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PostPosted: Fri Feb 24, 2017 3:42 pm
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Deep under Mt. Silver lies a a fearsome creature from a land far beyond our own. No one knows how it got here or why it chose- nay, was forced- to make the mountain its home but alas, it is here. Many would call this fierce beast a Minotaur, a mindless hybrid that knows nothing but destruction and violence. An intricate labyrinth of halls and rooms, and the traps within keep the so-called Minotaur contained, its construction so long ago that no one is left that remembers when it all began. A single family line has been tasked with maintaining and expanding this place over the years, known only as the Silver Labyrinth, to ensure that the Minotaur never escapes and wreaks havoc upon the world at large. The current guardian and caretaker of the Silver Labyrinth is none other than Hoenn's Trick Master, who has since been able to mondernize the Minotaur's "prison" through a combination of his technological genius with mazes and tricks, Pike Queen Lucy's knack for dangerous traps, and a hefty bit of funding from Team Snagem itself.

With the labyrinth mostly modernized, Sub has decided to open it up for the rest of the team as a sort of... challenge, you might call it. Worry not, the labyrinth has security cameras and sensors throughout the place, allowing GRAY to see everything. Should things become overwhelming, Claydol will be sent to bail you before anything truly unfortunate happens. Are you brave enough to enter the Silver Labyrinth, to reach its deepest depths and possibly face the Minotaur itself?

[What is the Silver Labyrinth?]

Every so often, the Silver Labyrinth will be opened to allow members to partake in the unique challenge this place can provide. It'll remain open until a given date, after which the Minotaur will be turned loose. Everyone participating will have to fight it at once, using any items they've found in the depths of the labyrinth and whatever Pokemon they have left. You are free to explore as little or as much of the labyinrth as you can manage, and can opt to go on 'standby' after getting through the first floor to ensure that you're ready to face the Minotaur as soon as it's loose. However, if you've yet to reach the second floor by the time this happens, Claydol will immediately teleport you out as a precaution. The rules can be found below, as well as any relevant mechanics.

[Rules]

1. If you have more than one character, only one of them may enter while the labyrinth is open. Furthermore, they'll only be able to bring a single Pokemon. Legendary and Mythical Pokemon are disallowed from entry. Whatever character this is will need a dedicated roll thread to determine any and all rolls, which can be made in the Event Board.

2. Your character can only bring up to four individual items, of the following categories: Elemental Gems, Held Items and X Items (or their Pokeblock equivalent). Up to three of these items may be Healing Items (Potions/Revives/etc.) or Berries. Artifacts won't count towards this total and may be brought. Likewise, the Snag Machine and any upgrades also won't count towards this total, but any encountered Pokemon cannot be caught. NEW: A Silver Key will also be given at the start of the challenge. This will not count towards any item limits.

3. Teleport, while usable by GRAY's Claydol without any ill effects, tend to otherwise be an unwise choice for some reason. We'd advise against using it, lest you end up in some odd realm that can only be best described as a glitch in reality.

4. Your Pokemon's Hit Points (HP) will be kept track in your post, their maximum based on their Lv. 100 stats with maximum IVs/EVs. In layman's terms, it's the highest possible total found on their page on Bulbapedia or Serebii. Likewise, stats are based on their base stats, also found on either site.

5. If the room you roll into involves a Pokemon battle, you'll first roll to determine the damage your Pokemon will take. The enemy Pokemon within the labyrinth are trained to attack on sight, and thus will likely get a hit off as soon as you enter. After this roll, write out the battle as per normal, factoring in whatever the damage roll was. As this also has a number of mechanics tied to it, check the Mechanics post to see everything in detail.

6. No post may be deleted during the challenge, even if you forget to do a roll. This is for the sake of ensuring everything is known in case things need to be clarified. If posts are found to be deleted, this may result in a participant being disqualified and thus removed.

7. No matter what happens, have fun! And survive, maybe. That tends to be a good idea, we've heard.
 
PostPosted: Fri Feb 24, 2017 3:42 pm
[Mechanics]

Here, you will find the various mechanics used within the Silver Labyrinth, and how they'll affect battles alongside your exploration. Clicking the spoiler tags below will expand the mechanics to detail everything about that category, but as some of these will be pretty long and multiple mechanics can and will wind up in play, we recommend you expand them and use CTRL+F to find the relevant term/item/ability.

[Damage Mechanics]
Damage is dependent on many factors, such as your and the enemy's types, moves, stat modifiers, and more. Damage starts at a set of ranges based on your moves against the enemy's types, and may never go under 1. Various modifications will change what the true damage range will be for a given battle. Should the maximum possible damage become less than the minimum possible, then the numbers are swapped to give an appropriate range.

Note that some enemies may have moves mentioned that they like to use, as these may change the matchup. If none are mentioned, then the matchup is determined by your Pokemon's moves against the given enemy.

Types and Moves:

Neutral: 20-80 Damage
This range assumes a totally neutral matchup when it comes to your moves against the enemy's types. Because the enemy's abilities or mentioned moves grant no edge in its favor either, equal footing is effectively achieved.

Type Advantage: 15-65 Damage
This range assumes a matchup where the enemy is weak to your Pokemon's moves, most likely from being a type that's effective against the opponent's. This also assumes that the enemy isn't capable of any abilities or mentioned moves to mitigate its weakness; if they are, then it becomes a neutral matchup instead.

Type Disadvantage: 50-150 Damage
This range assumes a matchup where you are weak to an enemy's mentioned moves, or none of your moves and abilities are able to mitigate the supereffective attack. If your Pokemon has a move that's supereffective against the enemy despite this, then it becomes a neutral matchup.

Type Resistance: 15-45 Damage
This range assumes a matchup where all of the enemy's mentioned moves are ones that your Pokemon resists. If one of such moves fits a different criteria, then it'll use a different matchup that's more appropriate. During the Minotaur Battle, resisting the type of a given attack from it will instead halve damage taken after all other modifiers have been applied.

Type Immunity: 1-25 Damage
A potentially rare matchup that results only if your Pokemon is immune to all of the enemy's mentioned moves in some way. If one of such moves fits a different criteria, then it'll use a different matchup that's more appropriate.


Stat Modifiers: -10 per stage to Maximum Damage (positive)/+10 per stage to Maximum Damage (negative)
Various moves, abilities and items may raise a given stat such as Attack or Defense, either as a secondary effect or as its sole use. These will modify the Damage Ranges by raising or lowering them to accomodate for the bolstered stats. Note that while a given stat can't normally be heightened or lowered beyond two (2) stages, multiple stats can be modified at a time and certain items will allow the maximum stages to be heightened. These modifiers will persist throughout the labyrinth's rooms, but will be lost upon reaching the Minotaur. The maximum stage bonuses, however, remain until the end of the challenge.

Note that Accuracy works differently, and is not affected by these modifiers despite being able to be raised or lowered. Instead, it's used for certain moves that inflict status effects and the like, increasing that move's accuracy by 10% per increase and lowering it by 10% per decrease.


[Status Mechanics]
Poison:
No change to the default damage ranges. However, your Pokemon will take an extra 15 damage during the battle. Has no effect on enemy Pokemon in the labyrinth.

If inflicted on the Minotaur, it'll take damage equal to 1/50 of its max HP every turn.

Toxic:
Same as poison, but your Pokemon will instead take an extra 40 damage during the battle. Has no effect on enemy Pokemon in the labyrinth.

In inflicted on the Minotaur, it'll take damage equal to 1/100 of its max HP every turn. Damage will increase by another 1/100 for as long as Toxic remains.

Burn:
Cuts the Pokemon's Attack, causing it to act as if it's been lowered by two stages and raising damage ranges by 20 as a result. Furthermore, your Pokemon will take an extra 10 damage in all battles, as well as from each of the Minotaur's attacks. During the Minotaur Battle, your Pokemon's Attack is half of its normal value for damage calculation.

If inflicted on the enemy Pokemon, damage taken is halved if the enemy's base Attack is higher than its base Special Attack.

Paralysis:
Cuts the Pokemon's Speed, causing it to act as if it's been lowered by two stages and raising damage ranges by 20 as a result. During the Minotaur Battle and for rooms and traps that involve the Speed stat, your Pokemon's Speed is half of its normal value.

If inflicted on the enemy Pokemon in the labyrinth, this instead cuts damage taken in half.

Sleep:
Leaves the Pokemon defenseless, causing it to be attacked twice if it is asleep when entering a battle room. The damage roll is done twice to calculate the total damage taken, after which the Pokemon will wake up and battle as normal. This is ignored if your Pokemon has the Comatose ability, or the moves Snore and Sleep Talk.

If inflicted on the enemy Pokemon, this will allow you to skip the battle entirely and go on to the next room. However, the room's rewards are forfeit.

Freeze:
Leaves the Pokemon entirely helpless until it's thawed out. Damage rolls are always their maximum amount, and battles are skipped if the Pokemon remains frozen. The Pokemon can be thawed out in battle if hit by a Fire-type attack, or if it's capable of the moves Flame Wheel, Flare Blitz, Scald or Burn Up; if it is thawed out by those means, then the battle is done normally and the Freeze status is ignored. Otherwise, a 1-10 roll will need to be done in any room for a chance to thaw, where 1 or 10 will allow the Pokemon to thaw out.

If inflicted on the enemy Pokemon, this will allow you to skip the battle entirely and go on to the next room. However, the room's rewards are forfeit.

Confusion:
After the damage roll in battles, a second roll of 1-10 is required. If the result is odd, confusion does nothing and the battle goes on as normal. If the result is even, then your Pokemon will take an extra 15 damage during the battle due to confusion. Regardless, confusion will persist for two rooms once inflicted.

If inflicted on the enemy Pokemon, a roll of 1-10 is also required. If the result is odd, it does nothing and the battle goes on as normal. If the result is even, the final result of damage taken is lowered by 15. This can also be inflicted on the Minotaur.

Flinch:
An exceedingly valuable status only able to be employed in the Minotaur battle. If an attack has a chance to cause this, PP may be consumed to attempt inflicting it. If successful, the Minotaur's attack will be stopped for just one turn.

Gooey:
A "status" caused either by certain traps or the ability in question. If a room mentions this status in some fashion, a roll will need to be done. If the roll results in this being applied, Speed is lowered by one stage and the floor's required rooms is doubled.


[Weather/Terrain Mechanics]
Oddly, the Silver Labyrinth can sometimes see varying changes to the weather within, as well as its terrain. It is unknown if this is the doing of the Minotaur, or the Pokemon within parts of the place. It may even come as the result of someone else on their own challenge attempt. If one is in effect, it will last for the next two rooms, or four rooms if you hold a Damp, Heat, Icy or . The abilities of your Pokemon may not start any weather.

Harsh Sunlight:
Fire-type Pokemon halve damage rolls from Water-type enemies. Damage rolls from Fire-type enemies are multiplied by 1.5x. Also activates certain effects for Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard and Solar Power. Prevents Pokemon from being Frozen.

Rain:
Water-type Pokemon halve damage rolls from Fire-type enemies. Damage rolls from Water-type enemies are multiplied by 1.5x instead. Activates certain effects for Dry Skin, Forecast, Hydration, Rain Dish, and Swift Swim.

Sandstorm:
Pokemon that aren't Rock, Ground or Steel-type will take 10 damage for each room they enter while a sandstorm rages, and those same types will have all damage ranges lowered by 10 if the enemies' base Special Attack is higher than their base Attack. Increase these ranges by 10 instead if the enemy meets the same criteria. Damage is prevented if the Pokemon has the ability Sand Force, Sand Rush, Sand Veil, Magic Guard or Overcoat, or if they are wearing Safety Goggles. Also activates certain effects for Sand Force, Sand Rush and Sand Veil.

Hail:
Pokemon that aren't Ice-type will take 10 damage for each room they enter while hail falls. Damage is prevented if the Pokemon has the ability Ice Body, Snow Cloak, Magic Guard, Overcoat or Slush Rush, or if they are wearing Safety Goggles. Activates certain effects for Forecast, Ice Body, Snow Cloak and Slush Rush.

Fog:
A heavy fog cuts visibility to nil, raising minimum damage ranges by 20 and lowering maximum damage ranges by the same amount.

Electric Terrain:
Prevents sleep, and lowers damage ranges by 20 if your Pokemon is Electric-type. Damage rolls from Electric-type enemies are multiplied by 1.5x instead. Also activates the effects of Surge Surfer.

Grassy Terrain:
Allows a Pokemon to recover 10 HP for every room entered, and lowers damage ranges by 20 if your Pokemon is Grass-type. Damage rolls from Grass-type enemies are multiplied by 1.5x instead. Also activates the effects of Grass Pelt.

Misty Terrain:
Prevents all status effects, and damage ranges are increased by 20 if your Pokemon is Dragon-type. Damage rolls from Dragon-type enemies are halved instead.

Psychic Terrain:
Lowers damage ranges by 20 if your Pokemon is Psychic-type. Damage rolls from Psychic-type enemies are multiplied by 1.5x instead.


[Healing Item Mechanics]
Cheri Berry:
Can be held by a Pokemon to instantly heal Paralysis when afflicted. May also be used out of battle for the same effect.

Chesto Berry:
Can be held by a Pokemon to instantly wake them from Sleep. May also be used out of battle for the same effect.

Pecha Berry:
Can be held by a Pokemon to instantly cure Poison or Toxic when afflicted. May also be used out of battle for the same effect.

Rawst Berry:
Can be held by a Pokemon to instantly soothe and heal a Burn. May also be used out of battle for the same effect.

Aspear Berry:
Can be held by a Pokemon to instantly thaw them when Frozen. May also be used out of battle for the same effect.

Persim Berry:
Can be held by a Pokemon to instantly bring them to their senses when Confused. May also be used out of battle for the same effect.

Lum Berry:
Can be held by a Pokemon to instantly remove all status effects. May also be used out of battle for the same effect.

Oran Berry:
Can be held by a Pokemon to recover 10 HP if their remaining HP is 1/2 or less at the end of battle. May also be used out of battle to immediately recover HP.

Sitrus Berry:
Can be held by a Pokemon to recover 1/4 of their maximum HP if their remaining HP is 1/2 or less at the end of battle. May also be used out of battle to immediately recover HP.

Potion:
Can be used out of battle to recover 20 HP.

Super Potion/Energy Powder:
Can be used out of battle to recover 60 HP.

Hyper Potion/Energy Root:
Can be used out of battle to recover 120 HP.

Max Potion:
Can be used out of battle to recover all HP.

HP Up:
Can be used out of battle to recover 50 HP. Also raises the Pokemon's Max HP by 50 once within the labyrinth. This bonus is lost at the end of the challenge.

Paralyze Heal:
Can be used out of battle to heal Paralysis.

Antidote:
Can be used out of battle to heal Poison and Toxic.

Burn Heal:
Can be used out of battle to heal Burns.

Awakening:
Can be used out of battle to wake a Pokemon from Sleep.

Ice Heal:
Can be used out of battle to thaw out a Frozen Pokemon.

Full Heal/Heal Powder:
Can be used out of battle to heal all status effects.

Tri-Color Flute:
Craftable at Ambrosial Alchemy, and thus cannot be found within the Silver Labyrinth. This flute may be played to wake a Pokemon from Sleep or snap them out of Confusion. Can only be used twice per challenge attempt.

Full Restore:
Can be used out of battle to recover all HP and remove all status effects. Can only carry 1 at a time.

Revive/Max Revive/Revival Herb:
If your Pokemon would be knocked out, this may be used to continue the challenge. Revives will restore 1/2 of the Pokemon's maximum HP, while Max Revives and Revival Herbs will restore all HP. Up to 2 revival items may be carried at a time, such as two Revives or a Revive and a Revival Herb, and only 1 may be used in the labyrinth. 1 may also be used during the Minotaur Battle, either on yourself or an allied Pokemon.

PP Restoring Items:

Leppa Berry - Restores 1 PP
Ether - Restores 2 PP
Max Ether - Restores all PP
Max Elixir - Restores all PP, raises maximum PP by 1. Max PP can't go above 6.
PP Up - Restores 1 PP, raises maximum PP by 1. Max PP can't go above 6.
PP Max - Restores 2 PP, raises maximum PP by 2. Max PP can't go above 6.


[Item Mechanics]

Weather/Terrain Items:
These items affect the current weather or terrain within the labyrinth. If your Pokemon is holding one of these and the weather or terrain changes around them to match the item, then the effects will last for four rooms instead of two. For example, Heat Rock will cause Harsh Sunlight to last for four rooms.
Applies to: Heat Rock, Damp Rock, Smooth Rock, Icy Rock, Terrain Extender.

Type-enhancing items:
These are standard fare items such as Soft Sand, Black Glasses, etc. If your Pokemon is holding one that matches one of its types, then maximum damage ranges are lowered by 10. Elemental Gems may be used this way as well, but they will still be consumed afterward.

Applies to: Black Belt, Black Glasses, Charcoal, Dragon Fang, Fairy Dust, Hard Stone, Magnet, Metal Coat, Miracle Seed, Mystic Water, Never-Melt Ice, Poison Barb, Sharp Beak, Silk Scarf, Silver Powder, Soft Sand, Spell Tag, Twisted Spoon, Odd Incense, Rock Incense, Rose Incense, Sea Incense, Wave Incense, all Elemental Gems (consumable).

Stat Boosting Items:
This is for items like Thick Club or Wise Glasses. If the relevant Pokemon is holding the item, or any Pokemon if it isn't tied to a specific species, then maximum damage ranges are lowered by 10. Relevant Pokemon will be mentioned for items that require this.

Applies to: Muscle Band, Wise Glasses, Light Ball (Pikachu), Lucky Punch (Chansey), Metal Powder (Ditto), Quick Powder (Ditto), Stick (Farfetch'd), Thick Club (Marowak), Deep Sea Scale (Clamperl), Deep Sea Tooth (Clamperl), Eviolite (any Pokemon that may evolve), Razor Claw, Scope Lens.

Consumable Stat Boosting Items:
These items are consumed on use, but boost stats for the duration of the labyrinth run.

Absorb Bulb: Raises Sp. Atk by one stage when hit by a Water-type attack or Pokemon.

Cell Battery: Raises Attack by one stage when hit by an Electric-type attack or Pokemon.

Luminous Moss: Raises Sp. Def by one stage when hit by a Water-type attack or Pokemon.

Electric/Grassy Seeds: Boosts Defense by one stage when Electric or Grassy Terrain is active.

Misty/Psychic Seeds: Boosts Sp. Def by one stage when Misty or Psychic Terrain is active.

Snowball: Raises Attack by one stage when hit by an Ice-type attack or Pokemon.

Kee Berry: Boosts Defense by one stage if the enemy Pokemon's base Attack is higher than their base Sp. Atk.

Maranga Berry: Boosts Sp. Def by one stage if the enemy Pokemon's base Sp. Atk is higher than their base Attack.

X Items:
Using these will boost the relevant stat by one stage. Note that Accuracy works a bit differently; see the Damage Mechanics for more information.

Applies to: X Attack, X Defend, X Special, X Sp. Def, X Speed, X Accuracy, Dire Hit.

Stat Pokeblocks:
Able to be made at Ambrosial Alchemy, these will boost the relevant stat by two stages. Each of them are consumed afterward and apply to one battle.

Applies to: Zesty Pokeblock (Attack), Tart Pokeblock (Defense), Bland Pokeblock (Sp. Atk), Chewy Pokeblock (Sp. Def), Fizzy Pokeblock (Speed).

Vitamins:
These items will boost the relevant stat by one stage and also break its limit, allowing that stat to be raised or lowered by 3 stages.

Applies to: Protein, Iron, Calcium, Zinc, Carbos

Stat Lowering Items:
Deals with items such as Lagging Tail or Iron Ball, or otherwise lowers stats. If your Pokemon is holding one of these for whatever reason, damage ranges are increased by 10 and base Speed is halved. Iron Ball grounds the holder. Macho Brace gives the holder +1 Evo Point/+0.25 Move Training per battle.

Applies to: Full Incense, Iron Ball, Lagging Tail, Macho Brace.

Choice Items:
Holding one of these few items lowers all damage ranges by 20, but locks your Pokemon into a single move for the entire battle. Also applies to Assault Vest, but this will only lock your Pokemon out of using status moves.

Applies to: Choice Band, Choice Specs, Choice Scarf, Assault Vest.

Accuracy-altering Items:
These items grant a bonus to Accuracy for as long as they're held, or they hinder the enemy's. Holding one of these lowers damage ranges by 5 in battle, and increase Accuracy by 10% if it's a Wide Lens or Zoom Lens.

Applies to: Bright Powder, Lax Incense, Wide Lens, Zoom Lens.

Damage Items:
These items lowers minimum damage ranges by 10. Note, however, that the Sticky Barb will also increase the maximum damage range by 5.

Applies to: Sticky Barb, Rocky Helmet, Jaboca Berry (consumable), Rowap Berry (consumable).

Type-specific Berries:
These berries can only be consumed when your Pokemon is weak to the opponent's supereffective moves if it has any mentioned, halving damage taken. Chilan Berries only apply to the neutral range for Normal-type moves instead, with the same effect. The berry will be used up afterward.

Applies to: Occa Berry, Passho Berry, Wacan Berry, Rindo Berry, Yache Berry, Chople Berry, Kebia Berry, Shuca Berry, Coba Berry, Payapa Berry, Tanga Berry, Charti Berry, Kasib Berry, Haban Berry, Colbur Berry, Babiri Berry, Roseli Berry, Chilan Berry.

Pinch Berries:
These berries can only be consumed if your Pokemon's remaining HP is 1/4 of its maximum or less, raising their relevant stat by two stages. If it does not raise a mentioned stat, then it'll lower damage ranges by 25 instead. These are also consumed when used.

Applies to: Liechi Berry (Attack), Ganlon Berry (Defense), Salac Berry (Speed), Petaya Berry (Sp. Atk), Apicot Berry (Sp. Def), Lansat Berry (Crit Rate), Starf Berry (random; roll 1-7) , Micle Berry (Accuracy), Custap Berry.

Results: 1: Attack | 2: Defense | 3: Special Attack | 4: Special Defense | 5: Speed | 6: Accuracy | 7: Evasion

Flavored Berries:
Each of these may be held by a Pokemon to recover 1/4 of their maximum HP if their remaining HP is 1/4 or less, or 1/2 or less if they have the Gluttony ability. However, consuming these will also require a 1-5 roll. If there is a result of 1, the Pokemon will end up disliking the berry and becomes Confused. All of these effects apply at the end of a battle.

Applies to: Figy Berry, Wiki Berry, Mago Berry, Aguav Berry, Iapapa Berry.

Enigma Berry:
An extremely rare berry, be it in or out of the Silver Labyrinth. If your Pokemon is weak to the opponent's mentioned moves, it will recover 1/4 of its maximum HP at the end of battle. Only 1 may be carried at a time.

Adrenaline Orb:
An orb filled with a strange powder similar to Rage Powder. Causes your Pokemon to attract and seek out other Pokemon to battle in the labyrinth for the next three rooms. You must roll until you get a battle room.

Air Balloon:
An extremely rare item within the labyrinth, this balloon will totally prevent damage from a Ground-type Pokemon or any grounded trap. However, it'll pop afterward and thus will be consumed. If you find one, save for it when it really counts.

