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Step 1 used Freezing Glare
-3 EN
Crit: No (294)
9+3+9-7=14 DMG received Frost (3t)
used Heat Wave
-3 EN
Crit: No (416)
((10+22-7+2)*2)*3=162 DMG fainted
Battered and broken Silvally suddenly begins emitting a thick cloud of fog obscuring it from sight and giving it a chance to vanish back into the wilds. You and your party have dealt it a tremendous blow and it will be some time before it returns to threaten civilization again, but when it does it will have adapted and improved.
Rewards Doduodrio -10 JC +10 EXP for three of
If first time victory - Commando Butler Gambler vocations
Prismat - +3 RC +8 JC +10 ACC
Protector: Duelist Dragonite When an ally is hit by a Raid Pokemon: Raise that ally's Attack and Special Attack stages by one (1) each, for their next two (2) turns.
Profile:
Butter is super sweet and friendly, loving to hug everyone she meets! She likes sweet potatoes, pie (with butter of course), and marshmallows. Not the healthiest, but it somehow doesn't seem to interfere with her battling ability.
How They Met:
Julie the Togekiss and Node the Plasmanta were Butter's friends from the nursery where she was hatched and raised. Being around so many friends makes her super happy, so she wanted to stay with them!
Name Origins:
I wanted a name that oozed friendly vibes and I definitely wasn't craving food with butter so Butter was a perfect match!
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
Supporter: Strategist Iron Valiant Protectors and Aggressors have an additional Substitution.
Profile:
Ritz hails from an alternate reality and was brought to this timeline by Oona. In their timeline, Ritz was an android Pokemon built for short- and long-ranged combat. However, Ritz's true purpose ultimately led them to seek out their siblings, scattered across time. Ritz is rather strong-willed, refusing to back down until they get what they want, and they are always taking in information in order to improve their understanding of the world. Their mechanical body also allows them to move swiftly and smoothly in battle, flowing from one stance to the next while keeping their opponent at bay. Nobody knows this, but Ritz's body was originally only white and black. Ritz chose to paint green highlights onto themself because they despised their boring exterior.
How They Met:
Deep inside Oona's lab in Doduodrio's basement, Oona was working on a special portal. Supposedly, this would allow Oona to travel to the Fairy dimension and gain unimaginable powers. When she fired it up though, Ritz emerged. Apparently, the portal led to a different timeline instead of another dimension. This was no coincidence though. Valerie and her brother Llednar both sensed the arrival of Ritz and went to go meet them. With the trio complete, the powers of past, present, and future were unlocked in all three of them, and their powers became stronger than ever.
Name Origin:
From Ritz Malheur in Final Fantasy Tactics Advance.
Level 1:
Agility
Coaching
Confuse Ray
Double Team
Electric Terrain
Encore
False Swipe
Helping Hand
Magical Leaf
Misty Terrain
Psybeam
Psychic Terrain
Quick Guard
Swift
Taunt
Trick
Wide Guard
Level 2:
Close Combat
Disable
Expanding Force
Feint
Grass Knot
Low Kick
Reversal
Level 3:
Charge Beam
Drain Punch
Fury Cutter
Hex
Icy Wind
Knock Off
Moonblast
Psych Up
Psyshock
Spirit Break
Throat Chop
Level 4:
Destiny Bond
Endure
Fling
Future Sight
Giga Impact
Hidden Power (Ground)
Hyper Beam
Imprison
Metronome
Skill Swap
Stored Power
Tera Blast
Trick Room
Aggressor: Pugilist Darmanitan-Galar The user's attacks are Physical. When the user attacks with a move that was originally Special: Grant that attack a Power Bonus of two (2).
