Welcome to Smogon! Take a moment to read the Introduction to Smogon for a run-down on everything Smogon, and make sure you take some time to read the global rules.
Sending out Nolan the Colossoil holding a Flame Orb!
"Smash! Crash! Dash!"
Ice Spinner - Ice Spinner - Ice Spinner
At the start of the step, IF Noctowl is to use a Protective Move, THEN use Sandstorm first instance and Chill remaining instances
At the start of your turn, IF Noctowl has a Decoy, THEN use Sludge Bomb
Combos:
1. Fire Fang + Bone Rush (Charcoal Chain)
2. Fire Blast + Acid Spray (Acid Burn)
3. Storm Throw + Scale Shot (Snake Style)
4. Will-O-Wisp + Bullet Punch (Burning Strike)
5. Toxic + Ember (Flaming Poison)
6. ---
Moves:
Level 0:
Aerial Ace
Brick Break
Bulk Up
Bullet Punch
Circle Throw
Cross Poison
Defog
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Mach Punch
Poison Fang
Poison Jab
Protect
Rest
Roar
Round
Screech
Sleep Talk
Snore
Substitute
Tail Whip
Toxic
Will-O-Wisp
Work Up
Level 1:
Confide
Double Team
Ember
Fire Spin
Flame Wheel
Force Palm
High Horsepower
Incinerate
Lick
Metal Claw
Morning Sun
Sand Tomb
Scratch
Sludge Bomb
Smog
Smokescreen
Stealth Rock
Sunny Day
Swagger
Taunt
Venom Drench
Level 2:
Acid Spray
Bone Rush
Burning Jealousy
Clear Smog
Corrosive Gas
Fire Blast
Flare Blitz
Gunk Shot
Heat Wave
Iron Tail
Low Kick
Magnitude
Scale Shot
Solar Beam
Superpower
Combos: 1. Moonblast + Fake Tears (Drama) 2. Mystical Fire + Diamond Storm (Brilliance) 3. Iron Defense + Body Press (Pressure) 4. Sand Tomb + Explosion (Finale) 5. Scorching Sands + Rock Polish (Polish) 6. ---
Moves:
Level 0: Calm Mind
Dazzling Gleam
Earth Power
Facade
Fake Tears
Flash Cannon
Heal Bell
Light Screen
Play Rough
Power Gem
Protect
Psychic
Reflect
Rest
Rock Polish
Rock Slide
Round
Sharpen
Sleep Talk
Snore
Substitute
Tackle
Toxic
Level 1: Amnesia
Ancient Power
Charm
Confide
Double Team
Encore
Flash
Hail
Harden
Helping Hand
Iron Defense
Rain Dance
Rock Throw
Safeguard
Sand Tomb
Sandstorm
Snowscape
Spikes
Stealth Rock
Sunny Day
Swagger
Swift
Level 2: After You
Covet
Flail
Meteor Beam
Misty Explosion
Secret Power
Stone Edge
Take Down
Terrain Pulse
Level 3: Baton Pass
Body Slam
Bulldoze
Diamond Storm (Signature)
Draining Kiss
Frustration
Guard Split
Guard Swap
Gyro Ball
Moonblast
Mystical Fire
Psych Up
Psyshock
Return
Rock Tomb
Scorching Sands
Smack Down
Telekinesis
Level 4: Ally Switch
Body Press
Endeavor
Endure
Explosion
Giga Impact
Gravity
Hidden Power
Hyper Beam
Last Resort
Magnet Rise
Metronome
Nature Power
Skill Swap
Stored Power
Tera Blast
Trick Room
Wonder Room
Combos:
1. Dragon Rush + Ominous Wind (Draco Boost)
2. Extreme Speed + Iron Tail (Super Speed)
3. Rock Slide + Breaking Swipe (Scatter Swipe)
4. Safeguard + Outrage (Pillow Fight)
5. Iron Head + Rock Tomb (Crash Charge)
6. ---
Moves:
Level 0:
Aerial Ace
Air Slash
Aqua Jet
Brick Break
Defog
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Heal Bell
Hone Claws
Ice Beam
Ice Punch
Iron Head
Leer
Light Screen
Protect
Reflect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Surf
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Waterfall
Wing Attack
Level 1:
Agility
Air Cutter
Barrier
Brutal Swing
Bubble Beam
Captivate
Confide
Curse
Cut
Detect
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Encore
Fire Spin
Hail
Haze
Helping Hand
Ice Spinner
Incinerate
Mega Punch
Mist
Mud-Slap
Ominous Wind
Power-Up Punch
Rage
Rain Dance
Rock Smash
Roost
Safeguard
Sandstorm
Scary Face
Shock Wave
Slam
Snowscape
Steel Wing
Sunny Day
Supersonic
Swagger
Swift
Tailwind
Twister
Water Gun
Water Pulse
Weather Ball
Whirlpool
Wrap
Level 2:
Aqua Tail
Bind
Blizzard
Double-Edge
Dragon Cheer
Dragon Rush
Dynamic Punch
Fire Blast
Focus Punch
Heat Wave
Hurricane
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Razor Wind
Scale Shot
Secret Power
Skull Bash
Stone Edge
Superpower
Take Down
Thunder
Zap Cannon
Level 3:
Attract
Bide
Body Slam
Breaking Swipe
Bulldoze
Chilling Water
Dive
Extreme Speed
Fly
Frustration
Fury Cutter
Headbutt
Icy Wind
Outrage
Return
Rock Tomb
Sky Drop
Level 4:
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Grass)
Horn Drill
Hyper Beam
Metronome
Mimic
Natural Gift
Stomping Tantrum
Tera Blast
Team Plasma N (Level 4)
Challenge Type: Unpurchaseable Singles (Reshiram OR Zekrom)
Battle Info
Match Type: 3v3 Singles Hours:
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Technique Control: 3 Backpack Size: 10 Lifelines: 2
(Each round where you order first, you may use a Lifeline before your orders; but doing so worsens your rewards. Braggarts can't use Lifelines.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Resupply - Fill half of the empty space in your backpack, rounded down, with Ethers. Then, fill the remaining space with Potions.
Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Switch - Switch your Pokemon.
Arena: N's Castle
N's Castle rises above the Unovan Pokemon League, easily the tallest structure in the entire region. This battle takes place in the throne room, immediately after N has summoned a legendary dragon, aiming to conquer the entire Pokemon world. Further, N loves and trusts his Pokemon, and they love and trust him in return, so many of them are more powerful than they would otherwise be, here at his throne.
All of N's Pokemon feel intense affection towards him, and can pull through for him even in the direst of circumstances. The first time one of them Faints, set that Pokemon's HP to 1 if it is less than 1, then set their EN to 6 if it is less than 6, then discard Fainting from them.
The specific benefits N's Pokemon have are:
N's Zoroark is extremely good at mimicry, creating more powerful illusions that still have effects even when broken. If Zoroark is sent out in disguise, they will gain all copyable abilities that the Pokemon they pretend to be has, until they leave play. Edited: See Sendout Post
N's Sigilyph has spent so long carrying its Life Orb that the two have developed a psychic bond. If they hold a Life Orb, that Life Orb is immutable.
N's Archeops will never get demoralized when it is losing. Ignore the line "While the user has less than half (x0.5) of their maximum HP remaining: Their Attack and Special Attack ranks are reduced by two (2)." on their Defeatist ability.
N's Vanilluxe and Gigalith have both been trained to resist the influence of other weathers. Their respective weathers cannot be discarded while they are in play.
N's Darmanitan always remains calm in the heat of battle, so they may assume either Standard or Zen Mode on sendout. They then cannot change their form for the rest of the battle.
N's Conkeldurr has being healed by N so often that they no longer notice pain as strongly, so they will only take 1 damage per action from burn.
N's Ferrothorn trained extensively in the strange magnetic fields of Chargestone Cave. When they enter play, Ferrothorn uses Magnet Rise as a triggered action.
N really likes single letters. All Z-Moves he uses ignore type immunities.
Level 1:
Agility
Captivate
Confide
Confuse Ray
Counter
Cut
Detect
Double Team
Encore
Extrasensory
Helping Hand
Incinerate
Mega Punch
Night Shade
Pain Split
Rain Dance
Rock Smash
Scary Face
Scratch
Sludge Bomb
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Trick
Level 2:
Assurance
Burning Jealousy
Covet
Foul Play
Fury Swipes
Grass Knot
Low Kick
Mega Kick
Payback
Punishment
Revenge
Secret Power
Take Down
Thief
Level 3:
Attract
Body Slam
Bounce
Dig
Frustration
Hex
Knock Off
Laser Focus
Lash Out
Low Sweep
Night Daze
Psych Up
Pursuit
Return
Skitter Smack
Snarl
Throat Chop
Torment
U-turn
Movepool: Level 0:
Brick Break
Bulk Up
Defog
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Mach Punch
Poison Jab
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Toxic
Work Up
Level 1:
Brutal Swing
Chip Away
Coaching
Confide
Counter
Curse
Detect
Double Team
Force Palm
Helping Hand
High Horsepower
Mega Punch
Pound
Power-Up Punch
Rain Dance
Rock Smash
Rock Throw
Scary Face
Slam
Sunny Day
Swagger
Taunt
Wide Guard
Level 2:
Close Combat
Comet Punch
Double-Edge
Dynamic Punch
Focus Energy
Focus Punch
Grass Knot
Hammer Arm
Low Kick
Mega Kick
Payback
Revenge
Reversal
Rock Blast
Secret Power
Smelling Salts
Stone Edge
Superpower
Take Down
Thief
Upper Hand
Wake-Up Slap
Level 3:
Attract
Bide
Body Slam
Bulldoze
Dig
Drain Punch
Foresight
Frustration
Hard Press
Knock Off
Low Sweep
Return
Rock Tomb
Smack Down
Level 1:
Ancient Power
Brutal Swing
Confide
Cut
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Echoed Voice
Extrasensory
Fire Spin
Helping Hand
Incinerate
Mist
Noble Roar
Rain Dance
Rock Smash
Roost
Safeguard
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Weather Ball
Level 2:
Blue Flare (Signature)
Double-Edge
Dragon Cheer
Fire Blast
Flare Blitz
Heat Wave
Payback
Scale Shot
Secret Power
Solar Beam
Stone Edge
Take Down
Level 3:
Body Slam
Breaking Swipe
Flame Charge
Fly
Frustration
Fusion Flare (Signature)
Heat Crash
Laser Focus
Mystical Fire
Outrage
Return
Rock Tomb
Scorching Sands
Level 4:
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power
Hyper Beam
Imprison
Overheat
Tera Blast
"We're back with a vengeance! This time, we aren't going to lose!"
Sending out Butter the Dragonite holding a Weakness Policy!
"Heya! Let's have a lot of fun with this battle!"
Dual Wingbeat - Dual Wingbeat - Dual Wingbeat
At the start of the step, IF Conkeldurr is to use Counter, THEN use Air Slash
At the start of the step, IF Conkeldurr is to use Bide AND Conkeldurr has Biding, THEN use Protect
At the start of the step, IF Conkeldurr is to use Smack Down, THEN use Dual Wingbeat
At the start of your turn, IF Conkeldurr isn't holding Enigma Berry AND Conkeldurr doesn't have a Decoy AND you are faster, THEN use Fly
"Fun?! You fool, you are merely a tool for this trainer."
"Master N don't take kindly to visitors like yous. Begone!" Conkeldurr: Knock Off (Dragonite)~Ice Punch (Dragonite)~Protect (Self)
1. At start of step 2, if Dragonite is to use Fly, then use Block (Dragonite).
"Let the truth of your cruelty be burned into your mind! Come, Reshiram!"
Switching to Reshiram holding Weakness Policy. Trapping means that counterswitching is impossible.
"Be cleansed from your sins." Reshiram: Dragon Pulse (Dragonite)~Dragon Breath (Dragonite)~Dragon Pulse (Dragonite)
1. At start of step, if Dragonite is to use Fly, and Dragonite is faster than Reshiram, then use Breaking Swipe (Dragonite)
2. At start of step, if Dragonite is to use Bide, and Dragonite has Biding, then use Protect (Self).
3. Once, at start of step, if Dragonite is to use a Partial Trapping move and Dragonite lacks Decoy, then use Fire Spin (Dragonite).
4. At start of turn 2, if Dragonite has an active Decoy, then use Scale Shot (Dragonite).
"Oh, no! They cut through your defenses just like that!? Alright Curtis, it's your time to shine!"
Sending out Curtis the Smokomodo holding a set of Loaded Dice!
"I will avenge my fallen alliesss..."
Bulk Up - Bulk Up - Bulk Up
At the start of your turn, IF Reshiram is Evasive, THEN use Dig
At the start of your turn, IF Reshiram isn't Hovering AND Reshiram isn't under Protection, THEN use Bone Rush + Fire Fang
At the start of your turn, IF Reshiram isn't Hovering AND Reshiram isn't under Protection, THEN use Bone Rush
At the start of your turn, IF Reshiram isn't Hovering AND Reshiram isn't under Protection, THEN use Scale Shot
Smokomodo Bone Rush + Fire Fang
5 Hit Ground Move that burns and flinches
Can't burn Reshiram because fire type
C: [1=Yes]=3, 18, 14, 21, 19=None
E: [10>= Yes]=67, 69, 77, 78, 98=No
D1: [4+3+8-7]*1.5+4=16
D2-5: [4]*1.5*4=24
[40 D Res] [4 E Smo]
Reshiram Dragon Tail
H: Guaranteed by nature
C: [1=Yes]=19
D: [6+3+8-5]+4=16
[16 D Smo] [6 E Res] [Phazing Smo]
"I am this team's glimmering hope. I shall serve as their beacon!"
[Mega Evolve] Iron Defense - Iron Defense - Iron Defense
At the start of the step, IF Reshiram is to use Endure, THEN use Sandstorm first instance
At the start of your turn, IF Reshiram is Evasive, THEN use Meteor Beam
At the start of your turn, IF Reshiram isn't Hovering AND Reshiram isn't under Protection AND Reshiram has at most 10 HP, THEN use Sand Tomb
At the start of your turn, IF Reshiram isn't Evasive AND Reshiram isn't under Protection, THEN use Diamond Storm and push back
Conkeldurr: Earthquake (Diancie) x3
1. At start of step, if Diancie is to use a Self Sacrificing move, then use Protect (Self).
2. At start of turn if Conkeldurr is burned and Conkeldurr lacks Guts, then use Facade (Diancie).
3. At start of turn if Diancie has Hovering and lacks Grounded then use Smack Down.
4. Once, at start of turn if Diancie lacks Protection, Diancie lacks Decoy, then use Power Up Punch + Coaching combo.
Moonblast - Moonblast - Moonblast
At the start of the step, IF Zoroark is to use a Protective Move, THEN use Trick Room first instance, use Sandstorm second instance
At the start of your turn, IF Zoroark is Evasive, THEN use Meteor Beam
"All I have to do is finish you off, and Lord N's world will be realized!" Zoroark: Hyper Beam (Smokomodo) x3
1. Once, At start of step, if Smokomodo is to use [???], then use Super Potion (Zoroark).
2. At start of step, if Smokomodo is to use [???], then use Counter (Smokomodo).
3. At start of turn, if Smokomodo is under Protection, then use Nasty Plot (Self).
4. At start of turn, if Smokomodo has a Decoy, then use Hyper Voice (Smokomodo).