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Falco
HP: 85/90
EN: 76/100
Stats: [12]/5/[10]/5/110
S/W: 3/3
Abilities: Defeatist
Item: None
Role: Aggressor (Blackguard)
Other: +3 Atk (5t), -3 SpD (2t)
---------------------------
The Loyal Three:
Okidogi
HP: KO
Fezandipiti
HP: KO
---------------------------
Field: None
Condition Limit: None
====================== Phase 3 - Dastardly Delta Attack!
At the end of each round, choose a Loyal Three member at random to be the Leader, from among the non-Fainted members that have been chosen the fewest times this Raid.
(The Leader will take more turns in the upcoming rounds.)
Okidogi The Offensive Ogre-Ostracizing Oaf!
Typing: Poison/Fighting Abilities: Toxic Chain Traits: Boss
Ursaluna Helping Hand Archeops
[Helping Hand Arch] [12 E Ursa]
Condition Limit: Helping Hand
Sneaseler Switcheroo Archeops
Gave Ground Gem to Archeops
[7 E Sn]
Archeops Earthquake
Ground Gem Consumed
Targets: Oki, Munki, Fez
C: [1=Yes]=24, 19, 6=No
D (Oki): ([10*3+12-3-8]*1.5+12*3)*0.67=118-5=113
D: (Munki): ([10*3+12-3-5]*1.5+12*3)*0.67=127-5=122
D (Fez): ([10*3+12-3-6]*1.5+12*3)*0.67=124-5=119
Duelist: [15 D Arch]
[113 D Oki] [122 D Munki] [119 D Fez] [7 E Arch]
The Loyal 3 Fainted!
Moves: Level 0:
Aerial Ace
Aura Sphere
Autotomize
Brick Break
Bulk Up
Dragon Claw
Dragon Pulse
Dragon Tail
Earthquake
Facade
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Hyper Voice
Ice Punch
Iron Head
Leer
Metal Sound
Poison Jab
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Claw
Sleep Talk
Snore
Substitute
Swords Dance
Tackle
Thunder Punch
Toxic
Uproar
Vacuum Wave
Work Up
X-Scissor
Level 1:
Brutal Swing
Coaching
Confide
Counter
Double Team
Dragon Breath
Dragon Dance
Dual Chop
Echoed Voice
False Swipe
Helping Hand
Iron Defense
Mega Punch
Metal Claw
Noble Roar
Rain Dance
Safeguard
Sandstorm
Scary Face
Shock Wave
Stealth Rock
Sunny Day
Swagger
Taunt
Water Pulse
Level 2:
Aqua Tail
Close Combat
Double-Edge
Dragon Cheer
Focus Punch
Iron Tail
Low Kick
Mega Kick
Payback
Revenge
Reversal
Scale Shot
Superpower
Take Down
Upper Hand
Level 3:
Attract
Bide
Body Slam
Boomburst
Breaking Swipe
Bulldoze
Clanging Scales
Drain Punch
Frustration
Headbutt
Laser Focus
Outrage
Return
Rock Tomb
Sky Uppercut
Throat Chop
Moves: Level 0:
Aerial Ace
Air Slash
Aura Sphere
Brick Break
Dazzling Gleam
Defog
Facade
Flamethrower
Heal Bell
Hyper Voice
Light Screen
Nasty Plot
Play Rough
Protect
Psychic
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Smart Strike
Snore
Substitute
Thunder Wave
Toxic
Tri Attack
Uproar
Work Up
Zen Headbutt
Level 1:
Air Cutter
Amnesia
Ancient Power
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Dual Wingbeat
Echoed Voice
Encore
Extrasensory
Fairy Wind
Flash
Growl
Helping Hand
Incinerate
Life Dew
Magical Leaf
Mega Punch
Morning Sun
Mud-Slap
Ominous Wind
Peck
Pound
Rain Dance
Rock Smash
Roost
Safeguard
Seismic Toss
Shock Wave
Silver Wind
Soft-Boiled
Steel Wing
Sunny Day
Swagger
Sweet Kiss
Swift
Tailwind
Trick
Twister
Water Pulse
Yawn
Level 2:
After You
Covet
Double-Edge
Dream Eater
Fire Blast
Focus Punch
Grass Knot
Heat Wave
Mega Kick
Pluck
Present
Psycho Shift
Secret Power
Sky Attack
Solar Beam
Zap Cannon
Level 3:
Attract
Baton Pass
Body Slam
Drain Punch
Draining Kiss
Extreme Speed
Fly
Follow Me
Foresight
Frustration
Headbutt
Laser Focus
Lucky Chant
Mystical Fire
Psych Up
Psyshock
Return
Rollout
Telekinesis
Level 1:
Absorb
Bite
Captivate
Confide
Double Team
Ember
Extrasensory
False Swipe
Fire Spin
Flash
Incinerate
Infestation
Pain Split
Rain Dance
Scary Face
Sunny Day
Swagger
Tickle
Water Gun
Water Pulse
Whirlpool
Level 2:
Aqua Ring
Assurance
Bind
Burning Jealousy
Clear Smog
Covet
Fire Blast
Flare Blitz
Heat Wave
Hydro Pump
Payback
Quash
Secret Power
Thief
Level 3:
Attract
Bounce
Dive
Fire Lash
Flame Burst
Flip Turn
Frustration
Laser Focus
Lava Plume
Leech Life
Muddy Water
Pounce
Return
Scald
Scorching Sands
Skitter Smack
Torment
U-turn
Wring Out
Vs. The Cold-Iron Tink-tacular Turf War!
