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.
I changed Gallade's action from Chill to Substitute yesterday...which I've just realized gets absorbed by Blackguard. Whoops. Hopefully it won't matter soon.
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
Level 4:
Destiny Bond
Endure
Fling
Future Sight
Giga Impact
Hidden Power (Dark)
Hyper Beam
Imprison
Metronome
Skill Swap
Stored Power
Tera Blast
Trick Room
Jotun (Glalie) [M]
Level 4 — EXP: 0 / 10
Techniques:
Mega Evolution
Z-Moves
Naive Nature ( Special Defense -1, Speed x1.15, Accuracy +10 ) Typing: Ice Abilities: Inner Focus, Ice Body Hidden Ability: Moody Traits: Requires no Tech for their first Technique each battle.
Glalie-Mega
Typing: Ice Abilities: Inner Focus, Ice Body, Moody Hidden Ability: Refrigerate Traits: Requires no Tech for their first Technique each battle.
Level 1
Captivate
Confide
Confuse Ray
Counter
Curse
Double Team
Flash
Haze
Helping Hand
Infestation
Mega Punch
Mud-Slap
Night Shade
Ominous Wind
Pain Split
Power-Up Punch
Rain Dance
Rock Smash
Seismic Toss
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Trick
Level 3
Attract
Body Slam
Bulldoze
Charge Beam
Darkest Lariat
Foresight
Frustration
Hard Press
Headbutt
Hex
Icy Wind
Laser Focus
Leech Life
Phantom Force
Psych Up
Pursuit
Return
Rock Tomb
Skitter Smack
Telekinesis
Torment
Level 4
Ally Switch
Destiny Bond
Embargo
Endure
Fling
Future Sight
Giga Impact
Gravity
Grudge
Hidden Power (Dark)
Hyper Beam
Imprison
Mean Look
Memento
Metronome
Mimic
Natural Gift
Skill Swap
Snatch
Spite
Tera Blast
Trick Room
Wonder Room
Imhotep (Revenankh) [M]
Level 4 — EXP: 0 / 10
Careful Nature ( Special Attack -1, Special Defense +2 ) Typing: Ghost/Fighting Abilities: Shed Skin, Air Lock Hidden Ability: Triage
Level 1
Ancient Power
Brutal Swing
Captivate
Coaching
Confide
Confuse Ray
Counter
Curse
Double Team
Dual Chop
Echoed Voice
Force Palm
Helping Hand
High Horsepower
Mega Punch
Moonlight
Mud-Slap
Ominous Wind
Pain Split
Power-Up Punch
Quick Guard
Rain Dance
Rock Smash
Safeguard
Sand Tomb
Sandstorm
Sucker Punch
Sunny Day
Swagger
Taunt
Trick
Vital Throw
Wide Guard
Wrap
Level 2
Arm Thrust
Bind
Close Combat
Dream Eater
Focus Punch
Hammer Arm
Payback
Poltergeist
Power Whip
Punishment
Revenge
Reversal
Secret Power
Submission
Superpower
Take Down
Level 3
Attract
Bide
Body Slam
Bulldoze
Drain Punch
Frustration
Headbutt
Hex
Knock Off
Low Sweep
Phantom Force
Psych Up
Return
Rock Tomb
Smack Down
Telekinesis
Throat Chop
Torment
Wring Out
Level 4
Body Press
Destiny Bond
Embargo
Endure
Fling
Giga Impact
Grudge
Hidden Power (Rock)
Hyper Beam
Mean Look
Memento
Metronome
Mimic
Natural Gift
Retaliate
Spite
Movepool Level 0:
Brick Break
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Iron Head
Play Rough
Protect
Rest
Rock Slide
Sleep Talk
Substitute
Swords Dance
Tackle
Thunder Punch
Thunderbolt
Whirlwind
Wild Charge
Level 1:
Charge
Detect
Electric Terrain
Fake Out
Force Palm
Iron Defense
Sand Attack
Scary Face
Seismic Toss
Slam
Level 2:
Arm Thrust
Close Combat
Double-Edge
Focus Energy
Focus Punch
Low Kick
Reversal
Supercell Slam
Take Down
Thunder
Level 3:
Body Slam
Bulldoze
Drain Punch
Hard Press
Heavy Slam
Low Sweep
Rock Tomb
Volt Switch
Level 4:
Belly Drum
Body Press
Endure
Fling
Giga Impact
Hidden Power (Rock)
Hyper Beam
Metronome
Stomping Tantrum
Tera Blast
Protector [Commando]:Dusknoir @ Oran Berry Supporter [Butler]:Revenankh @ Mental Herb Aggressor [Pugilist]:Iron Hands @ Booster Energy
Vs. The Clashing Cataclysmic Colossi!
Level 4 (Pinnacle)
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
The Boss fought in this phase is the Primal-Reverted forme of the remaining Boss from the previous phase; and they are fought by their appropriate team riding the appropriate craft.
The Boss uses their behavior set from last phase, with their Tendency from last phase; with the stats and additional behavior of their Primal-Reverted forme below.
At the end of the round: Increase the active Boss' associated
Tendency by one (1).
Groudon-Primal Incarnate will of the land, pulsing with the blood of the earth.
Typing: Ground/Fire Abilities: Desolate Land Traits: Boss Immunities
(Send out order is Zygarde-50%, Iron Valiant, then Glalie)
Switch Phase:
Role Switch Declined
Tutor: Tutor Imprison.
Zygarde: Safeguard (Maxim's Team)
1. At start of turn, if Groudon is to use Conversion 2 AND Zygarde has the Protection status, then use Imprison (Conversion 2).
Iron Valiant: Agility (Self)
1. At start of Step, if Groudon is to use Expose, then use Quick Guard.
2. At start of Step, if Groudon is to use Conversion 2, then use Imprison (Conversion 2).
Glalie: [Mega Evolve] Hyper Beam (Groudon)
1. At start of turn, if you have the Expose condition, then use Ice Beam (Groudon).
(Zygarde and Iron Valiant should have consumed their items and gotten their effects for their respective durations)
Switch Phase:
Role Switch Declined
Tutor: Tutor Quick Guard.
Zygarde: Haze (Battlefield)
1. At start of Step, if Groudon is to use Expose, then use Quick Guard (Maxim's Team).
Iron Valiant: Misty Terrain (Battlefield)
1. At start of Step, if Groudon is to use Conversion 2, then use Imprison (Conversion 2).
2. At start of Step, if Groudon is to use Rock Polish, then use Imprison (Rock Polish).
Glalie: Hyper Beam (Groudon)
1. At start of turn, if Light Screen is present on Groudon's side of the field, then use Giga Impact (Groudon).
(Kyogre Squad is sent out in the order of Dusknoir, Revenankh, then Iron Hands.)
Switch Phase:
Role Swap Declined
No Butler Activation
Dusknoir: Imprison (Counter)
Revenankh: Captivate (Kyogre)
1. At start of step, if Kyogre is to use Origin Pulse, then use Wide Guard (Maxim's Team).
2. At start of step, if Kyogre is to use Blizzard, then use Wide Guard (Maxim's Team).
Iron Hands: Electric Terrain (Battlefield)
Disengage Edit: Kyogre should not be holding Cleanse Tag. It only gets that when Tendency is 5+, not when available AP is 5+