Big Root:
Causes certain moves to restore 50% more HP than normal. For example, if a battle would do 60 damage and Giga Drain was used to restore 30, this item would restore an additional 15. This increase also applies to Liquid Ooze's effect. Leech Seed will sap 1/15 of the Minotaur's HP instead of 1/20, but the recovery will still be halved.

Affects: Absorb, Drain Punch, Draining Kiss, Dream Eater, Giga Drain, Horn Leech, Leech Life, Leech Seed, Mega Drain, Parabolic Charge, Strength Sap, Ingrain, Aqua Ring

Binding Band:
Powers up moves that partially trap the Minotaur, allowing them to deal damage equal to 1/25 of the Minotaur's max HP instead of 1/50.

Affects: Bind, Clamp, Fire Spin, Infestation, Sand Tomb, Whirlpool, Wrap

Eject Button:
Another rare consumable within the labyrinth. When held, it'll allow your Pokemon to avoid a battle and go to the next room, cutting the initial damage roll's result in half in the process. The item will be destroyed afterward.

Expert Belt:
Only affects the damage range if your Pokemon is effective against the opponent's type. Lowers the maximum damage range by 10 while held.

Flame Orb:
As usual, this item will burn your Pokemon if it's holding it at the end of its next battle. Burn mechanics will be applied from that point onward unless the burn's healed.

Focus Band:
A special sort of item that might prevent fainting. If your Pokemon's HP would go below 1, a roll can be done to see if they endure and survive instead. The roll is to be set to 1-10, and a result of 1 or 10 will prevent fainting from direct damage. Damage due to status effects will ignore this roll's results.

Focus Sash:
An exceedingly rare item within the labyrinth. If this is held and your Pokemon's HP would go below 1, then they'll endure and survive whatever peril would've finished them. The item's destroyed afterward, and like the Focus Band, will not prevent fainting if the damage was caused by a status effect.

Grip Claw:
Extends the duration of moves that can partially trap the Minotaur.

Affects: Bind, Clamp, Fire Spin, Infestation, Sand Tomb, Whirlpool, Wrap

Leftovers:
Has no effect on battles, but the Pokemon holding it will recover 5 HP every time a new room is entered.

Life Orb:
A powerful item that lowers all damage ranges by 20 while held, but also causes an extra 15 damage to your Pokemon after every battle.

Metronome:
An odd item that, while held, lowers maximum damage ranges by 5 for every battle that your Pokemon's using the same move, to a maximum reduction of 20. The bonus is lost if your Pokemon uses a different move during any battle.

Power Herb:
A consumable item that allowed charged moves to be used instantly. As a result, it'll lower maximum damage ranges by 15 for one battle if a charged move is used.

Protective Pads:
A strange sort of pads that can be worn by a Pokemon. If held and the opponent's base Attack is higher than their Special Attack, then maximum damage ranges are lowered by 10 and effects caused by direct contact are ignored.

Red Card:
A rare card that sometimes shows up in the labyrinth. When held up, it'll disappear and a single battle can be avoided. Just as with the Eject Button, the initial damage roll's result if halved upon use.

Ring Target:
A bullseye, seemingly cursed by the Minotaur, that'll allow opposing Pokemon to ignore your Pokemon's resistances and immunities. If your Pokemon would normally resist or be immune to the enemy's mentioned moves, the damage roll will instead be treated as if you were neutral to their type.

Safety Goggles:
A pair of goggles that prevents damage caused by weather effects and ignores all powder-based traps.

Shell Bell:
A strange shell-shaped charm that chimes in tune with the sea. Has no effect on battles, but the Pokemon holding this will recover 15 HP after each battle.

Smoke Ball:
A strange item that emits a cloud of smoke when thrown, allowing for a chance to avoid a battle. If held and used, a roll of 1-10 will be required and a result of 1 is needed to prevent the battle. If successful, the battle is skipped. If not, the roll is treated as normal and the battle must be done.

Toxic Orb:
An extremely venomous orb that can be held, badly poisoning your Pokemon if it's holding it at the end of a battle. Toxic's mechanics will be applied from that point onward if it isn't healed.

Weakness Policy:
A one-time use writ that can be used if your Pokemon is weak to the opponent's mentioned moves, raising Attack and Special Attack by two stages. The writ will be torn up afterward.

Poke Doll:
An almost lifelike doll that'll prevent one battle entirely, guaranteed to work if something doesn't prevent its use. Destroyed after it's used, and may only be used once per challenge attempt.


[Ability Mechanics]
Abilities affect both your Pokemon and any enemy Pokemon you encounter within the labyrinth. These may affect stats, alter damage ranges, or provide other benefits be it in the labyrinth or during your potential encounter with the Minotaur. Direct contact is defined as your Pokemon's base Attack being higher than its Special Attack while in the labyrinth. Direct contact in the Minotaur Battle works as it does in the games.

Adaptability:
The Pokemon's able to adapt itself better to its surroundings, strengthening moves that match its types in the process. Lowers all maximum damage ranges by 10.

Aerialate/Galvanize/Pixilate/Refrigerate:
Changes the Pokemon's Normal-type moves to Flying, Electric, Fairy or Ice respectively. This boosts the moves as well and lowers maximum damage ranges by 10, if the moves are effective against the enemy. The enemy may have these abilities as well, raising maximum damage ranges by 10 should it meet the same criteria.

Aftermath:
If direct contact is made, the enemy Pokemon will explode upon fainting and deal an additional 50 damage at the end of battle. The Minotaur can be affected by this as well when battling it, dealing 1/20 of its max HP should it knock out your own Pokemon through direct contact.

Analytic:
The Pokemon's constant analysis of the situation at hand means it may act slower, but will try to give itself the best outcome. This lowers maximum damage ranges by 10 if the Pokemon's base Speed is lower than the enemy's, and gives it a 10% chance to detect traps and skip such rooms entirely (optional 1-10 roll). An enemy Pokemon may have this ability as well, raising maximum damage ranges by 10 should it meet the same criteria.

Anger Point:
A natural pechant for anger constantly drives the Pokemon. Encountering three traps in a row will see its anger get the better of them and their Attack rise to the highest stage possible. They'll also take half damage from the next battle they encounter, but this may only occur once per challenge attempt.

Anticipation:
A sort of sixth sense makes the Pokemon shudder if it senses danger. Able to anticipate if the enemy is supereffective to it, it'll lower maximum damage ranges by 15 if your Pokemon is weak to the enemy's types. The heightened senses also allow it to detect traps more easily, providing a 10% chance to skip a trap room entirely (optional 1-10 roll). An enemy Pokemon may have this ability as well, raising maximum damage ranges by 15 if it's weak to your types.

Arena Trap:
The enemy Pokemon makes escape impossible by manipulating the ground around them, even if an item or ability might otherwise allow it. Does nothing if your Pokemon is immune to Ground-type moves through its types, abilities or held items, or if your Pokemon is a Ghost-type. Can be used in the Minotaur battle to cut its Speed by 1/4, but will also do the same for all allied Pokemon apart from the user.

Aroma Veil:
The Pokemon's aromas help keep itself and its allies calm, protecting them from moves, abilities and traps that limit their moves or otherwise disables them. While this will only work on the Pokemon itself in the labyrinth, it will be able to affect all allies during the Minotaur battle.

Prevents: Taunt, Torment, Encore, Disable, Cursed Body, Heal Block, Infatuation, and any traps based on these.

Battery:
Minotaur battle only. The Pokemon's abundance of energy allows it to be a living battery, boosting all allies' Special Attack by one stage.

Battle Armor/Shell Armor:
The Pokemon's natural hide or shell allows it to be slightly more resilient, lowering all damage ranges by 10. If an enemy has this ability, it instead nullifies any modifier to your Pokemon's Crit Rate.

Berserk:
The Pokemon flies into immense rage when weakened, boosting Special Attack by one stage and halving damage for the next battle room when the Pokemon's HP falls to half or less. May only activate once per challenge attempt.

Big Pecks:
Prevents Defense from being lowered.

Blaze/Overgrow/Torrent/Swarm:
The Pokemon's Fire, Grass, Water or Bug moves become more powerful when weakened, lowering maximum damage ranges by 20 if it resists, is effective against, or neutral to the enemy's types. Remains active while the Pokemon's remaining HP is 1/3 or less.

Bulletproof:
Prevents damage from ball and bomb-based moves and traps.

Cheek Pouch:
Often holding extra food in its cheeks, the Pokemon will restore 1/4 of its maximum HP whenever it consumes a berry. This also allows for a single edible item, such as berries and herbs, to be carried at the start of the labyrinth without going towards the three-item maximum.

Chlorophyll:
When there is harsh sunlight in the labyrinth, the Pokemon's Speed is raised by two stages. This affects your Pokemon and any enemy that also has the ability, so be careful of giving your foes the upper hand.

Clear Body/White Smoke:
Prevents all effects from traps that would lower your Pokemon's stats, as well as abilities and moves that would do the same.

Cloud Nine:
Prevents damaging effects caused by weather.

Color Change:
Camoflauging itself to match its surroundings or opponent, the Pokemon changes its type to match the last enemy it encountered. If there are no previous enemies, then it will remain Normal-type. This camoflauge also allows it to potentially avoid detection, giving a 10% chance to avoid battle rooms entirely (optional 1-10 roll).

Comatose:
Perpetually asleep, the Pokemon cannot be affected by any status effects and will always be treated as if it were afflicted with Sleep. Despite this, they can still battle normally and only require one damage roll for battles.

Competitive:
The Pokemon's competitive nature raises its Special Attack by two stages whenever one of its other stats are lowered. If it's also the last Pokemon in a given floor, then it also gains a 30% chance halve damage from battle rooms (optional 1-10 roll).

Compound Eyes:
The Pokemon's many, compounded eyes allow for a greater range of sight. This gives a 10% chance to detect traps and avoid such rooms entirely (optional 1-10 roll). Likewise, if a move calls for an accuracy check, the successful range is boosted by 30% of its base value (70 becomes 91, for example).

Contrary:
Reverses any and all stat modifiers. Positive modifiers become negative, and negative modifiers become positive.

Corrosion:
Boasting powerful, corrosive poisons, the Pokemon is able to affect other Pokemon with Poison and Toxic regardless of type. Can be used by your Pokemon during the Minotaur battle, and some traps may have corrosive poisons as well.

Cotton Down:
When the Pokémon is hit by an attack, it scatters cotton fluff around and lowers the Speed stat of all Pokémon except itself by one stage. This

Curious Medicine:
When a Pokémon with this Ability enters the battle, stat stages of ally Pokémon are reset to 0. Only applies to Minotaur battle.

Cursed Body:
The Pokemon's able to cast curses on direct contact with it, causing a 1-10 roll to be done. Has a 30% chance to inflict Curse's effects on your Pokemon. In the Minotaur battle, this instead has a 30% chance to disable the last move used under the same circumstances.

Cute Charm:
Minotaur battle only. The Pokemon's natural cuteness can make for love at first touch, causing infatuation until it faints. While infatuated, the Minotaur has a 10% chance to cause the Minotaur to be unable to attack for a given round.

Damp:
Prevents damage caused by any explosive traps and moves, as well as the Aftermath ability.

Dancer:
Minotaur battle only. Should the Minotaur use a dance move, the Pokemon will be able to immediately join in the dance and use the same move without using up their turn.

Dazzling:
Has no effect in the labyrinth at all.

Defeatist:
Increases all damage ranges by 20 if your Pokemon's remaining HP is 1/2 or less.

Defiant:
Out of defiance, the Pokemon's Attack rises by two stages if one of its other stats is lowered. If it's also the last Pokemon in a given floor, then it also gains a 30% chance to halve damage from battle rooms (optional 1-10 roll).

Disguise:
Using its disguise as a decoy, the Pokemon is able to avoid all damage by any one trap or enemy encounter. This can only be activated once per challenge attempt. The disguise also gives it a 20% chance to avoid a battle room entirely (optional 1-10 roll).

Download:
Raises Attack or Special Attack by one stage in battle rooms, depending on which is lower between the enemy's base Defense or Special Defense. The enemy may make use of this ability as well.

Drizzle/Drought/Sand Stream/Snow Warning:
If your Pokemon has one of these abilities, then Harsh Sunlight, Rain, Sandstorm or Hail will respectively occur in the labyrinth for the first two rooms in the floor. If they are holding the relevant rock to match the weather, then this will apply to the first four rooms instead. Enemy Pokemon may have these abilities as well, and will trigger for the same length of time if encountered.

Applies to: Heat Rock, Damp Rock, Smooth Rock, Icy Rock

Dry Skin:
Completely nullifies Water-type moves, instead restoring the Pokemon's HP by 1/4 of its maximum and allows it to recover 10 HP in each room while it's raining. However, damage rolls against Fire-type Pokemon are doubled and harsh sunlight will cause the Pokemon to take 20 damage in each room while the sun shines.

Early Bird:
Alters sleep's mechanics. Both damage rolls are still done, but the total damage is then halved. The Pokemon then wakes up as normal.

Effect Spore:
Causes spores to come out upon making direct contact, forcing a 1-10 roll to be done. Has a 10% chance each of causing Poison (1), Paralysis (2) and Sleep (3). During the Minotaur battle, your Pokemon may make use of this ability with the same circumstances and odds. This can be prevented by Grass-type Pokemon, as well as any Pokemon with the Overcoat ability or holding the Safety Goggles.

Emergency Exit/Wimp Out:
While the Pokemon's remaining HP is 1/2 or less, it can avoid any one battle room entirely. May only be done once per challenge attempt.

Filter:
A natural filter allows the Pokemon to withstand supereffective attacks better, lowering damage ranges by 20 if it's weak to the enemy's types. Enemy Pokemon may make use of this ability as well, raising damage ranges by 20 instead. May also be used by the Minotaur to mitigate supereffective damage taken during the Minotaur battle.

Flame Body:
If direct contact is made with a Pokemon with this ability, they will be Burned at the end of battle. May be used by your own Pokemon during the Minotaur battle with the same circumstances, having a 30% chance to occur.

Flare Boost:
While the Pokemon is Burned, their Special Attacks become more powerful. While the stat can be raised as normal, the soft increase means that damage ranges are lowered by 10. Burn's normal effects still apply, however.

Flash Fire:
Gives the Pokemon immunity to Fire-type attacks and boosts their own Fire-type attacks. When Fire-type Pokemon are encountered, damage is ignored entirely and the Pokemon will gain a boost for the next battle room they encounter. The soft increase means that damage ranges are lowered by 10.

Flower Gift:
While harsh sunlight shines in the labyrinth, the Pokemon's Attack and Special Defense is raised by one stage. This effect extends to all allies during the Minotaur battle.

Flower Veil:
The Pokemon is protected from all status conditions and stat reductions, unless they are self-inflicted by a move, ability or held item. This effect extends to all Grass-type allies during the Minotaur battle.

Fluffy:
The Pokemon takes half damage if direct contact is made with it, but damage rolls from Fire-type Pokemon are doubled. If the enemy has this ability, damage rolls are doubled if direct contact occurs and halved if your Pokemon is Fire-type.

Forecast:
While there is harsh sunlight, rain or hail in the labyrinth, the Pokemon will change its form and type to match the weather. This allows it to be Fire, Water or Ice-type respectively while the relevant weather persists. Has no effect if there is a sandstorm or heavy fog.

Forewarn:
Able to tell one of the enemy Pokemon's moves, it's able to lower damage ranges by 5. It's also able to detect traps, and has a 10% chance to skip trap rooms entirely (optional 1-10 roll). Enemy Pokemon may have this ability as well, raising damage ranges by 5 instead if they do.

Friend Guard:
Only usable in the Minotaur battle. Reduces the damage dealt to all allies by 1/4, but will not reduce the damage of any move that deals direct damage.

Direct damage moves include: Bide, Counter, Endeavor, Final Gambit, Metal Burst, Mirror Coat, Night Shade, Psywave, Seismic Toss, Super Fang

Frisk:
Upon entering a battle room, the Pokemon is able to check the enemy's held item. If it has one and your Pokemon isn't holding one, it'll also have a 20% chance to steal it (optional 1-10 roll).

Fur Coat:
Lessens damage from physical attacks. If the enemy's base Attack is higher than their base Special Attack, then the damage roll is halved. If the enemy has this ability and the same criteria are met, then the damage roll is doubled instead.

Gale Wings:
While at full HP, the Pokemon's increased priority with Flying-type moves allows it to lower damage ranges by 20 if the enemy isn't resistant to the type. If the enemy has this ability, damage ranges are raised by 20 instead if your Pokemon doesn't resist Flying-type attacks.

Gluttony:
Allows Pinch Berries and certain other berries to be consumed when your Pokemon's remaining HP is 1/2 or less instead of 1/4 or less.

Applies to: Figy Berry, Wiki Berry, Mago Berry, Aguav Berry, Iapapa Berry, Liechi Berry, Ganlon Berry, Salac Berry, Petaya Berry, Apicot Berry, Lansat Berry, Starf Berry, Micle Berry, Custap Berry.

Gorilla Tactics:
Lowers all damage ranges by 20, but locks your Pokemon into a single move for the entire battle.

Gooey:
If direct contact is made with the Pokemon, their Speed is lowered by one stage. An additional roll will also be required if this occurs, and may double the required rooms for a floor depending on the result.

Grass Pelt:
If Grassy Terrain is active in the labyrinth, the Pokemon's Defense is raised by one stage. This effect applies to friend and foe alike, and will apply to all allies and the Minotaur during the Minotaur battle.

Guts:
The Pokemon's so gutsy that status conditions boost their Attack by one stage. While this will prevent Burn's Attack reduction, it will not prevent damage from this status effect. All other status conditions operate as normal.

Harvest:
Upon eating a berry or using it through Fling and Natural Gift, the Pokemon has a 50% chance to avoid its consumption (do a 1-10 roll for this; odd will consume, even will not consume). If there is harsh sunlight in the labyrinth, this ability will always activate and berries will not be consumed.

Healer:
Only usable in the Minotaur Battle. Pokemon with this ability gives all ally Pokemon a 30% chance to heal status conditions at the beginning of each round (do a 1-10 roll for this).

Heatproof:
Halves damage rolls when encountering Fire-type Pokemon.

Heavy Metal/Light Metal:
Doubles and halves a Pokemon's normal weight respectively. Changes the weight factored into weight-based traps.

Honey Gather:
Has no effect in the labyrinth.

Huge Power/Pure Power:
The Pokemon's Attack is doubled, giving a soft increase that lowers damage ranges by 20. Stat changes may still be done as normal.

Hustle:
The Pokemon's Attack is treated as if it's always raised by two stages, stacking with any stat modifiers. Accuracy for moves/effects that consume PP is lowered by 20% of their normal value.

Hydration:
While there is rain in the labyrinth, the Pokemon's status effects are healed immediately.

Hyper Cutter:
Proud of its powerful pincers, the Pokemon's Attack cannot be lowered unless it's self-inflicted by one of its moves, abilities or held items.

Ice Body:
While there is hail in the labyrinth, the Pokemon will restore 15 HP per room. Damage caused by hail is ignored entirely.

Illuminate:
Illuminating the surroundings gives a 20% chance to reveal traps and skip trap rooms entirely (optional 1-10 roll). However, the illumination will mean that battle rooms may never be skipped, even if a move, ability or item would otherwise do so.

Illusion:
Able to disguise itself, the Pokemon has a 20% chance to skip battle rooms entirely (do a 1-10 roll for this). The Pokemon's type remains unchanged.

Immunity:
Prevents Poison, Toxic, and any poisonous traps, even if they have the Corrosion ability or trait.

Imposter:
The Pokemon instantly transforms into the first enemy Pokemon encounted in a given floor, copying their species, types and mentioned moves. Except for HP, the user's base stats are based on what it has transformed into, and if an Ability isn't mentioned, the user's Ability can be come any one of the target's possible Abilities.

During the Minotaur Battle, this can be used to instantly transform into an allied Pokemon and copy their species, types, Ability and all current stat modifiers. The user's HP remains the same, and this Ability may not be used to transform into the Minotaur. Once transformed, this Ability may not activate again until the floor has been completed, or the Minotaur Battle is about to begin.

Infiltrator:
Ignores your Pokemon's walls and substitutes, preventing any alterations to the damage range as a result of them. May be used by your own Pokemon in the Minotaur battle, allowing it to ignore the same moves. The infiltration also means they can potentially avoid detection by enemy Pokemon, giving them a 10% chance to skip battle rooms entirely (optional 1-10 roll).

Affects: Reflect, Light Screen, Safeguard, Mist, Substitute, Aurora Veil.

Innards Out:
Deals an extra 50 damage at the end of battle.

Inner Focus:
Minotaur is immune to Flinching.

Insomnia:
Prevents sleep entirely.

Intimidate:
The Pokemon's intimidating presence lowers Attack by one stage at the start of battle. Can be used by your and enemy Pokemon alike. The intimidation can also sometimes scares off enemy Pokemon, giving a 10% chance to do so (optional 1-10 roll). This still counts as skipping a battle room.

Iron Barbs/Rough Skin:
Direct contact with Pokemon with this ability inflicts an additional 50 damage at the end of battle. Can also be used by your own Pokemon in the Minotaur battle, dealing 1/20 of the Minotaur's max HP should it make direct contact.

Iron Fist:
If an enemy Pokemon has this ability, damage ranges are raised by 10. Can be used by your own Pokemon in the Minotaur battle to raise the power of punching moves.

Affects: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamic Punch, Fire Punch, Focus Punch, Hammer Arm, Ice Hammer, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Power-Up Punch, Shadow Punch, Sky Uppercut, Thunder Punch

Justified:
Encountering enemies with Dark-type mentioned moves raise Attack by one stage, for justice. Enemy Pokemon with this ability will also have their Attack raised by one stage if your Pokemon is Dark-type, for anti-justice.

Keen Eye:
The Pokemon's keen eyes allow it to keep its vision sharp, preventing Accuracy from being lowered.

Klutz:
The Pokemon is unable to use any held items. It can, however, hold them and use them for attacks that require them, such as Fling.

Leaf Guard:
While there is harsh sunlight in the labyrinth, this Pokemon cannot be inflicted with any status effects.

Levitate:
By floating in the air, the Pokemon receives immunity to Ground-type moves and prevents the effects of traps, abilities, and moves that require being grounded for their effects to occur. Certain traps, moves and items may force it to be grounded, however.

Immune to/Prevents: Ground-type moves, Sky Drop, Spikes, Toxic Spikes, Sticky Web, Rototiller, and the Arena Trap ability.

Ability is lost/suppressed by: Iron Ball, Gravity, Ingrain, Smack Down, Gastro Acid, and the Mold Breaker ability.

Lightning Rod:
The Pokemon is immune to Electric-type attacks, instead drawing them in and raising Special Attack by one stage if it is hit by one.

Limber:
Prevents paralysis and its effects entirely.

Liquid Ooze:
Strong smelling ooze is absorbed when using draining attacks such as Giga Drain. Enemies with this ability will prevent HP from being drained, instead dealing damage to your Pokemon by the same amount.

Liquid Voice:
Sound-based moves are considered to be Water-type for Pokemon with this ability.

