Data The Legend Run - Open Source Test Run - Deoxys

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Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
This Discussion will be moderated to ensure it stays on track.

While I do eventually want to get around to revamping old TLRs to include Gen 6 Pokemon and Fairies (where they aren't incidental), for the purposes of this thread I wanted to start clean and also give our users a chance to build a Legendary level TLR from the ground up.

Here is what I want to do. Essentially I want our users to discuss the following subjects, and then come up with scenarios in order to implement it.
1. TLRs will retain the structure of Lackeys -> Guardians -> Boss. These chokepoints allow players to at least know what they must always prepare for, and to be aware of the defining elements of the TLR.

2. RP Rooms vs. RP Tracks:
In the intermediate phazes, I think TLR hasn't done a good enough job balancing risk vs. reward, so what I would like to see is a proliferation of different pathways that offer different levels of risk and reward, that the player can knowingly choose. In exchange, I think certain RPs can go quickly through while others involve multiple rooms, multiple battles, and much better items. Effectively this means a trainer can map out a TLR Path, and take as much or as little risk as they like, with certain paths requiring a balancing out later.

An example of a few TLR flows with this system would look like:

Lackeys -> Easy Room -> Intermediate Room -> Guardians -> Intermediate Room -> Intermediate Room -> Boss [Lowest Difficulty, Lowest Reward]
Lackeys -> Easy Room -> Intermediate Track -> Guardians -> Intermediate Track - Intermediate Room -> Boss [Intermediate Difficulty, Intermediate Rewards]
Lackeys -> Easy Room -> Easy Room -> Guardians -> Expert Room -> Intermediate Track -> Boss [Intermediate Difficulty, Intermediate Rewards]
Lackeys -> Intermediate Room -> Expert Track -> Guardians -> Expert Room -> Expert Track -> Boss [Highest Difficulty, Highest Rewards]

3. Retaining Flavor:
Thanks to Generation 6, there are a lot of new Pokemon and mechanics that can utilized to keep the TLRs to a general theme, while also allowing a lot of diversity. Deoxys presents a great test case where we can play around with offensive, defensive, and speedy Psychic types to make the TLR a very rich and challenging experience. In theory if the open data becomes large enough, we can actually rotate in and our rooms during different months to mix it up.

What I need you to do is to discuss some of the items outlined in this OP, while I work on the main sheets for Lackeys, Guardians, and the Boss (Deoxys), which I will post below.

Pokemon (X) &Item
Nature:
Type:

Abilities:

Stats:

HP:
Atk:
Def:
SpA:
SpD:
Spe:
Size Class:
Weight Class:
Base Rank Total:

EC:
AC:

Moves:

MC Allocation:


TLR: Name TBD
Difficulty: Legendary

Lackeys:
Mime Jr. / Woobat / Bronzor
Guardians: (Mega) Medicham / Claydol
Boss: Deoxys (Legend) / (Mega) Alakazam

Lackeys:

Random Two of Three: Mime Jr. / Woobat / Bronzor

Arena: The First Path
A tranquil field that is open and inviting, with a calming presence. It just makes you want to relax and focus on the task at hand.

  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)


Mime Jr. (X)
Nature: Quiet
Type: Psychic / Fairy

Abilities:
Sounproof
Filter
Technician

Stats:

HP: 80
Atk: Rank 1
Def: Rank 2
SpA: Rank 4(+)
SpD:Rank 3
Spe: 52 [60/1.15v] (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
AC: 5/5

Moves:
Barrier
Baton Pass
Confusion
Copycat
Double Slap
Encore
Light Screen
Meditate
Mimic
Psybeam
Psychic
Recycle
Reflect
Role Play
Safeguard
Substitute
Tickle
Trick

Fake Out
Future Sight
Hypnosis
Icy Wind
Nasty Plot

Charge Beam
Hidden Power (Fairy)
Infestation
Protect
Taunt
MC Allocation: 6

Bronzor (X)
Nature: Brave
Type: Steel / Psychic

Abilities:
Levitate
Heatproof
Heavy Metal

Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 20 [23/1.15v] (-)
Size Class: 1
Weight Class: 4 [5 HM]
Base Rank Total: 11

EC: 0/6
AC: 5/5

Moves:
Confuse Ray
Confusion
Extrasensory
Feint Attack
Future Sight
Gyro Ball
Heal Block
Heavy Slam
Hypnosis
Imprison
Iron Defense
Metal Sound
Payback
Psywave
Safeguard
Tackle

Gravity
Rollout
Signal Beam
Skill Swap

Calm Mind
Earthquake
Flash Cannon
Rock Slide
Protect
Trick Room

MC Allocation: 6

Woobat (X)
Nature: Naive (+16% Acc)
Type: Psychic/Flying

Abilities:
Klutz
Unaware
Simple

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 83[72*1.15^] (+)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/6
AC: 5/5

Moves:
Air Cutter
Air Slash
Amnesia
Assurance
Attract
Calm Mind
Confusion
Endeavor
Future Sight
Gust
Heart Stamp
Imprison
Odor Sleuth
Psychic

Flatter
Helping Hand
Psycho Shift
Roost
Stored Power

Charge Beam
Protect
Psych Up
Shadow Ball
Thunder Wave

MC Allocation: 6


Guardians:

Ref Note: Mega Medicham triggers if the trainer has selected an "Easy" Room, otherwise Medicham appears as normal.

Arena: Zen Chamber - Fourth Path
A well illuminated room with crystal walls tha glows bright purple and pink, this chamber has a very imposing mental presence. The room is so silent that whenever you take a step, the vibrations emanate out from the point of contact and the crystalline room illuminates it all around the room until the vibrations dissipate.

  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
  • Psychic types cannot be afflicted with confusion.
  • Weather cannot be used inside the chamber.
  • Taunt has no effect inside the chamber.


Pokemon (X) &Life Orb OR Medichamite
Nature: Jolly (+10% Acc)
Type: Psychic / Fighting

Abilities:
Pure Power
Telepathy

Stats:

HP: 90
Atk: Rank 2 [5 PP]
Def: Rank 3
SpA: Rank 1 (-)
SpD:Rank 3
Spe: 92 [80*1.15^] (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 18

HP: 90
Atk: Rank 4 [8 PP + Medichamite]
Def: Rank 3
SpA: Rank 1 (-)
SpD:Rank 3
Spe: 115 [100*1.15^] (+) [+15% Acc]
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 6/6
AC: 5/5

Moves:
Acupressure
Bide
Calm Mind
Confusion
Detect
Feint
Fire Punch
Force Palm
Hidden Power (Fairy 6)
High Jump Kick
Ice Punch
Meditate
Mind Reader
Power Trick
Psych Up
Recover
Reversal
Swagger
Thunder Punch
Zen Headbutt

Baton Pass
Bullet Punch
Drain Punch
Dynamic Punch
Fake Out
Foresight
Psycho Cut

Counter
Helping Hand
Mega Kick

Brick Break
Double Team
Hyper Beam
Poison Jab
Power-Up Punch
Psych Up
Rock Slide
Sleep Talk

MC Allocation: 10

Claydol (U) &Light Clay
Nature: Relaxed
Type: Ground / Psychic

Abilities:
Levitate

Stats:
HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 60[75/1.15v] (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

EC: 6/6
AC: N/A

Moves:
Ancient Power
Confusion
Cosmic Power
Earth Power
Explosion
Extrasensory
Guard Split
Harden
Heal Block
Hyper Beam
Mud-Slap
Power Split
Power Trick
Psybeam
Rapid Spin
Rock Tomb
Sandstorm
Self-Destruct
Teleport

Drill Run
Gravity
Magic Coat
Signal Beam
Skill Swap
Zen Headbutt

Ally Switch
Bulldoze
Dazzling Gleam
Earthquake
Light Screen
Protect
Psychic
Reflect
Rock Slide
Solar Beam
Sleep Talk
MC Allocation: 10


Boss:

Deoxys Starts in Defense-Forme, Mega Alakazam is triggered when only Intermediate or lower Rooms (not Tracks) are selected.

