Phase 1
Pokemon: Chimchar
Type: Fire/Fighting (???)
Gender: Male
Nature: Brave
Level: 100+
Phase 2
Phase 3
Personality:
Crimson is very noble-natured. He's very courageous and is more likely to stand taller to threats than cower down. However, he does have a hot temper, becoming angry towards those that harass and bully others. He can't help but get in the way, no matter what consequence befalls upon him to do so. That being said, Crimson is rather stubborn once his mind is set. He won't stop until he physically can't go on any longer. He is considerably tactical and doesn't usually take the presented route to solving a problem, often trying to find other ways to do it. He's less direct when he fights, preferring to dodge rather than block and oncoming attack and counter. When he doesn't know anything about a certain area, he'll stay quiet and reserved unless provoked and angry. A natural sense of curiosity will allow for him to pursue anything. He is also a natural born leader.
Strengths:
Crimson is extremely innovative. Rather than see the obvious method to a problem, Crimson sees other ways to solve it and uses this knowledge in battle. For example, Crimson won't just throw Embers at an opponent, like normal Pokemon. He'll find tactical ways to use those Embers so that they do more damage to opponents and more benefit to him in the long run. As a result, he is a multi-faceted fighter and will use any advantage he has at his disposal, traditional or otherwise.
Crimson is agile and evasive. Reflecting his evasive method of attack rather than a more direct version, Crimson is able to dodge a wide variety of moves and onslaughts, even when it may seem like he can't. This is partially due to his size and build, but because this has enveloped his mentality as well, it has become a substantial method of defense...one that very few individuals have found a way through or around.
Crimson's temper and spirit makes him powerful. When he gets angry, he will be direct, but he will also get a major adrenaline boost from his anger, causing him to have more power in his abilities. He still is very tactical while enraged, but slightly less so. When he's mad, he'd rather beat you with strength and a lot of it. This acts as a very tactical switch-up and catches most foes off guard completely.
Weaknesses:
Crimson nobility can sometimes purposefully refuse the upper hand in a fight. He likes his battles to be as natural as possible, so more often than not when he encounters a group of Pokemon that don't use Tech, he won't use Tech (His Power Bat). In unnatural situation fights, Crimson will also most likely refuse to finish the foe in his belief that everyone deserves a second chance.
Crimson is weak. He started off in a world he understands vaguely is Pokemon. He didn't know how to fight or anything. He learned how he fights, but it's not based around power. As a result, his attacks are weaker than a normal Chimchar's attacks. He'll ultimately do a little less damage unless he is innovative or angry.
Crimson is very Close-Quarter-Combat oriented. The easy way to beat him is with range. While he can dodge (a lot), he can't dodge forever. His range attacks will be very weak. Crimson borderlines along the fighting strategy of a fighting type, so he wants to get up close and personal. That's where he can be the most agile and where he can do the most damage.
Special Abilities:
Crimson can change types. Although the origin of this power is still unknown, it is believed to be linked through the Elemental Stones. Touching an Elemental Stone, say, a Thunderstone, allows him to "absorb" that ability, similar to how Eeveloution works. He currently has the ability to change into the following types:
-Fire
-Water
-Electric
-Ground
Description: Crimson is covered in cascades of light before entering this form, much like evolving. In this form, his fur is pure white. His belly is pure white. His tail (which is on fire in this form) is pure white. The only accent of color on him are his eyes, which are golden yellow. He carries an intense aura that can be felt all around him and make it rather hard to breathe. He literally glows in white light around him, casting an almost godly look.
It is not entirely known as to how Crimson activates this form although it is believed to be triggered by emotional adrenaline. It is also unclear as to how much power he has in this form as well as how many abilities, but it is rumored that he can bring a Pokemon back to life from the dead, turning humans into Pokemon, reflecting attacks, emitting powerful beams of energy at opponents, and control all forms of energy with so much as a single touch of his finger. There has been no clear limit defined for this power and much of it still remains a mystery.
