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Moves:
[Level 0]
Bug Bite
Crunch
Dark Pulse
Dragon Pulse
Earth Power
Earthquake
Facade
Fire Fang
Flamethrower
Flash Cannon
Iron Head
Leer
Metal Sound
Power Gem
Protect
Rest
Roar
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Toxic
Uproar
Will-O-Wisp
[Level 1]
Ancient Power
Captivate
Confide
Double Team
Fire Spin
Incinerate
Iron Defense
Metal Claw
Mud-Slap
Rock Climb
Rock Smash
Sandstorm
Scary Face
Stealth Rock
Steel Roller
Sunny Day
Swagger
Taunt
[Level 2]
Burning Jealousy
Fire Blast
Flare Blitz
Heat Wave
Magma Storm (sig.)
Payback
Rock Blast
Secret Power
Solar Beam
Steel Beam
Stone Edge
Take Down
Raid Arena - Hidden Ninja Dojo This strange dojo, said to be manned by no one, is hidden behind a swamp (you hear some people talk about funny mushrooms growing nearby). Its old, moldy wooden doors open for you before shutting off with a worrying amount of force once you're in. In the center of a perfectly round room, a mysterious silhouette is floating above the floor... You're pretty sure the room is full of hidden contraptions, too.
Intangibile Shadow Ninja Master
Shedinja has no HP parameter. They can't gain or lose HP, and their HP can't be set.
If all five of Shedinja's students (Ninjask, Weezing, Drapion, Golisopod, Greninja) are Fainted, the challenger wins the battle.
Aspiring Shadow Ninja Students
Shedinja's ninja students enter play each round, one per round, one after the other. Once Master Shedinja's patience is spent... watch out.
Shedinja has interest in training the challenger until the end of round 6.
Once Shedinja no longer has interest in training the challenger: The challenger loses the battle.
At the end of each round: Randomly select two of Shedinja's students that are not fainted (or as many as possible). Withdraw any students in play that were not selected; then, send out any students in reserve that were selected.
Rewards
Player Progress: Minion total missing HP, except Ninjask / Minion total Maximum HP, except Ninjask. (Ninjask is a worthless student.)
Entry Cost: 4 JC
Progress: 4 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Daredevil, Tutor, and Psychic vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6 JC
Completion: 2 moreJC
Shuffle Results and blurbs next post
Rearguard
At the end of the round, if the Protector has less percent HP remaining than the user: The user and the Protector exchange roles and vocations. (Even if one or both are fainted.)
Blackguard
If an ally's stat stages would be raised by an effect; instead, the user's stat stages are raised.
If a condition would be created by an ally, on an ally; instead, that condition is created on the user, instead.
Thunderbolt (Golisopod)
If Shedinja is to use Poltergeist targeting Naganadel, and Shedinja does not have Flinching, then use Protect (Naganadel).
If Shedinja is to use Dig targeting Naganadel, and Shedinja does not have Flinching, then use Protect (Naganadel).
If Shedinja is to use Skitter Smack targeting Naganadel, and Shedinja does not have Flinching, then use Protect (Naganadel).
If Shedinja is to use Sucker Punch targeting Naganadel, then use Protect (Naganadel).
Fire Blast (Weezing)
If you have Helping Hand, then use Steel Beam (Weezing).
Heat Wave + Dark Pulse
If Shedinja is to use Sucker Punch targeting you, then use Helping Hand (Heatran).