Arena: Zen Chamber - Seventh Path
A well illuminated room with crystal walls that glows bright purple and pink, this chamber's mental imposition is frightening. The room is so silent that whenever you take a step, the vibrations emanate out from the point of contact and the crystalline room illuminates it all around the room until the vibrations dissipate.

  • Legend Deoxys's Forme-Change Command is instantaneous, and can be performed without cost at the same time it takes an action. Legend Deoxys also gets the Rank Boosts from Everstone even with formes above 23 BRT.
  • Psychic attacks gain a BAP boost equal to the user's Base Speed / 100 (rounded up)
  • Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts)
  • Psychic types cannot be afflicted with confusion, Torment, or Taunt.
  • Weather cannot be used inside the chamber.


Deoxys (U) &Everstone
Nature: Timid [+12% (D) / +30% (N) / +30% (A) / +30% (S)]
Type: Psychic

Abilities:
Pressure

Stats:

HP: 90
Atk: Rank 2(-)
Def: Rank 7 [8]
SpA: Rank 3
SpD: Rank 7 [8]
Spe: 104 [90*1.15^] (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 25


HP: 90
Atk: Rank 7(-) [8]
Def: Rank 1
SpA: Rank 8 [9]
SpD: Rank 1
Spe: 173 [150*1.15^] (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 26

HP: 90
Atk: Rank 5(-) [6]
Def: Rank 2
SpA: Rank 6 [7]
SpD: Rank 2
Spe: 173 [150*1.15^] (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 24

HP: 90
Atk: Rank 2(-) [3]
Def: Rank 3
SpA: Rank 3 [4]
SpD: Rank 3
Spe: 207 [180*1.15^] (+)
Size Class: 3
Weight Class: 4
Base Rank Total: 22


EC: N/A
AC: N/A

Moves:
Forme Shift Command
Agility
Amnesia
Counter
Double Team
Extreme Speed
Hyper Beam
Iron Defense
Knock Off
Leer
Mirror Coat
Night Shade
Psychic
Psycho Boost
Psycho Shift
Pursuit
Recover
Snatch
Spikes
Superpower
Swift
Taunt
Teleport
Wrap
Zap Cannon
Zen Headbutt

Fire Punch
Icy Wind
Mud-Slap
Seismic Toss
Shock Wave
Signal Beam

Ally Switch
Brick Break
Focus Blast
Hidden Power (Fairy)
Light Screen
Poison Jab
Protect
Psych Up
Reflect
Psyshock
Rock Slide
Shadow Ball
Sleep Talk
Thunder
Thunder Wave
MC Allocation: 10

Alakazam (X) &Expert Belt OR Alakazite
Nature: Timid (+22% Acc)
Type: Psychic

Abilities:
Synchronize
Inner Focus
Magic Guard
(Mega only) Trace

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 138[120*1.15^]
Size Class: 3
Weight Class: 3
Base Rank Total: 19

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 8
SpD: Rank 3
Spe: 173[150*1.15^] (+30% Acc)
Size Class: 3
Weight Class: 3
Base Rank Total: 24

EC: 9/9
AC: 5/5

Moves:
Ally Switch
Calm Mind
Confusion
Disable
Future Sight
Kinesis
Miracle Eye
Psybeam
Psychic
Psycho Cut
Recover
Reflect
Role Play
Telekinesis
Teleport
Trick

Barrier
Encore
Fire Punch
Guard Split
Ice Punch
Power Trick
Skill Swap

Dynamic Punch
Foul Play
Magic Coat
Signal Beam
Zen Headbutt

Dazzling Gleam
Drain Punch
Energy Ball
Focus Blast
Hidden Power (Flying)
Hyper Beam
Light Screen
Protect
Psyshock
Sleep Talk
Thunder Wave

MC Allocation: 10
 
Last edited:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Funnily enough regarding the whole Deoxys thing, I was actually working on one before the forum crash happened (And I was smart enough to not back it up), and I actually had a scenario listed before the final boss that had incorporated (Attack/Defence/Speed gimmicks) to some extent. Being an Uber TLR, it was naturally very difficult.

Basically there were three doors, one of each specialisation (Attack, Defence, Speed), & you had to visit all three (in any order) in order to advance to the boss. All three encounters were trap mons that call for back-up in the form of weak spawns if they survive the Trap Phase, but they all had different specialisations according to their room. Taking an excerpt from the referee overview:
Here, if the player wishes to continue, the player must conquer 3 battles, which they can do in any order. Each battle involves a Trap, which calls for backup once the trap phase ends. One room leads to a Beheeyem, who focuses on sheer power through Analytic & an insane Sp. Attack Boost. One room leads to a Claydol, who tanks up its Defensive capabilities to high levels whilst attempting to tank your hits. Finally, the other room leads to a Swoobat, who focuses on making itself incredibly fast by paralysing you, before readying its famous Calm Mind + Stored Power combination. Only after all three rooms are conquered can the player finally reach the boss.

EDITORS NOTE: Beheeyem was Quiet w/ Power Lens, Claydol was Relaxed w/ Macho Brace, Swoobat was Timid w/ Rare Candy, & all of them had spawns that were of their pre-evolved forms (two of each), & the two spawns had half HP & only their level-up movepool.
The three encounters also had a generic arena with specific effects based on each room, like a BAP Boost in the Attack Room, a BAP reduction in the Defence Room, & a prankster effect in the Speed Room, all to the benefit of Psychic-types, & all three rooms had no decay on boosts. The boss arena also gave Psychic-type Pokémon benefits depending on Deoxy's current forme (HP & EN regeneration effect in Normal, Attack & Sp. Attack boost in Attack, Defence & Sp. Defence boost in Defence, Speed boost in Speed), as well as a variety of other "broken" effects that made the encounter very hard. Worst yet it had a triple ghost Deoxys encounter directly preceding it (with reduced HP).

Not that it really adds that much to the thread as a whole I guess, but I figure that some of these could be incorporated to some extent in the final product for said Deoxys TLR. For those who were interested in how complete it was before the crash: the entire skeleton of the whole TLR was done, & it was just a matter of completing the flavour for all the scenarios, & it was virtually done.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Not much discussion seems to be going on, so I'll try and see if I can make up a few rooms and see how people want to proceed from there.

Role Plays Between Lackeys and Guardians:

- - - - -
A Quick Fix
Difficulty: Easy Room

You see a quick path into the next area, and dash torwards it. As you approach the exit, you are trapped by a Natu, which blocks your progress with a Tailwind and whisks away your <Pokemon with highest Attack Rank>. It will take you two rounds to double back and catch up with it. Meanwhile, it "entertains" its prey with a Feather Dance.

TRAP: Tailwind, Featherdance

Natu (X) &Lum Berry (Drops Oran Berry)
Nature: Lonely
Type: Psychic / Flying

Abilities:
Synchronize
Early Bird
Magic Bounce

Stats:

HP: 90
Atk: Rank 3 (+)
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/6
AC: 5/5

Moves:
Confuse Ray
Future Sight
Guard Swap
Leer
Lucky Chant
Me First
Miracle Eye
Night Shade
Ominous Wind
Peck
Power Swap
Psychic
Psycho Shift
Stored Power
Teleport
Wish

Drill Peck
Feather Dance
Quick Attack
Steel Wing
Sucker Punch
Zen Headbutt

Giga Drain
Tailwind

Calm Mind
Dazzling Gleam
Protect
Psyshock
Roost
Sleep Talk
Shadow Ball
Thunder Wave

MC Allocation: 7


Upon Defeat, Natu traps and Oran Berry, and you continue onto the next area.