Equipment- The Power Bat. The Power Bat is an invention by Dr. Eckels, the Isle Defender's scientist and inventor. The Power Bat absorbs energy it collects and stores it. When the wielder uses it, it emits that energy back in the form of the type the wielder is. For example, a Fire-Type would emit the energy back through fire. An Electric-Type would emit that energy in the form of electricity. It isn't good for blocking large projectiles, though it is for small projectiles and a variety of close quarter combat moves.
Movesets
Crimson's moveset doesn't change largely as he changes from type to type. Rather his current moveset take on that attribute. If he learns a move specific to a type, then he adopts that move in exchange for one of his moves in that moveset, but no other moveset for his other types are affected. Below are his movesets for each type.
Fire
Description: Your typical Chimchar. Orange fur, blue eyes, and a flaming rear for a tail. His natural state and his most used. Used in Phase 1,2, or 3.
Close Combat (Physical)- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Flame Wheel (Physical)- A damage dealing Fire-Type move. The user cloaks itself in fire and charges at the target. It may also leave the target with a burn.
Ember- A Fire-Type move. Ember does damage and has a 10% chance of burning the target.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Fire Punch- A damage dealing Fire-Type move. The target is punched with a fiery fist. It may also leave the target with a burn.
Taunt- A Dark-Type move. Taunt makes the afflicted PokΓ©mon unable to use status moves. The effect lasts three turns or until the subject is switched out. Unlike most status moves, Taunt will affect a target with a substitute. On the turn that Taunt is used, if the PokΓ©mon using Taunt goes before the target and the target selected a status move that turn, the target's move will fail.
Water
Description: Blue blubbery-like skin replace his fur with a cream colored belly, dark green eyes, and a tail that is actually a fin. Speed in water is increased. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Water Wheel- (Variant of Flame Wheel. Physical) A Water-Type move. The user cloaks itself in a tidal wave of water and charges at the target. It may also be used to move across water at a very fast pace.
Water Gun- A special Water-Type move. Inflicts damage on the opponent.
Acrobatics- A physical Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Liquidation- A physical Water-Type move. The user slams into the target using a full-force blast of water. This may also lower the targetβs Defense stat.
Aqua Tail- A physical Water-Type move. Inflicts damage on an opponent.
Electric
Description: Yellow fur with electric blue eyes. The tip of his head is black while his tail is very reminiscent of Pikachu's. Crimson is faster overall in this form. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Thunder Wheel- (Variant of Flame Wheel. Physical). An Electric-Type move. The user cloaks itself in electricity and charges at the target. It may also leave the target paralyzed.
Thunderbolt- An Special Electric-Type move. It inflicts damage and has a 10% chance of paralyzing the target.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Thunder Punch- A Physical Electric-Type move. The target is punched with an electrified fist. This may also leave the target with paralysis.
Shock Wave- An Special Electric-Type move. Shock Wave inflicts damage and is unaffected by modifications to the accuracy stat and evasion stat. It will not hit a PokΓ©mon during the semi-invulnerable turn of moves such as Dig, Fly, and Dive.
Ground
Description: His fur turns brown, making him look like a normal chimp in relation to animals. His eyes turn brown and his tail is round and small. His attack is increased, but his speed is lowered. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Rock Wheel- (Variant of Flame Wheel. Physical). The user cloaks itself in a massive boulder and charges at the target. It may also cause the target to flinch.
Earth Power- A Special Ground-Type move. The user makes the ground under the target erupt with power. This may also lower the targetβs Sp. Def stat.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Stone Fists- A Physical Ground-Type move. The user forms fists on their hands from the rock in the earth and uses them to punch the target. It lowers the user's speed by one stage, but raises their critical hit rate during the attack.
Dig- A Ground-Type move. The user burrows underground, then typically attacks on the second turn. It can also be used as an escape tactic.
Psychic
Description: Sleek lavender fur cover him with a white belly and purple, focused eyes. His tail is nonexistent in this form. He has been known to levitate and many consider this his most powerful form behind his Ultimate Form. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Spirit Wheel- (Variant of Flame Wheel. Physical) A Psychic-Type move. The user cloaks itself in a pulsing ball of ethereal energy and charges at the target. It may also leave the target confused.
