
Welcome, to Jurassic Poke Park
You ever hear the one about the eccentric rich old dude who bought an island just to open a trillion dollar park with LIVE fossil Pokemon on display ... Turns out he wasn't as eccentric as we all thought ... People will pay big money for that sort of stuff ... But like any good thing, there's always a down side~
People get bored pretty easily and who wants to spend hundreds of dollars for a boat ticket to some off the maps island, and spend the day watching a Kabuto crawl around in the dirt? It's fun the first time ... expensive the second. To keep them coming back they'll want to see bigger and more impressive exhibits and shows~
Sooner or later you're going to need to innovate if you want to keep people coming which means mistakes will be made ... In this case, some DNA splicers got used in some pretty questionable experiments which may or may not have had proper supervision ...
Long story short, some employees were attempting to restore some ancient fossilized variations of the Unown species, but the DNA sample wasn't quite all together there so they spliced in the DNA of other similar Pokemon to compensate for the missing information.
Everything was going smoothly at first but we quickly discovered these Unown were out of our league when it came to keeping them inside their enclosure. We tried almost everything but nothing worked. They adapted much faster than expected and soon enough they broke free entirely. That's when they started getting into the other exhibits. Before we knew what was happening all the Pokemon were on the loose and we were being evaquated~
After we regrouped and returned to the island to contain the problematic Unown we discovered they were gone, ~ all ~ of the Pokemon, Unown and The fossil alike. Since then we've been working to uncover their locations and boy did we get a surprise. The fossil Pokemon were all over the place, from Kanto to Alola!
So we're calling on Trainer's from around the different regions to lend a hand. Each fossil Pokemon is equipped with a Recaller. A Small implant that when the Pokemon is knocked unconscious will automatically teleport it back to the island's medical bay where we can treat it and return it safely to its enclosure. The Unown, on the other hand, would probably be better off going with trainers who can control them better then we can.
Event Rules
►Character participation”: All characters you own are allowed to partake in this event.
►Encounters: It will cost -5 posts to encounter any pre-made wild Pokemon from this event. You may NOT capture any pre-made Pokemon.
Edited ►Prizes: Each Pre-made Pokemon defeated earns 1 of three prizes individualized to that Encounter. If a character you own has already defeated a pre-made Pokemon and claimed one of its three prize options then another may still challenge it but may not claim the same prize. They may, however, claim one of the two remaining prizes. In addition, the same character may not claim two prizes from the same Pre-made Pokemon. One prize per character only. This does not affect the Lv-based Exp earned from these battles. The normal Pokemon for your location are unchanged.
►Exp: Exp earned from Pre-made Pokemon is equal to the level of the Pokemon you defeated in battle. All EXP boosting items have no effect on EXP gains from event battles. This does not apply to the normal wild encounters for your location
►Levels: Any Pre-made Pokemon's level will match the Pokemon they originally encountered in battle. However, they automatically gain +1stage of speed.This does not apply to the normal wild encounters for your location
►Battles: All pre-made wild Pokemon have at least one "Leading-move" it will always begin each battle with. These moves will have "►" Before them. These moves are intended to prevent them from being swept out by Trainer Pokemon with powerful moves at lower levels as well as make stronger Pokemon work for the victory. Some Pokemon also have a "Follow-up move" which will have "►►" before it. Follow-up moves are used turn 2 in battle. In addition, some Pokemon have a "Reaction move" which will have "❖" before them. These moves are used in reaction to you performing a select few actions such as using a healing item/move or inflicting a status condition on them. A note will be made with the move for when the move is to be used. Otherwise you pick what move is used when.
►Switching: You may not switch Pokemon other than by the effect of an item & or move unless it's in response to having lost a Pokemon in battle.
►Items: You're allowed to use whatever items your character owns in battle up to 3 items per match.
►Duration of event: From 10/19/2017 to 1/19/2018 ( little over 3 months )
►Achivement: These Unown DO NOT count towards the " Alphabetti Spaghetti" Achievement.
►Getting started: Post here when you've started the event and for which character as well as when that character begins the Jurassic Poke-Park event. You may stop and return as you wish if need be. But each time you leave/return you must leave a post here so we know.
Update: At Loonamist's request held contests items are no longer acceptable rewards from this event.
Pre-made Wild Pokemon
Pre-made Wild Pokemon
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Battle Armor: Prevents Critical Hits and reduces damage from Physical Attacks by 1/10 of the total damage.
►ç•Knock Off: 65: Removes targets held Item for the rest of the battle. Increase power by 1.3 if removing an item this way. The item cannot be recovered with Recycle or harvest. Can not remove legendary items, or mega stones. If the target has the Sticky Hold ability, the damage will be increased, but the opponent will not lose the hold item.
ç•Aqua Jet: 40: (Priority +1)
•Rock Tomb: 60: Lower targets speed one stage
❖►►Screech: Lower targets defense two stages [ Use whenever Trainer Pokemon gain an increase to any stat ]
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Prize
x1 Fossil
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
A Lv5 Power-Type Unknown, Letters [ A. B & C ]



