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.
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.
Rewards FortColors: -15JC, mega unlocks for Scolipede and Garchomp, 3 picks from the following table
Level 1
Agility
Air Cutter
Brutal Swing
Captivate
Confide
Counter
Curse
Cut
Detect
Double Hit
Double Team
Dual Wingbeat
False Swipe
Helping Hand
Morning Sun
Ominous Wind
Quick Guard
Rage
Rain Dance
Rock Smash
Roost
Safeguard
Sandstorm
Scary Face
Silver Wind
Sonic Boom
Stealth Rock
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Level 2
Assurance
Close Combat
Double-Edge
Feint
Focus Energy
Razor Wind
Reversal
Rock Blast
Secret Power
Skull Bash
Stone Edge
Take Down
Thief
Level 3
Acrobatics
Attract
Baton Pass
Bide
Frustration
Fury Cutter
Headbutt
Knock Off
Laser Focus
Lunge
Pounce
Pursuit
Return
Rock Tomb
Skitter Smack
Smack Down
Stone Axe
Struggle Bug
Trailblaze
U-turn
Level 4
Endure
Giga Impact
Hidden Power (Fairy)
Hyper Beam
Mimic
Natural Gift
Tera Blast
Level 1
Captivate
Confide
Confuse Ray
Counter
Curse
Double Team
Encore
Haze
Infestation
Lick
Mega Punch
Night Shade
Ominous Wind
Pain Split
Power-Up Punch
Psywave
Rage
Rain Dance
Rock Smash
Role Play
Scary Face
Seismic Toss
Sludge Bomb
Smog
Sucker Punch
Sunny Day
Swagger
Taunt
Toxic Spikes
Trick
Level 2
Acid Spray
Clear Smog
Corrosive Gas
Disable
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Foul Play
Gunk Shot
Mega Drain
Mega Kick
Nightmare
Payback
Poltergeist
Secret Power
Skull Bash
Submission
Take Down
Thief
Thunder
Venoshock
Zap Cannon
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
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.
Objectives:
Main Objective: All Mega Stones leave the map. (Complete)
Side Objective: Complete the Main Objective with at least one Guard never having been Alert. (Complete)
Side Objective: Defeat Houndoom and Weavile at least once each.
Side Objective Rewards (max 1 each):
All Levels
Level 4 Only
3RC x Number of Starting Pokemon
1TC x Numer of Starting Pokemon Festive Voucher
Academy Credit Comet Shard Artemis' Token of Esteem
Rewards FortColors -15JC, one (1) Side Objective Reward, unlocks Mega Evolution Doduodrio +5RC, +13JC, 2xStar Pieces, +12Accolades
Level 1
Amnesia
Bubble
Bubble Beam
Captivate
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Echoed Voice
Encore
Growth
Hail
Haze
Helping Hand
Mega Punch
Mist
Mud-Slap
Pound
Power-Up Punch
Psywave
Rage
Rain Dance
Rock Smash
Seismic Toss
Swagger
Sweet Kiss
Swift
Water Gun
Water Pulse
Weather Ball
Whirlpool
Level 2
Blizzard
Double Slap
Double-Edge
Dynamic Punch
Focus Punch
Hydro Pump
Ice Ball
Low Kick
Mega Kick
Mud Bomb
Payback
Secret Power
Skull Bash
Submission
Take Down
Thief
Wake-Up Slap
Level 3
Attract
Bide
Body Slam
Bounce
Bulldoze
Chilling Water
Dig
Dive
Frustration
Headbutt
Icy Wind
Low Sweep
Mind Reader
Mud Shot
Muddy Water
Psych Up
Return
Scald
Level 4
Belly Drum
Endeavor
Endure
Fissure
Fling
Giga Impact
Hidden Power (Water)
Hyper Beam
Metronome
Mimic
Natural Gift
Perish Song
Splash
Tera Blast
Water Sport
Movepool Level 0
Autotomize
Facade
Flash Cannon
Metal Sound
Power Gem
Protect
Rest
Rock Polish
Round
Screech
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Uproar
Wild Charge
Level 1
Charge
Confide
Discharge
Double Team
Electric Terrain
Gear Up
Iron Defense
Magnetic Flux
Recycle
Rock Smash
Sandstorm
Shock Wave
Steel Roller
Swagger
Thunder Shock
Vise Grip
Level 2
Assurance
Bind
Mirror Shot
Rising Voltage
Secret Power
Steel Beam
Thunder
Zap Cannon
Sprite by Beliot419 While the Aether Foundation has given up its criminal ways, their HQ still holds a lot of interdimensional research prone to malfuctioning... and now UBs are pouring out of it! The Island Guardians are still in their weakened state and must be protected, but fortunately the rogue Ultra Wormholes have also brought allies to your side. Repel the alien invaders and guard the peace of Alola!