Psybeam- A Special Psychic-Type move. Psybeam does damage and has a 10% chance of confusing the target.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Psycho Cut- A Physical Psychic-Type move. The user tears at the target with blades formed by psychic power. Critical hits land more easily
Telekinesis- A Psychic-Type move. The user is able to pick up objects from a distance. Picking up a Pokemon will render it unable to use fighting or ground-type moves. Picking up objects will allow the user to turn them into projectiles, the damage of which is dependent on where they hit and how much mass they carry.
Dark
Description: A form of shadows. Black fur with a charcoal belly and a long slender tail. Crimson's eyes are light grey when he is in docile mode and vibrant red when he is in aggressive mode. Ability to sneak around in this form is increased. The form Crimson holds back on the most. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Smoke Wheel- (Variant of Flame Wheel. Physical) A Dark-Type move. The user cloaks itself in a dark shadow ball and charges at the target. It also leaves a trail of smoke that spreads around the target, causing their accuracy to fall.
Flatter- A Dark-Type move. Flatter raises the target's Special Attack by one stage and then confuses it. Even if the target is already confused or protected by Safeguard, its Special Attack will still be raised.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Night Slash- A Physical Dark-Type move. The user slashes the target the instant an opportunity arises. Critical hits land more easily.
Dark Pulse- A Special Dark-Type move. Dark Pulse inflicts damage and has a 20% chance of causing the target to flinch.
(Warning! Crimson in his Dark state is the only opportunity for him to turn from docile to aggressive. If his eyes are grey, then he is calm. If his eyes are bright red, then he is more aggressive. In the aggressive state, his attacks are more powerful as he doesn't hold anything back, but he loses his sense of compassion as well as himself.)
Grass
Description: Forest green fur with a light green underbelly. His eyes are still blue and his tail is a vine. He is most agile in this form and Crimson considers it the most versatile form to his disposal. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Razor Wheel- (Variant of Flame Wheel. Physical.) A Grass-Type move. The user cloaks itself in razor-sharp leaves from the plant life around it and charges at the target.
Vine Whip- A Grass-Type move. Vine Whip inflicts damage and has no secondary effect. It can be used to ensnare opponents by wrapping the vines around the target areas.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Leaf Blade- A Physical Grass-Type move. The user handles a sharp leaf like a sword and attacks by cutting its target. Critical hits land more easily.
Energy Ball- A Special Grass-Type move. The user draws power from nature and fires it at the target. This may also lower the targetβs Sp. Def stat.
Ice
Arctic Blue fur with a snow white belly. His eyes become a crisp and cutting light blue while his tail is a small puffball, similar to that of a chimps. His slowest form to date, but also his mightiest in terms of power and status. Used in Phase 1 or 2.
Close Combat- A damage dealing Fighting-Type move. The user fights the target up close without guarding itself. It also cuts the userβs Defense and Sp. Def.
Ice Wheel (Variant of Flame Wheel. Physical.) An Ice-Type move. The user cloaks himself in a mass of snow and hurtles itself at the target. This may also freeze the target.
Ice Hammer- A Physical Ice-Type move. The user swings and hits with its strong, heavy fist. It lowers the userβs Speed, however.
Acrobatics- A Flying-Type move. Acrobatics deals damage and its power is doubled to 110 if the user has no held item. Acrobatics can hit non-adjacent opponents in Triple Battles. If the user is holding a Flying Gem, the item is consumed before this move checks whether the PokΓ©mon has an item or not; therefore, the power is still doubled.
Ice Punch- A Physical Ice-Type move. The target is punched with an icy fist. This may also leave the target frozen.
Aurora Beam- A Special Ice-Type move. The target is hit with a rainbow-colored beam. This may also lower the targetβs Attack stat.