Power Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Stored Power: 20: Does damage based on the number of positive status increases the user has. +20 for each stage of increase. Max 200 Damage.
Nasty Plot: Raise special attack two stages
Prankster: Increases the priority of status moves by +1
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Shell Armor: Prevents attacks from critically hitting and reduces damage from Physical Attacks by 1/10 of the total damage.
►Whirlpool: 35: Traps opponent, hits 4-5 turns. Deals damage equal to 1/8 of the targets max HP for each turn after the first.
Ancient Power: 60: 3/10 Chance of raising all of user's stats one stage
Bubble Beam: 65: 1/2 Chance to lower targets speed one Stage
❖Shell Smash: Reduces physical & special defense one stage, but raise physical & special attack, & speed two stages. [ Use whenever Trainer Pokemon gain an increase to any stat ]
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Prize
x3 Evolution stone's
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Buffer-Type Unknown, Letters [ D, E & F ]



Buffer Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Amnesia: Raise special defense two stages
Barrier: Raise physical defense two stages
Clear Body: Opponent's moves which lower this Pokémon's stats have no effect. However this Pokémon may lower its own stats with its own moves
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Hustle: All physical attacks damage is increased by x1.5, however all physical attacks have a 1/5 chance to miss.
►~Lucky Chant: Damage done to user is reduced by 30 for 5 rounds. Prevents Critical Hits.
•Rock Blast: 25: hits 2-5 times
•Icicle Spear: 25: hits 2-5 times
❖Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4) [ Use against any grass-type move used by Trainer Pokemon ]
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Prize
x2 Gems
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Negation-Type Unknown, Letters [ G, H, & I ]



Negation Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Embargo: Opponents cannot use Items
Disable: Disables last move used by target pokemon for 4 turns
Pressure: Intimidates the opponent to not use the same move consecutively. If a pokemon with Pressure is in the active party, the chances of encountering pokemon of the two strongest levels is increased by 50%. In general, this means rolling a six sided dice for pokemon levels so that 1 and 2 are the lower levels, and 3, 4, 5, and 6 are half the highest level and half the second highest.
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Storm Drain: All Water-type attacks target this Pokemon. Grants immunity to Water-type moves and boosts Special Attack by 1 stage when hit by a Water-type move.
►Gastro Acid: Negate targets ability.
Brine: 65: Double Damage if targets HP is Less than half max.
Mega Drain: 40: Restores HP to the user equal to 1/2 of damage dealt.
❖çWring Out: Does damage depending on how much HP the opponent has.
100-75% HP: 120-dmg, 74-50% HP: 80-dmg, 49-25% HP: 60-dmg, 24-5% HP: 40-dmg, 4%-1HP: 10-dmg, [ Use if Trainer Pokemon recovers half max or more Hp by an item or move effect. ]
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Prize
x1 Type Plate
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Healer-Type Unknown, Letters [ J, K, & L ]



Healer Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Wish: The user makes a wish, and at the end of the next turn the currently active Pokemon recovers Hp equal to half of the Hp of the user. Not effected by Power herb. Can only be use 5 times in battle
Parting Shot: 20: Lower targets physical & special attack one stage then switches out.
Regenerator: Heals 1/3 max HP upon switching out or leaving battle
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Swift Swim: Boosts the Pokémon’s Speed by two stages in Rain
►~Rain Dance: Makes the weather change to Rain For 5 Rounds. Halves the Dmg of Solarbeam. Synthesis, Morning Sun, Moonlight restore 1/2th max Hp. Increases the base Dmg of Water type moves by +40 and decreases the base Dmg of Fire type move Dmg by -30.
ç•Metal Claw: 50: 1/2 chance of raising user's physical attack one stage
ç•Aqua Jet: 40: (Priority +1)
❖Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4) [ Use against any water-type move used by Trainer Pokemon ]
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Prize
x1 Lucky Egg
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Critical-Type Unknown, Letters [ M, N, & O ]