Long Reach:
Prevents abilities and effects that trigger from direct contact.

Magic Bounce:
Prevents status altering traps from working. Also reflects moves that lower stats, cause status effects, create hazards, or restrict moves. Can be suppressed by Gastro Acid or the Mold Breaker ability.

Magic Guard:
Prevents damage caused by status affects and any ability or item. Any other effect from a status effect remains as normal.

Magician:
If your Pokemon is holding an item, they will lose it at the end of battle.

Magma Armor:
The Pokemon is covered in hot magma, preventing freezing entirely.

Magnet Pull:
If your Pokemon is Steel-type, all items, moves and abilities that would avoid battle are ignored.

Marvel Scale:
If the Pokemon has a status condition, its marvelous scales will boost its Defense by one stage until the status effect is cured.

Mega Launcher:
During the Minotaur Battle, this ability boosts the damage of the Pokemon's aura and pulse moves. The enemy may have this ability as well, raising all damage ranges by 20 if it does and one of its mentioned moves fits the criteria.

Affects: Aura Sphere, Dark Pulse, Dragon Pulse, Water Pulse

Merciless:
If your Pokemon is poisoned or affected by Toxic, all damage ranges are increased by 20.

Minus/Plus:
During the Minotaur Battle, Special Attack is boosted by one stage if an ally also has the Minus or Plus abilities.

Mold Breaker:
Ignores the effect of Abilities if it would prevent a move from working.

Moody:
Upon entering a new floor or the Minotaur Battle, do two 1-7 rolls. The first result will have the relevant stat boosted by two stages, while the second result will have the relevant stat lowered by one stage.

Results: 1: Attack | 2: Defense | 3: Special Attack | 4: Special Defense | 5: Speed | 6: Accuracy | 7: Evasion

Motor Drive:
The Pokemon is immune to Electric-type attacks, instead boosting Speed by one stage if it is hit by one.

Moxie:
The Pokemon shows its moxie each time it defeats an opposing Pokemon, raising Attack by one stage whenever it does.

Multiscale:
If the Pokemon is at full HP, damage from the next trap or battle is halved. If the enemy has this ability, the initial damage roll's result is multiplied by 1.5x.

Mummy:
The Pokemon's Ability is replaced with Mummy if direct contact is made. This Ability remains until entering the Minotaur Battle.

Natural Cure:
Status effects are removed at the end of battle.

No Guard:
Minimum damage ranges are raised by 20 and maximum ranges are lowered by 20. Evasion modifiers are ignored. If an enemy or the Minotaur has this, the effects are reversed and protection moves are penetrated. Any effects from such moves will still take effect.

Normalize:
Lowers maximum damage range by 10 if the Pokemon doesn't resist Normal-type moves. Increases it instead if the enemy has this ability and meets the same criteria.

Oblivious:
The Pokemon is unable to be infatuated or captivated. It also won't fall for a Taunt.

Overcoat:
Prevents weather related damage and ignores all powder-based traps and moves.

Own Tempo:
Prevents Confusion.

Parental Bond:
The parent and child attack in tandem, lowering damage ranges by 20.

Pickpocket:
Your Pokemon's held item is lost at the end of battle if direct contact is made.

Pickup:
The Pokemon may pick up the item an enemy Pokemon used during battle, if it had one (optional 1-10 roll). Odd results will pick up the item, while even results will not. May be done in non-battle rooms with the same odds, where success grants 1 additional Silver Token instead.

Poison Heal:
Poison heals the Pokemon instead of damaging it. Toxic is treated like normal Poison.

Poison Point:
Poisons your Pokemon at the end of battle if direct contact is made.

Poison Touch:
Poisons your Pokemon at the end of battle if the enemy Pokemon makes direct contact.

Power of Alchemy/Receiver:
During the Minotaur Battle, a Pokemon with this ability may change their own to match the fallen ally's. This cannot be copied by Role Play or Trace, or passed on by Entrainment.

This Ability may not be changed to: Power of Alchemy, Receiver, Trace, Forecast, Flower Gift, Illusion, Wonder Guard, Zen Mode, Imposter, Stance Change, Schooling, Comatose, Shields Down, Disguise

Prankster:
If the enemy Pokemon has this ability and is set to use a status move, it'll be used before the battle begins. During the Minotaur Battle, your Pokemon may use this to use status moves before applying damage from the Minotaur's attacks.

Pressure:
Pressure put on your Pokemon causes it to exert more energy to use certain moves. If a move costs PP to use and the room or enemy Pokemon is mentioned to be applying pressure, its cost is increased by 1. PP costs cannot go higher than 3.

Protean:
Alters the Pokemon's type to become the same as the last move it used in the previous battle. May affect matchups as a result.

Queenly Majesty:
The Pokemon's majesty makes it difficult for the Pokemon to employ heightened priority. If a move has increased priority by any means, that move will fail against this Pokemon.

Quick Feet:
If the Pokemon has a status condition, its Speed is boosted by one stage. This ignores the Speed cut caused by Paralysis, but all other status conditions operate as normal.

Rain Dish:
This Pokemon will recover 15 HP per room while it is raining.

Rattled:
Dark-, Ghost- or Bug-type moves scare the Pokemon, boosting its Speed by one stage if it is hit by one. Enemy Pokemon are also easily frightened if they have this ability and your Pokemon is one of the aforementioned types, allowing for a 10% chance of causing them to flee and the battle to be skipped (optional 1-10 roll).

Regenerator:
This Pokemon recovers 20 HP at the end of battle.

Rivalry:
The Pokemon becomes competitive against opponents of the same gender. Damage ranges are lowered by 20 if both Pokemon's genders match, if one is mentioned for the enemy. If the genders don't match, the ranges are raised by 20 instead.

Run Away:
Gives a 20% chance to immediately run away from a battle room and skip it (optional 1-10 roll). If the roll fails, the battle must be done.

Sand Force:
Boosts the power of Rock-, Ground- and Steel-type moves during a sandstorm, allowing all damage ranges to be lowered by 10. Damage ranges are raised by 10 instead if the enemy has this ability and its mentioned moves are one of the aforementioned types. Sandstorm damage is ignored.

Sand Rush/Sand Veil:
Boosts Speed and Evasion respectively while there is a sandstorm in the labyrinth. Can affect enemies as well if they have these abilities. Sandstorm damage is ignored.

Sap Sipper:
The Pokemon is immune to Grass-type moves, raising Attack by one stage instead when hit by one.

Schooling:
Damage rolls are halved if your Pokemon's remaining HP is above 1/4 of its maximum. If your Pokemon's remaining HP is 1/4 or less, damage rolls are tripled instead.

Scrappy:
Ghost-types lose their immunity to Normal- and Fighting-type moves, causing the matchup to become neutral instead if nothing else is able to change it.

Serene Grace:
Additional effects from attacks have a 10% increased chance to occur in their optional rolls.

Shadow Tag:
All items and abilities that allow for avoiding the battle are ignored, unless your Pokemon is a Ghost-type.

Shed Skin:
Before going to a new room, you may do a 1-10 roll. Odd results do nothing. Even results remove any status effect currently on this Pokemon.

Sheer Force:
No attacks from this Pokemon have secondary effects for the sake of more damage. As such, damage ranges are lowered by 10. If the enemy has this ability, then damage ranges are increased by 10 instead.

Shield Dust:
Pokemon with this ability ignore any and all additional effects from a given move, as well as Poison Touch. If the move doesn't normally inflict damage, then this ability will not negate it.

Shields Down:
If your Pokemon's remaining HP is 1/2 or less, increase minimum damage ranges by 20 and lower maximum damage ranges by the same amount.

Simple:
Stat changes have double the usual effects. Also breaks the stat modifier limit, allowing stats to be raised or lowered by 3 stages for Pokemon with this ability.

Skill Link:
During the Minotaur Battle, the Pokemon's multi-hit moves will always hit the maximum number of times.

Slush Rush/Snow Cloak:
Boosts Speed and Evasion respectively while there is a hailstorm in the labyrinth and your Pokemon is Ice-type. Can affect enemies as well if they have these abilities. Hailstorm damage is ignored.

Sniper:
The Pokemon's heightened awareness and skillful aim allow it to lower damage ranges by 10, and gives it a 10% chance to detect traps and skip them (optional 1-10 roll). The enemy may have this ability as well, and damage ranges are raised by 10 instead if it does.

Solar Power:
While there is harsh sunlight in the labyrinth, the Pokemon's Special Attack is boosted by one stage, but takes 15 damage for every room it enters.

Solid Rock:
If the Pokemon is weak to the enemy's mentioned moves, the "Type Disadvantage" damage ranges are lowered by 20. If the enemy has this and would be weak to your Pokemon's moves, the "Type Advantage" damage ranges are raised by 20 instead.

Soundproof:
The Pokemon is immune to any and all sound-based moves. This is treated as a "Type Immunity" matchup if the only mentioned moves are sound-based, regardless of type.

Speed Boost:
The Pokemon's Speed is boosted by one stage for each new floor.

Stakeout:
If the enemy Pokemon has this ability, your Pokemon will have a chance to be scouted out. Being under a stakeout means your Pokemon will take damage as it's hunted down, and damage may be increased for certain rooms if they're encountered multiple times.

Stall:
Minumum damage ranges are increased by 10.

Stamina:
The Pokemon's Defense is raised by one stage for each successful battle.

Stance Change:
During the Minotaur Battle, certain moves will cause the Pokemon's stance to shift. Its current stance must be mentioned so that damage ranges can be addressed properly. Has no effect in the labyrinth itself.

Static:
Causes Paralysis at the end of battle if direct contact is made.

Steadfast:
Minotaur's Speed is raised if it Flinches.

Steelworker:
The Pokemon is also considered to be effective against Fairy, Ice and Rock-type Pokemon. If the Pokemon would normally be weak to one of those three types, then it's considered to be neutral instead.

Stench:
The Pokemon's horrible stench sends other Pokemon running, giving a 10% chance to skip battle rooms (optional 1-10 roll).

Sticky Hold:
Items held by this Pokemon cannot be removed under any circumstances.

Storm Drain:
The Pokemon is immune to Water-type moves, boosting Special Attack by one stage if it is hit by one.

Sturdy:
If your Pokemon's HP would go below 1 due to direct damage, they'll endure and survive, working similar to the Focus Sash. Will only work once per challenge attempt, but can be used alongside the Focus Sash or Focus Band. If the enemy has this ability, a second damage roll will occur due to the Pokemon's ability to endure the hit that would finish them. The result of this roll will be halved.

Suction Cups:
Ignores any item or ability that would allow the battle to be avoided, even if your Pokemon is a Ghost-type.

Super Luck:
The Pokemon seems to be born lucky, giving it a 20% chance to get extra items. In rooms that allow rolling for an item, a secondary 1-10 roll may be done. If successful, that room's roll may be done again for another item or effect. May only be done once per floor.

Affects: Misc. Rolls "Chest 1/2/3", "Sarcophagi", "Mystery 1/2", and "Present"

Surge Surfer:
Speed is doubled while the labyrinth is electrified, lowering all damage ranges by 20. If the enemy has this ability, damage ranges are raised by 20 instead.

Sweet Veil:
Prevents the Pokemon from falling asleep. During the Minotaur Battle, this effect extends to all allied Pokemon as well.

Swift Swim:
Speed is doubled while it is raining in the labyrinth, lowering all damage ranges by 20. If the enemy has this ability, damage ranges are raised by 20 instead.

Symbiosis:
During the Minotaur Battle, the Pokemon may pass the hold item it's consumed to another ally Pokemon. This will not work if the ally is already holding something.

Synchronize:
Upon being inflicted with Burn, Poison, Toxic or Paralysis, the Pokemon will cause the other to be inflicted with it as well. Will not work if the Pokemon is already suffering from one of the aforementioned status effects, or if they're asleep or frozen.

Tangled Feet:
If the Pokemon is confused, Evasion is raised by one stage.

Tangling Hair:
If your Pokemon's moves have direct contact with this Pokemon, it's Speed is lowered by one stage at the end of battle.

Technician:
During the Minotaur Battle, the Pokemon's weaker moves are boosted. Weaker moves are defined as having a base power of 60 or less before any other modifiers.

Telepathy:
During the Minotaur Battle, attacks from allies that might increase the damage this Pokemon takes are ignored.

Thick Fat:
This Pokemon resists Fire and Ice-type moves. If they are normally weak to one or both of these types, then they are treated as neutral instead.

Tinted Lens:
Attacks from this Pokemon are treated as neutral if they would otherwise be resisted.

Tough Claws:
If your Pokemon's moves have direct contact, maximum damage ranges are lowered by 20. During the Minotaur Battle, this instead boosts the power of any move from your Pokemon that has direct contact with the Minotaur.

Toxic Boost:
If the Pokemon is poisoned or affected by Toxic, maximum damage ranges are lowered by 20. Poison damage will still occur as normal. During the Minotaur Battle, this ability will boost the power of all physical attacks.

Trace:
The Pokemon is treated as if they have the enemy's ability, and vice versa. If both have Trace, nothing happens. This cannot be copied by Role Play, Entrainment, Power of Alchemy or Receiver.

This ability may not copy: Trace, Forecast, Flower Gift, Illusion, Zen Mode, Imposter, Stance Change, Power of Alchemy, Receiver, Schooling, Comatose, Shields Down, Disguise.

Triage:
Healing moves from this Pokemon have a higher priority, allowing their effects to occur before the Minotaur's attacks.

Affects: Draining Kiss, Floral Healing, Rest, Synthesis, Absorb, Drain Punch, Dream Eater, Giga Drain, Heal Order, Heal Pulse, Healing Wish, Horn Leech, Leech Life, Mega Drain, Milk Drink, Moonlight, Morning Sun, Parabolic Charge, Purify, Recover, Roost, Shore Up, Slack Off, Soft-Boiled, Strength Sap, Swallow, Wish

Truant:
Every second battle will have two damage rolls instead of one. The Pokemon takes damage equal to both rolls and then battles as normal.

Unaware:
The Pokemon ignores all stat modifiers.

Unburden:
If the Pokemon's held item is consumed or lost, its Speed is doubled until it holds another item and damage ranges are lowered by 20.

Unnerve:
Prevents your Pokemon from using Berries.

Volt Absorb:
The Pokemon is immune to Electric-type moves, restoring 1/4 of its max HP HP by 1/4 instead if it's hit by one.

Water Absorb:
The Pokemon is immune to Water-type moves, restoring 1/4 of its max HP HP by 1/4 instead if it's hit by one.

Water Bubble:
The Pokemon cannot be Burned, resists Fire-type moves, and lowers all damage ranges by 10.

Water Compaction:
The Pokemon's Defense is boosted by two stages when hit by Water-type attacks or Pokemon.

Water Veil:
Prevents Burns.

Weak Armor:
If any of an enemy's mentioned moves are physical, or the enemy would have direct contact against your Pokemon, its Defense is lowered by one stage and its Speed is raised by two stages.

Wonder Guard:
The Pokemon is immune to all attacks that it isn't weak to, preventing battle damage entirely in the process. Damage caused by status effects, weather and traps is not prevented. Moves that do not cause direct damage operate as normal, and Z-Moves cannot be blocked by this ability. Cannot be copied by Role Play, Skill Swap, Power of Alchemy or Receiver. Can be suppressed and bypassed by moves or abilities that negate other abilities.

Wonder Skin:
Status effects have a 1-10 roll instead of automatically being afflicted. Odd results will prevent the status effect from occuring. Even results will cause the status effect to occur.

Zen Mode:
The Pokemon's form changes when its remaining HP is 1/2 or less. Changes Darmanitan to Fire/Psychic.
 


SubonicXP

Captain

Devoted Sex Symbol

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SubonicXP

Captain

Devoted Sex Symbol

5,625 Points
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PostPosted: Fri Feb 24, 2017 3:44 pm
[Moves and PP]

Within the labyrinth, some moves or their effects can be much more taxing to pull off than usual. Normally, the energy that the Pokemon uses for these moves aren't enough to warrant issues without constant use, but the Silver Labyrinth is no normal place. A Pokemon's energy capacity, or PP, shouldn't be any sort of new concept. It runs out, that move's not being used. Simple.

For most moves, there doesn't appear to be a difference to using them in or out of the labyrinth. Surely, if you're only aiming to attack, there's nothing to worry about at all. But it'll take a bit more if you want to do more than just that. Everyone has 3 PP upon entering the labyrinth, to be used for moves that either inflict status or modify stats, or to activate secondary effects that do the same. Smart use of this will allow you to do a bit more, and certain items can raise the maximum PP to a cap of 6.

Moves may cost 1, 2 or even 3 PP, depending on how strong of an effect it has. Note that if a move deals damage, it can still be used in battle without consuming PP. However, its secondary effect will not occur.


[Stat Modifying Moves]

These moves modify stats, either by raising or lowering them. How many PP they consume depend on how many stats the move alters and by how much. Note that for percent chances, a 1-10 roll will need to be done for it. 10% means the result must be 1 to occur, 20% means 1 or 2, and so on.

If a check for Accuracy is mentioned, a 1-100 roll will be needed instead, with success being at or less than the percent mentioned plus any modifiers.

Raises a stat by one stage (1 PP):

Attack:
Howl
Meditate
Metal Claw - 10% chance
Meteor Mash - 20% chance
Power-Up Punch
Rage - Occurs at the end of battle, or upon taking damage from the Minotaur's attacks.
Sharpen

Defense:
Defense Curl
Flower Gift - Only affects Grass-type Pokemon; extends to all allied Grass-type Pokemon during the Minotaur Battle.
Harden
Skull Bash
Steel Wing - 10% chance
Withdraw

Special Attack:
Charge Beam - 70% chance
Fiery Dance - 50% chance
Meteor Beam

Special Defense:
Charge
Aromatic Mist - Affects one ally only during Minotaur Battle

Speed:
Flame Charge

Evasion:
Double Team

Accuracy:
No moves in this category.

Crit Rate:
No moves in this category.


Raises a stat by two stages (2 PP):

Attack:
Belly Drum - Sets Attack to +2, user sacrifices 1/2 of their max HP.
Fell Stinger - Occurs at the end of battle, must be the final attack.
Swagger - Can only target allied Pokemon or the Minotaur during the Minotaur Battle. Causes Confusion to the target.
Swords Dance

Defense:
Acid Armor
Barrier
Cotton Guard
Iron Defense
Stuff Cheeks - Only if holding and eating a berry. Also gains berry effects when eaten.

Special Attack:
Flatter - Can only target allied Pokemon or the Minotaur during the Minotaur Battle. Causes Confusion to the target.
Nasty Plot
Tail Glow

Special Defense:
Amnesia

Speed:
Agility
Autotomize - Also lowers Pokemon's weight by 220 lbs. once.
Rock Polish

Evasion:
Minimize

Accuracy:
No moves in this category.

Crit Rate:
Focus Energy

Random Stat:
Acupressure - Raises a random stat by two stages, can target allied Pokemon during the Minotaur Battle, must do a 1-7 Roll (1: Attack | 2: Defense | 3: Sp. Atk | 4: Sp. Def | 5: Speed | 6: Accuracy | 7: Evasion)

Alters multiple stats:

1 PP:
Ancient Power - 10% chance to raise all stats except for Accuracy, Evasion and Crit Rate by one stage.
Ominous Wind - 10% chance to raise all stats except for Accuracy, Evasion and Crit Rate by one stage.
Silver Wind - 10% chance to raise all stats except for Accuracy, Evasion and Crit Rate by one stage.

2 PP:
Bulk Up - Raises Attack and Defense by one stage.
Calm Mind - Raises Sp. Atk and Sp. Def by one stage.
Coaching - Raises Attack and Defense of an ally Pokemon by one stage, only usable in Minotaur fight.
Coil - Raises Attack, Defense and Accuracy by one stage.
Cosmic Power - Raises Defense and Sp. Def by one stage.
Curse - Raises Attack and Defense by one stage, but lowers Speed by one stage. If used by a Ghost-type Pokemon, this instead deals damage to the Minotaur equal to 1/20 of its max HP and cuts the user's by half.
Decorate - Raises Attack and Special Attack of an ally Pokemon by two stages, only usable in Minotaur fight.
Defend Order - Raises Defense and Sp. Def by one stage.
Dragon Dance - Raises Attack and Speed by one stage.
Gear Up - Raises Attack and Sp. Atk by one stage if the Pokemon has Plus or Minus; extends to all allied Pokemon with Plus or Minus during the Minotaur Battle.
Growth - Raises Attack and Sp. Atk by one stage.
Hone Claws - Raises Attack and Accuracy by one stage.
Magnetic Flux - Raises Defense and Sp. Def if the Pokemon has Plus or Minus; extends to all allied Pokemon with Plus or Minus during the Minotaur Battle.
No Retreat - Raises all stats by one. The Pokemon is unable to escape any battles for the remainder of the challenge unless their types, abilities or items would allow them to do so. Optional battles are now mandatory.
Rototiller - Raises Attack and Sp. Atk by one stage for grounded Grass-type Pokemon; extends to all grounded, allied Grass-type Pokemon during the Minotaur Battle.
Scale Shot - Raises Speed by one stage but lowers Defense by one stage.
Stockpile - Raises Defense and Sp. Def; modifiers are lost upon using Spit Up or Swallow
Work Up - Raises Attack and Sp. Atk by one stage.

3 PP:
Clangorous Soul - Raises all its stats but loses 1/3 max HP. Fails if HP is under 1/3 of max.
Quiver Dance - Raises Sp. Atk, Sp. Def and Speed by one stage.
Shell Smash - Raises Attack, Sp. Atk and Speed by two stages, but lowers Defense and Sp. Def by one stage.
Shift Gear - Raises Attack by one stage, and Speed by two stages.


Lowers a stat by one stage (1 PP):
*All are applied before the battle starts in the labyrinth if successful, and applied at the start of the Minotaur's turn during the Minotaur Battle unless otherwise specified.

Attack:
Aurora Beam - 10% chance
Baby-Doll Eyes - Is applied immediately during the Minotaur Battle.
Breaking Swipe - Works against all opposing Pokemon.
Growl
Lunge
Play Nice
Play Rough - 10% chance
Trop Kick

Defense:
Crunch - 20% chance
Crush Claw - 50% chance
Fire Lash
Grav Apple - 100%
Iron Tail - 30% chance
Leer
Liquidation - 20% chance
Razor Shell - 50% chance
Rock Smash - 50% chance
Shadow Bone - 20% chance
Tail Whip

Special Attack:
Confide
Moonblast - 30% chance
Mystical Fire
Skitter Smack
Spirit Break
Snarl
Struggle Bug

Special Defense:
Acid - 10% chance
Apple Acid - 100%
Bug Buzz - 10% chance
Earth Power - 10% chance
Energy Ball - 10% chance
Flash Cannon - 10% chance
Focus Blast - 10% chance
Psychic - 10% chance
Shadow Ball - 20% chance

Speed:
Bubble - 10% chance
Bubble Beam - 10% chance
Bulldoze
Constrict - 10% chance
Drum Beating
Electroweb
Icy Wind
Low Sweep
Mud Shot
Rock Tomb
Sticky Web - Minotaur Battle only; lowers Speed on the turn after it's been placed
Tar Shot - Also makes Pokemon weak to Fire moves.

