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Movepool Level 0:
Aerial Ace
Aqua Jet
Brick Break
Bug Bite
Bug Buzz
Bulk Up
Dark Pulse
Facade
Focus Blast
Ice Beam
Iron Head
Liquidation
Poison Jab
Protect
Rest
Rock Slide
Round
Screech
Shadow Claw
Slash
Sleep Talk
Snore
Substitute
Surf
Swords Dance
Toxic
Waterfall
X-Scissor
Level 1:
Confide
Defense Curl
Double Team
Drill Run
Dual Chop
False Swipe
Hail
Harden
Iron Defense
Metal Claw
Pain Split
Rain Dance
Rock Smash
Sand Attack
Sludge Bomb
Spikes
Sucker Punch
Swagger
Swift
Taunt
Water Pulse
Wide Guard
Level 2:
Assurance
Blizzard
Close Combat
First Impression
Payback
Pin Missile
Venoshock
Vs. The Shadow-Wielding Master and Students!
Level 2 (Normal)
Hydro Pump
Dark Pulse
Ice Beam
Grass Knot
Gunk Shot
Low Kick
Rock Slide
Phase Progression
Shedinja (★), Ninjask x1 each
Shedinja (★) x1, plus two different Students except Zoroark-Hisui, chosen at random.
Shedinja (★) x1, plus the three Students not chosen last Phase.
Don't bench or send out Shedinja when changing Phases.
The students are Greninja Weezing, Drapion, Golisopod, and Zoroark-Hisui.
Remember to designate a confidant for Zoroark-Hisui's Illusion.
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.
All Phases - Intangibile Shadow Ninja Master
Shedinja has no HP parameter. They can't gain or lose HP, and their HP can't be set.
At the end of each round, if the Raid only has Shedinja in play: Progress the Phase.
Phases 2 and 3 - Aspiring Shadow Ninja Kumite
Master Shedinja wishes to see you employ the traditional tools of ninjas.
If a Student would take damage from a Field Hazard; instead, that student takes three times (x3) that much damage.
While the Raid's Weezing is in play: Other Students have Neutralizing Gas.
At the end of each round, if none of the Raid's Pokemon have fainted this round or last round: The challenger loses the battle.
Rewards
Player Progress: Phases Completed / 3
Entry Cost: 5 JC
Progress: 7 EXP for each raider.
Victory: 3 EXP more for each raider.
First-Time Victory: Daredevil, Tutor, and Psychic vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
I'm pretty sure this isn't how things are supposed to work re: Piercing interacting with Taunt, so I'm going to throw this up in feedback thread later, but it's how the rules currently work as written, so it's how this is getting reffed.
The Shadow-Wielding Master and Students
Stealth Rock, Spikes
Wonder Guard
7/4/3/3/40
10/10
Battle Armor
HP: 210/210
7/8/5/6/95
3/4
HP: 210/210
9/10/5/7/40
3/5
Illusion
HP: 110/110
7/5/9/5/110
3/3
Drapion, Zoroark-H take 36 damage from Stealth Rock, Golisopod takes 45 damage from Stealth Rock
Drapion, Golisopod, Zoroark-H take 24 damage from Spikes
Zoroark uses Bitter Malice x2
Redirected to Golisopod
Crit: 14 (=1/24) no
(8+3+9-7)*2=26
Zapdos uses Thunderbolt
Crit: 3 (=1/24) no
PAR: 33 (<=10/100) no
((9+3+10-7)*1.5+4)*3=79.5->80
7 EN
Drapion uses Knock Off
Crit: 24 (=1/24) no
10+3+7-1=19
Golisopod uses X-Scissor
Crit: 7 (=1/24) no
8+3+9-8=12
6 EN
Thunderbolt deals 60 to Drapion taking it out before it can act, Zapdos is left at 38 EN, Shedinja's Poltergeist deals a max of 26 to Zapdos even if it crits so Zapdos survives the round.
Novax wins!
Rewards: Novax spends 5 JC, unlocks the Daredevil, Tutor, and Psychic vocations, and each get 10 Lv2 Exp
I get 3 RC and 8 JC