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Objective Main Objective: Defend the Vaults for twenty (20) rounds.
Side Objective: Complete the Main Objective without a Bastiodon fainting.
Side Objective: Defeat Liepard and Bisharp at least once each.
...erm no progress
Combinations (4 / 4)
Fire Fang + Breaking Swipe
Toxic + Ember
Thunder Fang + Bulldoze
Heat Wave + Rock Tomb
Movepool Level 0
Aerial Ace
Air Slash
Brick Break
Crunch
Defog
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Fire Fang
Flamethrower
Hone Claws
Hyper Voice
Iron Head
Leer
Protect
Psychic Fangs
Refresh
Rest
Roar
Rock Slide
Round
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Thunder Fang
Toxic
Zen Headbutt
Level 1
Air Cutter
Bite
Brutal Swing
Captivate
Confide
Cut
Defense Curl
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Ember
Fire Spin
Helping Hand
Incinerate
Iron Defense
Mud-Slap
Ominous Wind
Rage
Rain Dance
Rock Smash
Roost
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Twister
Level 2
Aqua Tail
Double-Edge
Dragon Cheer
Dragon Rush
Fire Blast
Focus Energy
Heat Wave
Hurricane
Hydro Pump
Iron Tail
Secret Power
Stone Edge
Take Down
Level 3
Attract
Body Slam
Breaking Swipe
Bulldoze
Fly
Frustration
Fury Cutter
Headbutt
Laser Focus
Outrage
Return
Rock Tomb
Rollout
Temper Flare
Thrash
Molesome (Colossoil)
Level 4
Disciplines:
Lv2 - Tenacious - Limit 1 concurrent Major Condition.
Lv3 - Lightfooted - Flying-type, for the purpose of Hazards.
Lv4 - Grasping - Partial Trapping blocks Fortes and -Proofs.
Combinations (3 / 6)
Rapid Spin + Fire Fang
Thunder Fang + Snarl
Smack Down + Earthquake
(empty)
(empty)
(empty)
Movepool Level 0
Brick Break
Crunch
Dark Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Horn Attack
Leer
Poison Jab
Protect
Rest
Roar
Rock Slide
Round
Screech
Sleep Talk
Smart Strike
Snore
Strength
Substitute
Tackle
Thunder Fang
Toxic
Level 1
Ancient Power
Bite
Brutal Swing
Bubble Beam
Captivate
Chip Away
Confide
Double Team
Drill Run
Echoed Voice
Encore
Fake Out
High Horsepower
Ice Spinner
Mud-Slap
Peck
Rain Dance
Rapid Spin
Rock Smash
Rototiller
Sand Tomb
Sandstorm
Sludge Bomb
Stealth Rock
Sucker Punch
Sunny Day
Swagger
Taunt
Wide Guard
Level 2
Aqua Tail
Double-Edge
Flail
Foul Play
Fury Attack
Headlong Rush
Iron Tail
Magnitude
Megahorn
Mud Bomb
Payback
Quash
Secret Power
Spit Up
Stockpile
Stone Edge
Superpower
Swallow
Take Down
Thief
Level 3
Attract
Body Slam
Bounce
Bulldoze
Dig
Dive
Frustration
Knock Off
Lash Out
Mud Shot
Mud Shot
Muddy Water
Pursuit
Return
Rock Tomb
Rollout
Scorching Sands
Sludge Wave
Smack Down
Snarl
Torment
U-turn
Water Spout
Level 4
Block
Body Press
Embargo
Endure
Fissure
Giga Impact
Hidden Power (Psychic)
Horn Drill
Hyper Beam
Mimic
Natural Gift
Retaliate
Snatch
Level 1
Ancient Power
Brutal Swing
Charge
Confide
Cut
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Echoed Voice
Electric Terrain
Flash
Haze
Helping Hand
Noble Roar
Rain Dance
Rock Smash
Roost
Safeguard
Scary Face
Shock Wave
Stealth Rock
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Weather Ball
Level 2
Bolt Strike (Sig.)
Double-Edge
Dragon Cheer
Focus Punch
Payback
Rising Voltage
Scale Shot
Secret Power
Stone Edge
Supercell Slam
Take Down
Thunder
Level 3
Body Slam
Breaking Swipe
Charge Beam
Electro Ball
Fly
Frustration
Fusion Bolt (Sig.)