Evasion:
No moves in this category.

Accuracy (Minotaur Battle only):
Flash
Kinesis - Requires accuracy check. Acc: 80%
Leaf Tornado - 50% chance
Mirror Shot - 30% chance
Mud Bomb - 30% chance
Mud-Slap
Muddy Water - 30% chance
Night Daze - 40% chance
Octazooka - 50% chance
Sand Attack
Smokescreen

Crit Rate:
No moves in this category.

Lowers a stat by two stages (2 PP):
*All are applied before the battle starts in the labyrinth if successful, and applied at the start of the Minotaur's turn during the Minotaur Battle unless otherwise specified.

Attack:
Charm
Feather Dance

Defense:
Screech
Shadow Down - Usable by Shadow Pokemon only.

Special Attack:
Captivate
Eerie Impulse

Special Defense:
Acid Spray
Fake Tears
Metal Sound

Speed:
Cotton Spore
Scary Face
String Shot

Evasion:
Shadow Mist - Usable by Shadow Pokemon only.
Sweet Scent

Accuracy:
No moves in this category.

Crit Rate:
No moves in this category.

Alters multiple stats:

1 PP:
Memento - Lowers Attack and Sp. Atk by two stages, but knocks out the user instantly.

2 PP:
Noble Roar - Lowers Attack and Sp. Atk by one stage.
Tearful Look - Lowers Attack and Sp. Atk by one stage.
Tickle - Lowers Attack and Defense by one stage.

3 PP:
Defog - Lowers Evasion by one stage, and may also be used to remove barriers and hazards left by enemy Pokemon. May also be used to skip a room that results in a trap.
King's Shield - Lowers Attack by two stages if the enemy makes direct contact, activates Stance Change, and halves damage taken for one battle or turn. Has no effect on moves that don't deal damage.
Parting Shot - Lowers Attack and Sp. Atk by one stage, and halves damage taken for one battle or turn.
Strength Sap - Lowers Attack by one stage and restores HP equal to the target's base Attack.
Toxic Thread - Lowers Speed by one stage and inflicts Poison. Both effects act independently of each other.
Venom Drench - Lowers Attack, Sp. Atk and Speed by one stage each. Target must be afflicted with Poison or Toxic

Other:
Secret Power (2 PP) - An unusual move that acts differently based on the area around the user, with a 30% chance to cause a secondary effect. Within the labyrinth and in the Minotaur Battle, or while Electric Terrain is active, this move has a chance to inflict Paralysis. If Grassy Terrain is active, this move has a chance to put an enemy to Sleep. If Misty Terrain is active, it has a chance to lower Sp. Atk by one stage. If Psychic Terrain is active, it has a chance to lower Speed by one stage.


[Status Effect Moves]

These moves can cause various status effects that can affect enemy Pokemon or the Minotaur alike, potentially making life in the labyrinth much easier. Or, if you're unlucky, you'll be on the receiving end yourself...

Note that for percent chances, a 1-10 roll will need to be done for it. 10% means the result must be 1 to occur, 20% means 1 or 2, and so on.

If a check for Accuracy is mentioned, a 1-100 roll will be needed instead, with success being at or less than the percent mentioned plus any modifiers.

Poison:

1 PP:
Cross Poison - 10% chance
Gunk Shot - 30% chance, requires accuracy check if poison chance is attempted. Acc: 80%
Poison Jab - 30% chance
Poison Powder - Requires accuracy check. Acc: 75%
Poison Sting - 30% chance
Poison Tail - 10% chance
Shell Side Arm - 20%
Sludge Bomb - 30% chance
Sludge Wave - 10% chance
Smog - 40% chance, requires accuracy check if poison chance is attempted. Acc: 70%
Twineedle - 20% chance, attempt can be made twice.


2 PP:
Baneful Bunker - Protection Move. Causes poison on direct contact.
Poison Gas - Requires accuracy check. Acc: 90%
Sludge - 40% chance
Toxic Spikes - Sets an entry hazard, can be applied twice. Causes Poison if used once, and Toxic if used twice.

3 PP:
Poison Fang - 50% chance to inflict Toxic.
Toxic - Inflicts Toxic, requires accuracy check. Acc: 90%
Toxic Thread - Lowers Speed by one stage and inflicts Poison. Both effects act independently of each other.


Burn:

1 PP:
Blaze Kick - 10% chance
Ember - 10% chance
Fire Blast - 30% chance, requires accuracy check if burn chance is attempted. Acc: 85%
Fire Punch - 10% chance
Flamethrower - 10% chance
Flare Blitz - 10% chance
Heat Wave - 10% chance
Lava Plume - 30% chance
Pyro Ball - 20% chance
Scald - 30% chance
Inferno - Requires accuracy check. Acc: 50%

2 PP:
Burning Jealousy - 100% chance if target has increased stats.
Fire Fang - 10% chance. Also has a 10% chance to make the Minotaur flinch, preventing one attack.
Will-O-Wisp - Requires accuracy check. Acc: 85%

3 PP:
Beak Blast - Inflicts Burn if direct contact is made.
Shadow Fire - 100% chance. Can Burn Fire-type Pokemon.


Paralysis:

1 PP:
Body Slam - 30% chance
Bounce - 30% chance. Can't be used if grounded.
Discharge - 30% chance
Dragon Breath - 30% chance
Force Palm - 30% chance
Lick - 30% chance
Spark - 30% chance
Thunder - 30% chance, requires accuracy check if Paralysis chance is attempted. Acc: 70%
Thunder Punch - 10% chance
Thunder Shock - 10% chance
Thunderbolt - 10% chance
Volt Tackle - 10% chance
Zap Cannon - Requires accuracy check. Acc: 50%

2 PP:
Stoked Sparksurfer - Z-Move, Alolan Raichu only.
Stun Spore - Requires accuracy check. Acc: 75%
Thunder Fang - 10% chance. Also has a 10% chance to make the Minotaur flinch, preventing one attack.
Thunder Wave - Requires accuracy check. Acc: 90%

3 PP:
Glare
Nuzzle
Shadow Bolt - 100% chance. Can Paralyze Electric-type Pokemon.


Sleep:

2 PP:
Grass Whistle - Requires accuracy check. Acc: 55%
Hypnosis - Requires accuracy check. Acc: 60%
Sing - Requires accuracy check. Acc: 55%

3 PP:
Lovely Kiss - Requires accuracy check. Acc: 75%
Sleep Powder - Requires accuracy check. Acc: 75%
Spore
Yawn - Delayed affliction. User takes half damage from one battle in the labyrinth.


Freeze:

1 PP:
Blizzard - 10% chance, requires accuracy check if Freeze chance is attempted. Acc: 70%

2 PP:
Ice Beam - 10% chance
Ice Punch - 10% chance
Powder Snow - 10% chance

3 PP:
Ice Fang - 10% chance. Also has a 10% chance to make the Minotaur flinch, preventing one attack.
Shadow Chill - 10% chance. Can Freeze Ice-type Pokemon.


Confusion:

1 PP:
Confusion - 10% chance
Dizzy Punch - 20% chance
Hurricane - 30% chance, requires accuracy check if Confusion chance is attempted. Acc: 70%
Psybeam - 10% chance
Rock Climb - 20% chance
Signal Beam - 10% chance
Strange Steam - 20% chance
Water Pulse - 20% chance

2 PP:
Dynamic Punch - Requires accuracy check. Acc: 50%
Supersonic - Requires accuracy check. Acc: 55%
Sweet Kiss - Requires accuracy check. Acc: 75%

3 PP:
Chatter
Confuse Ray
Flatter - Also raises the target's Sp. Atk by one stage.
Shadow Panic
Swagger - Also raises the target's Attack by two stages. Requires accuracy check. Acc: 85%
Teeter Dance


Flinch:

1 PP:
Fake Out - 100% chance. May only be used once in the Minotaur Battle.

2 PP:
Bone Club - 10% chance
Dark Pulse - 20% chance
Hyper Fang - 10% chance
Rock Slide - 30% chance, requires accuracy check if Flinch chance is attempted. Acc: 90%
Rolling Kick - 30% chance, requires accuracy check if Flinch chance is attempted. Acc: 85%
Sky Attack - 30% chance, requires accuracy check if Flinch chance is attempted. Acc: 90%
Snore - 30% chance. Can only be used while Asleep, negating the negative effects of the Sleep status.
Twister - 20% chance
Waterfall - 20% chance
Zen Headbutt - 20% chance

3 PP:
Air Slash - 30% chance
Astonish - 30% chance
Bite - 30% chance
Headbutt - 30% chance
Heart Stamp - 30% chance
Icicle Crash - 30% chance
Iron Head - 30% chance
Needle Arm - 30% chance
Steamroller - 30% chance
Stomp - 30% chance
Zing Zap - 30% chance


Other:

2 PP:
Tri Attack - Has a 10% chance of inflicting Paralysis, Burn or Freeze. Each status is attempted independently of one another.

Court Change - Barriers, entry hazards, veils, and other effects that apply to one side of the field are swapped to the other side.

Dragon Darts - Hits a single target twice but hits two targets once each if there are more than one targets present, provided one isn't protecting or a Fairy type.

Teatime- Any Pokemon holding a berry must eat it.

3 PP:
Fling - The user tosses its item. Can inflict Burn with Flame Orb, Flinch with King's Rock or Razor Fang, Paralysis with Light Ball, Poison with Poison Barb, and Toxic with Toxic Orb. Each of these are guaranteed to work, but the item will be permanently destroyed afterward.

Psycho Shift - Heals the user of Poison, Toxic, Burn, Paralysis or Sleep, and then inflicts the same status onto the enemy Pokemon.


[HP Restoring Moves]

These moves do one of two things; either they drain health from the enemy to mitigate damage, or they restore HP immediately. Their invaluable nature means their PP cost tends to be high.

HP Draining Moves:
*None of these moves may be usable out of battle. Healing effects are boosted by holding a Big Root, but cause damage instead if the target has Liquid Ooze as an ability.

1 PP:
Absorb - Restores HP equal to 30% of damage taken from a battle.

2 PP:
Mega Drain - Restores HP equal to 40% of damage taken from a battle.

Parabolic Charge - Restores HP equal to 40% of damage taken from a battle.

3 PP:
Drain Punch - Restores HP equal to 50% of damage taken from a battle.

Draining Kiss - Restores HP equal to 60% of damage taken from a battle.

Dream Eater - Restores HP equal to 1/4 of the enemy's max HP, or 1/20 of the Minotaur's max HP. Recovery is halved against the Minotaur. Target must be asleep.

Giga Drain - Restores HP equal to 50% of damage taken from a battle.

Horn Leech - Restores HP equal to 50% of damage taken from a battle.

Leech Life - Restores HP equal to 50% of damage taken from a battle.

Leech Seed - Causes seeds to sprout around the Minotaur and sap its HP. Deals damage equal to 1/20 of the Minotaur's HP every turn, restoring the user's HP by half of the inflicted damage.

Strength Sap - Lowers Attack by one stage and restores HP equal to the target's base Attack.

Instant Recovery Moves:
*Can be used in or out of battle to restore HP on the spot. All of these cost 3 PP.

Heal Order - Restores 50% of the user's max HP.

Milk Drink - Restores 50% of the user's max HP. Can be used during the Minotaur Battle to sacrifice 20% of the user's max HP to restore an allied Pokemon's HP by the same amount.

Moonlight - Restores 50% of the user's max HP. Restores 75% of max HP instead if there is harsh sunlight, or 25% during any other weather.

Morning Sun - Restores 50% of the user's max HP. Restores 75% of max HP instead if there is harsh sunlight, or 25% during any other weather.

Purify - If the enemy Pokemon is under the effects of Poison, Toxic, Paralysis, Burn, or Freeze, the Pokemon will be cured of their status and the user restores 50% of their max HP. The battle then goes on as normal. Can be used on allied Pokemon during the Minotaur Battle with the same effects.

Recover - Restores 50% of the user's max HP.

Rest - Restores all HP and puts the user to Sleep, removing any other status effects it had.

Roost - Restores 50% of the user's max HP. If the user is Flying-type, they will lose that type and become grounded for the next room or turn.

Shore Up - Restores 50% of the user's max HP. Restores 75% of max HP instead if there is a sandstorm.

Slack Off - Restores 50% of the user's max HP.

Soft-Boiled - Restores 50% of the user's max HP. Can be used during the Minotaur Battle to sacrifice 20% of the user's max HP to restore an allied Pokemon's HP by the same amount.

Synthesis - Restores 50% of the user's max HP. Restores 75% of max HP instead if there is harsh sunlight, or 25% during any other weather.

Other Recovery Moves:
*All of these cost 3 PP.

Aqua Ring - Restores 10 HP per room. If a Big Root is held, 15 HP is restored instead.

Floral Healing - Minotaur Battle only. Restores an allied Pokemon's HP by 50% of their maximum. If Grassy Terrain is active, this restores 75% of their max HP instead.

Heal Pulse - Minotaur Battle only. Restores an allied Pokemon's HP by 50% of their maximum. If the user has the Mega Launcher ability, this restores 75% of their max HP instead.

Healing Wish - Minotaur Battle only. Fully restores an allied Pokemon's HP and removes all status effects, but forces the user to be knocked out instantly.

Life Dew - If used outside of the Minotaur Battle; restores 25% of maximum HP of user. If used inside of Minotaur Battle; restores 25% maximum HP of user and three other ally Pokemon.

Ingrain - Restores 10 HP per room. If a Big Root is held, 15 HP is restored instead. The Pokemon is unable to escape any battles for the remainder of the challenge unless their types, abilities or items would allow them to do so. They are also permanently grounded for the remainder of the challenge.

Pain Split - The Pokemon's remaining HP and the enemy's max HP are added together, then halved. Both Pokemon have their HP set to this result and the battle proceeds as normal. During the Minotaur Battle, the user's remaining HP is added with 1/20 of the Minotaur's max HP. The rest proceeds as normal, but despite the result, the Minotaur cannot take more than 1/20 of its max HP in damage through this move.

Pollen Puff - Deals damage with no extra effects when used on enemy Pokemon or the Minotaur. During the Minotaur Battle, this move can be used on allied Pokemon to restore 50% of their max HP.

Present - Deals damage with no extra effects within the labyrinth. During the Minotaur Battle, this may be used on allied Pokemon or the Minotaur itself with a chance to heal or harm them. In either case, the recipient does a 1-12 roll within the "Present" Misc. Roll table and the result resolves as normal.

Wish - A delayed healing move that restores 50% of the user's maximum HP in the next room. During the Minotaur Battle, this can be used on allied Pokemon to restore 50% of their max HP on the next turn.


[Barrier Moves]

These moves allow for damage mitigation for a short time, if certain criteria is met. Moves that can break these are also found here. Z-Moves, should they somehow be used, will be mitigated as well. Each of these last for two rooms following their use, or four rooms if Light Clay is held.

Casting Barriers (2 PP):

Reflect - Halves damage taken if the enemy's base Attack is higher than their base Sp. Atk, or if the move used is physical.

Light Screen - Halves damage taken if the enemy's base Sp. Atk is higher than their base Attack, or if the move used is special.

Aurora Veil - Halves damage taken. Can only be used during a hailstorm.

Breaking Barriers (1 PP):
Brick Break
Psychic Fangs


[Protection Moves]

These moves allow for quick protection and damage mitigation, and can be invaluable to your chances of success. Moves that can break this protection will also be found here. Note that Z-Moves, should they somehow be used, will penetrate all protection moves and deal full damage. Enemies with the No Guard ability can also penetrate these moves and deal full damage, but will still suffer any additional effects of them.

If a protection move is used, the first time will always work unless an attack breaks it or its criteria isn't met. Consecutive uses will require a 1-10 roll, with the move having a 50% success rate. This will then drop to 30% and finally 10% if it continues to be used consecutively and succeeds. After the move fails once, the move's odds of success will reset.

Casting Protection:

1 PP:
Mat Block - The user protects theirself and all allied Pokemon from all moves except for status moves, but the odd energy of the labyrinth only allows damage taken to be reduced to 1/4. This move may only be used once during the labyrinth run, and once during the Minotaur Battle.

2 PP:
Baneful Bunker - The user protects theirself from oncoming attacks, but because of the odd energy of the labyrinth, this only halves damage taken. If the Minotaur uses an attack that has direct contact with the user, it will be Poisoned. This move is unable to provide protection against status moves.

Detect/Protect - The user anticipates an attack and either evades or guards against it. The odd energy of the labyrinth only allows damage taken to be reduced to 1/4 rather than nullify it entirely, and it isn't able to provide protection against: Acupressure, Aromatic Mist, Bestow, Block, Confide, Conversion 2, Curse, Feint, Future Sight, Haze, Hold Hands, Mean Look, Nightmare, Perish Song, Play Nice, Psych Up, Roar, Role Play, Sketch, Spider Web, Tearful Look, Transform or Whirlwind.

King's Shield - The user protects theirself from oncoming attacks, but because of the odd energy of the labyrinth, this only halves damage taken. If an enemy Pokemon or the Minotaur make direct contact with the user, their Attack will also be lowered by two stages. If the user's Ability is Stance Change, they will also change their form upon using this move, even if it fails or is lifted. This move is unable to provide protection against Future Sight.

Obstruct - The user protects their self from oncoming attacks, but because of the odd energy of the labyrinth, this only halves damage taken. If the Minotaur uses an attack that has direct contact with the user, it will lower its Defense by two stages. This move is unable to provide protection against: Acupressure, Aromatic Mist, Bestow, Block, Confide, Conversion 2, Curse, Feint, Future Sight, Haze, Hold Hands, Mean Look, Nightmare, Perish Song, Play Nice, Psych Up, Roar, Role Play, Sketch, Spider Web, Tearful Look, Transform or Whirlwind.

Spiky Shield - The user protects their self from oncoming attacks, but because of the odd energy of the labyrinth, this only halves damage taken. If the Minotaur uses an attack that has direct contact with the user, it will take damage equal to 1/20 of its max HP. This move is unable to provide protection against: Acupressure, Aromatic Mist, Bestow, Block, Confide, Conversion 2, Curse, Feint, Future Sight, Haze, Hold Hands, Mean Look, Nightmare, Perish Song, Play Nice, Psych Up, Roar, Role Play, Sketch, Spider Web, Tearful Look, Transform or Whirlwind.

3 PP:
Crafty Shield - The user protects theirself and all allied Pokemon from status moves, except for Perish Song and any entry hazards. Unlike other protection moves, this may be used consecutively without fail. This move is unable to provide protection against any attacking move.

Quick Guard - The user anticipates moves that come out quickly, protecting theirself and all allied Pokemon before it can even come out. The odd energy of the labyrinth only allows damage taken to be halved. While this move can be used consecutively without fail unlike other protection moves, the success rate for them will still decrease and stack as normal. Protects against: Extreme Speed, First Impression, Follow Me, Rage Powder, Accelerock, Aqua Jet, Baby-Doll Eyes, Bide, Bullet Punch, Ice Shard, Ion Deluge, Mach Punch, Powder, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, and Water Shuriken.

Wide Guard - Only usable in the Minotaur Battle. The user generates a wide shield of energy, protecting theirself and all allied Pokemon from attacks and status moves that target multiple Pokemon. The odd energy of the labyrinth only allows damage taken to be halved, but status moves blocked by this move will fail entirely. While this move can be used consecutively without fail unlike other protection moves, the success rate for them will still decrease and stack as normal.



Breaking Protection (1 PP):

Feint - A quick move that fools the target into dropping their guard, only to attack once they do. As such, this will lift the effects of all protection moves and the user will not suffer any effects from those moves. The Minotaur, no matter its form, will always have access to this move.

Phantom Force - A delayed attack that strikes after the user has vanished, ensuring that the target will never see it coming. As the target cannot guard against the move effectively, it'll left the effects of all protection moves and the user will not suffer any effects from those moves.


[Type-modifying moves]

Moves that either alter the type of other moves, or modify a Pokemon's types or immunities in some way. As a result, these can change matchups wildly.

1 PP:
Electrify - Causes the target's next move to be treated as if it were Electric-type, also applying to a given battle within the labyrinth.

Ion Deluge - Causes all Normal-type moves to become Electric-type moves for one turn, or one battle within the labyrinth.

Burn Up - An immensely powerful Fire-type attack that burns the user out, causing the Pokemon to lose their Fire-type entirely for the remainder of the labyrinth. If the Pokemon's only type was Fire, then it'll become typeless for any future moves that may affect them. This move may only be used if the user is a Fire-type.

2 PP:
Camouflage - Alters the user's type to match its surroundings. Within the labyrinth, the user will become Normal-type. If Grassy Terrain is active, the user will become Grass-type. If Misty Terrain is active, the user will become Fairy-type. If Electric Terrain is active, the user will become Electric-type. If Psychic Terrain is active, the user will become Psychic-type.

Conversion - Alters the user's type to match the same type as its last move used.

Foresight/Odor Sleuth - Ignores Ghost-type's immunity to Normal and Fighting-type moves. When used by the enemy, this also ignores any positive modifers to your Pokemon's Evasion.

Miracle Eye - Ignores Dark-type's immunity to Psychic-type moves. When used by the enemy, this also ignores any positive modifiers to your Pokemon's Evasion.

Smack Down - Grounds Pokemon if they're Flying-type, has the ability Levitate, or are under the effects of Magnet Rise or Telekinesis. This allows them to be affected by Ground-type moves and traps that would otherwise be avoidable if they weren't grounded.

3 PP:
Conversion 2 - Alters the user's type to one that resists the last attack it was hit with. If multiple types are applicable, you may decide which type the user becomes.

Forest's Curse - Adds Grass-type to the target, on top of their already existing types. Will not work if the target is already a Grass-type. Will not stack with Trick-or-Treat.

Gravity - The labyrinth's gravity becomes intense, grounding all Pokemon for the next three rooms or three turns against the Minotaur. Accuracy is increased by one stage for all Pokemon as well, and the moves Bounce, Fly, Splash, Jump Kick, High Jump Kick, Magnet Rise, Telekinesis, Sky Drop, and Flying Press cannot be used.

Magic Powder - Alters the target's type to Psychic, removing all other types. Fails if the target has an active Substitute.

Reflect Type - Alters the user's types to match the target's, including additions from Forest's Curse or Trick-or-Treat. Will not work if the target is entirely typeless.

Soak - Alters the target's type to Water, removing all other types. Fails if the target has an active Substitute.

Trick-or-Treat - Adds Ghost-type to the target, on top of their already existing types. Will not work if the target is already a Ghost-type. Will not stack with Forest's Curse.


[Ability-changing moves]

These moves will do something to mess with the Ability of another Pokemon. As such, these are likely to be employed by an enemy in the labyrinth, but may prove quite useful against the Minotaur. A Pokemon's normal Ability will be restored prior to beginning the Minotaur Battle.

1 PP:
Transform - The Pokemon transforms into the first enemy Pokemon encounted in a given floor, copying their species, types and mentioned moves. Except for HP, the user's base stats are based on what it has transformed into, and if an Ability isn't mentioned, the user's Ability can be come any one of the target's possible Abilities.

