: 4


Revive: Restores a fainted Pokemon to 50 HP and 30 EN.
CC Cost: 4


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


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


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


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


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


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


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


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


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


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


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


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


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


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

Hyper Potion: Heals 60 HP.
CC Cost: 2


Max Potion: Heals 20 HP for each of the Trainer's Pokemon, active and reserve.
CC Cost: 4


Full Restore: Heals 40 HP for up to three (3) selected Pokemon and all status ailments.
CC Cost: 6


Max Ether: Heals 40 EN.
CC Cost: 2


Max Elixir: Heals 30 EN for each of the Trainer's Pokemon, active and reserve.
CC Cost: 6


Max Revive: Restores a fainted Pokemon to 70 HP and 50 EN.
CC Cost: 6


Lava Cookie / Old Gateau / Casteliacone / Lumiose Galette: Cures Poison, Toxic, Sleep, Burn, Freeze, and Paralysis status on one Pokémon.
CC Cost: 2

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


The Legend Run Pokeball Shop:

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

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

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

Standard Balls:


Poké Ball: A Poke Ball used to capture Pokemon.

Cost: 2 | Ball Strength: 18


Great Ball: A great Poke Ball used to capture Pokemon.

Cost: 3 | Ball Strength: 24


Ultra Ball: An ultra Poke Ball used to capture Pokemon.

Cost: 4 | Ball Strength: 30


Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.

Cost: 4 | Ball Strength: 15


Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.

Cost: 6 | Ball Strength: 12


Master Ball: A legendary Poke Ball that will capture any Pokemon without fail. Master Ball ignores the Max EN Modifier and Outside Capture Resistance variables.

Cost: — | Ball Strength: 310

Low-Cost Balls:



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

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


Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokemon)


Level Ball: A Poke Ball that has an increased catch rate if your Pokemon are more evolved than the target Pokemon. (Single Stage Pokemon are considered Second Stage, First Stage Pokemon out of Two or Three Stage Pokemon are still considered First Stage.)

Cost: 3 | Ball Strength: 36 (One Pokemon Two Stages Greater than Target), 21 (One Pokemon One Stage Greater than Target), 15 (Target Stage Equal)


Nest Ball: A Poke Ball that has an increased catch rate against weaker opponents.

Cost: 3 | Ball Strength: 36 (First Stage or Baby Pokemon), 18 (Second of Two Stages or Single Stage Pokemon), 15 (Third of Three Stages)


Mid-Cost Balls:



Dive Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 3 Egg Group.

Cost: 4 | Ball Strength: 15, 36 (Against Water 3 Egg Group)



Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.

Cost: 4 | Ball Strength: 15, 36 (Against sleeping Pokemon)


Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.

Cost: 4 | Ball Strength: 15, 36 (In Cave and Underground Arenas)


Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.

Cost: 4 | Ball Strength: 15, 36 (Base Speed Stat (before Natures) >=100)


Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that evolve via happiness

Cost: 4 | Ball Strength: 15, 36 (Pokemon Species that evolve by or evolved from Happiness.)


Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.

Cost: 4 | Ball Strength: Target Weight Class * 6 (Max Value 36)



Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.

Cost: 4 | Ball Strength: 15, 36 (Attracted Target)


Lure Ball: A Poke Ball that has an increased catch rate against Pokemon in the Water 2 Egg Group)

Cost: 4 | Ball Strength: 15, 36 (Water 2 Egg Group)


Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon that evolve by or from Moon Stone, or are in the Fairy Egg Group

Cost: 4 | Ball Strength: 15, 36 (Pokemon that evolve from or by Moon Stone, Fairy Egg Group)



Net Ball: A Poke Ball that has an increased catch rate against Pokemon in the Bug or Water-1 Egg Groups.

Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)


Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in City or Industrial Arena.

Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)



Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 4 | Ball Strength: 15, 36 (In tall grass)


Sport Ball: A Poke Ball that has an increased catch rate against Pokemon fought in desert areas.

Cost: 4 | Ball Strength: 15, 36 (In Desert areas)

Premium Balls:



Heal Ball: A Poke Ball that heals its target for 50 HP and 50 EN when successful.

Cost: 8 | Ball Strength: 10


Quick Ball: A Poke Ball that has an increased ball strength against Pokemon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.

Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)


Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.

Cost: 8 | Ball Strength: 15, 40 (Owned Pokemon species)


Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.

Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)


Backpacks

Backpack Purpose:

Backpacks can carry various synthetic healing items but they have limited space and only a few pockets tailor-made for certain items. Backpacks do however have enough space for almost any item you might encounter along the way. Backpack sizes vary based on Dungeon difficulty. You can only bring Purchaseable/Rare TLR Shop Items and a Hold Item for each of your Pokémon to a TLR, unless you have acquired any of the Non-Purchaseable items, which you can bring in addition (Sacred Ash, Master Ball).

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

Backpack Sizes:

Regular Item Limit: 18 CC
Rare Item Limit: 0 CC

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

Potion: 2 slots
Super Potion: 1 slot
Ether: 2 slots
Elixir: 1 slot
Revive: 1 slot
Status Removers: 3 slots
2x Potion [2 CC]
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
2x Net Ball [2 CC]
4x Cherish Ball [3 CC]

1x Full Restore [6 CC]
1x Max Ether [2 CC]
Total: 28 CC
1x Super Potion [2 CC]
1x Ether [1 CC]
1x Elixir [4 CC]
4x Heal Ball [8 CC]
7x Ultra Ball [7 CC]
8x Cherish Ball [6 CC]

1x Max Revive [6 CC]
1x Max Potion [2 CC]
Total: 28 CC
Regular Item Limit: 38 CC
Rare Item Limit: 12 CC

Potion: 3 slots
Super Potion: 1 slot
Ether: 3 slots
Elixir: 1 slot
Revive: 1 slot
Status Removers: 4 slots
2x Potion [2 CC]
1x Super Potion [2 CC]
2x Ether [2 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
4x Quick Ball [10 CC]
8x Cherish Ball [6 CC]
4x Heal Ball [8 CC]

1x Max Revive [6 CC]
1x Full Restore [6 CC]
Total: 38 CC
1x Ether [1 CC]
1x Elixir [4 CC]
1x Revive [4 CC]
3x Quick Ball [7.5 CC]
3x Timer Ball [7.5 CC]
3x Heal Ball [6 CC]
8x Dream Ball [8 CC]

1x Max Revive [6 CC]
1x Full Restore [6 CC]
Total: 38 CC


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

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

Rare healing items do contribute to their own separate CC Cost Limit based on tier.