- - - - -

Balancing Act
Difficulty: Intermediate Room

After walking a short while, you see in the distance a beautifully created sculpture. It depicts a scale with an Espurr on each side, one hovering over the Male symbol ♂ and the other over the Female symbol ♀. As you approach the piece of art, you become even more amazed with how realistic the Espurr look. You take one more step before you realize too late. The Espurr, which you learn are definitely not statues, prep themselves for battle. One sets up a light screen and the other reflects, between you and the scale. It appears you're not getting out of this without a fight.

Battle: Espurr Pair


Espurr (M)x1 (F)x1 &None
Nature: Quiet (M) / Hasty (F)
Type: Psychic

Abilities:
Keen Eye
Infiltrator
Own Tempo (Espurr only)
Prankster (Meowstic Male only)
Competitive (Meowstic Female only)

Stats:
HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 59 [68/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 90 [104/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 18
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 79 [68*1.15^] (+) (+14% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 15

HP: 100
Atk: Rank 2
Def: Rank 2 (-)
SpA: Rank 3
SpD: Rank 3
Spe: 120 [104*1.15^] (+) (+17% Acc)
Size Class: 1
Weight Class: 1
Base Rank Total: 18


EC: 0/6 (6/6)
AC: 5/5

Moves:
Confusion
Covet
Disarming Voice
Fake Out
Leer
Light Screen
Psyshock
Scratch

Assist
Barrier
Trick
Yawn

Calm Mind
Dream Eater
Echoed Voice
Energy Ball
Payback
Protect
Reflect
Sleep Talk

MC Allocation: 0
Moves:
Charm
Confusion
Covet
Disarming Voice
Fake Out
Helping Hand
Imprison
Mean Look
Miracle Eye
Misty Terrain
Leer
Light Screen
Psychic
Psyshock
Quick Guard
Role Play
Scratch
Sucker Punch

Assist
Barrier
Trick
Yawn

Calm Mind
Dream Eater
Echoed Voice
Energy Ball
Hyper Beam
Payback
Protect
Reflect
Safeguard
Sleep Talk
Substitute
Thunder Wave
Torment

MC Allocation: 0
Moves:
Charge Beam
Confusion
Covet
Disarming Voice
Fake Out
Future Sight
Leer
Light Screen
Magical Leaf
Me First
Psychic
Psyshock
Role Play
Scratch
Shadow Ball
Signal Beam
Stored Power
Sucker Punch


Assist
Barrier
Trick
Yawn

Calm Mind
Dark Pulse
Dig
Dream Eater
Echoed Voice
Energy Ball
Hyper Beam
Payback
Power-Up Punch
Protect
Reflect
Sleep Talk

MC Allocation: 0


Arena: Even Scales

An opening in the middle of a silent forest with a scale statue in the centre of the clearing. Male and female symbols lie beneath opposite sides of the scale.

- Pokemon on the scale cannot use contact moves
- If a pokemon on the scale is hit with a move that deals more than 15 damage, they will be knocked off, causing imbalance.
- Seismic activity will cause the scale to shake back and forth hitting the ground on both sides
- If a pokemon on the scale is KOed, they will be knocked off again causing imbalance.

(Ref Note: Female Espurr will start battle having used Reflect, male Espurr will start having used Light Screen)

(Ref Note: If imbalance is caused on the scale, whichever Espurr remains on (or both if Seismic Activity) will evolve into the Meowstic represented by the symbol on their side of the scale. This will fully restore HP and cost 20EN for the Espurr.)

Upon defeat, one of the Espurr/Meowstic will drop a Twistedspoon and allow the player to continue
- - - - -
A Tough Cell
Difficulty: Intermediate Track

You decide to take a longer route and investigate the area. You find a path through a valley that looks inviting, and proceed to plunge into it to find some loot. After only a short distance, you find out this is a colony for the local inhabitants. They are not amused by your presence.

Battle: Solosis Horde
(Ref Note: Horde Pokemon can either by 5vs3 or 5vs1, indicated on the battle. In either format, the battle style is Triples, two actions per Pokemon. Horde Pokemon have half the HP and Energy the Pokemon normally has, and the final damage of each of their attacks is cut in half [Including fixed damage and moves like Endeavor and Pain Split]. They cannot use combinations. Horde Pokemon cannot be caught until 3 or fewer are left, and for the purposes of capture they should be assumed to have double their current HP to match it's in-battle halving. Damage per action effects and defensive effects from Light Screen/Reflect and HP healed from self-targeting moves are unaffected)


Solosis (X) &None
Nature: Quiet
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 45
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 17[20/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
AC: 5/5

Moves:
Charm
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Calm Mind
Dream Eater
Gyro Ball
Infestation
Rock Tomb
Trick Room

MC Allocation: 0


(Ref Note: After the battle, the trainer can use any healing items before continuing on)

After dispatching the Solosis, you move further into the valley, which is now beginning to swarm. You wonder what the source for all this activity is, and you can only imagine the colony here is attracted to something quite rare to be so protective of it. You soon catch the attention of the colony again. This time it sent something stronger.

Battle: Duosion Pair

Duosion (X) &None
Nature: Quiet
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 6 (+)
SpD: Rank 2
Spe: 26[30/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: 4/9
AC: 5/5

Moves:
Charm
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Acid Armor
Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Gravity
Signal Beam

Calm Mind
Dream Eater
Gyro Ball
Infestation
Protect
Rock Tomb
Sleep Talk
Thunder
Trick Room

MC Allocation: 6


(Ref Note: After the battle, the trainer can use any healing items before continuing on)

You get a mounting sense that you have worn out your welcome, but after a little bit of investigation you find out the colony is siphoning off the energy of a few abandoned items. They look like they still work, though, because the colony seems to be generating a lot of latent electricity. Four Cherish Balls are in your grasp. They might be useful later!

As you grab them, the colony swarms up again, and a Reuniclus drags your <Pokemon with the lowest EN> back. It seems different from a lot of the colony Pokemon you faced too! It prepares itself with an Acid Armor, and creates a Trick Room that slows your progress back to it! Looks like you'll have one final challenge before you can leave this place!

(Battle Note: Reuiniclus starts as a trap, but every two rounds [including the round your party rejoins], a Horde Solosis with a Leppa Berry joins it. Each Solosis defeated will drop a Leppa Berry.)

