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Movepool Level 0:
Aerial Ace
Avalanche
Brick Break
Crunch
Dark Pulse
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Ice Beam
Ice Punch
Iron Head
Leer
Power Gem
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Surf
Tackle
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar
Level 1:
Ancient Power
Bite
Brutal Swing
Captivate
Chip Away
Confide
Counter
Curse
Cut
Detect
Double Team
Dragon Breath
Dragon Dance
Helping Hand
High Horsepower
Ice Fang
Incinerate
Iron Defense
Mega Punch
Mud-Slap
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Stealth Rock
Sunny Day
Swagger
Taunt
Water Pulse
Whirlpool
Level 2:
Aqua Tail
Assurance
Blizzard
Double-Edge
Dynamic Punch
Fire Blast
Focus Energy
Focus Punch
Foul Play
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Revenge
Rock Blast
Secret Power
Stone Edge
Superpower
Take Down
Thunder
Movepool Level 0:
Aerial Ace
Air Slash
Calm Mind
Dark Pulse
Dazzling Gleam
Defog
Energy Ball
Facade
Flash Cannon
Hypnosis
Ice Beam
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Toxic
Whirlwind
Zen Headbutt
Level 1:
Air Cutter
Ancient Power
Confide
Confusion
Cosmic Power
Double Team
Dual Wingbeat
Flash
Gust
Psybeam
Psywave
Rain Dance
Roost
Safeguard
Shock Wave
Steel Wing
Swagger
Swift
Tailwind
Trick
Level 2:
Dream Eater
Expanding Force
Heat Wave
Pluck
Psycho Shift
Secret Power
Sky Attack
Solar Beam
Thief
Sending out:
Tyranitar with Rocky Helmet
Sigilyph with Life Orb
Vikavolt with Choice Specs
Tyranitar will not activate Sand Stream.
Tyranitar: Stealth Rock
Sigilyph: Safeguard
1. At start of step, if Shedinja is to use Sword Dance, then use Psychic (Greninja)
2. At start of step, if Shedinja is to use Sword Dance and Greninja is Dark type, then use Air Slash (Greninja).
Vikavolt should be on one turn of SpA drop. Also it does not look like the SpA drop was accounted for in Vikavolt's Rising Voltage, so Drapion survives with 3 HP by my calcs. Please let me know if Drapion is still knocked out.
Tyranitar: Crunch (Greninja)
1. At start of turn, if Greninja is Dark type, then use Brick Break (Greninja)
I meant to say if Drapion is knocked out then let me reorder to have Sigilyph do a better move. However, it looks like I did not really specify that, and I do way more damage than I thought so it is fine.
Tyranitar: Crunch (Greninja)
1. At start of turn, if Greninja is Grass type, then use Fire Punch (Greninja)
Sigilyph: Psychic (Greninja)
1. At start of turn, if Greninja is Dark type, then use Thunderbolt (Greninja)
2. At start of turn if Greninja is Grass type then use Ice Beam (Greninja)
Vikavolt: Rising Viltage (Greninja)
Team Maxim wins!
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
Movepool
Brick Break
Crunch
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Focus Blast
Glare
Hyper Voice
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Strength
Substitute
Toxic
Zen Headbutt
Level 1:
Bite
Confide
Double Team
Dragon Breath
Dragon Dance
Haze
High Horsepower
Pain Split
Rock Smash
Safeguard
Sandstorm
Shock Wave
Sunny Day
Swagger
Swift
Level 2:
Bind
Grass Knot
Iron Tail
Payback
Reversal
Scale Shot
Secret Power
Stone Edge
Superpower
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
Vs. The Self-Perfecting Beast-Slaying Machine!
Level 3 (Hard)
Silvally The Self-Perfecting Beast-Slaying Machine!
Once, the islands of Alola faced an incursion of bizarre invaders — Pokemon-like entities known as Ultra Beasts from beyond our world. Fearful of their power, a secret project was initiated to engineer a Pokemon capable of destroying them. The proposed living weapon would adapt itself based on battle data recorded from combat with the Ultra Beasts. Long before the project could be brought to fruition, however, the Ultra Beasts were brought to heel by the island's inhabitants and their guardians. The invaders, such as they were, were lost and confused in a dimension foreign to them, and an understanding was reached between the two groups.
However, the creators of the secret project remained paranoid of their quarry. In their haste to finish the weapon, they left them fatally flawed and incapable of telling friend from foe. Their initial test spelled disaster for their creators, and their unceasing mission to destroy possible threats spiraled out of control. Far from any trace of civilization, the creation that was made to protect the island from the extradimensional menace yet prowls, perceiving any life-form they meet as a threat to be laid low...
Camouflage: Normal | Nature Power: Multi-Attack | Secret Power: Lower the defender's Attack and Special Attack stages by one (1) for their next three (3) turns.
Rapid Beast-Killing Type Adaptation
Silvally starts with 17 Memory items—one of each type—in their Backpack.
When Silvally takes a hit from an Attack: For each type of that Attack, destroy the matching Memory item from Silvally's Backpack.
At the end of each round:
If Silvally has any Memory items in their Backpack: Destroy all items Silvally is holding; then, they equip one of those Memories at random.