Pokémon Capture:

Capture HP:

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

When Cumulative Capture Damage >= Target Capture HP (CHP), Capture occurs. Poke Ball Damage is always rounded.
Capture Damage (per attempt) = (Ball Strength - FLOOR(Target Current HP / 10 + Max EN Modifier)) * Major Status Modifier - Outside Capture Resistance


Formula Legend:
Ball Strength = Strength of Pokeball Used
Target Current HP = Target's Current HP
Max EN Modifier = 10 (flat) if Target EN = 100, Otherwise 0.
Major Status Modifier is derived by the following table:
(Stronger status modifiers will override weaker ones.)
No Status: x1
Burn: x1.5
Poison: x1.5
Paralysis x1.5
Sleep x2.0
Freeze x2.5

Outside Capture Resistance = (Calculate per target ally individually and sum) FLOOR(Target Allied Pokemon Current HP / 10) + Target Allied Pokemon Max EN Modifier.


Capture Round:

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

On Items

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

Outside of Combat

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

During Combat

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

During combat, the player can forfeit one of their Pokémon's actions to use one item on any Pokémon in their party, active, reserve, or fainted, as a command:

This command can be substituted for and can be used as part of a substitution when the conditions are met, though chance and KO substitutions can only be done the next action due to priority.

Save Games

Mechanics:

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

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

Save Point Locations:

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

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

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

Legend Runs:

Mysterious Cove:
Status: Open

Difficulty: Training
Prerequisites: None
Data: Here
Intro:

"Did you ever hear of the Legends?"

"What Legends?"

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

"Oh, those legends. What of it?"

"They say there is a cove with a rare Pokémon in it. The Pokémon around there are not particularly strong and the place itself has been checked time and time again. People still insist there is a legend there but it can only be found if you can hear its voice."

"Sounds like a fairy tale. Lay off the whisky."

"Whatever you say. I'm heading over there to check it out."

There is a cove hidden deep in a forest that beckons those few chosen ones who seek the legends. In order to get there, you will have to cross several kinds of treacherous terrain but this may be your first chance to get a taste of adventure. A mysterious man meets you at the entrance, signalling you forward. Oddly, it seems like you are the only one who can see him. You ignore the jests of your friends and follow him. You think you have heard him speak before but you cannot quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.


Enchanted Meadow
Status: Open

Difficulty: Training
Prerequisites: None
Data: Here
Enchanted Meadow. It is a beautiful rolling plains in Kalos, covered in a mix of flowers and grass. It is hard to believe that such a peaceful place could hold a great secret but the locals have sworn that they have seen a very oddly coloured Floette recently arrive in the area. With the Floette, a large number of Pokémon have made their home in the meadow. Locals also report that in the middle of the night, large beams of light have been striking the sky. You are not too convinced that this is anything more than a shiny Floette but it would probably be a relaxing exploration and so, you decide to have a look on behalf of the villagers...


Glacial Cave:
Status: Open

Difficulty: Legendary
Prerequisites: None
Data: Here
Glacial Cave is an Island located far into the South, close to Antarctica. When you get close you awe at the white sands of its beaches, until you realise that is not sand; it is snow. The Island's most prominent feature is a mountain with a large opening that serves as a mouth of a cave. Based on the structure of the mountain, you can tell tell that most of the mass is below the surface. Once you get that you will not be heading up, you know that you will be heading down, deep into the chilly depths. A chill runs down your spine. Hopefully you are ready.


Power Plant:
Status: Open

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

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

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


Victory Road:
Status: Open

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

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

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


Black Sulphur Caldera:
Status: Open

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

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


Timeless Tower (Extended Dungeon):
Status: Open

Difficulty: Legendary-Uber

Dungeons:
Rock Crag: Legendary - No Prerequisites
Data: Here
Ice Spire: Legendary - No Prerequisites
Data: Here
Iron Dungeon: Legendary - No Prerequisites
Data: Here
Heaven's Ascent*: Uber - Requires reaching the Boss of Ice Spire, Rock Crag, and Iron Dungeon.
Data: Here
Intro:
Timeless Tower is an unfathomably large structure seated on an impregnable cliff-side. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.

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

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

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

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

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


Ruined Eden (Extended Dungeon)
Status: Open

Difficulty: Legendary-Uber

Dungeons:
Toxic Swamp:
Legendary - No Prerequisites
Data: Here
Amperage Stream: Legendary - No Prerequisites
Data: Here
Molten Lake: Legendary - No Prerequisites
Data: Here
Tower of Ash: Uber - Requires reaching boss of Toxic Swamp, Amperage Stream, and Molten Lake.
Data: Here
Set before you is a massive island that humans have long ago abandoned. Leaving from the helicopter you took here onto a vista, you look down and see a land shrouded in a thick poisonous mist. Directly in front of you is a thoroughly unappealing Swamp, which covers an expansive amount of land. You can see a Stream feeding into further up and to the right, in an area that appears to be under a constant, violent electrical storm. To the right a massive buildup of land forms a caldera around a huge lake of lava that is led into by a vast expanse of barren rock.

Scattered throughout the wreckage, you see some indications that humans once lived here but that a cataclysm had occurred. What little you can see through the tinted fog looks like deeply corroded ruins of civilisation. You turn your attention to the very far side of the island, behind the lake of lava. In the distance sits a massive tower that would at one point been a pillar of civilisation but now appears to be a massive tower of blackened soot, standing as a permanent reminder of the permanence of nothing but entropy. Humanity has abandoned this place, but rumours of legends still abound. You survey the pathways down from the Vista. Which place do you approach first?


Islands of Alola (Extended Dungeon):
Status: Open

Difficulty: Legendary

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

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

"Which island are we heading to?"

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


Four Swords Quest
Status: OPEN

Difficulty: Legendary
Prerequisites: None
Data: Here

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

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

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

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


Windswept Meadow*:
Status: CLOSED

Difficulty: Uber
Prerequisites: None
Windswept Meadow is a serene flat of grassland, stretching out for as far as the eye can see. A river loops around two sides of the meadow and a rather intimidating bunch of trees come together to form a forest on a third side. The most common entry point as a result is through the fourth side, where a small town resides. You surmise that entering may take you through the forests and streams but you cannot fathom what might lie beyond those landmarks. Most Pokémon trainers who go into the seemingly calm meadow come out talking about horrors that lie beyond—venomous snakes, quicksand, and more. Determined to uncover the mystery of the Meadow, you gather your strongest Pokémon and set out into the field. Maybe you will fare better.