History: Timeline of Events
There isn't much data about his past...and in this instance, the phrase "isn't much" means hardly anything at all. No records of his existence as a human are available...especially on Ruula since that is not the planet he came from originally. The only one around that could possibly know would be Crimson. Unfortunately, he suffered from Amnesia and remembers nothing about his life before he became a Chimchar. The only clue regarding his past revealed to him was that a nefarious Dr. Benson could be responsible for his transformation. However, Crimson refutes this idea.
Crimson woke up on the beach of Mohka, discovering he'd been transformed from a human to a Chimchar with no recollection of his past. He stumbled into the Isle Defender's trial, where he teamed up with and befriended a speedy and optimistic Turtwig named Tag and joined the ranks of the Isle Defenders under the name "Team Persistence". Along the way, they picked up a competitive, but loyal Piplup named Maya and started working their way through the ranks to become the best Isle Defenders team there was.
They faced much opposition from both the outside and in. They constantly butted heads with Team RedEye, the Primary Elite Team of the Isle Defenders consisting of a Greninja named Gova, a Houndoom named Pounce, and a Zoroark named Zane. They also fought against the island's biggest threat, a sinister group known as the Psychic Rebellion that had been causing massive amounts of trouble for the inhabitants of Mohka. All the while, they fought to debunk the rumors that all Psychic-Types were evil and tried to clear the names of many supposed wanted "criminals" they were targeting. However, no one listened at first.
Very soon after, Crimson discovered the whereabouts of one of the Psychic Rebellion's strongholds and pleaded the Isle Defenders Commanders to let him seek them out. They denied his request, but Crimson led his team there anyway. However, upon attempting an entry, they were caught. While Maya and Tag were captured and held for ransom, Officer Zam, an Alakazam, decided Crimson was capable of causing trouble and elected to kill him instead by flinging him over a cliff and into the ocean below. However, against all odds, Crimson ended up surviving the fall and went back to fight Officer Zam, defeating him in a head-to-head battle. Upon returning to Isle Defenders HQ, Crimson not only captured one of the more prominent members of the Psychic Rebellion but also proved his theories true, cleared the names of hundreds of innocent Psychic-Types, and earned a great notoriety within the guild itself.
The days flew past. Crimson continued to lead Team Persistence through tougher and more critical missions, now that he'd proven to the Isle Defenders he could handle the workload. One day, however, they were able to overhear a conversation between a few of the elite. It was then that they discovered the Psychic Rebellion had a mole within the Isle Defender's ranks and the organization's head had tasked all the "Elite" status Guild Teams to discover them. Meanwhile, Crimson was slowly becoming more and more distant, constantly found deep in thought by himself. Tag and Maya pursued him, asking what was wrong, but Crimson evaded their questions and wished to be left alone for a bit.
Then, one night, Tag awoke to the sound of Crimson sneaking off. He remained still until he was gone before waking up Maya and sneaking off after him. They followed Crimson to the beach, where they discovered him as a Water-Type launching Water Guns towards the ocean. Tag and Maya interrupted him, asking Crimson to explain himself. It was then revealed that Crimson had survived Officer Zam's toss by morphing into a Water-Type before his body could hit the water. This was when he discovered his power, but he didn't know why he had it or how he managed to earn it. He also explained his past, telling them that he was once human but had since changed into a Pokemon and had no recollection of what his human life was like. Tag and Maya vowed to help Crimson figure all this out and that they were on his side, no matter what. That night, Crimson made life long friends with Tag and Maya.
Their adventures continued. Crimson continued to lead his team with more enthusiasm than he'd ever given before, yet still they couldn't find the traitor among their ranks. Eventually, the Day of the Tide was upon them, a celebration of the longest day of the year on Mohka, which included a tournament for all guild teams to partake in in the illustrious Thunderdome. With a thrill for competition and a chance to prove their own mettle, Team Persistence elected to sign up and give it their best shot. Fortunately for them, their best shot was enough to take the team far in the tournament and before they knew it, they were in the semifinals.