Battle: Trap Reuniclus + Horde Summon
TRAP: Acid Armor, Trick Room

Reuniclus (X) &Leftovers (Drops Oran Berry)
Nature: Brave
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 110
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 5
SpD: Rank 3
Spe: 26[30/1.15v] (-)
Size Class: 2
Weight Class: 2
Base Rank Total: 20

EC: 9/9
AC: 5/5

Moves:
Charm
Dizzy Punch
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Acid Armor
Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Drain Punch
Fire Punch
Gravity
Signal Beam
Superpower
Zen Headbutt

Calm Mind
Dream Eater
Gyro Ball
Hyper Beam
Infestation
Protect
Psych Up
Rock Tomb
Sleep Talk
Thunder
Trick Room
Thunder Wave

MC Allocation: 6

Solosis (X) &Leppa Berry (Drops Leppa Berry)
Nature: Quiet
Type: Psychic

Abilities:
Overcoat
Magic Guard
Regenerator

Stats:

HP: 45
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 2
Spe: 17[20/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 0/9
AC: 5/5

Moves:
Charm
Endeavor
Future Sight
Heal Block
Hidden Power (Fairy)
Light Screen
Pain Split
Psychic
Psyshock
Psywave
Recover
Reflect
Rollout
Skill Swap
Snatch
Wonder Room

Confuse Ray
Helping Hand
Imprison
Night Shade
Secret Power

Calm Mind
Dream Eater
Gyro Ball
Infestation
Rock Tomb
Trick Room

MC Allocation: 0


Upon defeat, the track is over and you can continue into the next area.
- - - - -
Cold Reception
Difficulty: Intermediate Track

You travel up a high slope. The air is getting chilly, but the Pokemon don't seem to be phazed by the cold weather. There appears to be a glowing stone at the top of the hill, and you can see a glowing cavern in the valley below. You decide to head up the path to check it out. You are very quickly greeted by a few pranksters blocking your path.
Battle: Jynx w/ Cleffa Horde (5vs3)

Jynx (F) &Icy Rock (Drops Oran Berry)
Nature: Modest
Type: Ice/Psychic

Abilities:
Oblivious
Forewarn
Dry Skin

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 17

EC: 6/6
AC: 5/5

Moves:
Avalanche
Blizzard
Body Slam
Confusion
Copycat
Double Slap
Draining Kiss
Fake Tears
Heart Stamp
Ice Punch
Lick
Lovely Kiss
Lucky Chant
Mean Look
Perish Song
Pound
Powder Snow
Psychic
Sing
Sweet Kiss
Thrash
Wake-Up Slap
Wring Out

Fake Out
Meditate
Miracle Eye
Nasty Plot
Wish

Icy Wind
Heal Bell
Signal Beam

Dream Eater
Focus Punch
Hail
Ice Beam
Protect
Psyshock
Shadow Ball
Sleep Talk

MC Allocation: 6

Cleffa (X) &None
Nature: Brave
Type: Fairy

Abilities:
Cute Charm
Magic Guard
Friend Guard

Stats:

HP: 45
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 13 [15/1.15v] (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 11

EC: 0/9
AC: 5/5

Moves:
Pound
Charm
Encore
Sing
Sweet Kiss
Copycat
Magical Leaf

Amnesia
Belly Drum
Heal Pulse
Stored Power
Wish

Headbutt
Icy Wind

Frustration
Light Screen
Psychic
Psyshock
Reflect
Trick Room

MC Allocation: 0


(Ref Note: After the battle, the trainer can use any healing items before continuing on)

Clearing the way forward, you ascend to the top of the hill to lay your eyes on the stone. It appears to be reacting to this area, and spreading its influence throughout the area as a whole. You pick up the radiating stone, and place it in your pouch. You can sense some of the area's power dwindling. You now have a Moon Stone, and the Guardians will be susceptible to Taunt.

Before you can descend, however, it appears you've attracted the attention of a Lunatone that rather liked your stone. It buries your team in a Rock Slide, and your <Pokemon with the lowest HP after the attack> stumbles further down. It will take you two rounds to access it. Meanwhile, a hailstorm has begun brewing... And Lunatone prepares its vengeance by using Rock Polish.

Battle: Trap Lunatone
TRAP: Rock Slide, Rock Polish

Lunatone (U) &Safety Goggles
Nature: Modest
Type: Rock/Psychic

Abilities:
Levitate

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 70
Size Class: 2
Weight Class: 5
Base Rank Total: 17

EC: N/A
AC: N/A

Moves:
Confusion
Cosmic Power
Embargo
Explosion
Future Sight
Harden
Heal Block
Hypnosis
Magic Room
Moonblast
Psychic
Psywave
Rock Polish
Rock Slide
Rock Throw
Stone Edge
Tackle

Ancient Power
Earth Power
Icy Wind
Pain Split
Skill Swap

Blizzard
Dream Eater
Ice Beam
Hyper Beam
Protect
Psyshock
Shadow Ball
Sleep Talk

MC Allocation: 6

Upon defeat, the track is over and you can continue into the next area.
- - - - -[/Hide][/Hide][/Hide]
 
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Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
AFAIK Hidden Power Fairy does not exist in-game & does (or should) not exist in ASB as a result, so it should probably be changed unless of course I got my Hidden Power mechanics wrong... Which is a possibility... But I feel like we should stick to ingame precedent here regarding Hidden Power.

Also will Horde battles under your proposed mechanics be 5v3 or 5v1? (Also Actions per round, turn order)

I guess I can provide some ideas if needed. This scenario I guess I can contribute is in bullet point form.

<Scenario Name goes here>
Difficulty: Difficult Room

-Player comes to an area consisting of a long roundabout path or a short path that is blocked by a Wobbuffet statue.
-Statue is considered to have 50 HP, Steel-typing, Rank 3 Defence, & Rank 3 Sp. Defence.
-Player has option of attempting to break the statue, or taking the roundabout path.

a) Have <Pokémon> use <Move> on the statue.
b) Take the roundabout path.

IF Option A:
-<Pokémon> uses <Move> on the statue, dealing damage & consuming energy.
-What happens depends on if the statue breaks or not.

Possibility 1 (Statue has HP left after the attack):
-Statue retaliates, dealing damage back at <Pokémon> for (DMG × 1.5) DMG.
-Player has the option of continuing to attack the Statue or taking the roundabout path.
Possibility 2 (Statue has Zero or less HP after the attack):
-Statue crumbles, & the path is clear.
-Player finds a rare valuable item.
-Move on to next room/track/whatever.
IF Option B:
-Take the roundabout path.
-Referee-targeted Pokémon gets taken away by a high difficulty trap (Thinking Swoobat would probably fit the bill here. Given its ability to quickly set up Calm Mind boosts in preparation for a Stored Power sweep, & if it can take out the trapped Pokémon, it can deal lots of damage to the remaining Pokémon here. Two half HP Woobat adds could come after the trap phase to help escalate the pain, but I feel this is unnecessary).
-Following the trap, the player finds a rare item.
-Move on to next room/track/whatever.​

Opinions I guess?
 
I promised a reply to this a couple days ago...ok so I'm a couple days late but whatever!

Anyways, I think the main question we should be asking ourselves as far as the paths go is what constitutes a valid reward? Taking Deck's example, I highly doubt anyone would take the intermediate path instead of the easy path just for an extra two Quick Balls and some berries. I know in a lot of TLRs there has been a big issue with this. For example, in Windswept Meadow the Guardian encounter consisted of two trees with berries that are hardly ever used, no person with an intent to succeed would take the obvious trap. This is assuming of course that all paths lead to the legendary at the end, which naturally is the whole point of the TLR. I think we should probably come up with a list or at least some ideas of good items to have for easy (if necessary), medium, and hard paths. Easy probably shouldn't have any items, mostly because you're already getting a boon in less damage to your Pokemon.

For that matter, do the rewards for each of the higher difficulty paths necessarily have to be items? I'm sort of thinking an option for the Medium Path is to make the Guardians slightly easier (like say pushing boulders on them before the battle starts), and for the Hard Path to weaken the legendary in a similar way. Another option is possibly to have the paths heal your Pokemon for a small amount if you defeat all the challenges, for instance I know the Tower of Ash had an encounter where you could fight Johto's Ghost Gym leader for the chance to heal your Pokemon fully, a boon in the later stages of that dungeon which was basically an onslaught of guaranteed battles. This would definitely have to be carefully considered though. Really you could potentially do a lot of things with the 'reward' aspect that would make it an actually viable option for the trainer to go for those harder paths.

Simply put, if nobody thinks the harder challenges are worth what you get out of it, we're basically wasting our time developing those options.