Laser Focus
Outrage
Return
Rock Tomb
Volt Switch
Level 4
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Grass)
Hyper Beam
Imprison
Magnet Rise
Tera Blast
---------------
Rushing River Rescue
Level 4 Mega-Rewarding Map
Oh, how delightfully chaotic. You see, I needed a little distraction while my colleagues conducted their business elsewhere. A few well placed explosives, a crumbling dam, and suddenly everyone is so very concerned about a flooded river. Pathetic, really. Those people stranded on the far bank? Collateral. I cannot say I care what happens to them. But you do, don't you? How very predictable. Go on then, play the hero. Splash around in the muck. Just mind the current. I hear something hungry moved in when the waters rose.
Opponents
Manectric Level 4
Typing: Electric Abilities: Static, Lightningrod Hidden Ability: Minus
Level 1
Ancient Power
Bubble
Bubble Beam
Captivate
Chip Away
Confide
Counter
Cut
Double Hit
Double Team
Dragon Dance
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Mud-Slap
Rain Dance
Rock Smash
Scary Face
Sludge Bomb
Swagger
Swift
Switcheroo
Taunt
Vise Grip
Water Gun
Water Pulse
Whirlpool
Level 2
Blizzard
Close Combat
Crabhammer
Double-Edge
Hydro Pump
Payback
Revenge
Secret Power
Superpower
Take Down
Thief
Level 3
Attract
Body Slam
Chilling Water
Dig
Dive
Frustration
Fury Cutter
Hard Press
Icy Wind
Knock Off
Lash Out
Mud Shot
Muddy Water
Razor Shell
Return
Rock Tomb
Scald
Sludge Wave
Snarl
Level 4
Endeavor
Endure
Fling
Giga Impact
Guillotine
Hidden Power (Normal)
Hyper Beam
Mimic
Mud Sport
Natural Gift
Nature Power
Retaliate
Spite
Tera Blast
Trump Card
Water Sport
Rushing River. Impassable, except by Water-type Pokemon, Pokemon that know Fly or Dive, and enemy Pokemon.
>>>
Escape Zone. Survivors placed on this tile are rescued and removed from play.
[S1]
Survivor 1 or 2. Stranded civilian. See Survivors.
[S3]
Survivor 3. Stranded civilian. See Survivors.
[S4]
Survivor 4. Stranded civilian. See Survivors.
~Ma~
Manectric Spawn. After Manectric has been Fainted for six (6) rounds: At the end of the Referee's turn, create a new copy of Manectric on this tile, or an adjacent unoccupied tile if occupied.
~Dr~
Drapion Spawn. After Drapion has been Fainted for six (6) rounds: At the end of the Referee's turn, create a new copy of Drapion on this tile, or an adjacent unoccupied tile if occupied.
~RP~
River Predator Spawn. See River Predator.
Arena Move: Wave Crash
Objective
Starting Pokemon: Manectric, Drapion, River Predator.
Main Objective: All Survivors leave the map.
Side Objective: Complete the Main Objective without any Player Pokemon fainting.
Side Objective: Defeat Manectric and Drapion at least once each.
G2 -> F2 -> E2, Initate Manectric Earthquake
This step IF Manectric is to use Protect THEN use Dragon Dance
This step IF Manectric is to use Magnet Rise THEN use Dragon Pulse
ROUND 1
Team Flare Celosia sent out Drapion!
Team Flare Celosia sent out Basculegion!
Team Flare Celosia sent out Manectric!
Mamoswindle sent out Salamence!
Mamoswindle sent out Zekrom! (-1 Tech)
Mamoswindle sent out Colossoil!
Salamence moved left! (F2)
Salamence moved left! (E2)
Salamence engaged Manectric! (+1 Initiative Token)
Zekrom moved left! (F4)
Zekrom moved left! (E4)
Zekrom used Support! (-8 EN, -1 Initiative Token)
Zekrom used Imprison!
Protect was locked away! (5 rounds)
Salamence's paralysis worsened! (3 Strain)
SUMMARY -0 HP, -3 EN | -0 HP, -0 EN -0 HP, -8 EN | -0 HP, -0 EN -0 HP, -0 EN | -25 HP, -3 EN
Move Down | Move Down | Toxic [Zekrom]
This step, IF Zekrom is to use Breaking Swipe + Thunder Fang or Thunder Wave + Dragon Tail, THEN use Torment.
This step, IF Zekrom is to use Dragon Dance + Light Screen or Rain Dance + Magnet Rise, THEN use Torment.
This step, IF Zekrom is to use Rest, THEN use Swords Dance.
Move Left | Move Up | Earthquake [Zekrom]
This step, IF Zekrom is to use Breaking Swipe + Thunder Fang or Thunder Wave + Dragon Tail, THEN use Torment.
This step, IF Zekrom is to use Dragon Dance + Light Screen or Rain Dance + Magnet Rise, THEN use Torment.
This step, IF Zekrom is to use Rest or Thunder Wave, THEN use Taunt.