During the Minotaur Battle, this can be used on allied Pokemon to copy their species, types, Ability and all current stat modifiers. The user's HP remains the same, and this move may not be used on the Minotaur. Once transformed, the Pokemon may not use this move again until they have completed the floor, or the Minotaur Battle is about to begin.


Worry Seed - Changes the target's Ability to Insomnia, preventing them from being affected by the Sleep status and waking them up instantly if they already are asleep. Will not work if the target's Ability is: Truant, Stance Change, Schooling, Comatose, Shields Down or Disguise.


2 PP:
Entrainment - Changes your Pokemon's Ability to the enemy's within the labyrinth. Can occur multiple times. During the Minotaur Battle, this can be used on allied Pokemon to change their Ability to the user's.

Will not work if the target's Ability is: Truant, Stance Change, Schooling, Comatose, Shields Down, or Disguise.

Will not work if the user's Ability is: Trace, Forecast, Flower Gift, Zen Mode, Illusion, Imposter, Power of Alchemy, Receiver, or Disguise.


Role Play - Changes the enemy's Ability to match your Pokemon's Ability. During the Minotaur Battle, this can be used on an allied Pokemon to change the user's Ability to theirs.

Will not work if Crafty Shield is used, if the user and target have the same Ability, the user's Ability is Disguise, or the target's Ability is: Trace, Wonder Guard, Forecast, Flower Gift, Illusion, Zen Mode, Imposter, Stance Change, Power of Alchemy, Receiver, Schooling, Comatose, Shields Down, or Disguise.


3 PP:
Simple Beam - If used by an enemy Pokemon, this will instead cause your Pokemon to forget about the recent rooms it's entered and increase the rooms needed to complete the floor. Your Pokemon's Ability will not change if the move is used in this way. During the Minotaur Battle, this can be used on allied Pokemon to change their Ability to Simple, allowing stats to be raised or lowered by 3 stages and doubling the effects of all future stat modifiers. Existing stat modifiers are not changed.

Will not work if the target's Ability is: Simple, Truant, Stance Change, Schooling, Comatose, Shields Down, or Disguise.


Skill Swap - Swaps the user and target's Abilities, be it from an enemy Pokemon or used on an allied Pokemon during the Minotaur Battle. Can be used even if the user and target have the same Ability, causing both Abilities to activate immediately if it can be.

Will not work if the user or target have the Abilities: Wonder Guard, Illusion, Stance Change, Schooling, Comatose, Shields Down, or Disguise.


[Calling Moves]

These moves call upon other moves or copy them in some fashion.

1 PP:
Assist - A move only usable during the Minotaur Battle. This move will allow a move from another allied Pokemon to be used, even if the ally has fainted during the battle. If this move is used to call upon a move that costs PP, it may be used without any cost beyond Assist itself. If used as a Z-Move, a called attack move will become the Z-Move matching its type.

However, it may not call upon any move and/or effect that costs more than Assist or any Z-Move, as well as: Belch, Bounce, Chatter, Circle Throw, Copycat, Counter, Covet, Destiny Bond, Detect, Dig, Dive, Dragon Tail, Endure, Feint, Fly, Focus Punch, Follow Me, Helping Hand, King's Shield, Mat Block, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Nature Power, Phantom Force, Protect, Roar, Sketch, Sky Drop, Sleep Talk, Snatch, Spiky Shield, Struggle, Switcheroo, Thief, Transform, Trick and Whirlwind


Copycat - A move that copies either an enemy Pokemon's mentioned move, or the last move used by an allied Pokemon during the Minotaur Battle. If this move copies another move that costs PP, it may be used without any cost beyond Copycat itself. If used as a Z-Move, a copied attacking move will become the Z-Move matching its type.

However, it may not copy any move and/or effect that costs more than Copycat or any Z-Move, as well as: Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Switcheroo, Thief and Trick.


Metronome - A move that randomly picks another move, and immediately performs that move. A roll from 1 to 719 must be done when using this move, with [Bulbapedia List of Moves] to be referred to for the move to be used. If this move results in another move that costs PP, it may be used without any cost beyond Metronome itself. If used as a Z-Move, an attacking move will become the Z-Move of its respective type.

The move must be rerolled if the result is Metronome itself, any Z-Move, any move exclusive to Legendary/Mythical Pokemon, or: After You, Assist, Bestow, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Mimic, Mirror Coat, Mirror Move, Nature Power, Protect, Quash, Quick Guard, Rage Powder, Sketch, Sleep Talk, Snarl, Snatch, Snore, Switcheroo, Thief, Transform, Trick, or Wide Guard.


Mirror Move - A move that copies either an enemy Pokemon's mentioned move, or the last move used by an allied Pokemon during the Minotaur Battle. If this move copies another move that costs PP, it may be used without any cost beyond Mirror Move itself. If used as a Z-Move, a copied attacking move will become the Z-Move of its respective type.

However, it may not copy any move that costs more than Mirror Move or any Z-Move, as well as: Assist, Chatter, Copycat, Counter, Covet, Destiny Bond, Detect, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Me First, Metronome, Mimic, Mirror Coat, Mirror Move, Protect, Sketch, Sleep Talk, Snatch, Switcheroo, Thief and Trick.


Sketch - A move that copies either an enemy Pokemon's mentioned move, or the last move used by an allied Pokemon during the Minotaur Battle. The copied use can then be used permanently, and Sketch cannot be used again for the remainder of the challenge. Sketch still has the same limitations in the Silver Labyrinth as it does in the guild normally; consult the Snagging and You thread for more information. Likewise, this move may not copy any of the Minotaur's attacks.


2 PP:
Nature Power - A move that calls upon nature to become a move more fitting of the user's surroundings. Within the labyrinth, this move will become Tri Attack. If Grassy Terrain is active, this move will become Energy Ball. If Misty Terrain is active, this move will become Moonblast. If Electric Terrain is active, this move will become Thunderbolt. If Psychic Terrain is active, this move will become Psychic. If used as a Z-Move, the move will also become the Z-Move of its respective type.


Sleep Talk - A move that can only be used while Asleep. When used, this move will negate the effects of the Sleep status and allow another of the Pokemon's moves to be used as normal. Moves called in this way will not cost any PP beyond the cost of Sleep Talk itself, but may not use moves that cost more PP than Sleep Talk requires. If used as a Z-Move, a called attacking move will also become the Z-Move of its respective type.

This move may also not be used to call: Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Razor Wind, Sketch, Skull Bash, Sky Attack, Solar Beam or Uproar.


3 PP:
Me First - A move that can copy an enemy's mentioned move, or an allied Pokemon's attacking move during the Minotaur Battle. The copied move will have heightened power, allowing damage ranges to be lowered by 10 for one battle within the labyrinth. If this move copies another that costs PP, it may be used without any cost beyond Me First itself. If used as a Z-Move, the copied attacking move will become the Z-Move of its respective type.

However, it may not copy any status move or: Chatter, Covet, Thief, Focus Punch, Shell Trap, Beak Blast, Counter, Mirror Coat or Metal Burst.


Mimic - A move that copies either an enemy's mentioned move, or the last move used by an allied Pokemon during the Minotaur Battle. The copied move can then be used freely for the remainder of the labyrinth run, or the remainder of the Minotaur Battle. After Mimic has copied a move, it may not be used again. However, it may not copy any of the Minotaur's attacks.


[Binding moves]

Moves that partially trap an enemy Pokemon, with their effects becoming apparent during the Minotaur Battle. By default, these moves will continue to damage the Minotaur for a few turns after their use. Only one may be active at a time, dealing damage equal to 1/50 of the Minotaur's max HP per turn. The duration will extend if the Pokemon using the move is holding a Grip Claw, or damage can be increased to 1/25 of the Minotaur's max HP with a Binding Band.

All of the following moves cost 1 PP:
Bind
Clamp
Fire Spin
Infestation
Jaw Lock
Octolock - Does *not* do damage, instead lowers Defense and Special Defense each turn.
Sand Tomb
Snap Trap
Thunder Cage
Whirlpool
Wrap


[Weather and Terrain Moves]

These moves either call upon a given weather or terrain. Following their use, the weather or terrain will remain for the next two rooms, or the next four with a relevant item to extend them.

All of the following moves cost 2 PP:
Sunny Day
Rain Dance
Sandstorm
Hail
Grassy Terrain
Electric Terrain
Misty Terrain
Psychic Terrain


[OHKO Moves]

These moves, while inaccurate, can devastate a Pokemon in a single hit. With a lot of luck, they might even bring the Minotaur to its knees. OHKO moves all require an accuracy check, with an Acc of 30 against normal Pokemon and 1 against the Minotaur. Should it succeed, the enemy will be defeated instantly and no damage is taken. If it fails, the user takes 1.25x damage for the battle or turn they attempted it. They also share a limit of 5 uses during the challenge, and the accuracy of these moves may not be increased.

All of the following moves cost 3 PP:
Fissure
Guillotine
Horn Drill
Sheer Cold
 
PostPosted: Fri Feb 24, 2017 4:17 pm
[Rooms]

When you want to go to a new room, you'll need to do a roll from 1 to 30 for the given floor you're in. Each room is varied and may provide a challenge, an item, some sort of danger, or may even have nothing at all (nothing at all! Get out.). Upon completing the room, just roll again for the next. Mind that after you've completed four rooms in Floor 1, five rooms in Floor 2, or six rooms in Floor 3, you'll also have to deal with a Totem Pokemon before you can go to the next.

After you've cleared the third floor, you will automatically go on standby until the Minotaur is loose.

Note: If a room contains the [Battle!] tag (or state explicitly to do so) you must write out a battle. Otherwise there is no battle required. Furthermore if you do get a room requiring a battle choose a Colored Shard depending on the result. If result is odd a Red or Yellow Shard. If Result is even a Blue or Green Shard. Each battle gives you one shard.


Floor 1 Rooms (Four Rooms):


1.
Environment: A hay filled room with wooden walls, resembling something of a barn. A crate dangles from the ceiling precariously.

Details: A wild Mareep appears! If base Attack of your Pokemon is higher than its Special Attack roll for Static (Roll Range: 1-100. Success Range: 1-75) prior to writing battle. If using the moves Earthquake, Magnitude, Earth Power, or Bulldoze the entire room shakes and the crate falls, same if you target the crate purposely. If it falls, the following happens after your post and must be edited in:
a Charjabug appears and powers up Mareep! Take 10 additional damage. If place burns down ignore this.


If using a Fire move (or Pokemon has external flame/heat source) the entire place is lit up! Take 10 less damage if you burn the place down but only 5 less if you aren't resistant to Fire. If not a Fire type roll for burn chance. (1-6, if 1-2 you are burned.)[Battle!]

Rewards: 1 Silver Token, 3 Evo Points/2 Purification Points/0.5 Happiness


---

2.
Environment: A pretty pink and purple room filled with cushiony furniture all of a floral pattern.

Details: A wild Munna appears! Roll a six sided die, if odd Munna's Forewarn kicks in. If you ordinarily would use the super effective against range instead use neutral as Munna avoids your super effective moves. If result is 5 you are hit with Hypnosis and fall asleep at the end of the battle as a parting shot. (If applicable.) [Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

3.
Environment: A freezing room consisting of nothing more than a sharp upward icy slope.

Details: A wild Spheal appears! The Spheal uses Ice Ball and is coming towards you, picking up speed and power rapidly! Roll six sided die to see how many 'turns' of Ice Ball it gets. Take result and progressively double it starting from 2 however many times the result says to see how much additional damage you receive. (Example: If result is 6 then; 2, 4, 8, 12, 24, 48. A total of 48 additional damage.) Ignore Ice Ball damage if you can use Minimize, Acid Armor, Double Team (level up only), or have Bulletproof. [Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

4.
Environment: A room filled with nose high grass almost impossible to see over.

Details: A wild Kricketot appears! If you lack a move that is super effective against it take 1.5x times more damage thanks to it using Bide. (Round up.) [Battle!]

Rewards: 1 Silver Token, 2 Evo Points/1 Purification Point/0.5 Happiness


---

5.
Environment: A long room opposing walls containing shelves upon shelves of what look like statues of sleeping Darumaka. At the end of the hallway there is a door with a Darumaka shaped hole in it.

Details: A wild Darumaka appears! In order to escape you must find the real Darumaka and place it in the slot to open the door. Roll a ten sided die to see how many fakes you go through before finding the real one. Each fake will explode and harm your Pokemon. (Result x 2 equals damage taken.) If using a Pokemon that can use Odor Sleuth roll between 1 and 5 instead. Battle may also be avoided if you are capable of putting Darumaka to sleep. Roll for the accuracy of whatever sleep inducing move you use, the success range starting at 1.[Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

6.
Environment: A cavern-like room with plenty of gaping holes in the moss covered rocks.

Details: A wild Yungoos appears! Roll to see if you can hit it before it retreats into a hole! Roll a four sided die, if one just proceed to battle like normal. If anything else take damage before battle as it sneak attacks you. (Result x 1.5 equals damage). [Battle!]

However if result is 4:
you become Staked Out! Take five damage in each of the next three rooms as Yungoos hunts you down. If using a Pokemon with a height of one foot or less automatically become Staked Out!

Note: If you come to this room and are already Staked Out! a horde battle ensues! Take twice as much damage as you normally would in this battle and the Staked Out! counter resets.


Rewards: 1 Silver Token, 2 Evo Points/1 Purification Point/0.5 Happiness


---

7.
Environment: A natural cave flooded with knee deep mud.

Details: A wild Stunfisk appears! Your Pokemon steps on the hidden Stunfisk in the mud, roll for paralysis. (Roll Range: 1-10. Success Range: 1-3) [Does not apply if your Pokemon is Ground, Electric, levitates or flies.] [Battle!]

Rewards: 1 Silver Token, 2 Evo Points/1 Purification Point/0.5 Happiness


---

8.
Environment: A dark muggy room filled with trees, almost all of them with Pokeball shaped mushrooms growing on them.

Details: A wild Foongus appears! It gets the jump on you and douses your Pokemon in Rage Powder. Roll a six sided die to see if effective; success range is 1-3. Ignore if Pokemon is immune to powder moves. If Pokemon has Anger Point, Defiant, Vital Spirit or learns Rage or Outrage via Level Up then success range is 1-4. If Pokemon learns Calm Mind via Level Up or has the ability Steadfast or Inner Focus then success range is 1-2. If Confused it succeeds, no roll needed. [Battle!]

Note: If Rage Powder is successful then you must roll until your next room is a battle room, your Pokemon drawing in a fight/demanding a fight. If next room is totem Pokemon fight you must still roll for a battle room and then you may proceed to totem Pokemon.

Rewards: 1 Silver Token, 2 Evo Points/1 Purification Point/0.5 Happiness


---

9.
Environment: A standard Pokemon battlefield, doesn't seem to be anything unique here.

Details: A wild Ditto appears! It will transform into your Pokemon right away, though at perfect health.[Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

10.
Environment: An underground cave filled with sand. It's incredibly dry and hot in here.

Details: A wild Gible appears! If your Pokemon's base Attack is higher than its base Special Attack add +5 damage to roll result due to Rough Skin. Ice and Water types along with Pokemon with Dry Skin take -5 damage due to heat and dryness. [Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

11.
Environment: A medium sized open and empty room with the floor lined with the Trick Master's special 'bounce pads'.

Details: Stepping on a bounce pad causes a person/Pokemon to bounce, as the name implies. The goal is to 'bounce' to the exit on the other side of the room. Roll as many six-sided dice as desired for each 'bounce'. If two even numbers are generated back to back you make it to the other side, otherwise odd numbers bounce you back to the beginning, which you must write out. If any result is two ones in a row roll again for Chest 1 (see below). If any result is two sixes in a row fall through the floor and take -50 damage. [If you have a flying or levitating Pokemon that can logically carry you, simply skip room if desired.]

Rewards: 1 Silver Token if not skipped.


---

12.
Environment: A long downward slopping stone hallway with the exit dead ahead.

Details: Surprise! The door slams behind you activating a trap! From behind you come many Voltorb rolling down the hallway, each one ready to explode the moment something touches them. Roll to see how many explode on you (Roll Range: 0-6) and take -10 damage for each one. If you roll a six a secondary trap is activated, a pair of Magnemite are released and paralyze your Pokemon. A Pokemon with Damp negates all explosions but still roll to see if Magnemite show up. A Pokemon that learns Reflect or Barrier via Level Up can also ward off half.

Rewards: 1 Silver Token


---

13.
Environment: A long empty hallway with the door to the next room on the other side.

Details: Something isn't right. Do a perception roll to see if notice something strange, twenty sided die.

If result is 1-15:

It's a pit fall trap! You fall through and take -10 damage. Do an additional roll for reflex to see if you grab onto the ledge and prevent yourself from falling into the darkness. (Roll Range: 1-3. Success: 1. If using a Pokemon with vines, stretchable appendages (Muk, etc.), or can fly then Success: 1-2.) If successful proceed to next room, click no other spoiler.

If reflex fails:

You fall into a Weedle pit! Roll for poisoning. (Roll Range: 1-3. Poisoned: 3) If reflex roll and poison roll are both 3 then a second trap is triggered (click next spoiler), otherwise climb out and proceed to next room and click no other spoiler:

A Grimer falls from the ceiling and into the pit! Battle! Then proceed to next room. Earn 1 Evo Point/2 Purification Points/0.5 Happiness Points


If result is 16-20 or 11-20 if your Pokemon learns Foresight/Miracle Eye/Future Sight via Level Up or Pokemon with Keen Eye:

You notice the pit fall trap in the middle of the room and side step around it.


Rewards: 1 Silver Token.


---

14.
Environment: A room which its floor is essentially a giant wack-a-mole game.

Details: Pick up the mallet at the door and get to work! Hit the four Diglett with the mallet to proceed. Roll as many dice as desired for each 'wack', if even you hit. With four even numbers you pass, otherwise you miss and must write out the miss (single post is fine). Beware of the Drilbur! If two odds in a row Drilbur takes a swipe for -15 damage. (No battle required.) [If you have a Ground/Rock/Psychic type Pokemon or one with Future Sight you are only required two even numbers as your Pokemon helps you predict.]

Rewards: 1 Silver Token, 3 Evo Points/2 Purification Points/0.5 Happiness if using Ground/Rock/Psychic type.


---

15.
Environment: A triangular room cluttered with a maze of hay barrels and straw strewn across the floor.

Details: Three Lillipup with uniquely colored collars are running around at play. Each corner contains a dog house of colors matching the collars. All dog houses must be occupied by a Lillipup in a certain order to proceed. If the order is wrong you must battle that dog (1.5 x single damage roll if fighting two, round up. Double damage roll if fighting three. Roll for damage as a normal battle room). Please only check spoiler after you post your chosen pattern, make a second post to respond to spoiler.

If order is red, blue, green:

Fight all three


If order is red, green blue:

Fight two.


If order is blue, red, green:

Fight two.


If order is blue, green, red:

Fight none.


If order is green, blue, red:

Fight two.


If order is green, red, blue:

Fight all three


You may optionally dig through the hay barrels for items (once) but be warned, you may not like the results. Roll for Mystery 1 (see below) for hay barrel contents. [If you have a feline Pokemon you must battle all three automatically. If you have a canine Pokemon or Pokemon with Intimidate or Stench subtract one battle according to result so if battling just one Lillipup only take standard damage from roll.]

Rewards: 1 Silver Token, 2 Evo Points/1 Purification Point/0.5 Happiness if battled/Pokemon used.


---

16.
Environment: A room containing a tropical meadow with a single berry tree growing at the center.

Details: What luck! A berry tree! You run up to the tree to find...what do you find? Roll to find out. (Roll Range: 1-10.)

1 =
Oran Berry


2 =
Lum Berry


3 =
Sitrus Berry


4 =
Pecha Berry


5 =
Enigma Berry


6 =
A Burmy bites! Take -10 damage.


7 =
A Pineco explodes! Take -30 damage.


8 =
A Venipede hits you with Toxic! Pokemon is badly poisoned.


9 =
A Crabrawler appears! Battle! 2 Evo Points/1 Purification Points/0.5 Happiness.


10 =
Revival Herb.


Rewards: 1 Silver Tokens


---

17.
Environment: A strange open hexagon shaped room with many hexagon shaped tiles.

Details: Surprise! The tiles are alive! As you walk across the room the 'tiles' come to life as the Combee begin to fly away, revealing a honey pit below. Roll for chance of falling into the pit. [Without Flying/levitating Pokemon: (Roll Range: 1-4. Success: 2) With Flying/levitating Pokemon (Roll Range: 1-2. Success: 2. Take -10 damage from Combee attacks.) ] If roll fails:

fall into honey pit, take -15 damage, obtain the Gooey status, and roll for escape (Roll Range: 1-2. Success: 2).

If escape fails:
a secondary trap is activated and a very hungry Munchlax is released on you, battle and roll for damage. Receive 2 Evo Points/1 Purification Point/0.5 Happiness for battle.


Rewards: 1 Silver Token


---

18.
Environment: A room with a steel floor, walls, and roof. Four warp panels sit in the center of it, each marked with a number.

Details: Step on one of the warp panels; 1, 2, 3, or 4.

If warp panel 1 chosen:
Go directly to room number 24 on this floor as your next room.


If warp panel 2 chosen:
You appear in a small room with a door on the other end. A Cofagrigus pops out of nowhere and snatches your Pokemon up, dragging it inside of its body. Take -20 damage and your Pokemon now has the Mummy ability. Proceed to next room.


If warp panel 3 chosen:
You appear in a small room with a door on the other end. A Litwick pops out of nowhere and burns your Pokemon with Will-O-Wisp (if applicable). Proceed to next room.


If warp panel 4 chosen:
You are dropped into a pool of strange water. Your Pokemon is now Soak'd and is a Water type. A horde of Goldeen attack! Fight the horde and take 2x the normal damage as you would in a battle with just one Goldeen. Using an Electric move will ignore doubling of damage however add +10 to final damage result. Do not edit to change your decision. Earn 4 Evo Points/2 Purification Points/1 Happiness Point


Rewards: 1 Silver Token


---

19.
Environment: A small plain room, nothing of note.

Details: A Delibird skips up to you and gives you a Present! Roll for Present (see below).

Rewards: 1 Silver Token


---

20.
Environment: A small room filled with yarn balls and cat scratching posts.

Details: A Meowth walks up to you looking like its wants to be pet. Pet the Meowth, roll for 'pet'. (Roll Range: 1-4.) 1 = Meowth used Pay Day! Get 2 Silver Tokens. | 2 = Meowth gives you its favorite Poke Doll. | 3 = Meowth gives you a Potion it found. | 4 = Meowth did not want to be pet! Roll for Fury Swipes damage. (Roll Range 1-6. Multiply result by 10 for damage amount.)

Note: If you encountered the Lillipup room previously or have a canine Pokemon then skip initial roll and automatically roll for Fury Swipes. If you have a Pokemon that learns Thief or Covet via Level Up or breeding, or has the Frisk ability, you may take the 2 Silver Tokens or Poke Doll/Potion if you have room for an item. Alternatively if your Pokemon learns Switcheroo or Trick via Level Up or breeding you may switch one of your items for the Poke Doll/Potion.