EDIT: Using Deck's example again, I think a much more lucrative reward would be something like 5x Cherish Balls. That way if somebody didn't have a whole lot of CC to spend on Pokeballs, they could easily go down that path in order to get some quick Pokeballs for "free" as it were.
 
Question: is there some way to make "A Tough Cell" as hard as it currently is compared to "A Quick Fix" without making it so painfully long? Two encounters instead of three are more than enough in my opinion to make them as hard as we want them to be (someone could even advocate for one, but two may still work - it's three that sounds a bit too much)
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Maxim zarator -

Tweaking the rewards will inherently be part of the new open sourcing, so I'm glad you brought those up. As far as Track Length, At least two battles are necessary to deviate it from a Room, but I think in this case where you have the ability to farm Leppa Berries plus the regular rewards (which would be buffed under consideration), it would be well worth it.

Additionally, I like Maxim's effects, and I think those could also be worked into a track reward structure. These are all great ideas.
 
Thought I'd try to come up with something...

Balancing Act
Difficulty: Intermediate Room

After walking a short while, you see in the distance a beautifully created sculpture. It depicts a scale with an Espurr on each side, one hovering over the Male symbol ♂ and the other over the Female symbol ♀. As you approach the piece of art, you become even more amazed with how realistic the Espurr look. You take one more step before you realize too late. The Espurr, which you learn are definitely not statues, prep themselves for battle. One sets up a light screen and the other reflects, between you and the scale. It appears you're not getting out of this without a fight.

Battle: Espurr Pair

<Espurr Data>
<Meowstic-M Data>
<Meowstic-F Data>

Arena: Even Scales

An opening in the middle of a silent forest with a scale statue in the centre of the clearing. Male and female symbols lie beneath opposite sides of the scale.

- Pokemon on the scale cannot use contact moves
- If a pokemon on the scale is hit with a move that deals more than 15 damage, they will be knocked off, causing imbalance.
- Seismic activity will cause the scale to shake back and forth hitting the ground on both sides
- If a pokemon on the scale is KOed, they will be knocked off again causing imbalance.

(Ref Note: Female Espurr will start battle having used Reflect, male Espurr will start having used Light Screen)

(Ref Note: If imbalance is caused on the scale, whichever Espurr remains on (or both if Seismic Activity) will evolve into the Meowstic represented by the symbol on their side of the scale. This will fully restore HP and cost 20EN for the Espurr.)

Upon defeat, one of the Espurr/Meowstic will drop a Twistedspoon and allow the player to continue

-----------------------------

Just my thoughts on a possible room. Will try to think of others later
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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I've added an additional sample scenario with something similar to one of the effects Maxim was talking about. Check out "Cold Reception."

Other Notes:
Hidden Power Fairy exists because I have decreed it so. Honestly it makes no sense if it doesn't exist in-game.
 

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Just out of interest, are positions of RPs factored in? Let's say we make an Easy Room. Do we make an "Easy Room, Selection Number One", meaning that if "Easy Room" is selected straight after the lackeys you'd always go to the given room, or does it randomise from all known Easy Rooms?
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Just out of interest, are positions of RPs factored in? Let's say we make an Easy Room. Do we make an "Easy Room, Selection Number One", meaning that if "Easy Room" is selected straight after the lackeys you'd always go to the given room, or does it randomise from all known Easy Rooms?
The only major subdivision I'm thinking of is Between Lackeys and Guardians and Between Guardians and Boss. There's no Easy Rooms beyond the Guardians (there might be Easy Tracks), and Expert Rooms/Tracks start, in my imagination, on the second RP. Otherwise I think every option should be selectable within reason. OR, Rooms randomize but specific tracks can be selected. This makes it a choice between lesser, randomized rewards and targeted goals with a known difficulty.
 
How's about we get this thread back up to speed...hopefully. Honestly I'm not the best at balance but hopefully you guys can see my ideas here.


Trial by Moonlight
Difficulty: Hard Room

You decide to take the upper path out of the Zen Chamber. It is quite the steep climb, but you soon find yourself back outside. It's a picturesque plateau where the moon and stars shine brightly down below. The on top of this plateau lies a meadow with gorgeous looking white flowers with a few trees scattered about. You believe that flowers with such a sheen could likely be sold for a pretty penny, but you are quite wary of the lack of Pokemon around the area.

A) Go over and Pick some of the flowers

To you dismay, you find that the beautiful flowers are quite poisonous to the touch, and your reckless wading in them proved quite the problem to your Pokemon. All of your active Pokemon that are not immune to poison have been poisoned (2 DPA). As if that wasn't enough, you suddenly see an Egg Bomb headed towards you! You safely jump out of the way, but <Random non-Ghost Pokemon> has been blown off the plateau and sustained some damage <Egg Bomb's normal damage from Exeggutor plus a flat 5 damage from the fall>. An Exeggutor has popped out, along with Two Florges that were somehow disguising themselves as flowers to battle your two remaining Pokemon! It looks like this will not be an even fight!

(Ref's Note: If all of the trainer's Pokemon are Immune to Egg Bomb, then no Pokemon are knocked off the edge of the Plateau, but Exeggutor does hit a random Pokemon with Seed Bomb)

Battle: Exeggutor and Two White Florges.

<Exeggutor Data>
<Florges Data>

After defeating the plants, you carefully pick some of the flowers, and now you know that you can sell these for quite the profit!

Gain: Bouquet of Moonlit Flowers: Worth 30 CC at the end of the TLR.

B) Ignore the flowers and continue on

You scoff at the idea of grabbing flowers and continue on your way. Unfortunately, you realize all too late that you're not alone. A brilliant magenta flash surrounds you, blinding you. After the flash has worn off, you realize that <Pokemon with the lowest resistance to Fairy> has been whisked away by a Teleporting Gardevoir. Worse, you notice that said Gardevoir has mega evolved, and has gone into a deep trance in preparation for your Pokemon's demise. As if that wasn't enough, your remaining Pokemon have accidentally wandered off into the flowers and have gotten themselves poisoned! (2 DPA)

Battle: Trap Mega Gardevoir that has used Teleport and Calm Mind

<Mega Gardevoir Data>

After taking down the Gardevoir, you notice a peculiar gem attached to it, this could be useful for later on in the dungeon.

Gain: Mystic Stone: Allows the trainer to inflict Confusion, Torment, and Taunt to Psychic Pokemon with their own Pokemon at the boss level. It may also be used as a one time 40 Power Pokeball. However, doing so will cancel all of the above effects still on Psychic Pokemon and prevent you from reinstating those statuses. This item cannot be carried out of the dungeon.

Arena: Moonlit Plateau
-Teleport may be combined with any move to give the combo Priority, but Teleport in this case is treated as costing 10 energy (without STAB).
-Moonblast gains 2 BAP.
-The calmness of the arena gives Hypnosis a base accuracy of 80%
-Flower Veil prevents status for allied Pokemon.

Psychic Soldiers
Difficulty: Hard Track

You suddenly find yourself in a very long hallway. It seems to stretch out to infinity, though you think you can make out a very faint light at a far distance. You start to walk towards it, but suddenly find yourself surrounded by a group of Pokemon that seem none too happy with your intrusion.

Battle: Beheeyem (1) and Elgyem (4) horde.

<Beheeyem Data>
<Elgyem Data>

When you take those guys down, you walk down the hallway some more, but are met with some more resistance, as a Delphox comes out of nowhere and smashes <Pokemon with the lowest Resistance to Fire> with some Mystical Fire that cuts you off from your Pokemon. As if that wasn't enough, it seems like the sun is shining. Strange, you didn't notice that before. It looks like you're going to have to wait for the fire to die out before you can assist your Pokemon.