Critical Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
•Psycho Cut: 70: 1/10 chance to critically hit
Focus Energy: All attacks have a 1/10 of a critical hit. The chance to critically hit increases by 1/10 up to 5 times, with max at 5/10.
Super Luck: All attacks used by this pokemon have a 1/10 chance to critically hit. This ability can combine with attacks that can already critically hit and increase the chance of a critical hit even more.
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Mold Breaker: The Opponent's Ability has no effect
►❖Roar: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6) [ Using If trainer uses an item or switching Pokemon ]
►►ç•Endeavor: Cuts the targets HP to equal user's [ Use after Roar ]
ç•Stomp: 65: 4/10 Chance of causing target to flinch
~Incinerate: 60: destroys the targets held berry
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Prize
x3 Heartscale
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Assistant-Type Unknown, Letters [ P, Q, & R ]



Assistant Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Helping Hand: If used in a double battle, boosts 1 adjacent ally pokemon's physical & special attack by x1.5. (Priority +5)
Instruct: Forces selected target use its most recent move again immediately.
Symbiosis: This Pokémon will pass its item to an ally when the ally consumes or loses it's item.
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Sturdy: Attacks that would knock out this pokemon in one hit will leave 1 HP instead.
►Torment: Target cannot use the same move In a row
►►Mud-Slap: 20: Lower targets accuracy one stage
ç•Body Slam: 85: 7/10 chance to paralyze. If a pokemon has used minimize, the base power is doubled.
❖•Metal Burst: Takes the damage of the targets last attack and counters back with x1.3 damage. [ Use the after Trainer Pokemon used any physical damaging move ]
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Prize
x2 Big Mushroom
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 De-Buff-Type Unknown, Letters [ S, T, & U ]



De-Buff Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Encore: Target pokemon repeats their last used move for the next 3 turns
Kinesis: Lower targets accuracy one stage
Magic Bounce: Reflects the effect of all stat lowering status moves (excluding Memento), non-damaging status condition-inducing moves, entry hazard moves, moves like Taunt and Torment, and so on back to the user.
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Solid Rock: Any Attacks that do x2 damage will only do x1.5 damage, and attacks that do x4 damage will only do x3 damage
►Curse: Raise physical attack & defense one stage, then lower speed one stage.
►►ç•Liquidation: 85, 6/10 chance of lowering opponent's Defense one stage.
ç•Bite: 60: 4/10 Chance to Flinch target
❖Swagger: Confuses target pokemon, and raise their physical attack two stages [ Use if Liquidation lowers Trainer Pokemons defense ]
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Prize
x1 Dream Gem
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Inversion-Type Unknown, Letters [ V, W, & X ]



Inversion Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Psych Up: Copies all stat changes of target pokemon, both positive and negative.
Topsy-Turvy: Reverses stat changes of target
Contrary: Inverts stat modifiers, causes all effects that would lower a stat to increase it instead, and vice versa.
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Strong Jaw: All biting attacks used by this pokemon do x1.3 damage
►•~Stealth Rock: Damages Opponent Switching into Battle. Damage is Based on Weakness to Rock;
Effective 1/4x = 1/32 Max Hp
Effective 1/2x = 1/16 Max Hp
Effective 1x = 1/8 Max Hp
Effective 2x =1/4 Max Hp
Effective 4x = 1/2 Max Hp
►►❖Roar: Makes foes flee (wild), forces target to randomly swap Pokemon (trainer battle) (Priority -6) [ Using If trainer uses an item or switching Pokemon ]
ç•Crunch: 80: 7/10 chance to Lower targets physical defense one stage
ç•Stomp: 65: 4/10 Chance of causing target to flinch
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Prize
x1 TM
OR
x1 Held item other than a Type-Plate, Lucky eggs, Exp share, Incense or evet item.
OR
a Lv5 Restrictive-Type Unknown, Letters [ Y & Z ]


Restrictive Type
Hidden Power: 60: Generate a number 1-18. The number results in the moves typing. ( Do this each time the move is used )
1- Fire / 2- Water / 3- Grass / 4- Electric / 5- Psychic / 6- Ice / 7- Dragon / 8- Dark / 9- Fairy
10- Normal / 11- Fighting / 12- Flying / 13- Poison / 14- Ground / 15- Rock / 16- Bug / 17- Ghost / 18- Steel

Dice #1 1B - 2C - 3D - 4F
Dice #2 1G - 2H - 3J - 4K
Dice #3 1L - 2M - 3N - 4P
Dice #4 1Q - 2R - 3S - 4T
Dice #5 1V - 2W - 3X - 4Z
Calm Mind: Raise special attack & defense one stage
Double Team: Raise evasiveness one stage
Unaware: If the pokemon with this ability is targeted by a damaging move, the attacker's accuracy and attack stat boosts are ignored. If the pokemon with this ability is attacking with a damaging move, the opponent's evasion and defense stat boosts are ignored.