Rewards: 1 Silver Token


---

21.
Environment: A small room which resembles a marsh, smells like one too.

Details: A wild Goomy appeared! Its gooey body is trying to slow you down, roll to see if your Pokemon gets the Gooey status. (Roll Range: 1-4. Success: 4.)[Battle!]

Rewards: 1 Silver Token, 1 Evo Point/1 Purification Point/0.5 Happiness


---

22.
Environment: What appears to be a dimly lit forest. Something is watching you.

Details: A Froakie appeared! Froakie ambushes you with Quick Attack! Take -10 more damage (-5 if resisting Normal or none if Ghost). If you encountered a Froakie before this room it evolved into a Frogadier! It pegs you with a makeshift shuriken of a Water Pulse from the darkness. Take -15 more damage (-30 if weak to Water, half if resist, can trigger certain abilities.) and roll for confusion chance (Roll Range: 1-5. Confused: 1). If you encountered a Frogadier before this room it is now a Greninja! Behold its barrage of Water Shuriken! Roll for damage (Roll Range: 2-5). Damage is result x 10[Battle!]

Rewards: 1 Silver Token, 1/2/3 Evo Points/1/2/3 Purification Points/0.5/1/1 Happiness.


---

23.
Environment: An empty room, absolutely nothing.

Details: Nothing, seriously. Why do you keep reading?

Rewards: Do you not understand English? Il n'y a rien ici.


---

24.
Environment: A small room with a single chest in the middle of it.
Details: Success! You found a chest! Open it up and see what's inside. Roll for Chest 1 (see below) and claim your prize.


---

25.
Environment: A small room with a single sarcophagi leaning on a nearby wall.
Details: What a strange thing to find, why not open it up and see what's inside? Roll for Sarcophagi (see below) and claim your 'prize'. Otherwise you may skip.


---

26.
Environment: A large circular room with a single stone pedestal in the middle, something like a button at its center. The only other door in the room, beside the one you exited, is locked.

Details: When you press the button:
a number 5 made of light appears above your Pokemon's head and each time you enter a new room it goes down one number and seemingly nothing else. Right after a Gengar rises up from the pedestal to laugh at you briefly before disappearing. What happens if it hits zero? After pressed the door to the next room opens.
Note: Full Heal, Refresh, or any other item/move/ability that cures any status problem will remove the number. Rolling this room again and pressing the button again resets the counter.

If your number hits zero then:

Nothing happens if allowed to count to zero. If cured or if the button is pressed again to gain more time
take damage equal to 20x however many times it has counted down or 20x how many times you pushed the button after the first time.


Rewards: 1 Silver Token


---

27.
Environment: A long narrow hallway littered with bear traps.

Details: There is a stick leaning on the wall upon you enter and you could probably use it to trigger the traps as you proceed and hope one doesn't hit you. If so:
roll a six-sided die, if it lands on six one of the bear traps go haywire and snaps your Pokemon dealing 20 damage.
Alternatively, if possible, you could fly over them, pass through them, uses telekinesis to move them out of the way, etc. If you choose not to trigger them and instead avoid them then:
the moment you make it across an Ursaring drops from the ceiling and attacks! +10 Extra damage for surprise attack. Battle! Receive 2 Evo Points/1 Purification Point


Rewards: 1 Silver Token


---

28.
Environment: A small circular room with three pedestals at the center. Each of them holds a different item; Max Revive, Choice Band/Specs/Scarf, and an Oran Berry. The door to the next room is unlocked, leaving you free to pass up any of the items. There are also some crates here, roll for Mystery 1 if you wish to dig in them.

Details: If you pick up the Max Revive:
roll a six sided die and take 10x the result in damage
If you pick up the Choice item
the item is instantly attached to your Pokemon, cannot be removed, and you are now Cursed
If you take the Oran Berry
nothing happens
If you skip all the items and proceed
a Banette appears and steals one of your items, your pick.


Rewards: 1 Silver Token


---

29.
Environment: You find yourself in a room that resembles more of the inside of a tipi rather than a room.

Details: A Xatu greets you by showing you a glimpse of the future, warning you that if your Pokemon uses a move of their own typing at any time in the Silver Labyrinth that tragedy will befall them. You may choose to ignore the ranges for rooms where your Pokemon's type is effective against the enemy's type and instead use the neutral range (same goes for any room that speaks of being super effective, always go with the neutral path if you so choose). However if you still choose to use a move of your Pokemon's type (super effective range) then:

Nothing happens, the Xatu tricked you.


There are some crates filled with supplies here, fish around inside one of them? Roll for Mystery 1.

Rewards: 1 Silver Token


---

30.
Environment: You find yourself in a long stone hallway lined with Arbok statues.

Details: Before you proceed roll a twenty-sided die for a perception roll. If result is 1-5 (1-10 if using a Pokemon that learns Foresight/Miracle Eye/Future Sight via Level Up or Pokemon with Keen Eye) then:
you notice a pressure plate tile on the floor and step over it/go around it
Otherwise:
you step on a pressure plate tile causing the statues to spit Toxic goop at you. Your Pokemon is badly poisoned.


You may also destroy the statues before proceeding (do not do a perception roll), if so:
they blow up violently, take 50 damage


Rewards: 1 Silver Token


[After completing four rooms.]

[Warning! A Totem Pokemon has appeared!] The evolved form of the last Pokemon you battled (Probopass if no other. If last Pokemon battled doesn't evolve have that exact one return as a Totem.) has appeared as a Totem Pokemon and now stands in your way to the next floor. Defeat it to proceed. Caution, it can call back up and is more powerful than its normal form. Increase max damage range by +10.

Rewards: 1 Silver Token, 4 Evo Points/2 Purification Points/1 Happiness
 


SubonicXP

Captain

Devoted Sex Symbol

5,625 Points
  • Ultimate Player 200
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SubonicXP

Captain

Devoted Sex Symbol

5,625 Points
  • Ultimate Player 200
  • Marathon 300
  • Partygoer 500
PostPosted: Fri Feb 24, 2017 4:26 pm
Floor 2 Rooms (Five Rooms):

1.
Environment: A murky underground cavern lake lit by torches.

Details: You are dropped right in the middle of the lake and a wild Qwilfish appears! Take -30 if your Pokemon is a Fire/Ground/Rock type. Swift Swim/Hydration/Dry Skin activates upon submersion. If your Pokemon's base Attack is higher than its Special Attack roll for poison chance. (Roll range: 1-10. Success: 1-3.) [Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

2.
Environment: A heavily 'forested' stone chamber. How trees grow here is a mystery.

Details: A wild Kecleon appears...you think. Where did it go? If your Pokemon is mono-type raise maximum damage range by +15 to reflect Color Change ability. You think you see three zigzag patterns among the trees, which is the real one? Post tree selection first.[Battle!]

Left most tree:

Miss! Kecleon Licks your Pokemon! Take -20 damage (double or half depending on type) and roll for paralysis. (Roll Range: 1-10. Paralyzed: 1-3.) Battle afterwards.


Center tree:

Miss! Kecleon hit your Pokemon with Thief stealing its held item (if applicable)! Take -30 damage (double or half depending on type) and proceed to battle it.


Right most tree:

Direct hit! Take -10 less damage thanks to getting the jump on it. Proceed to battle.


Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

3.
Environment: A dark room, it's almost impossible to see.

Details: A wild Wobbuffet appears! Where is it? It's too dark to tell. If using a Pokemon that can use Flash simply battle Wobbuffet. [Battle!]Otherwise choose from the options below:

You proceed forward cautiously, hoping you don't bump into it:

Roll between 1-10, 1-12 if using a Dark-type.

Result = 1-2 (+11-12 if using Dark-type.)

You avoided the Wobbuffet, but spot it out of the corner of your eye. You may battle it if you wish or can proceed to the next room. Receive no Evo, Purificaiton, or Happiness Points if skipping.


Result = 3-6:

You bump into the Wobbuffet! It slaps you with Counter but you stand your ground. Take -20 damage and battle.


Result = 7-10:
You bump into Wobbuffet head on! It Counters and send you both flying back! Take -10 damage. (Add 10 more damage each time you bump into it.) Roll again.


You try to look for the Wobbuffet and strike at it first:

Roll between 1-10, 1-6 if using a Pokemon with Keen Eye or can use Foresight/Miracle Eye/Odor Sleuth via Level Up.

Result = 1-2:

Direct hit! Take -15 less damage (-30 if using a Super Effective move on it) from battle against Wobbuffet. Proceed to battle.


Result = 3-5

You missed but discover its location. Proceed to battle.


Result = 6-10:

Direct hit! Wait, uh oh, it used Counter/Mirror Coat! Take 1.5x more damage from battle. Proceed to battle.


Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness


---

4.
Environment: You are dropped into the middle of what appears to be a tropical aquarium. Must belong to the Trick Master.

Details: What friendly Corsola- great Darkrai one of them got ate! A wild Toxapex appeared! If poisoned multiply damage roll result by 2 to reflect Merciless ability. Otherwise roll for poison chance. (Roll Range: 1-4. Poison: 1, 2. Toxic: 3.) [Does not apply if using a Poison or Steel type.] If using a Pokemon that learns Helping Hand (via Level Up), Heal Pulse or has the Healer ability then lower maximum damage range by 10 (20 if capable of using/having two or more of the three above) as Corsola is revived and helps out. [Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

5.
Environment: A seemingly large open room, however it contains a maze of invisible walls, the Trick Master's second beta test before installing similar at Fuchsia City gym.

Details: A wild Mr. Mime appeared! Maximum damage range is raised by an additional +10 thanks to Filter ability. [Battle!] First you must find your way to it through its maze, feel around. Note the floating zero made of light above your Pokemon's head. Number increase by one for each turn you take, once it reaches five take -5 damage for each turn including the fifth turn. You may skip entire maze if you have a Pokemon with the Infiltrator ability:

The maze:


Go left:

So far so good:

Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to hit you with Hypnosis! Roll between 1-10, if 1-6 your Pokemon is asleep! Proceed to battle.


Go right:

Still going good:

Go left:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go right:

This is pretty easy:

Go left:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Flame Orb (Disappears at end of labyrinth)! Proceed to battle.


Go straight:

Still nothing, wow:

Go left:

Really? Are you lucky?:

Go left:

It's a dead end! The Mr. Mime forsees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.


Go straight:

You made it out safe and sound! Mr. Mime does not look happy. As a reward it gives you your choice of a Leftovers, Focus Band, or Expert Belt (Disappears after end of labyrinth). You may instead receive 3 Silver Tokens.


Go right:

It's a dead end! The Mr. Mime forsees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.




Go straight:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Toxic Orb (Disappears at the end of labyrinth)! Proceed to battle.


Go right:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Ring Target (Disappears at the end of labyrinth)!




Go right:

You are back to where you started from. Close all spoilers and try again. Turn counter stays the same.








Go straight:

So far so good:

Go left:

Still going good:

Go left:

Going good:

Go left:

You're back to start. Close all spoilers and try again. Turn counter stays the same.


Go right:

It's a dead end! Mr. Mime gets the jump on you and uses Charm/Confide on you! (depending on if base Attack/Special Attack is higher, respectively) Proceed to battle.




Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go right:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.




Go straight:

It's a dead end! It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Flame Orb (Disappears at end of labyrinth)! Proceed to battle.


Go right:

Wow you must be lucky:

Go left:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Toxic Orb (Disappears at the end of labyrinth)! Proceed to battle.


Go straight:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Ring Target (Disappears at the end of labyrinth)! Proceed to battle.


Go right:

You feel close to the end:

Go left:

It's a dead end! It's a dead end! The Mr. Mime foresees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.


Go straight:

You made it out safe and sound! Mr. Mime does not look happy. As a reward it gives you your choice of a Leftovers, Focus Band, or Expert Belt (Disappears after end of labyrinth). You may instead receive 3 Silver Tokens.


Go right:

It's a dead end! It's a dead end! The Mr. Mime foresees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.








Go right:

It's a dead end! Mr. Mime gets the jump on you and uses Charm/Confide on you! (depending on if base Attack/Special Attack is higher, respectively) Proceed to battle.




Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness. (Points are only for if you battled Mr. Mime.)


---

6.
Environment: A pretty average dark cavern glittering with gems.

Details: A wild Sableye appeared! It used Confuse Ray! Roll for confusion. (Roll range: 1-10. Success: 1-7.) You notice something inside the gems, you may use break one of the gems to see what's inside. Roll for Mystery 2.[Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

7.
Environment: An open room with waist high grass, a few boulders pop up from underneath the foliage.

Details: A wild Seviper appeared! Roll for Poison/Toxic chance. (Roll Range: 1-4. Poison: 1. Toxic: 2.) If you have previously (at any time) encountered Zangoose or are using one take -50 damage as Seviper goes crazy! [Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

8.
Environment: A sandstone room filled with sand.

Details: A wild Hippowdon appeared! Sand Stream whips up a sandstorm! If using a Pokemon that can use Surf or Muddy Water then lower maximum damage range by -15 as you flood the sandy room. Steel and Rock types (that aren't part Ground or levitate) raise minimum damage range by +15 as they have trouble moving around.[Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

9.
Environment: A chilly forested room with snow blanketed tree tops..

Details: A wild Alolan Ninetales appeared! Snow Warning makes it hail! Pokemon weak to the Ice type raise minimum damage range by +15 as the cold hurts them (Ignore if capable of using a Fire move). [Battle!]

You notice some chunks of ice, you may smash one and roll for Mystery 3.

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

10.
Environment: Hard to tell, the room is blanketed by a thick fog.

Details: A wild Drifblim appeared from the fog! Wait, where did it go!? Raise minimum damage ranges by 20 due to fog. Ignore if Pokemon can use Defog.[Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness.


---

11.
Environment: Some sort of roller skate track? It's a giant smooth and slightly curved doughnut shape track which is probably used for roller skate races.

Details: A wild Miltank appears! The evil cow is threatening to Rollout you down! Run from the cow and step on the switches that line the track, one of them must open the door out. Roll to see how many switches you hit before you find the right one (Roll range: 0-5). Damage is one of the following (Result = Damage): 0 = 0, 1 = 10, 2 = 20, 3 = 40, 4 = 80, 5 = 160.

Rewards: 2 Silver Tokens


---

12.
Environment: A simple room with some sort of slot machine at the center of it, it has a picture of a Castform on it. Must be the Trick Master's failed weather machine.

Details: Looks like you have to pull the lever to proceed. Roll for slot machine result (Roll Range: 1-10). Results: 1 = Sunny Day activates. | 2 = Rain Dance activates. | 3 = Hail activates. | 4 = Sandstorm activates . | 5 = Fog activates.| 6 = Grassy Terrain activates. | 7 = Electric Terrain activates. | 8 = Misty Terrain activates. | 9 = Psychic Terrain activates. | 10 = Castform comes out to battle! | 11 = Voltorb drops out and explodes! Take -50 damage. | 12 = Yamask comes out to steal 2 Silver Tokens.

Rewards: 1 Silver Token, 3 Evo Points/2 Purification Points/0.5 Happiness if battling Castform.


---

13.
Environment: A seemingly empty room with a lone Silver Token on the floor.

Details: Do you pick up the Silver Token or just leave it behind and proceed to the door?

Pick up token:

It's a trap! A Swalot leaps up from a hidden panel on the floor and attempts to swallow you and your Pokemon whole! Roll a ten-sided die to see if you avoid being swallowed! (Success: Base Speed under 80 = 1-2. Base Speed between 81 and 100 = 1-3. Base Speed over 100 = 1-5) Ignore roll if Pokemon has Flame Body, Magma Armor, or Iron Barbs as Swalot refuses to swallow your Pokemon. Increase success range by +1 if capable of use Quick Attack, Extremespeed, or Aqua Jet. If swallowed take -30 damage and lose an item of choosing (held or inventory). Proceed to battle. Gain an additional Silver Token. 3 Evo Points/2 Purification Points/0.5 Happiness for battling Swalot.


Ignore token and proceed to door:

A Klefki appears from the lock and uses Heal Block on your Pokemon! Your Pokemon may not be healed in any way for four rooms (and/or Minotaur rounds). Heal Block is removed if Poekon faints thus you may still use a reviving item. Proceed to next room.


Rewards: 2 Silver Tokens.


---

14.
Environment: A cute room with white walls painted with red and blue triangle shapes. Something smells like rotten eggs in here despite how inviting it looks.

Details: A very angry looking Togepi with a black shell gets the jump on your Pokemon and curses them with bad luck! Your Pokemon can only use the move Metronome for three rooms that involve battle (and/or Minotaur rounds). Any room that has a move dependent characteristic you must ignore said characteristic as you are locked out of your normal moves. Whenever battling you must roll for Metronome's result until you get a damaging move and that move decides your damage range for the battle. Take -2 damage for each non-damaging move roll (unless it's a Minotaur fight then just use that move you rolled). For Metronome roll between 1 and 718. (See this list of moves for results.) Also, Metronome will never trigger these moves. If you roll the corresponding number for a non-trigger move roll again.

Rewards: 1 Silver Token


---

15.
Environment: What appears to be some sort of hive, the walls lined with honeycomb-like structures and the floor hexagon-shaped tiles. Kakuna slumber while Combee go about their work.

Details: Do a perception roll (1-10. 1-8 if using a Pokemon with Keen Eye or Analytic.)

If result is 1-2:

You notice the pressure plate tiles make your way around them and to the next room no problem. Gain a jar of Honey if you wish. Can be used like a Pokedoll and skip a battle room.


If the result is 3-4:

You step on a pressure plate tile! The Kakuna attack with Poison Sting from many directions! Take -30 damage and roll for Poison chance (1-2. Poisoned: 1). Take half damage if resisting Poison, none if immune, and twice as much if weak to. Ignore poison chance is immune to poison or a Poison type yourself. Proceed to next room.


If result is 5-8:

You avoid one pressure plate tile but step on another! The Combee become alert and drench you in sweet honey. You now have the Gooey status and thanks to the Sweet Scent in the honey you must keep rolling until you get a battle room as your next room as Pokemon become attracted to the scent. (Only applies once.) Proceed to next room.


If result is 9-10:

You avoid two pressure plate tiles but step on another! The queen bee is alerted! Battle Vespiquen and take 2x more damage than normal as her minions aid her. Gain 3 Evo Points/2 Purification Points/0.5 Happiness.


Rewards: 2 Silver Tokens


---

16.
Environment: A room containing a tropical meadow with a single berry tree growing at the center.

Details: What luck! A berry tree! You run up to the tree to find...what do you find? Roll to find out. (Roll Range: 1-10.)

1 =
Sitrus Berry


2 =
Lum Berry


3 =
Sitrus Berry


4 =
Pecha Berry


5 =
Enigma Berry


6 =
A Burmy bites! Take -15 damage.


7 =
A Pineco explodes! Take -40 damage.


8 =
A Venipede hits you with Toxic! Pokemon is badly poisoned.


9 =
A Crabrawler appears! Battle! Receive 3 Evo Points/2 Purification Points/0.5 Happiness


10 =
Revival Herb.


Rewards: 2 Silver Tokens


---

17.
Environment: A wide open room, the floor and walls composed of large stone blocks.

Details: The walls and floor lives! The stone 'blocks' that make the room are actually Crustle and you've woken them. Make your way across before they move away and send you plummeting. The angry Crustle may ram and crush you along the way, roll to determine damage. (Roll Range: 0-10.) Multiply result by 12. If using a Flying/levitating Pokemon which can logically carry you take half as much damage. You may break the boulders on their backs for a chance of an item (just once). Roll for Mystery 2 if doing so.

Rewards: 2 Silver Tokens.


---

18.
Environment: A long downward slopping rock tunnel with various recesses along the tunnel, big enough to fit in.

Details: You find yourself in a tunnel made by a rampaging Onix! There are three recesses in the tunnel walls between you and the door. Roll one to three ten-sided die depending on how many recesses you skip along the way. A Purrloin runs ahead with a bag filled with Silver Tokens, if you're quick you might catch it and get some tokens, but that does risk the Onix catching you. If skipping no recesses roll one six sided die.

Results:

1-2:
Nothing happens, you're safe for now.


3-4:
Small rocks fall! Take -20 damage. Double or half depending on weakness/resistance.


5-6:
Large rocks fall! Take -30 damage. Double or half depending on weakness/resistance. You may break one of the rocks to see what's inside. Roll for Mystery 2.


7-8:
Onix runs you over! Take -50 damage. Double or half depending on weakness/resistance. It leaves behind a large boulder, break to see what's inside. Roll for Mystery 2. [Battle!]


9-10:
You caught the Purrloin! Earn 3 Silver Tokens! If you roll this result again gain +2 tokens.


Rewards: 2 Silver Tokens


---

19.
Environment: A small plain room, nothing of note.

Details: A Delibird skips up to you and gives you a Present! Roll for Present (see below).

Rewards: 2 Silver Tokens


---

20.
Environment: A small room filled with yarn balls and cat scratching posts.

Details: A Persian walks up to you looking like its wants to be pet. Pet the Persian, roll for 'pet'. (Roll Range: 1-6.) 1 = Persian used Pay Day! Get 4 Silver Tokens. | 2 = Persian gives you its favorite Poke Doll. | 3 = Persian gives you a Super Potion it found. | 4 = Persian gives you a Revive it found. | 5 = Persian turned away and snubbed you. | 6 = Persian did not want to be pet! Roll for Fury Swipes damage. (Roll Range 1-6. Multiply result by 20 for damage amount.)

Note: If you encountered any canine Pokemon previously or have a canine Pokemon then skip initial roll and automatically roll for Fury Swipes. If you have a Pokemon that learns Thief or Covet via Level Up or breeding, or has the Frisk ability, you may take the 4 Silver Tokens or Poke Doll/Super Potion/Revive if you have room for an item. Alternatively if your Pokemon learns Switcheroo or Trick via Level Up or breeding you may switch one of your items for the Poke Doll/Super Potion/Revive.

Rewards: 2 Silver Tokens


---

21.
Environment: A small room which resembles a marsh, smells like one too.

Details: A wild Sliggoo appeared! Its gooey body is trying to slow you down, roll to see if your Pokemon gets the Gooey status. (Roll Range: 1-3. Success: 3.)[Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Point/0.5 Happiness.


---

22.
Environment: An open room with waist high grass, a few boulders pop up from underneath the foliage.

Details: A wild Zangoose appeared! Roll for Crush Claw defense reduction. (Roll Range: 1-2. Success: 2.) If successful raise minimum damage range by +10. If you have previously (at any time) encountered Seviper or are using one take -50 damage as Zangoose goes crazy! Raise maximum damage range by +5 if using any Poison type. [Battle!]

Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness


---

23.
Environment: An empty room, absolutely nothing.

Details: Nothing, seriously. Why do you keep reading?

Rewards: Do you not understand English? Il n'y a rien ici.


---

24.
Environment: A small room with a single chest in the middle of it.

Details: Success! You found a chest! Open it up and see what's inside. Roll for Chest 2 (see below) and claim your prize.


---

25.
Environment: A small room with a single sarcophagi leaning on a nearby wall.

Details: What a strange thing to find, why not open it up and see what's inside? Roll for Sarcophagi (see below) and claim your 'prize'. Otherwise you may skip.