Otherwise: The challenger loses the battle.
Type-Adapted Battle Procedures
Apply the appropriate effect of Silvally's current held Memory found in the hide tags below. Additionally, Silvally's Behavior varies depending on their currently held Memory item, found in the hide tags below. (If Silvally is holding no Memory, use the Normal data.)
Memory Effects and Moves:
Bug
When Silvally equips the Bug Memory: Reset Silvally's negative stat stages to 0.
Order Behavior
Bug Buzz x2
Megahorn x2
Lunge x2
Struggle Bug =10
Quiver Dance
Dark
While Silvally is holding the Dark Memory: Silvally has Prankster in additionally to their other abilities.
Order Behavior
Knock Off x2
Night Daze x2
Ruination
Taunt
Torment
Dragon
When Silvally equips the Dragon Memory: Inflict Flinching on the Aggressor, if any.
Order Behavior
Glaive Rush x2
Spacial Rend x2
Breaking Swipe =10
Dragon Cheer
Dragon Dance
Electric
When Silvally equips the Electric Memory: Discard all Terrain, then create Electric Terrain for 10 rounds.
Order Behavior
Bolt Strike x2
Electro Drift x2
Discharge
Nuzzle
Magnet Rise
Fairy
When Silvally equips the Fairy Memory: Raise Silvally's Special Attack stage by two (2) for four (4) turns
Order Behavior
Moonblast x2
Spirit Break x2
Light of Ruin x2
Draining Kiss x2
Geomancy
Fire
When Silvally equips the Fire Memory: Discard all Weather, then create Sun for 10 rounds.
Order Behavior
Fire Blast x2
Sacred Fire x2
V-create x2
Eruption
Will-o-Wisp
Fighting
When Silvally equips the Fighting Memory: Raise Silvally's Attack stage by two (2) for four (4) turns
Order Behavior
Low Kick x2
Focus Blast x2
Low Sweep x2
Circle Throw x2
Detect
Flying
When Silvally equips the Flying Memory: Discard all Weather and Terrain.
Order Behavior
Sky Attack x2
Oblivion Wing x2
Bounce x2
Air Cutter x2
Roost
Ghost
When Silvally equips the Ghost Memory: Inflict Flinching on the Supporter, if any.
Order Behavior
Shadow Force x2
Infernal Parade x2
Astral Barrage
Shadow Sneak x2
Confuse Ray
Grass
When Silvally equips the Grass Memory: Discard all Terrain, then create Grassy Terrain for 10 rounds.
Order Behavior
Power Whip x2
Seed Flare x2
Drum Beating x2
Spore
Victory Dance
Ground
When Silvally equips the Ground Memory: Inflict Grounded on all raiders for the rest of the battle.
Order Behavior
Thousand Arrows x2
Earth Power x2
Precipice Blades
Bulldoze =12
Shore Up +30
Ice
When Silvally equips the Ice Memory: Discard all Weather, then create Snow for 10 rounds.
Order Behavior
Freeze-Dry x2
Triple Axel x2
Blizzard
Aurora Veil
Haze
Normal (Default)
(There is no Normal Memory. Silvally starts with this Behavior Pool in the first round.)
Order Behavior
Swords Dance
Bulk Up
Nasty Plot
Calm Mind
Substitute
Poison
When Silvally equips the Poison Memory: Raise Silvally's Special Defense stage by two (2) for four (4) turns
Order Behavior
Gunk Shot x2
Dire Claw x2
Sludge Wave
Toxic
Baneful Bunker
Psychic
When Silvally equips the Psychic Memory: Discard all Terrain, then create Psychic Terrain for 10 rounds.
Order Behavior
Psychic x2
Psystrike x2
Magic Coat
Seven-Step Reflect*
Seven-Step Light Screen*
* (They're Reflect and Light Screen, that last seven steps.)
Rock
When Silvally equips the Rock Memory: Discard all Weather, then create Sandstorm for 10 rounds.
Order Behavior
Meteor Beam x2
Paleo Wave x2
Rock Slide =10
Salt Cure x2
Tar Shot
Steel
When Silvally equips the Steel Memory: Raise Silvally's Defense stage by two (2) for four (4) turns
Order Behavior
Steel Beam x2
Double Iron Bash x2
Metal Burst x2
Make It Rain
Shift Gear
Water
When Silvally equips the Water Memory: Discard all Weather, then create Rain for 10 rounds.
Order Behavior
Hydro Pump x2
Wave Crash x2
Hydro Steam x2
Dive x2
Soak
Rewards
Player Progress: Boss missing HP / Boss Maximum HP.
Entry Cost: 10JC
Progress: 8 EXP for each raider.
Victory: 2 EXP more for each raider.
First-Time Victory: Commando, Butler, and Gambler vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
Zygarde-50% sent out with Leftovers. He assumes the role of Bodyguard. Zygarde: Breaking Swipe (Silvally)
Vikavolt sent out with Choice Specs. He assumes the role of Tutor. Vikavolt: Flash Cannon (Silvally)
1. At start of turn, if Silvally has an active Decoy, then use Supercell Slam (Silvally).
Iron Valiant sent out with Life Orb. He assumes the role of Psychic. Iron Valiant: Close Combat (Silvally)