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


Alto Mare:
Status: Open

Difficulty: Uber
Prerequisites: None
Data: Here
The beautiful city of Alto Mare. It is a city of canals and museums adored by tourists around the world. Some years ago, members of Team Rocket tried to take over an experimental defense system that guarded this town, but they were stopped dead in their tracks before too long. Now, the dust has settled from that commotion, and daily life has returned to normal here in this beautiful city.

Recently however, there have been reports of elusive and rare Pokemon that are said to stalk the city. Locals say that these Pokemon are the guardians of the city, but they seem to be unusually active for this time of year. Something seems to be stirring in this city, and after hearing the rumors, you have decided to investigate these claims of mirage Pokemon for yourself.


Almaz Mine:
Status: Open

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

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


Drifting Nomadic Augur:
Status: Closed

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


Seven Seas of Rhye
Status: Open

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

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

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

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

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

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


Siren Sands
Status: Open

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

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


Giant Chasm
Status: Open

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


Realgam Tower
Status: Open
Difficulty: Legendary
Prerequisites: None
Data: Here
Once ravaged by rampant crime, peace has finally returned to the Orre region in recent years. Following the downfall of the region's largest organized crime syndicate, an international team of researchers and Pokemon breeders have established a base at Gateon Port dedicated to replenishing the region's depleted supply of wild Pokemon.

Things had been going smoothly since then... until several months ago, when a series of curious disturbances began hindering their efforts, the latest of which – a sudden radio silence from the organization's base at Realgam Tower – required them to call for outside help. The already-limited resources of the Orre team have begun to run short; there is no time to waste. You've been asked to accompany two of the organization's members to investigate the Realgam Tower. One of your partners, a serious young researcher named Naps, assures you that it's probably just a simple communications failure, but the other, a communications agent named Marcia, tells you that she’s got a bad feeling about this assignment.


Milos Island
Status: Open
Difficulty: Legendary
Prerequisites: None
Data: Here
Trainers have been disappearing at an alarming rate, traveling has become incredibly unsafe, and people don't really know what to blame. All they know is that it's the same island causing all these disappearances, Milos Island. Being the stupid curious person you are, you decide to take it upon yourself to take a ride to Milos Island and figure out what is going on. Rumors are circulating that this could be work of the Pokemon bound to that island, but there's no reason as to why they would've awakened once more.

As you near the island, you see that the entire island is engulfed in a multi-layered storm underneath a menacing cloud. And although it's very far away, you catch a glimpse of some large Pokemon in the sky having an argument. Do you continue?

Player Options
Onwards! (Proceed to A Villain's Welcome)
Run away! (End the TLR)


Cirque Des Fantômes
Status: Open
Difficulty: Legendary
Prerequisites: None
Data: Here
The Cirque Des Fantômes. Most well known for exclusively using 'wild Pokemon that decide to work with us', the circus features incredibly talented performers, one of the widest varieties of acts... and a strange habit of causing the rate of unsolved disappearences to skyrocket wherever the circus chooses to set up sticks.

Just a coincidence, if you believe the owner.

Yes, well. With the circus closed at night, you take it upon yourself to investigate. Shouldn't be too difficult, right?

Player Options:
a) Enter the Cirque Des Fantômes
b) Leave


(NOTE: * = Awaiting Revamp / Update)

Seeking Referees for The Legend Run.

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

1. You must be an able battler, since you will effectively be the AI for the wild Pokemon. You get two substitutions against each team throughout the challenger's entire run, from the Lackeys to the Boss. By the same extension, please shy away from using "dick moves" such as Explosion and Toxic. These are cheap strategies that will earn you zero respect from anyone and are frowned upon massively. In the majority of situations there will be a superior strategy to use anyway.
a. In particular, TLR Referees are not to actively KO their Pokémon unless​
i. More than four rounds have passed, and the Pokémon is not a Legend​
ii. It allows the the TLR referee to defeat the challenger's entire run.​
iii. The challenger will either KO said Pokémon anyway, or has expressed an urge to do so quickly.​
iv. You have to actively heal the Pokémon to avoid it being KOed​
v. If in doubt, contact TLR Leaders.​

b. Some moves are naturally less of a dick move over time. For instance, using Toxic to start a battle is generally not kosher. Using it to break an Endure is fine though. Apply good judgement here.​
c. TLR Referees who break one of the two above rules are prone to re-ordering and re-reffing as needed.​
2. We expect you to update TLR's you referee within a reasonable time-frame.
3. You will need to post the profiles of the Pokémon the challenger faces as they face them.
4. For your own sanity, we expect you to also keep track of the player's backpack and rewards. In the case that you do need to call for a sub-referee, it will make things easier for them to figure out what is going on.
5. Show no mercy!

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

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

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

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

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


Active Referees:
Birkal
Dogfish44
Frosty
JJayyFeather
Ooraloo

Referees in Training:
-

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

deadfox081
Elevator Music
Exclaimer
Gerard
Maxim


Past Threads
TLR MkI
TLR MkII
 
Last edited:

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Moderator
I guess I should finally challenge another TLR.

Challenging Milos Island!


Gardevoir [F] [Daisy]
Nature: Timid
Type: Psychic / Fairy

[Abilities]
Synchronize (Passive)​
Trace (Trigger)​
Telepathy (Passive) (H) (Unlocked)​
Pixilate (Toggle) (Mega)​
[Stats]
HP: 100​
Atk: 2-​
Def: 3​
SpA: 5​
SpD: 4​
Spe: 92+​
+10% Accuracy​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 21​
[Mega Stats]
HP: 100​
Atk: 2-​
Def: 3​
SpA: 7​
SpD: 5​
Spe: 115+​
+15% Accuracy​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 25​
EC: 9/9
MC: Maxxxed!
AC: 5/5