---

26.
Environment: What appears to be a dimly lit forest. Something is watching you.

Details: A wild Frogadier appeared! It pegs you with a makeshift shuriken of a Water Pulse from the darkness. Take -15 more damage (-30 if weak to Water, half if resist, can trigger certain abilities.) and roll for confusion chance (Roll Range: 1-5. Confused: 1). If you encountered a Frogadier before this room roll it is now a Greninja! Behold its barrage of Water Shuriken! Roll for damage (Roll Range: 2-5). Damage is result x 10. If you encountered a Greninja before this room roll it is now a Battle Bond Greninja! Tremble before its barrage of giant Water Shuriken! Roll for damage (Roll Range: 2-5). Damage is result x 15. Battle!]

Rewards: 2 Silver Tokens, 2/3/4 Evo Points | 2/3/4 Purification Points | 1/1/1.5 Happiness.


---

27.
Environment: A small room with a single chest in the middle of it.

Details: Success! You found a chest! Open it up- oh god it's not a chest! Turns out the Trick Master made a special chest-like device for Rotom to possess! The Mimic Rotom snaps at your Pokemon dealing -40 damage. It looks like it has some goodies inside but will attempt to flee. Roll between 1-10 to see if you catch it! (Success: Base Speed under 80 = 1-3. Base Speed between 81 and 100 = 1-4. Base Speed over 100 = 1-5.) Add +1 to success range if Pokemon can use Quick Attack, Extremespeed, Aqua Jet or Pursuit. Automatically catch up to it if Pokemon can use Mean Look, Block, Spider Web, Spirit Shackle, Fairy Lock, Anchor Shot or has the ability Shadow Tag or Arena Trap. If caught up to Battle! and after battle roll for Chest 2. If Pokemon can use Thief, Covet, Switcheroo, Trick via Level Up or breeding, or has the Frisk ability then you may roll for Chest 2 without a battle. If using Switcheroo or Trick you must trade one of your items for the result.

Mimic Rotom is an Electric/Dark type with the states of any other alternate form Rotom. Can use Crunch.

Rewards: 2 Silver Tokens (+2 if you defeat/steal from Mimic Rotom). 3 Evo Points/2 Purification Points/0.5 Happiness if you battle Mimic Rotom.


---

28.
Environment: A long narrow hallway littered with Rattata sized mouse traps.

Details: You tip toe around the mouse traps careful not to set them off. Generate a number between 0 and 15 to see how many are triggered. Take 5 damage for each trap you trigger. Also, if your result is any of the following:

Result is 5-9:

A Delcatty pounces! Its Cute Charm attempts to activate! (If result is even Delcatty is male, if it's odd it is female.) Roll a ten-sided die to see if your Pokemon is attracted. (Attracted: 1-3.) Battle! Receive 3 Evo Points/2 Purification Point/0.5 Happiness


Result is 10-14:

A Raichu appears! It's a literal mouse trap! It attempts to paralyze you, roll for paralysis. (Roll Range: 1-10. Paralyzed: 1-4.) If using an Electric type raise max damage range by 10 as its Lightningrod pulls in some electricity. Battle! Receive 3 Evo Points/2 Purification Point/0.5 Happiness


Result is 15:

After such a large amount of traps snap at you a giant comically sized mallet comes swinging down and knocks your Pokemon silly. Take -20 damage and you are now confused as Torchic dance around their head. This is something out of the old Meowth and Pikachu cartoons.


Rewards: 2 Silver Tokens


---

29.
Environment: A room with a little cottage at the center.

Details: A Braixen waits inside the cottage, it wants to try and bless you with its magic. Roll for Braizen's amateurish Lucky Chant. (Roll Range: 1-6.)

1 =
Good luck in store, critical hit ratio up for rest of run! (Lowers maximum damage range by -20)


2 =
You're really lucky! Go to room 24 next.


3 =
You've been cursed with bad luck. Clear an additional room for this floor.


4 =
You've been given the Metronome curse! Your Pokemon can only use the move Metronome for three rooms that involve battle (and/or Minotaur rounds). Any room that has a move dependent characteristic you must ignore said characteristic as you are locked out of your normal moves. Whenever battling you must roll for Metronome's result until you get a damaging move and that move decides your damage range for the battle. Take -2 damage for each non-damaging move roll (unless it's a Minotaur fight then just use that move you rolled). For Metronome roll between 1 and 718. (See this list of moves for results.) Also, Metronome will never trigger these moves. If you roll the corresponding number for a non-trigger move roll again.


5 =
You've been healed for +50 HP but you are also Heal Blocked for the next two rooms. Whoops.


6 =
Nothing hap- pika pi! (You talk like a Pikachu now!?)


Rewards: 2 Silver Tokens


---

30.
Environment: What appears to be a music stage complete with microphone stand and speakers.

Details: Roll between 1-6 to see who plays for you:

Result is 1:

A Jigglypuff takes the stage! Roll between 1-10 to see if you fall asleep. If 1-6 you and your Pokemon fall victim to its song. Your Pokemon is now asleep. Might want to check your face too. Proceed to next room.

If you don't fall asleep Jigglypuff will be excited and places a Wish over you. Recover 1/4 your max HP after the next two rooms.


Result is 2:

A Loudred takes the stage! Oh no! Loudred screams into the mic with Hyper Voice! Thanks to Scrappy not even Ghost types are safe! Take -40 damage (half if resisting Normal). Proceed to next room.


Result is 3:

A Chatot takes the stage! Chatot begins to recite some bad jokes it heard the Trick Master tell with Chatter. You and your Pokemon are now confused by the corny, awful jokes. The stand up comic also wants payment and takes away any Silver Token reward you would have gotten from this room. Wasn't worth it.


Result is 4:

A Kricketune takes the stage! The bug puts on a Bug Buzz song for you. The horrible noise causes -40 Bug based damage (half or double depending on type) and lowers Special Defense by 1 stage (if you take damage).


Result is 5:

A Trumbeak takes the damage! The bird simply Screeches into the mic! What the!? Defense lowered by two stages and now you have a massive headache.


Result is 6:

Audino takes the stage! Roll between 1-3 to see what performance it gives:

1 = Heal Pulse light show. Recover 1/4 max HP.

2 = A Refresh dance. You are healed of any status ailments.

3 = She gets nervous and does a Disarming Voice song. Take -30 Fairy damage (half or double depending on type).


Rewards: 2 Silver Tokens


---

[After completing five rooms.]

[Warning! A Totem Pokemon has appeared!] The evolved form of the last Pokemon you battled (Golem if no other. If last Pokemon battled doesn't evolve have that exact one return as a Totem.)) has appeared as a Totem Pokemon and now stands in your way to the next floor. Defeat it to proceed. Caution, it can call back up and is more powerful than its normal form. Increase max damage range by +20.

Rewards: 2 Silver Token, 5 Evo Points/3 Purification Points/1 Happiness
 
PostPosted: Fri Feb 24, 2017 4:28 pm

Floor 3 Rooms (Six Rooms):


1.
Environment: A room filled with computers and various technology, must be the Trick Master's server room, be careful.

Details: A wild Beheeyem appeared! It's trying to erase your memory with its Simple Beam! Roll to see if you forget! (Roll Range: 0-2.) Result is that many more rooms you must clear to advance to the next floor. Also changes your Pokemon's ability to Simple if greater than 0. [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness


---

2.
Environment: A damp muddy room that resembles a marsh. Kind of smells like one too.

Details: A wild Goodra appeared! Its gooey body is trying to slow you down, roll to see if your Pokemon gets the Gooey status. (Roll Range: 1-2. Success: 2.) [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness


---

3.
Environment: A seemingly large open room, however it contains a maze of invisible walls, the Trick Master's second beta test before installing similar at Fuchsia City gym.

Details: A wild Mr. Mime appeared! Maximum damage range is raised by an additional +10 thanks to Filter ability. [Battle!] First you must find your way to it through its maze, feel around. Note the floating zero made of light above your Pokemon's head. Number increase by one for each turn you take, once it reaches five take -5 damage for each turn including the fifth turn. You may skip entire maze if you have a Pokemon with the Infiltrator ability:

The maze:


Go left:

So far so good:

Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to hit you with Hypnosis! Roll between 1-10, if 1-6 your Pokemon is asleep! Proceed to battle.


Go right:

Still going good:

Go left:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go right:

This is pretty easy:

Go left:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Flame Orb (Disappears at end of labyrinth)! Proceed to battle.


Go straight:

Still nothing, wow:

Go left:

Really? Are you lucky?:

Go left:

It's a dead end! The Mr. Mime forsees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.


Go straight:

You made it out safe and sound! Mr. Mime does not look happy. As a reward it gives you your choice of a Leftovers, Focus Band, or Expert Belt (Disappears after end of labyrinth). You may instead receive 3 Silver Tokens.


Go right:

It's a dead end! The Mr. Mime forsees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.




Go straight:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Toxic Orb (Disappears at the end of labyrinth)! Proceed to battle.


Go right:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Ring Target (Disappears at the end of labyrinth)!




Go right:

You are back to where you started from. Close all spoilers and try again. Turn counter stays the same.








Go straight:

So far so good:

Go left:

Still going good:

Go left:

Going good:

Go left:

You're back to start. Close all spoilers and try again. Turn counter stays the same.


Go right:

It's a dead end! Mr. Mime gets the jump on you and uses Charm/Confide on you! (depending on if base Attack/Special Attack is higher, respectively) Proceed to battle.




Go straight:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.


Go right:

It's a dead end! The Mr. Mime uses this as an opportunity to attack! Take -20 damage and proceed to battle.




Go straight:

It's a dead end! It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Flame Orb (Disappears at end of labyrinth)! Proceed to battle.


Go right:

Wow you must be lucky:

Go left:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Toxic Orb (Disappears at the end of labyrinth)! Proceed to battle.


Go straight:

It's a dead end! The Mr. Mime uses Trick and exchanges (or simply gives) your Pokemon's held item with a Ring Target (Disappears at the end of labyrinth)! Proceed to battle.


Go right:

You feel close to the end:

Go left:

It's a dead end! It's a dead end! The Mr. Mime foresees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.


Go straight:

You made it out safe and sound! Mr. Mime does not look happy. As a reward it gives you your choice of a Leftovers, Focus Band, or Expert Belt (Disappears after end of labyrinth). You may instead receive 3 Silver Tokens.


Go right:

It's a dead end! It's a dead end! The Mr. Mime foresees an attack in your future with Future Sight! Take -40 damage at the beginning of the second room after this one. Proceed to battle.








Go right:

It's a dead end! Mr. Mime gets the jump on you and uses Charm/Confide on you! (depending on if base Attack/Special Attack is higher, respectively) Proceed to battle.




Rewards: 2 Silver Tokens, 3 Evo Points/2 Purification Points/0.5 Happiness. (Points are only for if you battled Mr. Mime.)


---

4.
Environment: A room with a rough rocky terrain with exposed iron ore deposits.

Details: A wild Alolan Golem appears! Its Sturdy helps it hang in there, perform a second damage roll and take half of that result in additional damage. Water and Flying types take extra damage from its Galvanized boulders, increase maximum damage range by +15. Steel types can't escape its magnetic attacks, increase maximum damage range by +15. Roll for an additional chance of it launching Geodude at you. (Roll Range: 1-4. Success: 4.) Take -50 damage from Geodude exploding on you. [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness


---

5.
Environment: A room filled with suits of armor, swords, shield, and other various medieval weaponry.

Details: One of the swords came to life! A wild Aegislash appeared! King's Shield helps protect it from physical attacks, if your Pokemon's base Attack is higher than its base Special Attack increase both minimum and maximum damage range by +15. If you previously encountered a Golurk on this floor it will come back to brandish Aegislash for an even harder fight! Raise minimum and maximum damage range by +25 (stacks with previous increase if applicable). [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness (+2/+1/+0.5 Points respectively if Golurk appears.)


---

6.
Environment: A room filled with various stone statues.

Details: One of the statues came to life! A wild Golurk appeared! For some reason even if you defeat it here it keeps following you. Take -20 damage in each room after this one as Golurk hunts you down relentlessly. A Pokemon capable of using Spirit Shackle, Spider Web, or Fairy Lock can bind it to this room, preventing it from following. If you previously encountered an Aegislash on this floor it will come back for Golurk to brandish it for an even harder fight! Raise minimum and maximum damage by +25. [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness (+3/+1/+0.5 Points respectively if Aegislash appears.)


---

7.
Environment: A stone room resembling an ancient temple.

Details: A wild Volcarona appeared! If Defense is higher than Special Defense raise maximum damage range by +20. Roll to see if Volcarona dosses your Pokemon in Rage Powder (Roll Range: 1-3. Success: 1.) Ignore if Pokemon is immune to powder moves. If Pokemon has Anger Point, Defiant, Vital Spirit or learns Rage or Outrage via Level Up then roll range is 1-2. If Pokemon learns Calm Mind via Level Up or has the ability Steadfast or Inner Focus then roll range is 1-4. If Confused it succeeds, no roll needed. [Battle!]

Note: If Rage Powder is successful then you must roll until your next room is a battle room, your Pokemon drawing in a fight/demanding a fight. If next room is totem Pokemon fight you must still roll for a battle room and then you may proceed to totem Pokemon.

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

8.
Environment: A beautiful flower meadow.

Details: A wild Florges appeared! Its lovely scent has healed your Pokemon of all status ailments! Unfortunately she wishes to test your resolve. If base Special Attack is higher than base Attack then raise minimum damage range by +20. If using a Grass type receive Florges' Flower Shield blessing raising your defenses thus lowering maximum damage range by -5 for future rooms (including Minotaur fight). Otherwise receive a Lucky Chant blessing and lower maximum damage range by -5 for just the next room (even if it doesn't apply). [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

9.
Environment: A black room painted to look like you're floating in a starry sky.

Details: A wild Gothitelle appeared! You're Pokemon has been hit with Heal Block! Your Pokemon may not be healed in any way for four rooms (and/or Minotaur rounds). Heal Block is removed if Pokemon faints thus you may still use a reviving item. The tricky Gothitelle isn't done yet! She is using her Frisk ability to try to steal your held item or one in your inventory. Roll between 1-4 (Success: 1) to see if you lose an item. If your Pokemon is holding a held item then that one is taken (for the remainder of the labyrinth) otherwise you may choose an inventory item to lose. Ignore if Pokemon has Sticky Hold or Suction cups.

You may steal back your item if your Pokemon learns Thief or Covet via Level Up or breeding. You may also switch one of your items for the one it took if your Pokemon learns Switcheroo or Trick via Level Up or breeding. A Pokemon with the Klutz ability will always cause you to lose an inventory item.[Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness. (No points if you fell asleep.)


---

10.
Environment: A room containing many high flat top pillars.

Details: A wild Salamence appeared! You're Intimidated by it lowering your Attack and raising your minimum damage range by +10 for the rest of your run. It seems angry, roll for its Outrage (Roll Range: 1-4. Success: 4.) If it uses Outrage raise maximum damage range by +20. If your Pokemon is knocked out by Salamence and you revive your Pokemon take -50 damage after its revived due to Moxie before moving on. [Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

11.
Environment: An old fashioned wrestling arena.

Details: A wild Emboar appeared! If your Pokemon weighs less than it (330.7 lbs) raise minimum and maximum damage range by +25 due to Heat Crash. Also roll for burn chance if applicable. (Roll Range: 1-5. Success: 5.) If using a Fire or Fighting type Pokemon then Pignite will tap in to join the fight! Range maximum damage range by +15 (stacks with previous increase if applicable). If Pokemon is capable of using Circle Throw then ignore Pignite as you throw them out.[Battle!]

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

12.
Environment: What looks like to be an ice cream parlor frozen over. You see signs for 'Trick Master Frozen Treats'. Must be another failed endeavor.

Details: A wild Vanilluxe appeared! Its Snow Warning makes it Hail! If using a Water Pokemon roll as if you are weak to Ice due to Freeze-Dry. Roll for freeze chance from its ice attacks (Roll Range: 1-10. Success: 10. Raise roll range by +2 if a Fire type.)

You notice some chunks of ice, you may smash one and roll for Mystery 3.

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

13.
Environment: A room with a little cottage at the center.

Details: A Delphox waits inside the cottage, it wants to try and bless you with its magic. Roll for Delphox's Lucky Chant. (Roll Range: 1-5.)

1 =
Good luck in store, critical hit ratio up for rest of run! (Lowers maximum damage range by -20)


2 =
You're really lucky! Go to room 24 next.


3 =
You've been cursed with bad luck. Clear an additional room for this floor.


4 =
You've been given the Metronome curse! Your Pokemon can only use the move Metronome for three rooms that involve battle (and/or Minotaur rounds). Any room that has a move dependent characteristic you must ignore said characteristic as you are locked out of your normal moves. Whenever battling you must roll for Metronome's result until you get a damaging move and that move decides your damage range for the battle. Take -2 damage for each non-damaging move roll (unless it's a Minotaur fight then just use that move you rolled). For Metronome roll between 1 and 718. (See this list of moves for results.) Also, Metronome will never trigger these moves. If you roll the corresponding number for a non-trigger move roll again.


5 =
Nothing hap- pika pi! (You talk like a Pikachu now!?)


Rewards: 3 Silver Tokens


---

14.
Environment: A small room with five doors. The room and doors are made of Ebonite. Each are marked with a number.

Details: Pick a door, any door!

Door 1:

It's a trap! The ceiling crumbles, damaging your Pokemon by -40. Pick another door.


Door 2:

It's a trap! A bright light goes off and now your Pokemon is confused. Pick another door.


Door 3:

It's a trap! A weird light goes off and your Pokemon is Disabled and can not use moves of its own type for five rooms/turns. Pick another door.


Door 4:

You found the right door, proceed to next room.


Door 5:

It's a trap! A gush of goop comes down on you. Your Pokemon now has the gooey status! Pick another door.


Rewards: 3 Silver Tokens


---

15.
Environment: A ruin with various carvings on the walls.

Details: A swarm of Unown appear and surround you! Roll to see what they do to you. (Roll Range: 1-6.)

1 =
Reality is distorted, lose two room counts and rewards from the last two rooms.


2 =
Your held item has been transformed into a Ring Target or one has been forced on your Pokemon. You can't get it off.


3 =
They blast you with Hidden Power! Take -50 damage!


4 =
They heal you, recover +50 damage.


5 =
All your stats go up by +1!


6 =
Your Pokemon's ability is now Klutz. Lose any held item for the remainder of the labyrinth.


Rewards: 3 Silver Tokens.


---

16.
Environment: A small metal room with some sort of console at the center of.

Details: The console in front of you has four different colored buttons (red, blue, green). A voice instructs you to push the buttons if the right sequence to open up the door out. You are also made aware that you only get two tries. If your Pokemon has the ability Analytic then you may get an extra try. What happens after two failures?

Blue, Red, Green

Wrong! A strange energy zaps your Pokemon dealing -30 damage. Try again.


Blue, Green, Red

Wrong! A Porygon pops out and encases you in a Trick Room cube! You must complete an additional room for this floor. Can stack with other rooms. Try again.


Red, Green, Blue

Correct! A cool energy surrounds your Pokemon restoring +20 HP. Proceed to next room.


Red, Blue, Green

Wrong! A Klefki pops out and encases you in a Magic Room cube! No items (held item included) can be used for three rooms/turns. Can stack with other rooms. Try again.


Green, Blue, Red

Wrong! A strange energy zaps your Pokemon dealing -30 damage. Try again.


Green, Red, Blue

Wrrrry! A Porygon-Z comes rushing out and bulldozes your Pokemon over! Take -60 damage!Try again.


If two attempts end in failure:

The floor collapses beneath you sending you falling into the darkness below, take -20 damage. You see the ledge of open doors on the way down. Try to grab onto one and pull yourself out to the next room. Do an additional roll for reflex to see if you grab onto the ledge and prevent yourself from falling into the darkness. (Roll Range: 1-3. Success: 1. If using a Pokemon with vines, stretchable appendages (Muk, etc.), or can fly then Success: 1-2.) If successful proceed to next room. Otherwise click the spoiler below.

If you fall into darkness:

With a splash you fall into some sort of pool (Pokemon weak to water take -10 damage). Immediately the pool begins to churn and become a vicious whirlpool. A Dhelmise makes its presence known and threatens to ensnare you with its anchor chain! Roll however many four-sided die you wish to see if you manage to escape the whirlpool and make it to the open doorway to the next room. If any of the first three die results are the number 4 then you make it out safely. (Take -10 damage for each roll it takes. Max being -30.)

If after three rolls you don't escape:

you get hit with Anchor Shot and take -20 damage(half or double depending on type) and now you must Battle! Dhelmise as escape is impossible as you are now ensnared. Proceed to next room after battle. Receive 5 Evo Points/3 Purification Points/1 Happiness


Rewards: 3 Silver Tokens


---

17.
Environment: A room containing a tropical meadow with a single berry tree growing at the center.

Details: What luck! A berry tree! You run up to the tree to find...what do you find? Roll to find out. (Roll Range: 1-12.)

1 =
Sitrus Berry


2 =
Lum Berry


3 =
Enigma Berry


4 =
Lansat Berry


5 =
Starf Berry


6 =
A Wormadam bites! Take -40 damage.


7 =
A Foretress explodes! Take -60 damage.


8 =
A Whirlipede hits you with Toxic! Pokemon is badly poisoned.


9 =
The tree was an Alolan Exeggutor! Battle! Receive 5 Evo Points/3 Purification Points/1 Happiness.


10 =
Revival Herb.


11 =
White Herb.


12 =
A Bounsweet dropped down and used Teeter Dance! You're confused!


Rewards: 3 Silver Tokens


---

18.
Environment: A wide room with the wall opposite of you consisting of one giant mirror. The wall behind you has evolutionary stones affixed to plaques on it.

Details: Upon closer inspection of the reflected image you notice that it is wrong, the objects on the wall behind you in a different order than how they appear in the mirror. Which is the correct order? Look at the Wall Order and the Mirror Order then post what order you put the plagues in (list stone order by names) then check Correct Order. Please do not click Correct Order first.

Wall Order:

User Image


Mirror Order:

User Image


Correct Order:

User Image


If order is correct:

A door opens in the mirror. Receive your choice of Elemental Held Item (Charcoal, Hard Stone, etc.) or a Hyper Potion.


If order is wrong:

A horde of Pokemon come out of the mirror! Battle a horde consisting of Vileplume, Arcanine, Eelektross, Vaporeon, and Alolan Sandslash. Take 2x the normal damage and take into consideration all their types. Using the super effective range will be almost impossible unless you have a move that is super effective against all five and you are weak to none of their types. Roll a twenty-sided die to see if you are Burned (1-3), Paralyzed (4-6), Poisoned (7-9), or Frozen (10). Battle!

Receive 9 Evo Points/6 Purification Points/3 Happiness Points.


If you have come to this room again then:

The plaques are gone instead a mirror version of you and your Pokemon appears! Battle! Mirror version of you has access to any of your healing items and will use one. If you have an HP restoring item then take 1/8 of however much the item heals in additional damage. (Example: Hyper Potion heals 200 HP so take 25 more damage.) If a revival item (or Full Restore) then take 1/10 of your max HP in additional damage, rounded up.

Receive 5 Evo Points/3 Purification Points/1 Happiness Points.


