To Defy the End: Chapter 1, Into the Caves!
Chapter 1:
While most trainers that come from the region of Smogon control their Pokémon, there is one exception: Walker, the Eternal Drifter. Missing for over half a year, search teams dried up, especially once he was spotted with a Natu in turn at a shopping mall, a cave, and a battlefield, all very briefly. But his state when others encountered him showed him to be deteriorating, and Demon Lord Itsumo is known to be chasing the trainer for his own reasons.
Which is why, when Walker was spotted in the caverns in Mt Coronet, that two trainers and their Pokémon were sent to try to bring him to safety back in the Smogon region.
However, with the general increase of hostility of Pokémon all around, the trainers had better be on their guard...
Maxim:
Trainer: Terra (F)
Nature: Careful (Special Defense increased by 1, Special Attack lowered by 1)
Bio: Terra is a youthful trainer from the Unova region and an acclaimed actor for Pokestar Studios. She made her fame by defeating Ghetsis's second plan to take over Unova, and by making several well received movies. She currently has a contract with Pokestar Studios that allows her to do plenty of training as well as act on her schedule, but she has a hard time getting the paparazzi away from her. Through her acting career, she's gained a knowledge of many tricks and special effects that she sometimes uses elsewhere.
Her most famous method of battle is her relentless use of seismic moves, especially Earthquake. If she can't hit you with Earthquake, she'll simply use Gravity to make sure she can. That said, she isn't unaware of other tactics to bring down opponents. Those who underestimate her usually find themselves buried by her attacks.
Type:
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Telepathy: (Passive) This Trainer has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: 3
Def: 3
SpA: 0 (-)
SpD: 3 (+)
Spe: 55
Size Class: 3
Weight Class: 4
Attacks:
Basic:
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Typing:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes
Sword:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen
Cross Poison
Poison Jab
Psycho Cut
Points Used: 100
Colossoil [Rosch] (M)
Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Rebound: (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks (32):Drill Run
Horn Attack
Peck
Leer
Tackle
Bubblebeam
Body Slam
Bite
Rapid Spin
Pursuit
Dig
Bounce
Magnitude
Crunch
Megahorn
Horn Drill
Encore
Fake Out
Thunder Fang
Sucker Punch
Aqua Tail
Endure
Snatch
Taunt
Brick Break
Protect
Earthquake
Double Team
Rock Slide
Stone Edge
Substitute
U-Turn
AOPSUSer:
Trainer: AOPSUser (M)
Nature: Serious
Type: Dark/Psychic
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: 1
Def: 3
SpA: 1
SpD: 3
Spe: 55
Item: Arceus Amulet
Moves:
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Special (cost 1.5x energy before STAB):
Heal Pulse
Light Screen
Reflect
Safeguard
Wish
Total Cost: 100
Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)
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 of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Passive) 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: (Passive) 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 Unlocked): (Passive) 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
EC: N/A
MC: 0
DC: 5/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge
Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power
Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore
Dispel
Shadow Mend
Total: 58/90
The Two trainers bring their march to a halt, taking one last look at the map before glancing at each other and nodding in agreement. They put the map away and begin their descent into Mt. Coronet, having finally located the small side-cave that Walker had been reportedly seen at. They descended into the darkness with a grim determination to finally find Walker and bring him home, and put this hunt to rest at last.
(Feel free to post opening remarks/make any last minute changes or strategy adjustments. The next section will be posted in approximately 48 hours.)
Chapter 1:
While most trainers that come from the region of Smogon control their Pokémon, there is one exception: Walker, the Eternal Drifter. Missing for over half a year, search teams dried up, especially once he was spotted with a Natu in turn at a shopping mall, a cave, and a battlefield, all very briefly. But his state when others encountered him showed him to be deteriorating, and Demon Lord Itsumo is known to be chasing the trainer for his own reasons.
Which is why, when Walker was spotted in the caverns in Mt Coronet, that two trainers and their Pokémon were sent to try to bring him to safety back in the Smogon region.
However, with the general increase of hostility of Pokémon all around, the trainers had better be on their guard...
Maxim:
Trainer: Terra (F)
Nature: Careful (Special Defense increased by 1, Special Attack lowered by 1)
Bio: Terra is a youthful trainer from the Unova region and an acclaimed actor for Pokestar Studios. She made her fame by defeating Ghetsis's second plan to take over Unova, and by making several well received movies. She currently has a contract with Pokestar Studios that allows her to do plenty of training as well as act on her schedule, but she has a hard time getting the paparazzi away from her. Through her acting career, she's gained a knowledge of many tricks and special effects that she sometimes uses elsewhere.
Her most famous method of battle is her relentless use of seismic moves, especially Earthquake. If she can't hit you with Earthquake, she'll simply use Gravity to make sure she can. That said, she isn't unaware of other tactics to bring down opponents. Those who underestimate her usually find themselves buried by her attacks.