Level 0:
Avalanche
Brick Break
Bulk Up
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Ice Beam
Ice Punch
Iron Head
Protect
Psychic
Rest
Rock Slide
Round
Sleep Talk
Snore
Substitute
Tackle
Uproar
Will-O-Wisp
Work Up
Zen Headbutt
Level 1:
Bite
Encore
Fire Spin
Flame Wheel
Ice Fang
Incinerate
Iron Defense
Mega Punch
Powder Snow
Power-Up Punch
Sunny Day
Taunt
Yawn
Level 2:
Blizzard
Burning Jealousy
Fire Blast
Flare Blitz
Focus Energy
Focus Punch
Grass Knot
Hammer Arm
Heat Wave
Mega Kick
Payback
Reversal
Solar Beam
Stone Edge
Superpower
Take Down
Thief
Level 3:
Attract
Body Slam
Bulldoze
Dig
Gyro Ball
Headbutt
Icicle Crash
Lash Out
Rock Tomb
Thrash
U-turn
Level 4:
Belly Drum
Body Press
Endure
Fling
Freeze-Dry
Giga Impact
Hidden Power (Water)
Hyper Beam
Overheat
Sub-Team Alpha:
Oran Berry Oran Berry Mental Herb Electric Gem Electric Gem
Protector: Guardian Plasmanta Allies take two (2) less damage from hits.
Profile as a Snugglow:
Node is cheerful and constantly bounces around with seemingly limitless energy. She loves to hug her friends. Her bubbly personality cheers up her teammates and helps encourage them in battle. Node isn't always like this, though; when she doesn't get her way, she can be quite feisty.
Changes Upon Evolving:
Node is no longer as small and bouncy as she was as a Snugglow, but she's still very energetic. Her loving hugs always make her teammates feel better and encourage them to continue battling their hardest. She's too big to fit indoors, though, so she gets to stay outside in a special barn. Her increase in size also means that Node is big enough to be ridden; she glides gracefully through the air, held aloft by magnetic currents.
How They Met:
Doduodrio hatched Node from when she was an egg, hoping to learn more about raising Pokemon through her. Electric and Poison are some of the more dangerous Pokemon types, so he was hoping for it to be good experience for the future. He received the egg from a Pokemon Breeder who worked at the Smogon CAP Nursery.
Name Origins:
The two antennae on Snugglow and Plasmanta look like what Doduodrio originally thought were called "nodes."
Level 1:
Acid
Confide
Cut
Discharge
Double Team
Eerie Impulse
Electric Terrain
Encore
Haze
Parabolic Charge
Poison Tail
Psybeam
Psywave
Rain Dance
Shock Wave
Sludge Bomb
Supersonic
Swagger
Taunt
Thunder Shock
Venom Drench
Water Pulse
Wide Guard
Level 2:
Acid Spray
Aqua Tail
Clear Smog
Corrosive Gas
Gunk Shot
Iron Tail
Rising Voltage
Secret Power
Thunder
Venoshock
Level 3:
Attract
Body Slam
Charge Beam
Chilling Water
Electro Ball
Electroweb
Frustration
Gastro Acid
Poison Sting
Psyshock
Return
Sludge Wave
Level 4:
Block
Body Press
Electrify
Endure
Giga Impact
Hidden Power (Ice)
Hyper Beam
Ion Deluge
Magnet Rise
Splash
Supporter: Butler Gothitelle The backpack size of the user's trainer is increased by two (2). During the Switching Phase, instead of a Role Swap, the user's trainer may equip an item from their backpack to a Raider that can legally hold that item.
Profile:
As with all other Gothitelles, Cleo must bear the burden of precognition, having already seen the end of the universe and all time. This naturally makes her rather detached and distant, as if she's as far away as the stars she sees. When Cleo battles, she uses her tremendous Psychic power to warp spacetime, locking opponents in place. However, she doesn't put all of her energy into battles because she already knows their outcome.
How They Met:
One day, Cleo appeared at Doduodrio's house, saying that it was what she was destined to do. When a Gothitelle says something like that, you don't dare to disobey because the consequences may be disastrous.