[Moves] [103|103] [+6 CC]
PHYSICAL
Body Slam​
Double-Edge​
Facade​
Fire Punch​
Fling​
Frustration​
Giga Impact​
Headbutt​
Ice Punch​
Natural Gift​
Return​
Secret Power​
Shadow Sneak​
Thief​
Thunder Punch​
Zen Headbutt​
SPECIAL
Charge Beam​
Confusion​
Dazzling Gleam​
Disarming Voice​
Draining Kiss​
Dream Eater​
Echoed Voice​
Energy Ball​
Focus Blast​
Future Sight​
Grass Knot​
Hidden Power [Ground]​
Hyper Beam​
Hyper Voice​
Icy Wind​
Magical Leaf​
Moonblast​
Mud-Slap​
Psychic​
Psyshock​
Round​
Shadow Ball​
Shock Wave​
Signal Beam​
Snore​
Stored Power​
Swift​
Synchronoise​
Thunderbolt​
OTHER
Ally Switch​
Attract​
Calm Mind​
Captivate​
Charm​
Confide​
Confuse Ray​
Defense Curl​
Destiny Bond​
Disable​
Double Team​
Encore​
Endure​
Flash​
Growl​
Grudge​
Heal Bell​
Healing Wish​
Heal Pulse​
Helping Hand​
Hypnosis​
Imprison​
Laser Focus​
Light Screen​
Lucky Chant​
Magic Coat​
Magic Room​
Mean Look​
Memento​
Mimic​
Misty Terrain​
Nightmare​
Pain Split​
Protect​
Psych Up​
Rain Dance​
Recycle​
Reflect​
Rest​
Safeguard​
Sing​
Skill Swap​
Sleep Talk​
Snatch​
Substitute​
Sunny Day​
Swagger​
Taunt​
Telekinesis​
Teleport​
Thunder Wave​
Torment​
Toxic​
Trick​
Trick Room​
Will-O-Wisp​
Wish​
Wonder Room​
RAID
Dispel​

Golem-A [M] [Crash]
NATURE: Adamant
TYPE: Rock/Electric
ABILITIES: Magnet Pull | Sturdy | Galvanize [Hidden]

STATS
HP: 100​
Atk: 6+​
Def: 5​
SpA: 1-​
SpD: 3​
Spe: 45​
Size Class: 3​
Weight Class: 7​
Base Rank Total: 20​

COUNTERS
EC: 9/9​
MC: 0​
AC: 5/5​

MOVES (45/76)
Defense Curl​
Tackle​
Rock Polish​
Rollout​
Rock Throw​
Smack Down​
Self-Destruct​
Charge​
Spark​
Thunder Punch​
Explosion​
Stone Edge​
Rock Blast​
Double-Edge​
Block​
Endure​
Counter​
Magnet Rise​
Wide Guard​
Stealth Rock​
Superpower​
Fire Punch​
Iron Defense​
Earthquake​
Rock Slide​
Gyro Ball​
Protect​
Substitute​
Return​
Frustration​
Rest​
Sleep Talk​
Volt Switch​
Autotomize​
Bulldoze​
Facade​
Focus Punch​
Giga Impact​
Heavy Slam​
Iron Head​
Rock Tomb​
Sandstorm​
Steamroller​
Stomping Tantrum​
Toxic​

Syclant [M] [Arthur]
Nature: Hasty
Type: Ice/Bug

[Abilities]: Compoundeyes | Mountaineer | Ice Body [Hidden]
Compoundeyes (Passive)
This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer (Passive)
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ice Body (Passive)
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Pokemon with this ability are immune to Hail damage.
[Stats]
HP: 100​
Atk: 5​
Def: 2-​
SpA: 4​
SpD: 3​
Spe: 140+​
+23% Accuracy​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 23​

[Counters]
EC: 6/6​
MC: Maxxxed!​
AC: 5/5​

[Moves] [90|90] [+6 CC]
Absorb​
Acrobatics​
Aerial Ace​
Attract​
Avalanche​
Blizzard​
Brick Break​
Brutal Swing​
Bug Bite​
Bug Buzz​
Bulldoze​
Captivate​
Confide​
Counter​
Cut​
Dig​
Double-Edge​
Double Team​
Earth Power​
Earthquake​
Echoed Voice​
Electroweb​
Endure​
Facade​
False Swipe​
Fell Stinger​
Fling​
Focus Blast​
Focus Energy​
Focus Punch​
Freeze-Dry​
Frost Breath​
Frustration​
Fury Attack​
Fury Cutter​
Giga Drain​
Giga Impact​
Hail​
Hidden Power​
Hone Claws​
Hyper Beam​
Ice Beam​
Ice Punch​
Ice Shard​
Icicle Crash​
Icicle Spear​
Icy Wind​
Infestation​
Knock Off​
Laser Focus​
Leech Life​
Leer​
Lunge​
Mimic​
Natural Gift​
Pin Missile​
Protect​
Quash​
Rain Dance​
Rest​
Return​
Rock Climb​
Rock Slide​
Rock Smash​
Round​
Scratch​
Secret Power​
Sheer Cold​
Signal Beam​
Silver Wind​
Slash​
Sleep Talk​
Snore​
Solar Beam​
Spikes​
Stone Edge​
Strength​
String Shot​
Struggle Bug​
Substitute​
Superpower​
Swagger​
Swords Dance​
Tail Glow​
Taunt​
Toxic​
U-turn​
Venoshock​
Water Pulse​
X-Scissor​

Restorative
2x Potion
1x Super Potion
2x Ether
1x Elixir
1x Revive
1x Max Revive
1x Hyper Potion

Poke Balls
1x Heal Ball
8x Cherish Ball
6x Ultra Ball


All items in the backpack are pre-owned.

Q
JJayyFeather (Milos Island)
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
News:

Capture HP for non-Legends is now being updated to the following Formula:

CHP = (FLOOR(BST * 2/3))^2

That is to say, the 23 BST Syclant now has a CHP of 225, whilst the 14 BST Bulbasaur now has a CHP of 81.

This message was brought to you by the "Seriously why the hell do starter mons get so gimped" comission.
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
I guess I should finally challenge another TLR.

Challenging Milos Island!