Type:
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.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Telepathy: (Passive) This Trainer has a mental link with its allies in multiple battles, which allows it to avoid taking damage from allied attacks that damage each foe or the entire field like Blizzard and Earthquake. They are still affected by an opponents spread damage attacks.
Stats:
HP: 90
Atk: 3
Def: 3
SpA: 0 (-)
SpD: 3 (+)
Spe: 55
Size Class: 3
Weight Class: 4
Attacks:
Basic:
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Typing:
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Block
Poison Gas
Poison Sting
Sludge
Toxic Spikes
Sword:
Aerial Ace
Cut
Fury Attack
Fury Cutter
Fury Swipes
Sharpen
Cross Poison
Poison Jab
Psycho Cut
Points Used: 100
Nature: Adamant (Attack increased by *, Special Attack decreased by *)
Type:
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Rebound: (Trigger) The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition.
Guts: (Passive) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW): (Passive) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Stats:HP: 120
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22
EC: 6/6
MC: 0
DC: 5/5
Attacks (32):Drill Run
Horn Attack
Peck
Leer
Tackle
Bubblebeam
Body Slam
Bite
Rapid Spin
Pursuit
Dig
Bounce
Magnitude
Crunch
Megahorn
Horn Drill
Encore
Fake Out
Thunder Fang
Sucker Punch
Aqua Tail
Endure
Snatch
Taunt
Brick Break
Protect
Earthquake
Double Team
Rock Slide
Stone Edge
Substitute
U-Turn
AOPSUSer:
Trainer: AOPSUser (M)
Nature: Serious
Type: Dark/Psychic
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.
Abilities:
Prankster: (Passive) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Regenerator: (Passive) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.
Defeatist: (Trait) The Pokemon tires from prolonged battles easily, and its Attack and Special Attack reduce by two (2) Ranks when at or below 50% of its maximum HP. Once Defeatist is active, attacks cost two (2) less energy. If the Pokemon goes back above 50% of its maximum HP in battle, Defeatist's effects will disappear.
Stats:
HP: 100
Atk: 1
Def: 3
SpA: 1
SpD: 3
Spe: 55
Item: Arceus Amulet
Moves:
Amnesia
Bulk Up
Calm Mind
Dragon Dance
Growl
Headbutt
Leer
Meditate
Mega Punch
Nasty Plot
Pound
Quiver Dance
Rage
Sing
Slam
Snore
Stomp
Strength
Struggle
Swords Dance
Tackle
Tickle
Beat Up
Faint Attack
Fake Tears
Sucker Punch
Taunt
Thief
Confusion
Kinesis
Psywave
Telekinesis
Zen Headbutt
Special (cost 1.5x energy before STAB):
Heal Pulse
Light Screen
Reflect
Safeguard
Wish
Total Cost: 100
Revenankh "Tutankhamen" (M)
Nature: Adamant (+Attack, -Special Attack)
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 of throwing/grappling moves. Superior reaction time in close quarters.
Abilities:
Shed Skin: (Passive) 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: (Passive) 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 Unlocked): (Passive) 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
EC: N/A
MC: 0
DC: 5/5
Attacks:
Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Power Whip
Hammer Arm
Moonlight
Punishment
Revenge
Vital Throw
Grudge
Shadow Sneak
Counter
Mach Punch
Focus Punch
Drain Punch
Endure
Superpower
Trick
Wide Guard
Destiny Bond
Curse
Secret Power
Taunt
Protect
Earthquake
Toxic
Substitute
Double Team
Brick Break
Bulldoze
Return
Telekinesis
Rest
Facade
Pain Split
Sleep Talk
Helping Hand
Ice Punch
Rock Slide
Smack Down
Payback
Low Sweep
Sunny Day
Sandstorm
Rock Tomb
Torment
Dual Chop
Knock Off
Poison Jab
Giga Impact
Bind
Snore
Dispel
Shadow Mend
Total: 58/90
The Two trainers bring their march to a halt, taking one last look at the map before glancing at each other and nodding in agreement. They put the map away and begin their descent into Mt. Coronet, having finally located the small side-cave that Walker had been reportedly seen at. They descended into the darkness with a grim determination to finally find Walker and bring him home, and put this hunt to rest at last.
DQ: 3 Days (Trainers)/5 Days (Ref)
Substitutions: 2
Pokémon Items: On
Abilities: All
Chills/Recovers: Infinite/Infinite
Substitutions: 2
Pokémon Items: On
Abilities: All
Chills/Recovers: Infinite/Infinite
(Feel free to post opening remarks/make any last minute changes or strategy adjustments. The next section will be posted in approximately 48 hours.)
Last edited: