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stakataka Choice Band HP: 85/85 EN: 20/30
13*/15/4/7/13 | 3/11 Types: Rock/Steel Abilities: Beast Boost Discipline: Uncaged Attacks can't be Sealed. Status: Torment(Gyro Ball, Rock Blast), Choice Lock(Gyro Ball, Rock Blast) Stages: none
Team honorable guards initiative houndoom HP: 45/90 EN: 28/30
7/4/8/6/95 | 3/3
-1 atk
fatigued Types: Dark/Fire Abilities: Early Bird, Flash Fire, Unnerve Traits: Requires no Tech for their first Technique each battle.
right right attack stakataka
protect
This step, if my opponent is to use aim or struggle, use flamethrower.
This step, if my opponent is to use chill, use flamethrower. attack stakataka
protect
This step, if my opponent is to use aim or struggle, use low kick.
This step, if my opponent is to use chill, use low kick.
dice are d600, roll low to hit/crit/effect, roll high for multi hit Step 1: protect
-4 en tries to protect but fails Step 2: protect
-4 en tries to protect but fails
stakataka Choice Band HP: 85/85 EN: 20/30
13*/15/4/7/13 | 3/11 Types: Rock/Steel Abilities: Beast Boost Discipline: Uncaged Attacks can't be Sealed. Status: Torment(Gyro Ball, Rock Blast), Choice Lock(Gyro Ball, Rock Blast) Stages: none
Team honorable guards initiative houndoom HP: 45/90 EN: 24/30
7/4/8/6/95 | 3/3
-1 atk
fatigued Types: Dark/Fire Abilities: Early Bird, Flash Fire, Unnerve Traits: Requires no Tech for their first Technique each battle.
stakataka Choice Band HP: 85/85 EN: 20/30
13*/15/4/7/13 | 3/11 Types: Rock/Steel Abilities: Beast Boost Discipline: Uncaged Attacks can't be Sealed. Status: Torment(Gyro Ball, Rock Blast), Choice Lock(Gyro Ball, Rock Blast) Stages: none
Team honorable guards initiative houndoom HP: 45/90 EN: 24/30
7/4/8/6/95 | 3/3
-1 atk
fatigued Types: Dark/Fire Abilities: Early Bird, Flash Fire, Unnerve Traits: Requires no Tech for their first Technique each battle.
stakataka Choice Band HP: 85/85 EN: 20/30
13*/15/4/7/13 | 3/11 Types: Rock/Steel Abilities: Beast Boost Discipline: Uncaged Attacks can't be Sealed. Status: Torment(Gyro Ball, Rock Blast), Choice Lock(Gyro Ball, Rock Blast) Stages: none
Team honorable guards initiative houndoom HP: 45/90 EN: 19/30
7/4/8/6/95 | 3/3
-1 atk
fatigued Types: Dark/Fire Abilities: Early Bird, Flash Fire, Unnerve Traits: Requires no Tech for their first Technique each battle.
Guards win!
progress more than 50% because weavile ko'ed
objectives
Main Objective: All Mega Stones leave the map.
Side Objective: Complete the Main Objective with at least one Guard never having been Alert.
Side Objective: Defeat Houndoom and Weavile at least once each.
completed none
FortColors 1 reward from the above side objectives table, -15 jc HeliosAflame 13jc 5rc, 2 star piece, 12 accolades
Movepool Level 0
Aerial Ace
Brick Break
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Flamethrower
Hone Claws
Iron Head
Liquidation
Poison Jab
Power Gem
Protect
Rest
Roar
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Swords Dance
Tackle
Thunder Fang
Toxic
Level 1
Bite
Brutal Swing
Captivate
Confide
Cut
Double Team
Dragon Breath
Dragon Rage
Dual Chop
False Swipe
Helping Hand
Incinerate
Metal Claw
Mud-Slap
Rain Dance
Rock Climb
Rock Smash
Sand Attack
Sand Tomb
Sandstorm
Scary Face
Spikes
Stealth Rock
Sunny Day
Swagger
Swift
Twister
Whirlpool
Level 2
Aqua Tail
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Iron Tail
Scale Shot
Secret Power
Stone Edge
Take Down
Level 3
Attract
Body Slam
Breaking Swipe
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Laser Focus
Mud Shot
Outrage
Return
Rock Tomb
Scorching Sands
Thrash
Level 4
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Natural Gift
Stomping Tantrum
Tera Blast
Rammus (Scolipede)
Level 4
Disciplines:
Lv2 - Toxic #Status - Always inflicts Toxin alongside Poison.
Lv3 - Surefooted #Switching - Steel-type, for the purpose of Hazards.
Lv4 - Grasping #Status - Partial Trapping blocks Fortes and -Proofs.
Typing: Bug/Poison Abilities: Poison Point, Swarm Hidden Ability: Speed Boost
Movepool Level 0
Aerial Ace
Brick Break
Bulk Up
Bullet Punch
Circle Throw
Crunch
Dark Pulse
Dragon Claw
Earthquake
Facade
Fire Punch
Focus Blast
Hone Claws
Hyper Voice
Ice Punch
Iron Head
Leer
Night Slash
Poison Jab
Protect
Rest
Roar
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Surf
Swords Dance
Tackle
Thunder Punch
Toxic
Uproar
Work Up
X-Scissor
Zen Headbutt
Level 1
Coaching
Confide
Cut
Double Team
Dual Chop
Echoed Voice
False Swipe
Helping Hand
Infestation
Karate Chop
Mega Punch
Power-Up Punch
Quick Guard
Rain Dance
Rock Smash
Scary Face
Seismic Toss
Sludge Bomb
Sunny Day
Swagger
Taunt
Vital Throw
Level 2
Arm Thrust
Beat Up
Close Combat
Comet Punch
Covet
Entrainment
Focus Energy
Focus Punch
Foul Play
Grass Knot
Gunk Shot
Hammer Arm
Low Kick
Mega Kick
Payback
Quash
Revenge
Reversal
Secret Power
Stone Edge
Superpower
Thief
You want these back? How adorable. I was wondering when someone would come sniffing around. Yes, yes, I know what these are worth. That is precisely why they are mine now. Team Flare has plans for these Mega Stones, plans far grander than whatever petty ambitions you might have. But please, do try to take them. My guards could use the entertainment. Fair warning though: they are a bit slow on the uptake, but once they notice you? Well. Let us just say you will not enjoy what comes next. And do be careful not to rile up both of them at once. That would be... unfortunate.
Opponents
Houndoom Level 4
Typing: Dark/Fire Abilities: Early Bird, Flash Fire Hidden Ability: Unnerve
Level 1
Bite
Captivate
Charm
Confide
Counter
Curse
Detect
Double Team
Ember
Fire Spin
Helping Hand
Howl
Incinerate
Mud-Slap
Pain Split
Rage
Rain Dance
Rock Smash
Role Play
Scary Face
Sludge Bomb
Smog
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Level 2
Beat Up
Burning Jealousy
Comeuppance
Double-Edge
Dream Eater
Feint
Fire Blast
Flare Blitz
Foul Play
Heat Wave
Inferno
Iron Tail
Nightmare
Payback
Punishment
Reversal
Secret Power
Solar Beam
Take Down
Thief
Level 3
Attract
Body Slam
Flame Charge
Frustration
Headbutt
Laser Focus
Lash Out
Mud Shot
Odor Sleuth
Pursuit
Return
Snarl
Super Fang
Temper Flare
Throat Chop
Torment
Trailblaze
Level 4
Destiny Bond
Embargo
Endeavor
Endure
Giga Impact
Hidden Power (Normal)
Hyper Beam
Mimic
Natural Gift
Overheat
Retaliate
Snatch
Spite
Tera Blast
Level 1
Agility
Bite
Captivate
Confide
Counter
Curse
Cut
Defense Curl
Detect
Double Hit
Double Team
Fake Out
False Swipe
Hail
Helping Hand
Ice Spinner
Mega Punch
Metal Claw
Moonlight
Mud-Slap
Power-Up Punch
Rain Dance
Rock Smash
Scary Face
Scratch
Snowscape
Sunny Day
Swagger
Swift
Taunt
Water Pulse
Whirlpool
Level 2
Assurance
Beat Up
Blizzard
Double-Edge
Dream Eater
Dynamic Punch
Feint
Focus Punch
Foul Play
Fury Swipes
Icicle Spear
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Punishment
Revenge
Reversal
Secret Power
Take Down
Thief
Triple Axel
Upper Hand
Level 3
Attract
Baton Pass
Chilling Water
Crush Claw
Dig
Foresight
Frustration
Fury Cutter
Headbutt
Icicle Crash
Icy Wind
Knock Off
Laser Focus
Lash Out
Low Sweep
Psych Up
Pursuit
Return
Snarl
Throat Chop
Torment
Trailblaze
Level 1
Amnesia
Bubble Beam
Captivate
Confide
Confusion
Counter
Curse
Double Team
Echoed Voice
Flash
Growl
Hail
Heal Pulse
Helping Hand
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Psybeam
Psychic Terrain
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Safeguard
Seismic Toss
Slack Off
Snowscape
Sunny Day
Swagger
Swift
Trick
Water Gun
Water Pulse
Weather Ball
Whirlpool
Withdraw
Yawn
Level 2
After You
Aqua Tail
Belch
Blizzard
Disable
Double-Edge
Dream Eater
Dynamic Punch
Expanding Force
Fire Blast
Focus Punch
Foul Play
Grass Knot
Hydro Pump
Iron Tail
Mega Kick
Nightmare
Secret Power
Skull Bash
Submission
Take Down
Zap Cannon
Level 3
Attract
Bide
Body Slam
Brine
Bulldoze
Chilling Water
Dig
Dive
Drain Punch
Frustration
Fury Cutter
Headbutt
Icy Wind
Mud Shot
Muddy Water
Psych Up
Psychic Noise
Psyshock
Razor Shell
Return
Scald
Stomp
Telekinesis
Teleport
Level 4
Belly Drum
Block
Body Press
Endure
Fissure
Fling
Future Sight
Giga Impact
Hidden Power (Normal)
Hyper Beam
Imprison
Magic Coat
Me First
Metronome
Mimic
Mud Sport
Natural Gift
Pay Day
Skill Swap
Stored Power
Tera Blast
Trick Room
Wonder Room
Slowking Level 4
Typing: Water/Psychic Abilities: Oblivious, Own Tempo Hidden Ability: Regenerator
Movepool Level 0
Avalanche
Brick Break
Calm Mind
Dragon Tail
Earthquake
Facade
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Light Screen
Liquidation
Nasty Plot
Power Gem
Protect
Psychic
Reflect
Rest
Rock Slide
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Punch
Thunder Wave
Toxic
Tri Attack
Waterfall
Zen Headbutt
Level 1
Amnesia
Bubble Beam
Captivate
Confide
Confusion
Counter
Curse
Double Team
Echoed Voice
Flash
Growl
Hail
Heal Pulse
Helping Hand
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Psybeam
Psychic Terrain
Psywave
Rage
Rain Dance
Recycle
Rock Smash
Safeguard
Seismic Toss
Slack Off
Snowscape
Sunny Day
Swagger
Swift
Trick
Water Gun
Water Pulse
Weather Ball
Whirlpool
Yawn
Level 2
After You
Aqua Tail
Belch
Blizzard
Disable
Double-Edge
Dream Eater
Dynamic Punch
Expanding Force
Fire Blast
Focus Punch
Foul Play
Grass Knot
Hydro Pump
Iron Tail
Mega Kick
Nightmare
Quash
Secret Power
Skull Bash
Take Down
Zap Cannon
Level 3
Attract
Bide
Body Slam
Brine
Bulldoze
Chilling Water
Chilly Reception
Dig
Dive
Drain Punch
Frustration
Fury Cutter
Headbutt
Icy Wind
Laser Focus
Mud Shot
Muddy Water
Psych Up
Psychic Noise
Psyshock
Razor Shell
Return
Rock Tomb
Scald
Stomp
Telekinesis
Teleport
Level 4
Ally Switch
Belly Drum
Block
Endure
Fissure
Fling
Future Sight
Giga Impact
Hidden Power (Normal)
Hyper Beam
Imprison
Magic Coat
Me First
Metronome
Mimic
Mud Sport
Natural Gift
Pay Day
Skill Swap
Stored Power
Tera Blast
Trick Room
Trump Card
Wonder Room
Slowbro-Galar Level 4
Typing: Poison/Psychic Abilities: Quick Draw, Own Tempo Hidden Ability: Regenerator
Level 1
Acid
Amnesia
Brutal Swing
Confusion
Curse
Growl
Hail
Haze
Heal Pulse
Helping Hand
Ice Fang
Iron Defense
Mega Punch
Psybeam
Psychic Terrain
Rain Dance
Safeguard
Sandstorm
Scary Face
Shell Side Arm
Slack Off
Sludge Bomb
Snowscape
Sunny Day
Swift
Trick
Water Gun
Water Pulse
Weather Ball
Whirlpool
Withdraw
Yawn
Level 2
Acid Spray
Belch
Blizzard
Disable
Double-Edge
Expanding Force
Fire Blast
Foul Play
Grass Knot
Gunk Shot
Hydro Pump
Iron Tail
Mega Kick
Rock Blast
Take Down
Venoshock
Level 3
Attract
Body Slam
Brine
Bulldoze
Chilling Water
Dig
Dive
Drain Punch
Headbutt
Icy Wind
Mud Shot
Muddy Water
Psych Up
Psyshock
Razor Shell
Scald
Sludge Wave
Smack Down
Stomp
Level 4
Belly Drum
Block
Body Press
Endure
Fling
Future Sight
Giga Impact
Hidden Power (Normal)
Hyper Beam
Imprison
Metronome
Pay Day
Skill Swap
Stored Power
Tera Blast
Trick Room
Wonder Room
Slowking-Galar Level 4
Typing: Poison/Psychic Abilities: Curious Medicine, Own Tempo Hidden Ability: Regenerator
Escape Zone. Mega Stones placed on this tile are secured and removed from play.
[M1]
Mega Stone. See Mega Stones and Map Scaling.
~G1~
Guard. See Guards.
~Hn~
Houndoom Spawn. After Houndoom has been Fainted for six (6) rounds: At the end of the Referee's turn, create a new copy of Houndoom on this tile, or an adjacent unoccupied tile if occupied.
~Wv~
Weavile Spawn. After Weavile has been Fainted for six (6) rounds: At the end of the Referee's turn, create a new copy of Weavile on this tile, or an adjacent unoccupied tile if occupied.
Arena Move: Miracle Eye
Objective
Starting Pokemon: Houndoom, Weavile.
Main Objective: All Mega Stones leave the map.
Side Objective: Complete the Main Objective with at least one Guard never having been Alert.
Side Objective: Defeat Houndoom and Weavile at least once each.
The number of Mega Stones scales based on Mega Candidates on the Player team:
[M1] is always present.
If the player has two (2) or more Mega Candidates: Add [M2].
If the player has three (3) Mega Candidates: Add [M3].
Mega Stones
Mega Stones are the objective of this map. They have the following properties:
Mega Stones have Size 1 and Weight 1.
Mega Stones cannot move or use actions.
Mega Stones cannot be targeted by actions except Rescue.
A Pokemon may only have one (1) Mega Stone as a Passenger at a time.
When a Mega Stone is placed on an Escape Zone tile: That Mega Stone leaves the map.
Guards
At the start of the map, randomly select two (2) of the following as Guards: Slowbro, Slowking, Slowbro-Galar, Slowking-Galar. Place Guard 1 on ~G1~ and Guard 2 on ~G2~.
Guards have the following properties:
Guards cannot move.
Guards can be targeted by actions.
Guards can use actions if Alert.
Guards are Unfainting.
Each Guard has a Line of Sight: Guard 1 watches Column C, Guard 2 watches Column D.
Alert Status
Each Guard is either Unalert or Alert. Both Guards begin Unalert.
A Guard becomes Alert if any of the following occur:
That Guard is hit.
A Player Pokemon ends its movement in that Guard's Line of Sight three (3) consecutive times.
At the end of each round, if no Pokemon has been in a Guard's Line of Sight for four (4) rounds: That Guard becomes Unalert.
If both Guards are Alert at any time, the Player is defeated.
Guards are Slowking and Slowking-Galar
FortColors to declare positions, items and first movement
Round 4 F5->F6 A6->A7->A8, Initate Garchomp Thief
This step IF my opponent has a decoy or my opponent has evasive against contact actions THEN use uproar
This step IF my opponent has a protective status THEN use nasty plot
up right engage (weavile)
Focus Punch (weavile)
[this step] IF #evasive move, THEN use earthquake
[this step] IF physical or special move, THEN use close combat
[this step] IF weavile has decoy, THEN use arm thrust.
[this step] IF #protective move, THEN use Swords Dance