Gardevoir [F] [Daisy]
Nature: Timid
Type: Psychic / Fairy

[Abilities]
Synchronize (Passive)​
Trace (Trigger)​
Telepathy (Passive) (H) (Unlocked)​
Pixilate (Toggle) (Mega)​
[Stats]
HP: 100​
Atk: 2-​
Def: 3​
SpA: 5​
SpD: 4​
Spe: 92+​
+10% Accuracy​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 21​
[Mega Stats]
HP: 100​
Atk: 2-​
Def: 3​
SpA: 7​
SpD: 5​
Spe: 115+​
+15% Accuracy​
Size Class: 3​
Weight Class: 3​
Base Rank Total: 25​
EC: 9/9
MC: Maxxxed!
AC: 5/5

[Moves] [103|103] [+6 CC]
PHYSICAL
Body Slam​
Double-Edge​
Facade​
Fire Punch​
Fling​
Frustration​
Giga Impact​
Headbutt​
Ice Punch​
Natural Gift​
Return​
Secret Power​
Shadow Sneak​
Thief​
Thunder Punch​
Zen Headbutt​
SPECIAL
Charge Beam​
Confusion​
Dazzling Gleam​
Disarming Voice​
Draining Kiss​
Dream Eater​
Echoed Voice​
Energy Ball​
Focus Blast​
Future Sight​
Grass Knot​
Hidden Power [Ground]​
Hyper Beam​
Hyper Voice​
Icy Wind​
Magical Leaf​
Moonblast​
Mud-Slap​
Psychic​
Psyshock​
Round​
Shadow Ball​
Shock Wave​
Signal Beam​
Snore​
Stored Power​
Swift​
Synchronoise​
Thunderbolt​
OTHER
Ally Switch​
Attract​
Calm Mind​
Captivate​
Charm​
Confide​
Confuse Ray​
Defense Curl​
Destiny Bond​
Disable​
Double Team​
Encore​
Endure​
Flash​
Growl​
Grudge​
Heal Bell​
Healing Wish​
Heal Pulse​
Helping Hand​
Hypnosis​
Imprison​
Laser Focus​
Light Screen​
Lucky Chant​
Magic Coat​
Magic Room​
Mean Look​
Memento​
Mimic​
Misty Terrain​
Nightmare​
Pain Split​
Protect​
Psych Up​
Rain Dance​
Recycle​
Reflect​
Rest​
Safeguard​
Sing​
Skill Swap​
Sleep Talk​
Snatch​
Substitute​
Sunny Day​
Swagger​
Taunt​
Telekinesis​
Teleport​
Thunder Wave​
Torment​
Toxic​
Trick​
Trick Room​
Will-O-Wisp​
Wish​
Wonder Room​
RAID
Dispel​

Golem-A [M] [Crash]
NATURE: Adamant
TYPE: Rock/Electric
ABILITIES: Magnet Pull | Sturdy | Galvanize [Hidden]

STATS
HP: 100​
Atk: 6+​
Def: 5​
SpA: 1-​
SpD: 3​
Spe: 45​
Size Class: 3​
Weight Class: 7​
Base Rank Total: 20​

COUNTERS
EC: 9/9​
MC: 0​
AC: 5/5​

MOVES (45/76)
Defense Curl​
Tackle​
Rock Polish​
Rollout​
Rock Throw​
Smack Down​
Self-Destruct​
Charge​
Spark​
Thunder Punch​
Explosion​
Stone Edge​
Rock Blast​
Double-Edge​
Block​
Endure​
Counter​
Magnet Rise​
Wide Guard​
Stealth Rock​
Superpower​
Fire Punch​
Iron Defense​
Earthquake​
Rock Slide​
Gyro Ball​
Protect​
Substitute​
Return​
Frustration​
Rest​
Sleep Talk​
Volt Switch​
Autotomize​
Bulldoze​
Facade​
Focus Punch​
Giga Impact​
Heavy Slam​
Iron Head​
Rock Tomb​
Sandstorm​
Steamroller​
Stomping Tantrum​
Toxic​

Syclant [M] [Arthur]
Nature: Hasty
Type: Ice/Bug

[Abilities]: Compoundeyes | Mountaineer | Ice Body [Hidden]
Compoundeyes (Passive)
This Pokemon's complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer (Passive)
This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Ice Body (Passive)
This Pokemon thrives in Icy conditions and can absorb energy from Hailstones to recover two (2) HP/action in Hail. Pokemon with this ability are immune to Hail damage.
[Stats]
HP: 100​
Atk: 5​
Def: 2-​
SpA: 4​
SpD: 3​
Spe: 140+​
+23% Accuracy​
Size Class: 3​
Weight Class: 4​
Base Rank Total: 23​

[Counters]
EC: 6/6​
MC: Maxxxed!​
AC: 5/5​

[Moves] [90|90] [+6 CC]
Absorb​
Acrobatics​
Aerial Ace​
Attract​
Avalanche​
Blizzard​
Brick Break​
Brutal Swing​
Bug Bite​
Bug Buzz​
Bulldoze​
Captivate​
Confide​
Counter​
Cut​
Dig​
Double-Edge​
Double Team​
Earth Power​
Earthquake​
Echoed Voice​
Electroweb​
Endure​
Facade​
False Swipe​
Fell Stinger​
Fling​
Focus Blast​
Focus Energy​
Focus Punch​
Freeze-Dry​
Frost Breath​
Frustration​
Fury Attack​
Fury Cutter​
Giga Drain​
Giga Impact​
Hail​
Hidden Power​
Hone Claws​
Hyper Beam​
Ice Beam​
Ice Punch​
Ice Shard​
Icicle Crash​
Icicle Spear​
Icy Wind​
Infestation​
Knock Off​
Laser Focus​
Leech Life​
Leer​
Lunge​
Mimic​
Natural Gift​
Pin Missile​
Protect​
Quash​
Rain Dance​
Rest​
Return​
Rock Climb​
Rock Slide​
Rock Smash​
Round​
Scratch​
Secret Power​
Sheer Cold​
Signal Beam​
Silver Wind​
Slash​
Sleep Talk​
Snore​
Solar Beam​
Spikes​
Stone Edge​
Strength​
String Shot​
Struggle Bug​
Substitute​
Superpower​
Swagger​
Swords Dance​
Tail Glow​
Taunt​
Toxic​
U-turn​
Venoshock​
Water Pulse​
X-Scissor​

Restorative
2x Potion
1x Super Potion
2x Ether
1x Elixir
1x Revive
1x Max Revive
1x Hyper Potion

Poke Balls
1x Heal Ball
8x Cherish Ball
6x Ultra Ball


All items in the backpack are pre-owned.

Q
JJayyFeather (Milos Island)
Taking

Also if anyone wants to give a tlr a go i suggest you do it soon while i am willing to ref it.
 

TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Moderator
Well, time to try this out at last.

Challenging Siren Sands!


Yuuki has kinda been forced upon me, yet I still find him kinda sympathetic and, all in all, he pulls his weight rather well. First member that's not part of the Original 10, this Slowpoke is, true to his kin, very slow on the uptake. It's not unusual to see him nap in battle or be one or even two rounds late! He's still kind-hearted though, and can do wonders if he's not around girls.
The boy has grown from his derpy days. He's now gained much needed brain power, allowing him to actually be a functioning member of the team now. While still capable of dishing out hits, his strong point is his variety of defensive support moves, meaning he's at his best on the rear line, boosting his allies and attacking at a distance. Ironically, he makes a rather good duo with Kazuma. Too bad the latter doesn't really like him.