Trouble came when their semifinal match against Team Justice. A decently placed jab against Crimson sent him flying, hitting the Thunder Stone that accented the center of the Thunderdome and gave it it's name. Despite being a fairly weak attack, the Chimchar was knocked out early, leaving Tag and Maya to take on the other members of Team Justice by themselves. Fortunately, with Tag's quick feet, Maya's quick thinking, and their combined determination and teamwork, they managed to outlast Team Justice and make their way to the final to face Team RedEye, the Primary Elite Team and the favorites to win. Still, there was much question about what had happened, how strong Crimson actually was if he was able to be knocked out so easily, and whether they wanted to go up against the ruthless golden boys of the Isle Defenders with how unlikely the match seemed to them. But despite all warnings, Crimson told them that he'd proceed.
And so the final match commenced, Team Persistence versus Team RedEye. The underdogs kept up with the favorites in the beginning, but were swiftly and suddenly outclassed when Crimson was Paralyzed and Tag and Maya were separated from each other. They were on the verge of losing when Zane the Zoroark and Pounce the Houndoom took it upon themselves to make their victory extra sweet by brutally beating the Turtwig and Piplup to a pulp in celebration and in glorious revenge for the constant fighting the two sides had done up to this point. In doing so, they made Crimson extremely mad, causing him to transform into an Electric-Type. However, among other things, he was noticeably stronger and was able to sweep the floor with Pounce the Houndoom and Gova the Greninja. And despite Zane's best tricks, Crimson was barely able to outlast him in the end, effectively winning the tournament for Team Persistence.
Throughout the fight, words were exchanged between Crimson and Zane and after waking up and piecing it together, the Chimchar learned that Zane was the mole they were looking for. He sought out one of the Elite Guild Members to warn them, but Zane got to him first. However, his attempt to eliminate Crimson came too late as a bystander stepped in and brought Zane down with a single strike. Crimson learned that it was Dr. Eckels who had intervened and had also pieced everything together. Zane was imprisoned, and Dr. Eckels decided to help Crimson figure out his oddities as a type-shifter.
After several weeks of research from the scientist's end, the only answer they could find was a supposed key for unlocking his powers, which were linked with the Elemental Stones in some way. Upon realizing this, Crimson decided that his next mission was to obtain a Leaf Stone to test this theory. Fortunately, Team Persistence's status as effective fighters and accomplished Guild Members had earned them the right to become Elite Guild Members, meaning they could take missions outside of the Isle and could travel throughout the rest of Mohka. He and the rest of Team Persistence took advantage of this, taking missions that would take them to forests, plains, and marshes where they were most likely to find a Leaf Stone.
On their journey, Crimson, Tag, and Maya ran into a dynamic duo named Pert and Meryl, a powerful Plusle-Minun team who were hard-working Guild Members from another region. The two clashed on jobs and ultimately competed with each other. As their short rivalry started turning in favor of Team Persistence, it was revealed that Pert and Meryl had been kicked out of their Guild for lack of effectiveness and were trying to prove themselves worthy to rejoin. Seeing their potential as fighters and as general good souls, Crimson invited them to join Team Persistence. Before they knew it, the team of three had expanded to five. They also came across the International Guild, a massive group of extremely strong group members that spanned across the whole world. Seeing Team Persistence's strength as a team, they invited the group to join their ranks. Despite the generous offer, Crimson declined and the rest of his team followed suit, electing to remain local. It wouldn't be long before they found a Leaf Stone through their adventuring and put the theory to the test. Sure enough, just like with the Water Stone, Crimson was knocked out and came to shortly after with the ability to morph into a Grass-Type. The theory had been proven and they could return to the land they called home.
But upon return to the Isle Defenders, they discovered a horrendous attack on a nearby city had been carried out in the name of the Psychic Rebellion. Through investigation and eyewitness accounts, it was revealed that several Pokemon were kidnapped and taken to an unknown location, splitting apart a lot of families and creating inner turmoil in the local region. What was more confusing, one local believed they may have seen Mewtwo at the scene, though this could not be confirmed by anyone else. Mewtwo carried a name of mystery in the community as the final challenger to defeat on the Mohka Trial, a rigorous journey for one Pokemon at a time to combat and defeat the five most skilled combatants in the land. Nothing else could be gleaned about the legendary as the only one who knew where he resided was the fourth challenger on the Mohka Trial. As such, he was rumored to be a good standing citizen who supported the community and partook in it's traditions. The eyewitness account was played off as standard Psychic-Type deception and the work for finding the lost Pokemon began.
