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One last good spell, before our ancestral might is to be unjustly stolen... Night Shade ~ Night Shade ~ Night Shade
[start of turn] If Rotom's HP is at most half of Togedemaru's, and Rotom has Recoveries, and Togedemaru lacks Protection, use Pain Split.
[start of turn] If Togedemaru is to use an Electric-type attack next step and Togedemaru lacks Protection and Togedemaru lacks Confusion, use Confuse Ray the first instance.
Arcanine and its friend Togedemaru are laid out, unconscious on the ground, now turned mud from the rainy weather. Keriel ruthlessly walks past them, not even attempting to capture them with a Pokeball. With expert skill, they scale down the steep terrain of the forest and continue their journey.
Keriel and co. make it to a clearing where they finally see the castle. It sits high, high atop a mountain of unidentifiable material. The material doesn't look man-made, and it seems as if someone just piled a bunch of stuff together and put a castle on top. The Feudal Lord's mansion is undoubtedly above it all, and there Keriel will find the reason that the Feudal Lord invited them all this way.
As Keriel approaches... they get confused. There seems to be no path, just a mountain of this strange material. The closer they get, the foggier the surroundings, making it hard to even identify whats in front of them. Keriel starts to wonder how a carriage was supposed to transport all those people through this impassable terrain. Well, time is ticking, and Keriel has a tight schedule to stick too, so they need to figure out how to get to the top of this tower as soon as possible!
It took some time, when Keriel first took to the construction of this peculiar spirit, to find what machines it was best suited to. Even still, they're rather out of place in the Mage's home. But the spirit itself wears them as a second skin, shifting between forms on a whim. The Essence of Animation will Forme Shift to Rotom-Fan, using its arcane motor to blow away the fog with powerful gusts of wind. As it does, Articuno takes wing - despite its nature, it will offer a Helping Hand, helping the Mage up, as Rotom can simply Levitate to the castle.
Articuno flies majestically in the sky, with Keriel on its back, and Rotom-Fan in aerial tow. They scale the mysterious mountain and as they rise up the fog thins, and they can see their final destination! A silhouette of the Shogun's impressive base comes into view, and with anticipation and excitement, Articuno speeds their ascent.
Curiously, as Keriel and co approach, what was once an impressive silhouette now looks like an unkempt, decrepit, and abandoned structure. This is very confusing for Keriel as they remembered good news about the shogun and his lands. Though, it does make sense that maintenance would be hard given the difficulty it took to get up here...
As Articuno flies to the top of the mound, Keriel hops off and lands on grass far too tall and wild to be evidence for maintenance. The more Keriel looks around, the more they are assured of their second assumption - this place was abandoned long ago. But then, who could have ca-
Interrupting the internal inquiry, a rock nearby becomes sentient and launches itself at Keriel! Rotom with its quick reflexes is able to blow a gust of wind just strong enough to blow the rock off course, and it misses its mark. A Wild Runegrigus appeared and was immediately hostile!
Cuu... CuunoOOOHH!! attention is diverted upwards, and unbeknownst to Keriel, Articuno is in active combat with a second assailant!
Questions are gonna have to be asked on the go, it's time to battle!
Ground/Ghost
Wandering Spirit
CR 0: 70/8/10/6/8/30
Moves:
Astonish
Attract
Confide
Dizzy Punch
Double Team
Energy Ball
Facade
Fire Punch
Flash
Flash Cannon
Focus Blast
Ice Punch
Protect
Psychic
Rock Slide
Round
Shadow Ball
Signal Beam
Strength
Thunder Punch
Thunder Wave
Toxic
Zen Headbutt
Moves
Aerial Ace
Air Slash
Ancient Power
Attract
Confide
Dark Pulse
Dazzling Gleam
Double Team
Energy Ball
Facade
Flash
Flash Cannon
Hypnosis
Ice Beam
Protect
Psychic
Psycho Cut
Round
Shadow Ball
Signal Beam
Thunder Wave
Toxic
Zen Headbutt
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - -
Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Wild Runegrigus HP 49 / EN 76|| Stats 8/10/6/8/*30x1.75*
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (3) Turns
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - - Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Weather Ball ~ Weather Ball ~ Weather Ball
[start of turn] If Articuno has Major Status, use Heal Bell.
[start of turn] If Runerigus has Evasive, use Avalanche.
Wild Runegrigus HP 49 / EN 76|| Stats 8/10/6/8/*30x1.75*
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
+1 SPE (3) Turns
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - - Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Wild Runegrigus HP 2 / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - - Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
Wild Runegrigus HP 2 / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - -
Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - - Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.
K.O. HP KO / EN 42|| Stats 8/10/6/8/30
5 Chill 2 Rcv
Abilities: Wandering Spirit
- - - - Gimmick: Choose Fly, Dig, or Phantom Force: The ref's Pokemon learns that move. The ref's Pokemon may only use that move once per Round (subsequent attempts will fail).
Choosing: Phantom Force
Wild Sigilyph HP 66 / EN 66|| Stats 6/7/9/7/97
Size 3 Weight 2 / 5 Chill 2 Rcv
Abilities: Wonder Skin ~ Magic Guard ~ Tinted Lens
- - - - Gimmick: At end of round, switch out one of the active Pokemon (without altering turn order), then increase the ref's Pokemon's Speed stage by one (1) for six (6) turns. The Challenger cannot initiate a Switch Phase after resolving this effect.