Slowking [Male] [Yuuki Rito]
Types: Water/Psychic

Abilities:
Oblivious / Own Tempo / Regenerator (H) [UNLOCKED]

Nature: Sassy (+1 SpD, Spe ÷ 1.15, -10% Evasion)

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

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

Attacks:
Level Up
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Heal Pulse
Water Pulse
Slack Off
Amnesia
Power Gem
Hidden Power [Bug]
Nasty Plot
Swagger
Psych Up
Rain Dance

Egg
Block
Future Sight
Me First
Mud Sport
Zen Headbutt
Safeguard
Wonder Room

TM/HM
Ice Beam
Protect
Earthquake
Psychic
Scald
Reflect
Sunny Day
Light Screen
Flamethrower
Psyshock
Toxic
Telekinesis
Earthquake
Shadow Ball
Fire Blast
Focus Blast
Brine
Incinerate
Dragon Tail
Grass Knot
Surf
Whirlpool
Rest
Sleep Talk

Tutor
Aqua Tail
Endure
Mud-Slap
Counter
Dive
Drain Punch
Icy Wind
Iron Defense
Magic Coat
Mimic
Signal Beam
Skill Swap

Richard lives, fights and breathes for one ideal and one only: justice. The very thought of injustice makes him shiver and he won't hesistate to rush to the side of Pokémon under attack... which is a problem since he's not really that strong himself (yet). As such, he's viewed as more brawns than brains, and even if his heart is pure, he often only sees the world in black and white, which is not something commonly shared within the team...
His evolution changed things to the core. He upholds the same ideals, but now he has the necessary power to enforce them if needed. While he's not the strictest of minds, he still like to act as a policeman within the team, trying to redress the members' wrongdoings, which doesn't really please the more lax of them, such as Kazuma and especially Meliodas. There is also frequent friction with Manon and Shizune because giving them orders isn't really to their liking. Nevertheless, everyone now respects his power.

Lucario [Richard Rahl] (Male)
Types: Fighting/Steel

Abilities:
Steadfast / Inner Focus / Justified (H) [UNLOCKED]/Adaptability (Mega)

Nature: Hasty (+15% Spe, +12% Acc (+19% Acc Mega), -1 Def)

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

Only when an ally is in danger is Richard able to reach this form, in order to protect them with his newfound power. While not gaining anything in terms of defense would seem counterproductive, the major buff in offenses allows him to plow through opposition with unrivaled power. He truly becomes the guardian of justice.

Stats:
HP: 100
Atk: 6
Def: 2 (-)
SpA: 6
SpD: 3
Spe: 129 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 25


EC: 6/6
MC: 1
AC: 5/5

Attacks:

Level Up
Quick Attack
Foresight
Endure
Counter
Feint
Force Palm
Copycat
Reversal
Screech
Nasty Plot
Final Gambit
Extreme Speed
Close Combat
Dragon Pulse
Dark Pulse
Aura Sphere
Detect
Laser Focus
Metal Claw
Me First
Power-up Punch
Swords Dance
Metal Sound
Bone Rush
Quick Guard
Heal Pulse

Egg
Agility
Bullet Punch
Low Kick
Meteor Mash
Vacuum Wave
Cross Chop
Crunch
Sky Uppercut
Blaze Kick
Circle Throw
High Jump Kick
Iron Defense

TM/HM
Roar
Toxic
Protect
Dig
Drain Punch
Earthquake
Brick Break
Focus Blast
Shadow Claw
Giga Impact
Rock Slide
Flash Cannon

Tutor
Magnet Rise
Dual Chop
Iron Tail
Mud-Slap
Thunder Punch
Role Play
Zen Headbutt
Other

Despite what his somewhat creepy appearance would suggest, Meliodas is actually a rather chill guy with no intention to spread evil around him or anything. While he likes to pull pranks from time to time (a consequence of his Dark typing, perhaps?), they're usually harmless and all for the laughs. While some in the team don't really appreciate these pranks, such as Shizune, he always manages to get at least one or two team members to commit mischief. His favorite target is Richard as the latter is really jumpy and often reacts in a way that only makes Meliodas want to tease him more.
He's pretty charismatic and knows how to rally people should he need to, though he rarely needs to as he's just happy to wander around. However, just like Selphine, he becomes absolutely feral once angered and gives up any semblance of compassion. In fact, both of them should never be fighting the same opponent because of the risk of said opponent being torn to shred by both of them.

Sableye [Meliodas] (Male)
Types: Dark/Ghost

Abilities:
Keen Eye / Stall / Prankster (H) [UNLOCKED]

Nature: Brave (+1 Atk, -15% Spe, -10% Eva)

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16
Types: Dark/Ghost

Abilities:
Keen Eye / Stall / Prankster (H) [UNLOCKED]/Magic Bounce (Mega)

Nature: Brave (+1 Atk, -15% Spe, -10% Eva)

HP: 90
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 4
Spe: 17 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 18


EC: 0/0
MC: 1
AC: 5/5

Attacks:

Level Up
Mean Look
Zen Headbutt
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Detect
Shadow Sneak
Feint Attack
Fake Out
Punishment
Knock Off
Shadow Claw
Foul Play
Quash

Egg
Imprison
Metal Burst
Nasty Plot
Recover
Sucker Punch
Feint
Psych Up

TM/HM
Taunt
Shadow Ball
Torment
Endure
Will-O-Wisp
Frustration
Return
Dig
Brick Break
Rock Tomb
Thief
Low Sweep
Incinerate
Payback
Poison Jab
Snarl
Dazzling Gleam
Rest
Sleep Talk
Incinerate

Tutor
Counter
Fire Punch
Ice Punch
Low Kick
Snatch
Focus Punch
Gravity
Icy Wind
Magic Coat
Mimic
Mud-Slap
Pain Split
Role Play
Substitute
Thunder Punch
Telekinesis
Dynamic Punch
Other

Balls:
Cherish Ball x8 (6CC)
Sport Ball x3 (3CC, 4CC to buy)

Non-rare other items
:
Revive x1 (4CC)
Super Potion x1 (2CC)
Potion x2 (2CC)
Ether x3 (3CC)
Full Heal x1 (2CC)
Awakening x1 (1CC)
Burn Heal x1 (1CC)

Rare other items
:
Max Ether x1 (2CC)
Hyper Potion x1 (2CC)


UC: 189 ==> 160
Leftover: 1 Sport Ball
 

Frosty

=_=
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Well, time to try this out at last.