Only Crimson continued to dwell in the possibility of what could've gone on at the site and decided to make a bold claim: to take on the Mohka Trial.
(To be continued...)
After the downfall of the Psychic Rebellion, Crimson, Tag, and the other members of TeaM PerSisTenCe helped rebuild Bayside Town and brought the island of Mohka back to it's peaceful times. They still went on missions, explored new places, and continued to search for those that never renounced the ways of the Psychic Rebellion, specifically Sonya and Zane. Meanwhile, the Isle Defenders continued to work diligently, rebuilding the rest of Mohka's secretive Pokemon civilizations and maintaining the good times throughout.
One individual in particular worked harder than the rest. Now with more free time and new inventive ideas, the brilliant Dr. Eckels invented brand new Tech at a much higher rate. His work was no longer specifically for the Isle Defenders but for everyone who resided on the island. His inventions became less designed for combat and more designed for everyday use, making life easier for everyone. One project in particular had him working more feverishly than he had ever before. When he was asked about it by Crimson and Sarik, he told them it was a secret...one he wished to unveil to everyone.
Months would pass and the good times kept rolling. Eventually, the events of the final battle and what had happened there were nothing more than amazing stories the older generation told the younger. TeaM PerSisTenCe became an infamous name to all who heard it. Crimson's name in particular was a legendary one. The five teammates were recognizable wherever they went and cheers often accompanied them wherever they traveled to. Despite this, they never let their fame get to them. They stayed humble...they stayed focused.
And then one day, Dr. Eckels approached TeaM PerSisTenCe, saying that his major project was now complete. He asked them if they would be his first test subjects to explore a new place...one untouched by any Pokemon Exploration Team in the world. He also warned them that wherever they ended up, they would have to stay for a few months until Dr. Eckels found a way to bring them back. Despite this, Crimson accepted the offer without hesitation, the rest of his team following suit.
The next day, on the anniversary of the conception of the Isle Defenders, Dr. Eckels gathered a large crowd in the square for the main event. He proclaimed that a new world had yet to be discovered...a new realm of possibilities waiting to be explored. With that he revealed his latest and greatest invention, the Dimension Hopper. With it, any life form that stepped through it transported to a completely different world. He also proclaimed TeaM PerSisTenCe as the team who would get to go through first and explore this brand new land. Many goodbyes passed through the crowd to the five teammates, each packed with as much gear as they figured necessary for a long excursion through unknown territory. With a calm wave towards the cheering crowd, Crimson, Tag, Sarik, Pert, and Meryl went through the Dimension Hopper and into the world beyond. This was the beginning of their adventures within the Multiverse...
-Landed in Twisted Path
-Fought against the Necromancer's creation with other "special" humans.
-Warped to Ruula, specifically the Pokemon Trainer Academy, or Oak Island.
-Found Team RedEye (Pounce and Gova) and Team Justice (Dobro and Domingo)
-Returned a stolen Pokemon when Domingo was controlled by a dark energy.
-Ran into Radegast, Emiko Touko, and Cinder at the PTA.
-Fought and defeated one of the Sunrise Clan's members.
-Defeated Zane, Sonya, and the Psychic Rebellion for the first time with the help of the Sunrise Clan, Radegast's crew, and Touko.
-Established the Crimson Guild with the help of the Sunrise Clan and took the reins as it's director.
-Fought and defeated a warped Rayquaza using his Ultimate Form.
-Found and defeated a Psychic Rebellion stronghold with the aid of Winter Sakkio, Champion of the Kanto and Johto Region.
-Defended Ruula from an Ork Invasion by defeating the Ork Commander.
-Was approached by Radegast and began training him.