(Ref's Note: Delphox's initial Mystical Fire here does not trigger Magician. Mystical Fire gets the BAP boost from Sunny Day.)

Battle: Trap Delphox that has used Sunny Day and Mystical Fire

<Delphox Data, No Item>

With that annoyance taken care of, you swiftly make your way towards the end of the hallway, however, you are stopped yet again! This time, a Metagross comes down from the ceiling, looking at your Pokemon intently. From what you can gather, it seems to be challenging you and your Pokemon to a one on one duel. It does seem like you have an option here, heed the Metagross's request, or send in all three of your Pokemon to finish it off quickly.

A) Send in One Pokemon (Choose Which)

The Metagross, satisfied, looks at your Pokemon intently. Looks like it'll be a tough fight, but you're confident that your Pokemon can win this fight.

B) Send in All Pokemon

The Metagross, enraged at your lack of respect, starts spinning around suddenly, and nails all three of your Pokemon with a move you've never seen before. This fight will be comparatively easy, but it looks like it's taken a bite out of your Pokemon.

Effect: 10 Flat Damage to entire team, but a 3v1 battle is started.

Battle: Rare Encounter Metagross

<Metagross Data>

After the titan falls, you suddenly find yourself out of the hallway. Was it just an illusion? Regardless, you find yourself in an ornate room with murals of all kinds on the walls, as well as a peculiar gem. You don't know if you can get much use out of it, but you grab it anyways. When you do though, it shatters in your hands. You are at first dismayed at such a valuable looking gem shattering, but then you notice a lot of the psychic power being drained from this place. Looks like your trek will be easier from here on out.

Effect: Boss Pokemon no longer gain a BAP boost to their Psychic moves, and can be affected by Taunt.

Arena: Endless Hallway
-Enemy Psychic types gain some stats greater than normal (Beheeyem and Elgyem get +1 to their Special Attack, Delphox gains +10 Base Speed, and Metagross gains +1 Special Defense)
-If Magician steals an item, that item is no longer available to the trainer for the TLR, but will be returned to him after the end of the TLR.
-Pokemon with Magician may discard their current item by taking up an action.
-All moves cost 1 less energy
 
Last edited by a moderator:

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
IAR told me to fulfil my dreams of being a TLR designer here, so here I am ^_^

Skimming through the thread, I'm confused at the supposed time difference between "Tracks" and "Rooms", and I'm sure others are, as well. Tried asking Deck for clarification, but in the meantime, I'll go ahead and redefined thus (do correct me if you have a better interpretation):
Terminology said:
  • A "Track" is a TLR term for roleplay scenarios that offers players the chance, or choice, of encountering Pokemon battles.
  • A "Room" is a TLR term for roleplay scenarios that definitely includes encountering Pokemon battles.
For example, Spider Vein (the Oran Berry tree) in Mysterious Cove counts as a "Track", while Thunder and Storm (the Staravia and Elektrike) counts as a "Room". Though honestly we already have terms such as "Trap", "Nest", "Lackey", and "Guardian" already......

Anyway, with that cleared, I suppose I can catelogue all the above posts into hide tags, to see what we have and what we don't.

A Quick Fix - Deck Knight (post #3)
Understanding Perception - ZhengTann (#13)


A Tough Cell - Deck Knight (post #3)
Cold Reception - Deck Knight (#3)
A Balancing Act - Deck Knight (post #3) and SubwayJ (#8)
Freedom of Aspiration - ZhengTann (#13)


Relinquish - ZhengTann (#13)
Conduct - ZhengTann (#15)

Needs 1 more


Trial by Moonlight - Maxim (post #12)
Psychic Soldiers - Maxim (post #12)
Other M - Deck Knight (post #14)


Silent Retribution - Its_a_Random (#4)

Needs 1 more


If this post does resurrect the thread again, I'll be glad to act as the archive post and compile everyone's ideas here. And here are my submitted ideas (these are very rough so I'm open to suggestions particularly about balance):

Freedom of Aspiration
Difficulty: Intermediate Room

You found a cavern whose entrance is partially hidden by a mossy rock. You walk inside, and the tunnel stretches for some time until it widens, where you found yourself interrupting a Kirlia and a Gallade training. You caught sight of a tattered Expert Belt worn by the old Gallade, just as he noticed you as well. What happen afterwards between the two of you is slightly confusing, but apparently he wants you to duel his young apprentice. You could turn back, but you feel that its a waste of time, so what would you decide on?

a) Send in a Pokemon to battle Kirlia.
b) Attack Gallade.

Arena: Cavern of Aspiration
- Weather moves automatically fail allowed inside the cavern.
- Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts).
  • If option a) is chosen, the player gets to choose which Pokemon to battle Kirlia, who used Safeguard before entering battle.
    • You are confident that you can win this duel, but you are also unsure of what motives there might be behind all this, so you proceed with caution, ordering your Pokemon in battle while keeping a wary eye on the wizened Gallade. Kirlia used this opportunity to fortify himself against underhand tactics, and took a pose for combat.
      <Male Kirlia data, with only 70 HP maximum>
      • If Kirlia is KO'ed.
        • Gallade stepped in to ward off the final blow, faster than your eye can catch. Helping his pupil up, he graciously accepted defeat, and they both Teleported away to allow you to pass through the tunnel. You cannot help but wonder why that Gallade can approach humans without any hostility.
          • Move on to the next Track/Room.
  • If option b) is chosen, the player battles both Gallade and Kirlia, who used Earthquake and Safeguard respectively before entering battle.
    • Your Pokemon struck fast, but the Gallade's reaction is faster. Blocking the attack with a gleaming blade extending from one arm, he punched the ground with the other, sending seismic waves that stagger everyone in the cavern but his young pupil. Catching the opportunity to fortify against underhand tactics, the Kirlia readies himself by his mentor's side, eager to battle.
      <Male Kirlia data>
      <Gallade data, holding an Expert Belt>
      • If Gallade is KO'ed before Kirlia.
        • The last cry of the mentor is plaintive, seemingly urging his pupil to flee. But the Kirlia's eyes are red with rage. He vanishes into thin air, only to Teleport back, holding a Dawn Stone! With the power of the evolution stone, he swiftly evolves, and is now crying for vengeance!
          <Male Kirlia data, updated to Gallade's stats, holding a Dawn Stone, with 50 HP and EN restored>
        • When evolved Gallade is KO'ed.
          • You look at the fallen forms of Gallades, frowning at the battle that just happened. Could it have been averted? Nevertheless, you picked up the items dropped by them and move on. (Note: The Expert Belt is worn, and may only be used for the duration of this TLR. Dawn Stone is fine, though.)
            • Move on to the next Track/Room.
      • If both Kirlia and Gallade are KO'ed in that order.
        • You look at the fallen forms of the fighters, frowning at the battle that just happened. Could it have been averted? Nevertheless, you picked up the Expert Belt and move on. (Note: The Expert Belt is worn, and may only be used for the duration of this TLR.)
          • Move on to the next Track/Room.
Relinquish
Difficulty: Intermediate Track

The psychic powers emanating from the other side is so powerful, you can feel it in your very bones! In front of you stands an ornate door, 10 feet tall, with the carving of an imposing Alakazam, fashioned so that its outstretched hands and spoons serve as the doorknob handles. You try turning them, but with no luck, and the carved Alakazam's eyes started glowing red, so you hastily stepped back and watched it fade. It is then that you notice that the spoons are pulsing with a glow - perhaps you should offer items as a tribute?

a) Offer one item on each spoon.
b) Offer two items on each spoon.
c) Batter the door down.