Challenging Siren Sands!


Yuuki has kinda been forced upon me, yet I still find him kinda sympathetic and, all in all, he pulls his weight rather well. First member that's not part of the Original 10, this Slowpoke is, true to his kin, very slow on the uptake. It's not unusual to see him nap in battle or be one or even two rounds late! He's still kind-hearted though, and can do wonders if he's not around girls.
The boy has grown from his derpy days. He's now gained much needed brain power, allowing him to actually be a functioning member of the team now. While still capable of dishing out hits, his strong point is his variety of defensive support moves, meaning he's at his best on the rear line, boosting his allies and attacking at a distance. Ironically, he makes a rather good duo with Kazuma. Too bad the latter doesn't really like him.

Slowking [Male] [Yuuki Rito]
Types: Water/Psychic

Abilities:
Oblivious / Own Tempo / Regenerator (H) [UNLOCKED]

Nature: Sassy (+1 SpD, Spe ÷ 1.15, -10% Evasion)

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

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

Attacks:
Level Up
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Heal Pulse
Water Pulse
Slack Off
Amnesia
Power Gem
Hidden Power [Bug]
Nasty Plot
Swagger
Psych Up
Rain Dance

Egg
Block
Future Sight
Me First
Mud Sport
Zen Headbutt
Safeguard
Wonder Room

TM/HM
Ice Beam
Protect
Earthquake
Psychic
Scald
Reflect
Sunny Day
Light Screen
Flamethrower
Psyshock
Toxic
Telekinesis
Earthquake
Shadow Ball
Fire Blast
Focus Blast
Brine
Incinerate
Dragon Tail
Grass Knot
Surf
Whirlpool
Rest
Sleep Talk

Tutor
Aqua Tail
Endure
Mud-Slap
Counter
Dive
Drain Punch
Icy Wind
Iron Defense
Magic Coat
Mimic
Signal Beam
Skill Swap

Richard lives, fights and breathes for one ideal and one only: justice. The very thought of injustice makes him shiver and he won't hesistate to rush to the side of Pokémon under attack... which is a problem since he's not really that strong himself (yet). As such, he's viewed as more brawns than brains, and even if his heart is pure, he often only sees the world in black and white, which is not something commonly shared within the team...
His evolution changed things to the core. He upholds the same ideals, but now he has the necessary power to enforce them if needed. While he's not the strictest of minds, he still like to act as a policeman within the team, trying to redress the members' wrongdoings, which doesn't really please the more lax of them, such as Kazuma and especially Meliodas. There is also frequent friction with Manon and Shizune because giving them orders isn't really to their liking. Nevertheless, everyone now respects his power.

Lucario [Richard Rahl] (Male)
Types: Fighting/Steel

Abilities:
Steadfast / Inner Focus / Justified (H) [UNLOCKED]/Adaptability (Mega)

Nature: Hasty (+15% Spe, +12% Acc (+19% Acc Mega), -1 Def)

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

Only when an ally is in danger is Richard able to reach this form, in order to protect them with his newfound power. While not gaining anything in terms of defense would seem counterproductive, the major buff in offenses allows him to plow through opposition with unrivaled power. He truly becomes the guardian of justice.

Stats:
HP: 100
Atk: 6
Def: 2 (-)
SpA: 6
SpD: 3
Spe: 129 (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 25


EC: 6/6
MC: 1
AC: 5/5

Attacks:

Level Up
Quick Attack
Foresight
Endure
Counter
Feint
Force Palm
Copycat
Reversal
Screech
Nasty Plot
Final Gambit
Extreme Speed
Close Combat
Dragon Pulse
Dark Pulse
Aura Sphere
Detect
Laser Focus
Metal Claw
Me First
Power-up Punch
Swords Dance
Metal Sound
Bone Rush
Quick Guard
Heal Pulse

Egg
Agility
Bullet Punch
Low Kick
Meteor Mash
Vacuum Wave
Cross Chop
Crunch
Sky Uppercut
Blaze Kick
Circle Throw
High Jump Kick
Iron Defense

TM/HM
Roar
Toxic
Protect
Dig
Drain Punch
Earthquake
Brick Break
Focus Blast
Shadow Claw
Giga Impact
Rock Slide
Flash Cannon

Tutor
Magnet Rise
Dual Chop
Iron Tail
Mud-Slap
Thunder Punch
Role Play
Zen Headbutt
Other

Despite what his somewhat creepy appearance would suggest, Meliodas is actually a rather chill guy with no intention to spread evil around him or anything. While he likes to pull pranks from time to time (a consequence of his Dark typing, perhaps?), they're usually harmless and all for the laughs. While some in the team don't really appreciate these pranks, such as Shizune, he always manages to get at least one or two team members to commit mischief. His favorite target is Richard as the latter is really jumpy and often reacts in a way that only makes Meliodas want to tease him more.
He's pretty charismatic and knows how to rally people should he need to, though he rarely needs to as he's just happy to wander around. However, just like Selphine, he becomes absolutely feral once angered and gives up any semblance of compassion. In fact, both of them should never be fighting the same opponent because of the risk of said opponent being torn to shred by both of them.

Sableye [Meliodas] (Male)
Types: Dark/Ghost

Abilities:
Keen Eye / Stall / Prankster (H) [UNLOCKED]

Nature: Brave (+1 Atk, -15% Spe, -10% Eva)

Stats:
HP: 90
Atk: 4 (+)
Def: 3
SpA: 3
SpD: 3
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 16
Types: Dark/Ghost

Abilities:
Keen Eye / Stall / Prankster (H) [UNLOCKED]/Magic Bounce (Mega)

Nature: Brave (+1 Atk, -15% Spe, -10% Eva)

HP: 90
Atk: 4 (+)
Def: 5
SpA: 3
SpD: 4
Spe: 17 (-)
Size Class: 1
Weight Class: 5
Base Rank Total: 18


EC: 0/0
MC: 1
AC: 5/5

Attacks:

Level Up
Mean Look
Zen Headbutt
Leer
Scratch
Foresight
Night Shade
Astonish
Fury Swipes
Detect
Shadow Sneak
Feint Attack
Fake Out
Punishment
Knock Off
Shadow Claw
Foul Play
Quash