Name Origin:
From Clio, the muse of history. Originally going to be Claire from clairvoyant.
Profile:
O is an enigma, originating from an uncharted region of Ultra Space, brought to this dimension by Shmorby the Rotom. It communicates by generating powerful electric currents to make popping and crackling noises. Bub seems to have taken a liking to it, spending hours next to it. Perhaps they're communicating with electromagnetic waves...
How They Met:
One day, Shmorby the Rotom figured out how to enter Ultra Space and travel to different dimensions. This would be pretty harmless if not for the fact that Shmorby brought home another electricity-loving friend who siphoned off all of the electricity in Doduodrio's house, causing a blackout. Not very fun. When Doduodrio said that he wouldn't be keeping O, Shmorby became upset, and when Shmorby is upset... bad things happen. Reluctantly, Doduodrio agreed to keep O under the condition that Shmorby finds a source of energy for it. A few days later, a few dozen suspiciously paid for solar panels arrived to power O. Best not to question where they came from.
Sub-Team Omega:
Team Size: 3
Switching Rule: Off
Backpack Size: 3
Sub-Team Alpha:
Team Size: 3
Switching Rule: Off
Backpack Size: 3
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 Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Re-Indicate - Move an indicator from one of your Pokemon to another.
Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP to 50 and Energy to 15.
Phase Progression
Groudon (★), Kyogre (★) x1
Groudon-Primal (★) or Kyogre-Primal (★) x1
Both Arenas — The Masterworks of Artifice Foes for time immemorial, Groudon and Kyogre have vied for all of history, each seeking supremacy over the other. Their conflict arises from their wishes to reshape how life is lived on the planet. Groudon has ever toiled to raise land, where all might live under the light of the sun. Kyogre has ever toiled to carve oceans, where all might live in the caress of the seas.
That they both now encroach upon civilization in stride, shoulder-to-shoulder with each other, bodes terribly ill indeed. The hopes of every person and Pokemon who dwell in between the two, or indeed in the same hemisphere, now rests on two marvelous ships and their daring crews—including you and your Pokemon.
Each craft has 250 maximum HP. (Hull Points)
When a Pokemon takes damage from an attack hit: The currently-active craft loses that much HP.
Field Conditions and Battle Conditions are confined to the Arena that they were created in.
When the player changes arenas, set the disengaging craft to full HP.
When a craft runs out of HP, or when one sub-team is fully Fainted; except if it is Phase 2 and the Boss is fainted: The challenger loses the Raid.
Team Omega Arena: — Acevedo Caldera Survey Craft The A.C.S.C. is a high-tech armored heli-craft specialized for close surveillance and study of volcanic activity, and has been retrofitted with additional protective plating for this highly dangerous excursion: Bringing you to the site of the primordial Groudon's emergence, so you can put them back into hibernation before they can rendezvous with their rival!
While here: The weather is Sun. Non-Sun Weather can't be created.
Groudon's Abilities are immutible.
Camouflage: Steel | Nature Power: Tailwind | Secret Power: Inflict the unique condition created by Ember.
Team Alpha Arena — R.S.C. Ocean-Eater
A sleek, submersible vehicle with the capacity to open along a "seam" at the front. Leveraging the abilities of its Pokemon-dense crew, barriers can be formed that hold the depths at bay even at abyssal pressures. The ship can dive to great depths to make readings and collect samples, before surfacing to recover air and allow the crew to rest. Now, though, that crew bravely carries you to their most dangerous assignment yet: Stopping the titanic Kyogre from making landfall, and ensuring they never clash with their counterpart!
While here: The weather is Rain. Non-Rain Weather can't be created.
Kyogre can hold any number of items, cannot have items transferred to or from themselves, and their held items are immutible.
Camouflage: Ground | Nature Power: Dive | Secret Power: Grant the user the unique condition created by Aqua Ring.