Level 3 (Hard)
Format Changes:
Lifeline Uses: 1
Lifelines - 1
(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 Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.
The Scourge Warlord (Tinkaton) The architect of our woes, and the face of true evil!
Battle Pay: None Structure Damage: 1,000
Typing: Fairy/Steel Abilities: Mold Breaker Trait: Boss
For waves after the first, randomize which Wall each portion of the wave spawns in; with one portion per Wall.
Don't withdraw any Raid Pokemon as phases changes. (Add the new wave to what's already in play.)
Guest Ally: The Coalition Commander
(Guest allies are added to your Reserve at the start of battle. They don't count towards your "bring" limit.)
Raid Arena — The Coalition Castle The two armies regularly clash in Eastern Paldea, over a dusty strip of wasteland on the southmost shore. The metal-rich soil makes it a favored place for both people, and the inevitable territorial war only adds more metal to the earth as bodies fall...
The scrap-seeking Scourge Legion now marches from the north, seeking to dismantle all that we hold dear for parts. Is this the Coalition's last stand?
Camouflage: Steel | Nature Power: Metal Sound | Secret Power: 50% chance to lower the defender's Defense by one (1) for their next three (3) turns.
All Phases - The Battle for the Korvid Kingdom
The battlefield is divided into four "zones": the West Wall, the North Wall, the East Wall, and the Korvid Kingdom's Keep. These zones affect the battlefield in a myriad of ways:
Each wall has 500 Structure HP; and the Keep has 2,000 Structure HP.
Actions and effects of Pokemon can only affect other Pokemon in the same zone.
Field Conditions are confined to the zone they're created in.
Battle Conditions affect and are affected by every zone.
As any Pokemon changes zones, it leaves play in the first zone, and then enters play in the destination zone.
For their turn, each Scourge Invader will do one of the following, starting from the top:
First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
Else, if no player-controlled Pokemon is present in their zone, and their zone still has any Structure HP remaining, they'll deal their listed Structure Damage to the Zone.
Otherwise, they'll move to the Keep.
At the end of the round, if it is the second round of this Raid phase: Advance the Raid phase.
If a Wall runs out of Structure HP, it is destroyed. If the Keep runs out of Structure HP, the player loses the battle.
All Phases - Defending the Keep
As the raid begins; the PR starts in the West Wall, The SU starts in the North Wall, and the AG starts in the East Wall. The Corvid Commander starts in the Keep, and takes orders from the player.
In their order post, before they issue orders; the player may move up to one (0-1) Pokemon they control to another zone. (You can move to destroyed zones to intercept invaders, if needed.)
All attacks, used by Pokemon the player controls, target "one other Pokemon".
(Tinkatink Warriors and Tinkatuff Elites have Traits that cause excess damage from attacks to "spill over" to the next Warrior or Elite.)
All Phases - The Last Line of Defense
When Scourge invaders faint, their listed value in Gimmigold is paid to the challenger.
In their order post, before they issue orders, the challenger may spend their Gimmigold to place Forretrifications on a Wall or the Keep; and to upgrade their Forretrifications. Forretrifications may also be dismantled if desired, but no Gimmigold is refunded.
Each wall has room for 2 Forretrifications by default, and the Keep has room for 4 Forretrifications.
Forretrifications in destroyed zones continue to function, if their effects are applicable, and they can still be upgraded.
Forretrification List
Each Forretrification costs a certain amount of Gimmigold to place. The price of upgrading a Forretrification is twice (x2) the cost of creating it.
Upgrading a Forretrification replaces a portion of its effect text with the chosen upgraded text. A Forretrification can be switched between its A and B upgrades by spending the upgrade cost again, but can't have both upgrades at once.
The available Forretrifications, and their upgrades, are as follows:
Forretrification
Gimmigold
Effect
Upgrade A
Upgrade B
Excadrilling
10
Scourge Invaders in this zone, that spawned [this round], can't [change zones] or damage structures.
"this round"
→ "this or last round"
"change zones"
→ "change zones, act"
Ghold Mine
10
If you would earn Gimmigold in this zone; instead, gain [twice (x2)] as much Gimmighold.
Limit one (1) Ghold Mine.
"twice (x2)"
→ "thrice (x3)"
"one (1)"
→ "one (1) un-upgraded"
Aegismithy
10
Damage dealt to the raiders, the Commander, and structures [in this zone] is reduced by [five (5)].
(As a reminder, the Piercing modifier doesn't mention Arena effects.)