  • Only held items that once belonged to Psychic-type Pokemon in the TLR are acceptable offerings. Berries and herbs do not count. Will put in a full list once the whole TLR is complete. Regardless, if the player offered any items otherwise...
    • The Alakazam's eyes glow red again as the items disappeared, and <all Pokemon not immune to Psychic-type attacks> are blasted with a powerful Psychic attack, unnerving them! Looks like your plan failed, and you have to find other ways to go in. (Note: The Psychic attack comes from R6 SpAtk, and always rolls -1 SpDef)
      • Offer the choices to the player once again.
  • If option a) is chosen, and the player offers 2 correct items.
    • The Alakazam's eyes glow yellow this time, as the items disappeared. The doors swung open silently, revealing a vortex of space. Bravely you step into it, but the swirling colours soon leave you too dizzy to get your bearings...
      • Move on to the Boss battle.
  • If option b) is chosen, and the player offers 4 correct items.
    • The Alakazam's eyes glow green this time, and as the items disappeared, an Alakazite materialises in their place. Grabbing it, you watched as the doors swung open silently, revealing a vortex of space. Bravely you step into it, but the swirling colours soon leave you too disoriented...
      • Move on to the Boss Battle, where Alakazam is not in Mega forme.
  • If option c) is chosen.
    • It is brave, to do what you did - or maybe it is just foolish. The Alakazam's eyes glow red twice more, blasting <all Pokemon not immune to Psychic-type attacks> with a powerful Psychic attack each time, until they were shaking in exasperation. But at last, the spoons crumbled, and the door finally swung open... to reveal a swirling vortex. You barely had time to register this before tendrils snaked out and ensnared you with your Pokemon, dragging and spinning you into it until you were too dizzy to even think straight... (Note: All Psychic attacks comes from R6 SpAtk, and always rolls -1 SpDef both times)
      • Move on to the Boss Battle.
Understanding Perception
Difficulty: Easy Room

You come across a henge of some sort, where the paved ground is encircled by irregular columns of rock - who knows if they've partially fallen, or were they deliberately constructed this way? Anyway, that is not what catches your eye at the moment - rather, it is a deposit of Sun Stone right at the center of the henge. You might be able to chip off a good piece to make a held item for your Pokemon, and it certainly looks like it won't be missed...

a) Chip off a piece of the Sun Stone.
b) Ignore the Heat Rock deposit and move on.

Arena: Sun Henge
- All Pokemon are treated as holding Sun Stone, in addition to their normal items
- Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts).
  • If option a) is chosen.
    • You managed to get what you wanted - a new Sun Stone! However, while you were elated with your new item, a Solrock suddenly appears. Using Earthquake, it sends the columns crashing down, separating <Pokemon with lowest HP> from the rest of your team. Looks like it will take two rounds to reach your trapped Pokemon, who is too distressed to stop Solrock from using another move, this time Trick Room.
    • <Solrock data, holding an Everstone>
  • If option b) is chosen.
    • Ignoring the deposit, you proceed forward, only to find a Solrock blocking your path. As if on cue, the whole Stonehenge flashed, activating Solrock's Trick Room. Looks like you are in for a fight.
    • <Solrock data, holding an Everstone>
  • When Solrock is KO'ed.
    • At the final blow, Solrock disappears, and the stone henge returns to the state it was found in - all damages that occurred during the battle were gone without a trace. Yet the injuries and fatigue on your Pokemon is very real. Shaking your head, you hasten from that place, towards the tower.
      • Move on to the Guardian battle.
 
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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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I have big news: I'm making a Mewtwonite prize for a TLR!

The bad news - This is the fight:

OTHER M:
Difficulty: Expert Room


You enter a place that is unsettling to the core. You can feel a powerful malevolent presence, and you sense violence filling the air. The pack of Pokemon in front of you don't look that menacing, but you can tell there's something more going on here.
Arena: Tension Summit
No Move Restrictions

An ordinary-seeming arena that houses a latent Psychic aura. Pokemon are inexplicably drawn here to train and meditate. Whenever a Horde Pokemon is KO'd, a Pokemon of the same species comes back to replace it in 5 rounds from the time it was KO'd. Each time a new Pokemon is spawned into the battle, that Pokemon's Fake Out can cause a flinch even if the target had been flinched by a previous Fake Out.
Battle: Mixed Horde (5vs3)
Mime Jr.
Munna
Meditite
Makuhita
Mienfoo


Mime Jr. (X)
Nature: Bold
Type: Psychic / Fairy

Abilities:
Soundproof
Filter
Technician

Stats:

HP: 40
EN: 50
Atk: Rank 0 (-)
Def: Rank 3 (+)
SpA: Rank 3
SpD:Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0 / 6
AC: 5 / 5

Moves:
Barrier
Baton Pass
Confusion
Copycat
Double Slap
Encore
Light Screen
Meditate
Mimic
Psybeam
Psychic
Recycle
Reflect
Role Play
Safeguard
Substitute
Tickle
Trick

Confuse Ray
Fake Out
Hypnosis
Icy Wind
Power Split

Skill Swap

Hidden Power (Fairy)
Infestation
Protect
Psych Up
Taunt
Trick Room
MC Allocation: 0

Munna (X)
Nature: Calm
Type: Psychic

Abilities:
Forewarn
Synchronize
Telepathy

Stats:

HP: 50
EN: 50
Atk: Rank 0(-)
Def: Rank 2
SpA: Rank 3
SpD: Rank 3(+)
Spe: 24
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0 / 6
AC: 5 / 5

Moves:
Calm Mind
Defense Curl
Dream Eater
Future Sight
Hypnosis
Imprison
Lucky Chant
Moonlight
Nightmare
Psybeam
Psychic
Psywave
Stored Power
Synchronoise
Telekinesis
Yawn
Zen Headbutt

Barrier
Baton Pass
Curse
Helping Hand
Magic Coat
Sleep Talk

Gravity
Heal Bell
Pain Split
Signal Beam
Skill Swap

Dazzling Gleam
Double Team
Light Screen
Protect
Psych Up
Reflect
Rest
Safeguard
Shadow Ball
Thunder Wave
Toxic
Trick Room
MC Allocation: 0

Meditite (X)
Nature: Jolly (+11 Acc)
Type: Fighting / Psychic

Abilities:
Pure Power
Telepathy

Stats:

HP: 45
EN: 50
Atk: Rank 2 [4 Pure Power]
Def: Rank 2
SpA: Rank 1(-)
SpD: Rank 2
Spe: 69 [60 * 1.15^]
Size Class: 1
Weight Class: 2
Base Rank Total: 12 [14]

EC: 0 / 6
AC: 5 / 5

Moves:
Acupressure
Bide
Calm Mind
Confusion
Detect
Feint
Force Palm
Hidden Power Dark
High Jump Kick
Meditate
Mind Reader
Power Trick
Psych Up
Recover
Reversal
Swagger

Baton Pass
Dynamic Punch
Fake Out
Foresight
Quick Guard

Gravity
Vacuum Wave

Bulk Up
Light Screen
Power-Up Punch
Reflect
Telekinesis
MC Allocation: 0

Makuhita (X)
Nature: Impish
Type: Fighting

Abilities:
Thick Fat
Guts
Sheer Force

Stats:

HP: 50
EN: 50
Atk: Rank 2
Def: Rank 3(+)
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 30
Size Class: 2
Weight Class: 4
Base Rank Total: 11

EC: 0 / 6
AC: 5 / 5

Moves:
Arm Thrust
Belly Drum
Close Combat
Endure
Fake Out
Focus Energy
Force Palm
Heavy Slam
Knock Off
Reversal
Sand-Attack
Seismic Toss
Smelling Salts
Tackle
Vital Throw
Wake-Up Slap
Whirlwind