Movepool Level 0
Calm Mind
Crunch
Earthquake
Facade
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Iron Head
Light Screen
Metal Sound
Protect
Psychic
Psychic Fangs
Reflect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Wild Charge
Work Up
Zen Headbutt
Level 1
Agility
Confide
Cosmic Power
Double Team
Fire Spin
Helping Hand
Iron Defense
Metal Claw
Morning Sun
Noble Roar
Safeguard
Scary Face
Shock Wave
Steel Roller
Sunny Day
Swagger
Swift
Wide Guard
Level 2
Close Combat
Double-Edge
Expanding Force
Fire Blast
Flare Blitz
Iron Tail
Metal Burst
Meteor Beam
Solar Beam
Steel Beam
Stone Edge
Superpower
Take Down
Thunder
Wake-Up Slap
Level 3
Body Slam
Bulldoze
Flame Charge
Frustration
Gyro Ball
Heat Crash
Heavy Slam
Knock Off
Mystical Fire
Outrage
Psych Up
Psyshock
Return
Rock Tomb
Snarl
Sunsteel Strike (Signature)
Teleport
Level 4
Endeavor
Endure
Future Sight
Giga Impact
Hidden Power (Normal)
Hyper Beam
Last Resort
Splash
Tera Blast
Trick Room
Movepool Level 0
Aerial Ace
Air Slash
Calm Mind
Dazzling Gleam
Defog
Facade
Focus Blast
Hypnosis
Ice Beam
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Rest
Roar
Round
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Thunderbolt
Toxic
Will-O-Wisp
Work Up
Level 1
Agility
Confide
Confuse Ray
Confusion
Cosmic Power
Double Team
Dual Wingbeat
Helping Hand
Moonlight
Night Shade
Rain Dance
Roost
Safeguard
Scary Face
Shock Wave
Sunny Day
Swagger
Swift
Tailwind
Trick
Wide Guard
Level 2
Blizzard
Dream Eater
Expanding Force
Heat Wave
Meteor Beam
Poltergeist
Sky Attack
Solar Beam
Thunder
Level 3
Acrobatics
Charge Beam
Fly
Frustration
Hex
Icy Wind
Moonblast
Moongeist Beam (Signature)
Night Daze
Phantom Force
Psych Up
Psyshock
Return
Sky Drop
Telekinesis
Teleport
Movepool Level 0
Air Slash
Autotomize
Earthquake
Energy Ball
Facade
Flamethrower
Flash Cannon
Iron Head
Metal Sound
Protect
Rest
Rock Slide
Round
Sleep Talk
Smart Strike
Snore
Substitute
Tackle
Toxic
Zen Headbutt
Level 1
Absorb
Brutal Swing
Confide
Double Team
Harden
Iron Defense
Seed Bomb
Shock Wave
Steel Roller
Swagger
Wide Guard
Level 2
Double-Edge
Fire Blast
Grass Knot
Ingrain
Leech Seed
Mega Drain
Megahorn
Meteor Beam
Skull Bash
Solar Beam
Steel Beam
Stone Edge
Superpower
Movepool Level 0
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Flamethrower
Iron Head
Poison Jab
Protect
Rest
Rock Slide
Round
Shadow Claw
Sleep Talk
Snore
Substitute
Toxic
Level 1
Amnesia
Bite
Brutal Swing
Double Team
Dragon Rage
Dual Chop
High Horsepower
Iron Defense
Mega Punch
Shock Wave
Sludge Bomb
Steel Roller
Wide Guard
Level 2
Belch
Corrosive Gas
Dragon Rush
Fire Blast
Hammer Arm
Heat Wave
Iron Tail
Mega Kick
Payback
Stockpile
Stone Edge
Swallow
Thief
Level 3
Body Slam
Bulldoze
Drain Punch
Frustration
Gastro Acid
Gyro Ball
Heat Crash
Heavy Slam
Knock Off
Lash Out
Outrage
Return
Rock Tomb
Sludge Wave
Smack Down
Snarl
Steamroller
Stomp
Thrash
Wring Out
Level 4
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Normal)
Hyper Beam
Last Resort
Magnet Rise
Stomping Tantrum
--
A
B
C
D
E
F
G
H
I
J
K
1
~~~
~~~
~~~
HP: 7
-2-
~~~
-3-
HP: 7
~~~
~~~
~~~
2
HP: 7
-1-
~~~
::
--
::
--
~~~
::
--
::
--
~~~
~~~
~~~
3
::
--
::
--
~~~
~~~
~~~
~~~
~~~
~~~
::
--
~~~
~~~
4
~~~
~~~
~~~
~~~
[_]
~~~
~~~
~~~
::
--
-4-
HP: 7
5
~~~
~~~
~~~
~~~
~~~
~~~
~~~
~~~
~~~
::
--
::
--
Map Legend
::
--
Land. No additional effect.