"in this zone"
→ "in any zone"
"five (5)"
→ "fifteen (15)"
Kartarmory
50
Scourge Invaders [in this zone] take [double (x2)] damage from all sources.
"in this zone"
→ "in any zone"
"doubled (x2)"
→ "quintupled (x5)"
Celemplacement
500
At the end of each step: Each Boss loses HP, equal to [100] plus [one-tenth (x0.1)] of their remaining HP.
Limit one (1) Celemplacement.
"100"
→ "300"
"one-tenth (x0.1)"
→ "one-fifth (x0.2)"
Managing your Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Rewards
Player Progress: Phases Completed / 4 Entry Cost: 7JC
Progress Reward: 4 EXP for each raider.
Victory, with all Lifeline Uses retained: 2 EXP more for each raider.
First-Time Victory: Paladin, Cleric, and Sorcerer vocations to your profile.
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3RC, 6JC
Completion: 2 moreJC
Barbarism: The braggart's Pokemon can't create Encore, Flinching, Imprison, Sealed, Sleep, Taunt, or Torment.
Not a Place of Honour: When a Pokemon from the braggart's team enters play: That Pokemon takes 16 damage.
Vs. The Self-Perfecting Beast-Slaying Machine!
Level 3 (Hard)
Format Changes:
Lifeline Uses: 1
Lifelines - 1
(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 Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.
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: 7 EXP for each raider.
Victory: 1 EXP more for each raider.
Victory, with all Lifeline Uses retained: 2 EXP more for each raider.
First-Time Victory: Commando, Butler, and Gambler vocations
Referee Progress: Rounds reffed by that referee / Total Rounds.
Moves: Level 0:
Autotomize
Earthquake
Facade
Flash Cannon
Iron Head
Light Screen
Protect
Reflect
Rest
Rock Polish
Rock Slide
Round
Sleep Talk
Snore
Substitute
Tackle
Toxic
Zen Headbutt
Level 1:
Brutal Swing
Harden
High Horsepower
Infestation
Iron Defense
Recycle
Rock Throw
Role Play
Safeguard
Sandstorm
Stealth Rock
Steel Roller
Wide Guard
Level 2:
Bind
Double-Edge
Mega Kick
Meteor Beam
Rock Blast
Steel Beam
Stone Edge
Superpower
Take Down
Level 3:
Bide
Body Slam
Bulldoze
Frustration
Gyro Ball
Heat Crash
Heavy Slam
Return
Rock Tomb
Smack Down
Stomp
Telekinesis
Supporter Pokemon:Buzzwole @ Tutor
Viking (Buzzwole) Level: 3 | EXP: 0 / 10
♪ "Crosses still burn, axes still fall
And down on your knees, you just don't look so tall." ♫
Moves: Level 0:
Brick Break
Bug Bite
Bulk Up
Earthquake
Facade
Ice Punch
Iron Head
Poison Jab
Protect
Rest
Rock Slide
Round
Sleep Talk
Snore
Substitute
Thunder Punch
Toxic
Work Up
Level 1:
Coaching
Confide
Counter
Double Team
Dual Chop
Dual Wingbeat
False Swipe
Harden
High Horsepower
Mega Punch
Power-Up Punch
Roost
Swagger
Taunt
Vital Throw
Level 2:
Close Combat
Comet Punch
Dynamic Punch
Focus Energy
Focus Punch
Hammer Arm
Payback
Revenge
Reversal
Stone Edge
Superpower
Level 3:
Body Slam
Bounce
Bulldoze
Darkest Lariat
Drain Punch
Frustration
Gyro Ball
Leech Life
Low Sweep
Lunge
Outrage
Return
Rock Tomb
Smack Down
Aggressor Pokemon:Celesteela @ Pugilist
Viskam (Celesteela) Level: 3 | EXP: 0 / 10
Types:
Abilities: Beast Boost Nature: Serious
Stats:
HP: 95
Atk: 7
Def: 7
SpA: 8
SpD: 7
Spe: 61
Size Class: 7
Weight Class: 12
Moves: Level 0:
Air Slash
Autotomize
Earthquake
Energy Ball
Facade
Flamethrower
Flash Cannon
Iron Head
Metal Sound
Protect
Rest
Rock Slide
Round
Sleep Talk
Smart Strike
Snore
Substitute
Tackle
Toxic
Zen Headbutt
Level 1:
Absorb
Brutal Swing
Confide
Double Team
Harden
Iron Defense
Seed Bomb
Shock Wave
Steel Roller
Swagger
Wide Guard
Level 2:
Double-Edge
Fire Blast
Grass Knot
Ingrain
Leech Seed
Mega Drain
Megahorn
Meteor Beam
Skull Bash
Solar Beam
Steel Beam
Stone Edge
Superpower
Level 3:
Acrobatics
Body Slam
Bulldoze
Flame Charge
Fly
Frustration
Giga Drain
Gyro Ball
Heavy Slam
Return
Self-Destruct
Smack Down