Dynamic Punch
Feint
Foresight
Helping Hand
Wide Guard

Vacuum Wave

Bulldoze
Low Sweep
Protect
Rock Slide
Whirlpool
MC Allocation: 0

Mienfoo (X)
Nature: Jolly (+13% Acc)
Type: Fighting

Abilities:
Inner Focus
Regenerator
Reckless

Stats:

HP: 45
EN: 50
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75 [65 * 1.15^](+)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 0 / 6
AC: 5 / 5

Moves:
Aura Sphere
Bounce
Calm Mind
Detect
Double Slap
Drain Punch
Fake Out
Force Palm
High Jump Kick
Jump Kick
Meditate
Pound
Quick Guard
Reversal
Swift
U-turn

Ally Switch
Baton Pass
Feint
Knock Off
Low Kick

Bulk Up
Low Sweep
Power-Up Punch
Protect
Psych Up
Swords Dance
MC Allocation: 0



Ref Note: Once two Horde Pokemon are KO'd, they are replaced by Mega Mewtwo X and Mega Mewtwo Y, and Pokemon of that species will not respawn for the remainder of the battle, even if the Mega Mewtwo in their slot is KO'd.

Mega Mewtwo X (Uncatchable)
Meha Mewtwo Y (Uncatchable)


Mega Mewtwo X (U) &Mewtwonite X
Nature: Jolly (+26 Acc)
Type: Psychic / Fighting

Abilities:
Pressure
Unnerve
Steadfast

Stats:

HP: 110
Atk: 8
Def: 4
SpA: 6(-)
SpD: 4
Spe: 150 [130*1.15^]
Size Class: 4
Weight Class: 5
Base Rank Total: 32

EC: N / A
AC: 5 / 5

Moves:
Amnesia
Aura Sphere
Barrier
Confusion
Disable
Future Sight
Guard Swap
Me First
Miracle Eye
Mist
Power Swap
Psych Up
Psychic
Psycho Cut
Psystrike
Recover
Safeguard
Swift

Aqua Tail
Counter
Drain Punch
Dynamic Punch
Fire Punch
Gravity
Ice Punch
Low Kick
Magic Coat
Mimic
Seismic Toss
Self-Destruct
Skill Swap
Thunder Punch
Zen Headbutt

Aerial Ace
Avalanche
Brick Break
Bulk Up
Bulldoze
Detect
Earthquake
Facade
Focus Blast
Focus Punch
Giga Impact
Hyper Beam
Iron Tail
Light Screen
Low Sweep
Mega Kick
Mega Punch
Poison Jab
Power-Up Punch
Psyshock
Rage
Rain Dance
Reflect
Rest
Rock Slide
Skull Bash
Sleep Talk
Stone Edge
Submission
Sunny Day
Taunt
Trick Room
Will-O-Wisp

MC Allocation: 10

Mega Mewtwo Y (U) &Mewtwonite Y
Nature: Naive (+30 Acc)
Type: Psychic

Abilities:
Pressure
Unnerve
Insomnia

Stats:

HP: 110
Atk: 6
Def: 3
SpA: 9
SpD: 4(-)
Spe: 161 [140*1.15^](+)
Size Class: 3
Weight Class: 3
Base Rank Total: 32

EC: N / A
AC: 5 / 5

Moves:
Amnesia
Aura Sphere
Barrier
Confusion
Disable
Future Sight
Guard Swap
Me First
Miracle Eye
Mist
Power Swap
Psych Up
Psychic
Psycho Cut
Psystrike
Recover
Safeguard
Swift

Drain Punch
Gravity
Icy Wind
Magic Coat
Mimic
Mud-Slap
Seismic Toss
Signal Beam
Skill Swap
Snatch
Wonder Room

Blizzard
Bubble Beam
Charge Beam
Dream Eater
Energy Ball
Fire Blast
Flamethrower
Focus Blast
Focus Punch
Giga Impact
Grass Knot
Hail
Hyper Beam
Ice Beam
Incinerate
Light Screen
Power-Up Punch
Psyshock
Psywave
Rain Dance
Reflect
Rest
Round
Shadow Ball
Sleep Talk
Solar Beam
Sunny Day
Taunt
Thunder
Thunderbolt
Thunder Wave
Trick Room
Water Gun
Water Pulse
Will-O-Wisp
Zap Cannon

MC Allocation: 10


After the intense battle, you find a glimmering Mega Stone (Mewtwonite X or Mewtwonite Y, player's choice), which you're quite thankful for given the intense battle.
 
Last edited:

ZhengTann

Nargacuga
is a Forum Moderator Alumnus
Trap scenario incoming.
Conduct
Difficulty: Intermediate Track

You find yourself walking into a pool within a large, dark hall, where the waters are shallow enough, barely reaching your knees, while the grand arches draped with curtains reveal more pools to either side. The arches themselves are decorated with gemstones, providing a dim light. All of a sudden there is a dazzlingly bright flash, and when you lower your hand from your eyes, your <active Pokemon with second highest HP> is out of sight! You hear faint sounds of battle coming from your right, but as you moved in that direction, a Slowking waddles into view, clearly displeased at being deprived of a nap. Looks like you have a fight on your hand, and you hoped that your lone Pokemon can still fend for itself.

It turns out that your lone Pokemon has been teleported away by a Starmie, which proceeded to hide itself between arches and calling to the heavenly stars twinkling amongst the arches.

<Starmie uses Minimize and Cosmic Power before battle.>

Arena: Springs of Act
- No external grass source, and Sun cannot be summoned.
- Psychic-type support moves have double their usual duration (does not apply to status inflicting moves or stat boosts).

<Starmie data, holding a Water Stone>
<Slowking data, holding a King's Rock>

  • If Slowking is KO'ed or captured first.
    • You soon found a Starmie engaged in battle with your trapped Pokemon. Despite the fatigue over fighting Slowking, you waste no time in jumping into another fight.
  • If Starmie is KO'ed or captured first.
    • When things seem bleak, your trapped Pokemon appeared in sight! Looks like it managed to defeat whatever trapped it in the first place! Renewed with vigour, you continued the battle against Slowking.
  • After both Starmie and Slowking are KO'ed
    • You pick up a <King's Rock if Slowking is KO'ed or captured last, Water Stone if Starmie is KO'ed or captured last>, then kept on moving until you're out of the waters. In a corner, you found a Super Potion, and you pocketed it, feeling pleased for the find.
EDIT: Alright, I think we now have enough to build a TLR run with a lot of different iterations. Gonna try compile them, giving us 4 different ways to reach the Guardians-
First of Path > A Quick Fix > Trial by Midnight > Zen Chamber: Fourth Path
First of Path > A Quick Fix > A Cold Reception > Zen Chamber: Fourth Path
First of Path > A Quick Fix > Understanding Perception > Zen Chamber: Fourth Path
First of Path > Freedom of Aspiration > Silent Retribution > Zen Chamber: Fourth Path
And then 4 more ways from the Guardians to reach Deoxys-
Zen Chamber: Fourth Path > A Tough Cell > A Balancing Act > Zen Chamber: Seventh Path
Zen Chamber: Fourth Path > Conduct > A Balancing Act > Zen Chamber: Seventh Path
Zen Chamber: Fourth Path > Psychic Soldiers > Relinquish > Zen Chamber: Seventh Path
Zen Chamber: Fourth Path > Psychic Soldiers > The Other M > Zen Chamber: Seventh Path
 
Last edited by a moderator:

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Just as a note, I have been working on getting this TLR using the scenarios here ready for release. It should be ready once I get there and get feedback.

Nothing else needs to be said so I will just go ahead and close this up. Thanks for the scenarios peeps!
 
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