Egg
Imprison
Metal Burst
Nasty Plot
Recover
Sucker Punch
Feint
Psych Up

TM/HM
Taunt
Shadow Ball
Torment
Endure
Will-O-Wisp
Frustration
Return
Dig
Brick Break
Rock Tomb
Thief
Low Sweep
Incinerate
Payback
Poison Jab
Snarl
Dazzling Gleam
Rest
Sleep Talk
Incinerate

Tutor
Counter
Fire Punch
Ice Punch
Low Kick
Snatch
Focus Punch
Gravity
Icy Wind
Magic Coat
Mimic
Mud-Slap
Pain Split
Role Play
Substitute
Thunder Punch
Telekinesis
Dynamic Punch
Other

Balls:
Cherish Ball x8 (6CC)
Sport Ball x3 (3CC, 4CC to buy)

Non-rare other items:
Revive x1 (4CC)
Super Potion x1 (2CC)
Potion x2 (2CC)
Ether x3 (3CC)
Full Heal x1 (2CC)
Awakening x1 (1CC)
Burn Heal x1 (1CC)

Rare other items:
Max Ether x1 (2CC)
Hyper Potion x1 (2CC)


UC: 189 ==> 160
Leftover: 1 Sport Ball
There is a portuguese saying (or brazillian idk) stating that when you work work work and pretty much nothing comes out of it, you are just "drying up ice". Or mopping a lake as I read recently.

I don't know why that saying came to me rn. Coincidence, obv.

taking.
 

Toon

NOT A BUNNY!
is a Forum Moderator Alumnus
I was told to challenge this

Challenging Cirque Des Fantômes


Araquanid [♂] Bubble Buddy
Nature: Adamant (+1 Atk, -1 SpA)
Type:

Abilities: Water Bubble/Water Absorb (‽)
Stats:
HP:
100
Atk: 4 (+)
Def: 3
SpA: 1 (-)
SpD: 5
Spe: 42
Size Class: 4
Weight Class: 4
Base Rank Total: 18
EC: 6/6
MC: 0
AC: 0/5

Attacks

Bite
Bug Bite
Crunch
Facade
Frustration
Leech Life
Liquidation
Lunge
Poison Jab
Return
Waterfall
X-Scissor


Aurora Beam
Blizzard
Bubble
Bubble Beam
Frost Breath
Giga Drain
Hidden Power [Ground]
Ice Beam
Icy Wind
Infestation
Mirror Coat
Round
Scald
Signal Beam
Snore
Surf
Water Pulse


Aqua Ring
Attract
Confide
Double Team
Iron Defense
Laser Focus
Magic Coat
Magic Room
Power Split
Protect
Rain Dance
Reflect
Rest
Safeguard
Sleep Talk
Soak
Spider Web
Spit Up
Sticky Web
Stockpile
Substitute
Swagger
Toxic
Water Sport
Wide Guard
Wonder Room

maxxed|0 Moves

Miltank [♀] Joel
Nature: Adamant (+1 Atk, -1 SpA)
Type:

Abilities: Thick Fat/Scrappy/Sap Sipper
Stats:
HP:
100
Atk: 4 (+)
Def: 4
SpA: 1 (-)
SpD: 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 19
EC: N/A
MC: 0
AC: 5/5
Attacks

Bide
Body Slam
Brick Break
Bulldoze
Counter
Dizzy Punch
Double-Edge
Dynamic Punch
Earthquake
Facade
Fire Punch
Fling
Focus Punch
Frustration
Giga Impact
Gyro Ball
Hammer Arm
Headbutt
Heart Stamp
Ice Punch
Iron Head
Iron Tail
Present
Punishment
Retaliate
Return
Reversal
Rock Slide
Rollout
Secret Power
Stomp
Stomping Tantrum
Tackle
Thunder Punch
Wake-Up Slap
Zen Headbutt


Icy Wind
Mud-Slap
Shock Wave
Snore
Whirlpool
Zap Cannon


After You
Block
Defense Curl
Double Team
Endure
Growl
Heal Bell
Helping Hand
Metronome
Milk Drink
Mimic
Protect
Psych Up
Rain Dance
Rest
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Sweet Scent
Toxic
Thunder Wave
65|92 Moves

Camerupt [♀] Eeyore
Nature: Quiet (+1 SpA, Speed ÷ 1.15, -10% Evasion)
Type:

Abilities: Magma Armor/Solid Rock/Anger Point
Stats:
HP:
100
Atk: 4
Def: 3
SpA: 5 (+)
SpD: 3
Spe: 34 (-) (-10% Evasion)
Size Class: 4
Weight Class: 6
Base Rank Total: 19

Type:

Abilities: Magma Armor/Solid Rock/Anger Point/Sheer Force
Stats
HP:
100
Atk: 5
Def: 4
SpA: 7 (+)
SpD: 4
Spe: 17 (-) (-10% Evasion)
Size Class: 4
Weight Class: 7
Base Rank Total: 23

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

Attacks

Body Slam
Bulldoze
Dig
Double-Edge
Earthquake
Explosion
Facade
Fissure
Flame Charge
Frustration
Giga Impact
Headbutt
Heavy Slam
Iron Head
Magnitude
Natural Gift
Return
Rock Slide
Rock Smash
Rock Tomb
Rollout
Secret Power
Self-Destruct
Stomp
Stomping Tantrum
Stone Edge
Strength
Tackle
Take Down


Ancient Power
Earth Power
Echoed Voice
Ember
Eruption
Fire Blast
Flame Burst
Flamethrower
Flash Cannon
Heat Wave
Hidden Power [Ice]
Hyper Beam
Incinerate
Lava Plume
Mud Bomb
Mud-Slap
Overheat
Round
Snore
Solar Beam
Spit Up


Attract
Captivate
Charm
Confide
After You
Amnesia
Curse
Defense Curl
Double Team
Endure
Focus Energy
Growl
Growth
Howl
Mimic
Nature Power
Protect
Rest
Roar
Rock Polish
Sandstorm
Scary Face
Sleep Talk
Stealth Rock
Stockpile
Substitute
Sunny Day
Swagger
Swallow
Toxic
Will-O-Wisp
Yawn
82|82 Moves
MAXXED


2/2 Potion -2CC
1/1 Super Potion already owned
2/2 Ether 2CC
1/1 Elixir -4CC
1/1 Revive -4CC
4/4 Pokeball -2CC
8/8 Beast Ball -6CC
4/4 Dusk Ball -4CC

1/1 Max Revive already owned
1/1 Max Ether already owned


QUEUE
Toon (Cirque Des Fantômes)
 

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