Rewards: 3 Silver Tokens


---

19.
Environment: A small plain room, nothing of note.

Details: A Delibird skips up to you and gives you a Present! Roll for Present (see below).

Rewards: 3 Silver Tokens


---

20.
Environment: A massive room filled with velvet cushions and only the finest draperies. A giant painting of an Alolan Persian hangs on the wall. Is this the Trick Master's favorite?

Details: An Alolan Persian walks up to you looking like its wants to be pet. Pet the Alolan Persian, roll for 'pet'. (Roll Range: 1-10.) 1 = Persian used Pay Day! Get 6 Silver Tokens. | 2 = Persian gives you its favorite Poke Doll. | 3 = Persian gives you a Hyper Potion it found. | 4 = Persian gives you a Max Revive it found. | 5 = Persian gives you a Full Restore it found. | 6 = Persian gives you a Held Item matching your type (Charcoal, Mystic Water, etc.) | 7 = Persian turned away and snubbed you. | 8 = Persian did not want to be pet! Roll for Fury Swipes damage. (Roll Range 1-6. Multiply result by 20 for damage amount.) | 9 = Persian turned away...but then turned around and Sucker Punched your Pokemon! Take -100 damage! | 10 = The giant cat fell asleep on you...should you move? Roll to see if you successful slip away (Roll Range: 1-3. Success: 1. If failure take -25 damage as it Scratches.)

Note: If you encountered a canine Pokemon previously or have a canine Pokemon then skip initial roll and automatically roll for Fury Swipes. If you have a Pokemon that learns Thief or Covet via Level Up or breeding, or has the Frisk ability, you may take the 6 Silver Tokens or Poke Doll/Hyper Potion/Max Revive/Full Restore/Type Hold Item if you have room for an item. Alternatively if your Pokemon learns Switcheroo or Trick via Level Up or breeding you may switch one of your items for the Poke Doll/Hyper Potion/Max Revive/Full Restore/Type Hold Item

Rewards: 3 Silver Tokens


---

21.
Environment: A wide open room with various free standing walls and columns. For some reason there are paint splatters everywhere.

Details: You are presented with a paint ball gun upon entering. A buzzer sounds and Smeargle begin to zoom across the room. Shoot all the Smeargle with the paint ball gun to proceed. Beware, the Smeargle shoot back with paint based Mud Bombs. Roll to see how many shots it takes to take out all the Smeargle. (Roll Range: 1-18.) Multiply result by 10 to determine how much damage you take. If using a Pokemon that knows Lock-On or Mind Reader or has Bulletproof take half that amount of damage. Also, take result and count alphabetically down the various Pokemon types (Bug, Dark, Dragon, etc.) that many times. Whatever type you stop on the paint covering your Pokemon dyes them the appropriately color and they are now purely that type.

You may try to hide behind some columns to take less damage but be warned, they could be booby trapped. Choose up to three but post picking them before clicking spoilers or rolling for Mud Bomb damage.

List of columns:


White column:

Safe! Take 5 less damage.


Red Column:

Safe! Take 10 less damage.


Blue Column:

It's a trap! A Poison Powder bomb goes off! Roll for poisoning if applicable. (Roll Range: 1-100. Poisoned: 1-75)


Green Column:

It's a trap! A Stun Spore bomb goes off! Roll for paralyzing if applicable. (Roll Range: 1-100. Paralyzed: 1-75)


Yellow Column:

Safe! Take 20 less damage.


Purple Column:

Safe! Take 10 less damage.


Brown Column:

Safe! Take 5 less damage.


Orange Column:

It's a trap! Rage Powder bomb goes off! Roll a six sided die to see if effective; success range is 1-3. Ignore if Pokemon is immune to powder moves. If Pokemon has Anger Point, Defiant, Vital Spirit or learns Rage or Outrage via Level Up then success range is 1-4. If Pokemon learns Calm Mind via Level Up or has the ability Steadfast or Inner Focus then success range is 1-2. If Confused it succeeds, no roll needed.


Pink Column:

It's a trap! A Sleep Powder bomb goes off! Roll for sleep if applicable. (Roll Range: 1-100. Sleep: 1-75) Only count sleep status for the next room.


Black Column:

Safe! Take 20 less damage and a tiny Spritzee heals you of all status problems with Aromatherapy!




Rewards: 3 Silver Tokens


---

22.
Environment: A long empty hallway with the door to the next room on the other side.

Details: Something isn't right. Do a perception roll to see if notice something strange, twenty sided die.

If result is 1-15:

It's a pit fall trap! You fall through and take -10 damage. Do an additional roll for reflex to see if you grab onto the ledge and prevent yourself from falling into the darkness. (Roll Range: 1-3. Success: 1. If using a Pokemon with vines, stretchable appendages (Muk, etc.), or can fly then Success: 1-2.) If successful proceed to next room, click no other spoiler.

If reflex fails:

You fall into a Skorupi pit! Take -30 damage (half or double depending on type) and roll for poisoning. (Roll Range: 1-3. Poisoned: 3) If reflex roll and poison roll are both 3 then a second trap is triggered (click next spoiler), otherwise climb out and proceed to next room and click no other spoiler:

An Alolan Muk falls from the ceiling and into the pit! It got its goop all over you! You now have the Gooey status. Battle! A door opens up in the pit afterwards, proceed to next room. Earn 5 Evo Point/3 Purification Points/1 Happiness Points


If result is 16-20 or 11-20 if your Pokemon learns Foresight/Miracle Eye/Future Sight via Level Up or Pokemon with Keen Eye:

You notice the pit fall trap in the middle of the room and side step around it. However there is a very obvious wall dart trap ahead, the holes in the walls telling. Do you look for the pressure plate that triggers it or do you make a mad forward? (If looking do a perception roll, twenty-sided die.)

If you simply make a run for it:

Roll between 1-10 (1-12 if using a Pokemon that learns Quick Attack, Extremespeed, or Aqua Jet.)

If result is 1-4:

The trap is triggered! Did you step on the plate? Skorupi pop out of the holes and launch a barrage of Poison Sting! Take -30 damage (half or double depending on type) and roll for poisoning. (Roll Range: 1-3. Poisoned: 3) Proceed to next room.


If result is 5-10 (or 5-12):

You make it safely across. Proceed to next room.


If you did a perception roll:

It's a trap! Apparently the entire room was set on a timer and by hanging around so much you've ran out of time. The ceiling is crumbling and Skorupi have poked their heads out of the holes in the walls up ahead, waiting to strike. You'll have to make a run for it! Roll between 1-10 (1-12 if using a Pokemon that learns Quick Attack, Extremespeed, or Aqua Jet.)

If result is 1-2:

A few rocks pelt your Pokemon dealing just -10 damage (double or half depending on type) but you made it to the next room without too much trouble.


If result is 3-6:

Chunks of rock slam into your Pokemon but you avoid the Skorupi, take -40 damage (double or half depending on type) and proceed to next room.


If result is 7-10:

Chunks of rock slam into your Pokemon, dealing -40 damage (double or half depending on type) and slowing you down just enough so that the Skorupi get you in striking distance spraying you with Poison Sting! Take -30 more damage from Poison Sting (double or half depending on type) and roll for poison chance (Roll Range: 1-3. Poisoned: 3). Proceed to next room.


If result is 11-12:

You make it safely across. Proceed to next room.




Rewards: 3 Silver Tokens


---

23.
Environment: An empty room, absolutely nothing.

Details: Nothing, seriously. Why do you keep reading?

Rewards: Do you not understand English? Il n'y a rien ici.


---

24.
Environment: A small room with a single chest in the middle of it.

Details: Success! You found a chest! Open it up and see what's inside. Roll for Chest 3 (see below) and claim your prize.


---

25.
Environment: A small room with a single sarcophagi leaning on a nearby wall.

Details: What a strange thing to find, why not open it up and see what's inside? Roll for Sarcophagi (see below) and claim your 'prize'. Otherwise you may skip.


---

26.
Environment: What appears to be a dimly lit forest. Something is watching you.

Details: A wild Greninja appeared! Behold its barrage of Water Shuriken! Roll for damage (Roll Range: 2-5). Damage is result x 10. If you encountered a Greninja before this room roll it is now a Battle Bond Greninja! Tremble before its barrage of giant Water Shuriken! Roll for damage (Roll Range: 2-5). Damage is result x 15 (x20 if you've encountered Battle Bond Greninja before). Battle!]

Rewards: 3 Silver Tokens, 5/6 Evo Points | 3/4 Purification Points | 1/1.5 Happiness.


---

27.
Environment: A small room with a single chest in the middle of it.

Details: Success! You found a chest! Open it up- oh god it's not a chest! Turns out the Trick Master made a special chest-like device for Rotom to possess! The Mimic Rotom snaps at your Pokemon dealing -40 damage. It looks like it has some goodies inside but will attempt to flee. Roll between 1-10 to see if you catch it! (Success: Base Speed under 80 = 1-3. Base Speed between 81 and 100 = 1-4. Base Speed over 100 = 1-5.) Add +1 to success range if Pokemon can use Quick Attack, Extremespeed, or Pursuit. Automatically catch up to it if Pokemon can use Mean Look, Block, Spider Web, Fairy Lock, Spirit Shackle, Anchor Shot or has the ability Shadow Tag or Arena Trap. If caught up to Battle! and after battle roll for Chest 2. If Pokemon can use Thief, Covet, Switcheroo, Trick via Level Up or breeding, or has the Frisk ability then you may roll for Chest 2 without a battle. If using Switcheroo or Trick you must trade one of your items for the result.

Mimic Rotom is an Electric/Dark type with the states of any other alternate form Rotom. Can use Crunch.

Rewards: 3 Silver Tokens (+2 if you defeat/steal from Mimic Rotom). 3 Evo Points/2 Purification Points/0.5 Happiness if you battle Mimic Rotom.


---

28.
Environment: A rock room filled with sand, jagged pillars of stone jutting out from beneath.

Details: A wild Tyranitar appeared! Sand Stream whips up a sandstorm! If using a Pokemon that can use Surf or Muddy Water then lower maximum damage range by -15 as you flood the sandy room. If weight is over 400 lbs and Pokemon isn't a Ground or Flying type or levitates then raise minimum damage range by +20 as they have trouble moving around. [Battle!]

If you use Earthquake or Magnitude then (check after you originally post, edit appropriately):

Earthquake, Magnitude and other 'earthshaking' moves run a risk of creating a 'quicksand' effect for non-Ground/Flying types and levitators. If daring to use them roll to see if the silty sand undergoes soil liquefaction and traps your Pokemon (Roll Range: 1-2. Success: 1).


Furthermore you notice a strange device on the ceiling with a gem embedded in it. Roll between 1-2 to see what the strange device does:

Result = 1:

The Trick Master's latest invention, the Mega Evolutionizer lights up and fires a beam of powerful energy at the Tyranitar causing it to undergo Mega Evolution! Face Mega Tyranitar and take 1.5x more damage from battle! Sandstorm also has its room count doubled. Add an additional +1/+1/0.5 Evo/Purification/Happiness Point if facing Mega Tyranitar.


Result = 2:

Nothing happens, weird.


You can break a single jagged rock if you want. If so roll for Mystery 2.

Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

29.
Environment: A dense packed frozen room forested by snow topped pine trees, many of which are already felled.

Details: A wild Abomasnow appeared! Snow Warning causes it to hail! If using a Pokemon with a Fire move roll for risk of causing a forest fire (Roll Range: 1-4. Success: 1). If successful take -30 less damage (-10 more if you have Flash Fire) but if a non-Fire type take only -15 less and roll for Burn chance (Roll Range: 1-3. Burned: 1). If height is over 8ft and Pokemon isn't a Grass-type then raise minimum damage range by +20 as they have trouble getting through the trees. [Battle!]

You notice some chunks of ice, you may smash one and roll for Mystery 3.

If you do use a Fire move then (check after you originally post, edit appropriately):

The ice begins to melt rapidly. Roll to see if Fog stacks with Hail. (Roll Range: 1-3. Fog: 1.) Fog always results if you use Sunny Day or if Sunny Day follows you here.


Furthermore you notice a strange device on the ceiling with a gem embedded in it. Roll between 1-2 to see what the strange device does:

Result = 1:

The Trick Master's latest invention, the Mega Evolutionizer lights up and fires a beam of powerful energy at the Abomasnow causing it to undergo Mega Evolution! Face Mega Abomasnow and take 1.5x more damage from battle! Sandstorm also has its room count doubled. Add an additional +1/+1/0.5 Evo/Purification/Happiness Point if facing Mega Abomasnow.


Result = 2:

Nothing happens, weird.


Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


---

30.
Environment: A large circular room with a strange circle of Unown runes on the floor at the center. The walls decorated with Unown as well.

Details: As soon as you enter the room the circle, ring of runes and its inside, as well as the Unown on the wall, begin to glow a fierce red while the room shakes violently. Roll to see if you figure out what the Unown runes say before whatever is going to happen, happens. (Roll Range: 1-4. Success: 1.) If using a Pokemon with Analytic or is a Psychic type then lower roll range by half.

If you figure out the runes:

You notice the runes on the floor say, 'Protection inside'.


Either way you should probably figure out where to stand as it's obvious something bad is about to happen. Do you stand inside the glowing circle or remain outside of it?

Stay outside of it:

Strangely enough nothing seems to happen. Eventually room settles down and the glowing stops, the door opening across from you. Weird.


Stand inside the circle:

A blast of energy slams into you and your Pokemon! Roll between 1-18 to see what type the damage is, taking result and going down the list of types alphabetically (starting from Bug) that many times to see what type it is. Take -80 damage of that type, modifying it appropriately for type.


If you've come to this room before:

Five Unown come to life and attack instead of the above happening. Battle the Unown horde! Roll five twenty-sided dice to determine the types of their Hidden Power, taking each result and counting down the list alphabetically starting from Bug. If any result is 19 or 20 then they become a type you are weak to. Earn 9 Evo Points/6 Purification Points/3 Happiness Points instead of the points below.


Rewards: 3 Silver Tokens, 5 Evo Points/3 Purification Points/1 Happiness.


[The Minotaur stirs...]
 


SubonicXP

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SubonicXP

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PostPosted: Fri Sep 22, 2017 5:19 pm
[Misc. Rolls]


Chest 1 (Roll Range 1-12):

1. Potion
2. Super Potion
3. Full Heal
4. 1 Silver Token
5. 2 Silver Tokens
6. 3 Silver Tokens
7. 1 Leppa Berry
8. 1 Ether
9. Revive
10. Poke Doll
11. Silver Key
12. Sitrus Berry


Chest 2 (Roll Range 1-15):

1. Potion
2. Super Potion
3. Hyper Potion
4. Full Heal
5. 2 Silver Tokens
6. 3 Silver Tokens
7. 4 Silver Tokens
8. 1 Ether
9. 1 Elixir
10. Revive
11. Poke Doll
12. Silver Key
13. Sitrus Berry
14. 1 X Item of Choice
15. Type Based Held Item Of Your Type (Charcoal, Magnet, etc.)


Chest 3 (Roll Range 1-16):

1. Hyper Potion
2. Max Potion
3. Full Restore
4. Full Heal
5. 4 Silver Tokens
6. 6 Silver Tokens
7. 8 Silver Tokens
8. 1 Elixir
9. 1 Max Ether
10. Revive
11. Max Revive
12. Poke Doll
13. Silver Key
14. Enigma Berry
15. 1 Vitamin of Choice
16. Type Based Held Item Of Your Type (Charcoal, Magnet, etc.)


Sarcophagi (Roll Range: 1-20):

1. Potion
2. Full Restore
3. Antidote
4. Paralyz Heal
5. Heal Powder (-1 Evo/-0.5 Happiness Points if using.)
6. Oran Berry
7. 1 Silver Token
8. 4 Silver Tokens
9. Max Revive
10. 1 Max Elixir
11. Silver Key
12. Leftovers
13. Choice Item
14. Muscle Band, Wise Glasses, or Species specific Held Item.
15. Type Specific Berry (Occa, Passho, etc.)
16. It explodes! Take -40 damage!
17. A Weedle stings you! Poisoned!
18. A Litwick burns you! Burned!
19. A Zubat uses Supersonic! Confused!
20. The Sarcophagi attacks! Cofagrigus appears! [Battle!]


Mystery 1 (Roll Range: 1-12):

1. Oran Berry
2. Sitrus Berry
3. Lum Berry
4. 2 Silver Tokens
5. White Herb
6. Revival Herb (-1 Evo/-0.5 Happiness Points if using.)
7. Enigma Berry
8. 1 Elixir
9. A Spinarak jumps out! Poisoned!
10. A Joltik jumps out! Paralyzed!
11. A Larvesta jumps out! Burned!
12. You got a handful of mulch...please be mulch.


Mystery 2 (Roll Range: 1-12):

1. Super Potion
2. Revive
3. Max Revive
4. 3 Silver Tokens
5. Silver Key
6. Wise Glasses
7. Shell Bell
8. X Item of Choice
9. 1 Elixir
10. A Roggenrola explodes! Take -40 damage!
11. A Boldore explodes! Take -60 damage!
12. It's a Gigalith! [Battle!]


Mystery 3 (Roll Range: 1-12):

1. Super Potion
2. Revive
3. Max Revive
4. 3 Silver Tokens
5. Silver Key
6. Muscle Band
7. Shell Bell
8. X Item of Choice
9. 1 Elixir
10. A Vanillite explodes! Take -40 damage!
11. A Vanillish explodes! Take -60 damage!
12. It's a Vanilluxe! [Battle!]


Present (Roll Range: 1-20)

1. Heal 10 HP
2. Heal 20 HP
3. Heal 30 HP
4. Heal 40 HP
5. Heal 50 HP
6. Heal 70 HP
7. Take 10 Damage
8. Take 20 Damage
9. Take 40 Damage
10. Take 50 Damage
11. Take 60 Damage
12. Take 80 Damage
13. Receive Full Restore
14. Receive Elixir
15. Receive Revive
16. Receive Poke Doll
17. Receive Lum Berry
18. Receive Type Item of Choice (Charcoal, Magnet, etc.)
19. 1 Silver Token
20. Nothing

 
PostPosted: Fri Sep 22, 2017 5:20 pm
Silver Shop

Between each floor you may visit the Silver Shop to spend your Silver Tokens for various items. The shop is ran by Nebu's younger cousin a shiny Yamask hybrid named Hedj. Only Silver Tokens are accepted as currency here (the only place where it is). Furthermore you may also visit the shop mid-floor if you have a Silver Key. Visiting the shop will use up one Silver Key so time it wisely.

[New!] Hedj has rented out a space in his shop to a very skilled Medicham hybrid, thanks to his elder cousin's connections. Bindu is so extremely skilled in the art of Acupressure that in exchange for some Colored Shards (which she says contain the needed energies) she can bestow upon your Pokemon certain buffs. A list of offered buffing services can be found below.

---

[Hedj's Shop]

Silver Key: 2 Tokens (Allows you to visit the shop mid-floor.)

Super Potion: 2 Tokens

Hyper Potion: 6 Tokens

Max Potion: 10 Tokens

Full Restore: 12 Tokens

Full Heal: 4 Tokens

Revive: 15 Tokens

Max Revive: 20 Tokens

Poke Doll: 10 Tokens

X Items: 4 Tokens


---

[Bindu's Buffs]


Note: The number at the end of Stat Up buffs (Attack Up 1, etc.) signify how many stages that stat is increased. Buffs do not replace abilities or stat increases but can stack with them. However no buff can take your Pokemon over stat caps (+6). Buffs last for the entire labyrinth, Minotaur included.

Attack Up 1: 2 Red Shards or 1 Red and 1 Yellow Shard.

Attack Up 2: 4 Red Shards or 2 Red and 2 Yellow Shards.

Attack Up 3: 6 Red Shards or 3 Red and 3 Yellow Shards.

Defense Up 1: 2 Blue Shards or 1 Blue and 1 Green Shard.

Defense Up 2: 4 Blue Shards or 2 Blue and 2 Green Shards.

Defense Up 3: 6 Blue Shards or 3 Blue and 3 Green Shards.

Special Attack Up 1: 2 Yellow Shards or 1 Red and 1 Yellow Shard.

Special Attack Up 2: 4 Yellow Shards or 2 Red and 2 Yellow Shards.

Special Attack Up 3: 6 Yellow Shards or 3 Red and 3 Yellow Shards.

Special Defense Up 1: 2 Green Shards or 1 Blue and 1 Green Shard.

Special Defense Up 2: 4 Green Shards or 2 Blue and 2 Green Shards.

Special Defense Up 3: 6 Green Shards or 3 Blue and 3 Green Shards.

Speed Up 1: 2 Yellow Shards or 1 Red and 1 Yellow Shards.

Speed Up 2: 4 Yellow Shards or 2 Red and 2 Yellow Shards.

Speed Up 3: 6 Yellow Shards or 3 Red and 3 Yellow Shards.

Safeguard (4 Rooms): 1 Blue, 1 Yellow, and 1 Green Shard.

Aqua Ring (3 Rooms): 2 Blue, 2 Yellow, and 1 Green Shard.

Silver Touch (Earn +1 Silver Token each room): 2 Red, 2 Yellow, 2 Green, 2 Blue Shards.

Spare PP (Provides 1 additional PP once you run out): 2 Yellow, 2 Red, 1 Green.

Filter Aura (Acts like Filter ability.): 3 Red, 2 Blue

Lucky Aura (Acts like Lucky Egg): 2 Red, 2 Yellow, 2 Green, 2 Blue Shards.

Purifying Aura (0.5 Purification Point for every room): 4 of any combination of Blue and/or Green Shards.

Happy Aura (0.25 Happiness Point for every room): 4 of any combination of Red and/or Yellow Shards.

 


SubonicXP

Captain

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SubonicXP

Captain

Devoted Sex Symbol

5,625 Points
  • Ultimate Player 200
  • Marathon 300
  • Partygoer 500
PostPosted: Fri Sep 22, 2017 5:25 pm
[Prizes and End of Event]

Once the Minotaur is defeated, or time is up, everyone who participated will be judged on their battling performance (Tactics), their ingenuity in facing traps (Cunning), and how deep they made it into the labyrinth or how long they survived against the Minotaur (Survival). Prizes will be handed out for first, second, and third place as well as consolation prizes. Furthermore you will be awarded additional Evo/Purification points based on how well you did so try your best and survive!

1st Place Prize: 2x Snag Emblems or a Mega Stone/Z-Crystal of choice or a Rare Candy.

2nd Place Prize: 1x Snag Emblem or 30 Snag Coins or a Rare Candy

3rd Place Prize: 15 Snag Coins

Consolation Prize: 5 Snag Coins

Note: Leftover Silver Tokens are converted into Snag Coins at the end of the event, at the rate of 1 Snag Coin for every 2 Silver Tokens.
 
PostPosted: Sat Sep 23, 2017 3:23 pm
At the end of a long stone hallway a large stone slab with an ancient carving of a horned man rises up into the ceiling, a light gust of stale air flowing out as it does. On the inside torches flare up almost magically to illuminate the way. The Silver Labyrinth has been opened...are you brave enough to enter?

[Event Begin!]
 

Darksol88
Vice Captain

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