Phase 1 - World Tendency
The two Bosses are each fought in separate Arenas, far apart from the other. To do so, the player sends two "sub-teams" of 3 raiders, each with its own PR, SU, and AG, for a total of six (6) Raiders. Players decide which team fights which Boss while signing up. Pokemon can't be switched between sub-teams.
Vocations can't be shared between sub-teams, so a total of six (6) unique Vocations will be needed to fully outfit both sub-teams.
The player selects one of their sub-teams to control when they first issue orders. That sub-team, their Arena, and their Boss are said to be "active". The other sub-team, Arena, and Boss are said to be "on standby". In the Arena on standby, Pokemon can't take turns or act, durations can't elapse, and non-arena effects are ignored.
As the player issues orders, they can also include an order to "Disengage" from the current Boss. The player can't Disengage if the Boss on standby is Fainted. The player must order Disengage, and is assumed to do have done so, if the active Boss is Fainted.
The arena has numeric Terrestrial Tendency and Thalassic Tendency values that each start at zero.
At the end of the round, if any Boss is Fainted: The other boss Primal Reverts for the rest of the Raid. The fainted Boss' sub-team and arena become inactive, and the other Boss' sub-team and arena become active. Progress the Raid Phase.
At the end of the round: Increase the inactive Boss' associated Tendency by one (1). Then, if Disengage was ordered, switch the active sub-team. (Place the current sub-team and Boss in Limbo, move to the other craft, then return the other sub-team and Boss to the field.)
In the Arena on standby, Pokemon can't take turns or act, durations can't elapse, and non-arena effects are ignored.
Groudon Master of the land and all that rests upon it.
Typing: Ground Abilities: Drought
At 5+ Terrestrial Tendency: Drought, Prankster
At 7+ Terrestrial Tendency: Drought, Prankster, Contrary Traits: Boss Immunities
Precipice Blades
Rock Slide
Heat Wave
High Horsepower x2
Overheat x2
Solar Beam x2
Heat Crash
Mirror Coat
V-create x2
Overheat x2
Headlong Rush x2
Kyogre Master of the sea and all held in its embrace.
Typing: Water Abilities: Drizzle Traits: Boss Immunities
Held Item: Blue Orb, Covert Cloak
At 5+ Thalassic Tendency: Blue Orb, Covert Cloak, Cleanse Tag
At 7+ Thalassic Tendency: Blue Orb, Covert Cloak, Cleanse Tag, Enigma Stone
Sending out Butter the Dragonite holding a Mental Herb!
Sending out Ritz the Iron Valiant holding a Cheri Berry!
Sending out Bananas the Darmanitan-Galar holding a Choice Band!
"Be careful everyone!" Safeguard (Ally Team)
Protocol: Suppress Colossus Agility (self)
At the start of the step, IF Groudon is to use Conversion 2, THEN use Imprison (Conversion 2)
"Stay strong, friends!" Tailwind (Ally Team)
At the start of the step, IF Groudon is to use Nullify Abilities on Darmanitan, THEN use Cover (Darmanitan)
At the start of your turn, IF able, THEN use Haze (Battlefield)
Protocol: Empower Ally Helping Hand (Darmanitan-Galar)
At the start of the step, IF Groudon is to use Defog, THEN use Imprison (Conversion 2)
Sending out Node the Plasmanta holding an Oran Berry!
Sending out Cleo the Gothitelle holding a Mental Herb!
Sending out O the Xurkitree holding an Electric Gem!
"Whoa, that whale is HUUUGE!!" Electric Terrain (Battlefield)
"The machinery of the universe draws us inexorably to our destiny..." Captivate (Kyogre)
*BZZT* Charge (self)
At the start of the step, IF Kyogre is to use Snatch, THEN use Eerie Impulse (Kyogre)
Protect (self)
At the start of the step, IF Groudon is to use Rock Slide, THEN use Wide Guard (Ally Team)
At the start of the step, IF Groudon is to use Heat Wave, THEN use Wide Guard (Ally Team)