Deck Knight
Blast Off At The Speed Of Light! That's Right!
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:
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
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