-1-
Player starting position. Position -4- is occupied by Solgaleo or Lunala.
~~~
Ocean. Passable by Pokemon who are Water-type or know Fly or Dive, and by Solgaleo, Lunala, and opposing Ultra Beasts.
[_]
Incursion. The Referee spawns Ultra Beasts here, or on an adjacent unoccupied tile if occupied.
Main Objective: Defeat all seven (7) opposing Ultra Beasts.
Side Objective: Do not allow Solgaleo or Lunala to faint.
Side Objective: Do not allow any Island Guardian to faint.
Defeat Condition:
All four (4) Island Guardians are defeated.
Unending Ultra Incursion
The map begins with no opponents in play. The referee always has 5 maximum movement points each round.
While ordering movement, the Referee may place opposing Ultra Beasts, that they haven't yet placed this battle, on the Incursion tile by spending movement points equal to their Level. Those Ultra Beasts can't move in the same round they are placed. If the Incursion tile is occupied, the Referee may place opposing Ultra Beasts on an unoccupied tile adjacent to the Incursion tile.
The Referee must place at least one opposing Ultra Beast during their round, if they control none.
The Referee may control a maximum of three (3) Ultra Beasts at the same time. The Referee's Ultra Beasts may move up to three (3) tiles in a single round.
The Referee can't have more than one (1) Ultra Beast at a time on each island with an active Guardian. (This makes the Ocean tiles adjacent to Island Guardians important vectors of attack...)
Allied Unit: Solgaleo or Lunala
The fourth player-start position will be occupied by an allied Solgaleo or allied Lunala, controlled by the player.
If the player signed up for this Guild Task during an odd-numbered month (in UTC), the ally will be Solgaleo. If they signed up for this Guild Task during an even-numbered month (in UTC), the ally will be Lunala.
Solgaleo and Lunala have permanent free movement, allowing them to cross Ocean tiles; furthermore, they may move up to three (3) tiles in a single round.
Solgaleo or Lunala may, by spending 2 movement points, teleport to any unoccupied tile or any tile containing an ally. This counts as Solgaleo or Lunala's movement for the round. If they teleport to a tile containing an ally, that ally is teleported to Solgaleo or Lunala's previous tile. (Switching their positions.)
Swapping with an ally may strand them in an Ocean tile they can't traverse. A Pokemon stranded in this way can battle, but cannot move on their own and must be either Rescued or swapped with once more to be freed.
Defense Targets
The Guild Alliance is tasked with defending four Island Guardians that cannot move or be moved, placed in fixed positions throughout the map:
Poni Island is defended by Tapu Fini, who shrouds the island in immutable Misty Terrain.
Melemele Island is defended by Tapu Koko, who shrouds the island in immutable Electric Terrain.
Akala Island is defended by Tapu Lele, who shrouds the island in immutable Psychic Terrain.
Ula'ula Island is defended by Tapu Bulu, who shrouds the island in immutable Grassy Terrain.
Island Guardians have 7 maximum HP and Unaffected by all effects, except those of the Interact command as follows:
Player Pokemon may interact with an Island Guardian that hasn't been defeated to restore 1 HP to that Guardian.
Opposing Ultra Beasts may interact with an Island Guardian to deplete 2 HP from that Guardian, or 3 HP if that Guardian is weak to either of the user's Types.
When a Guardian runs out of HP, they are removed from the map, and they no longer protect their Island or provide their Terrain.