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Gallade: Imprison (Counter)
** At the start of the step IF Kyogre is to use Blizzard THEN use Wide Guard.
** At the start of the step IF Kyogre is to use Origin Pulse THEN use Wide Guard.
Zekrom: Light Screen
** At the start of the step IF Kyogre is to use Seize Items THEN use Protect (Gallade).
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).
Kyogre-Primal Incarnate will of the sea, pulsing with the ocean's currents.
Typing: Water Abilities: Primordial Sea Traits: Boss Immunities
Gallade: Wide Guard
** At the start of the step IF Kyogre is to use Snatch THEN use Protect (Zekrom).
** At the start of the step IF Kyogre is to use Ancient Power THEN use Protect (Self).
Combinations [4/4]:
Bulldoze + Waterfall
Chilling Water + Scald
Icy Wind + Thunder
Origin Pulse + Scary Face
Moves: Level 0
Avalanche
Brick Break
Calm Mind
Earthquake
Facade
Ice Beam
Iron Head
Liquidation
Protect
Rest
Roar
Rock Slide
Round
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Surf
Thunder Wave
Thunderbolt
Toxic
Uproar
Waterfall
Level 1
Ancient Power
Confide
Defense Curl
Double Team
Hail
Helping Hand
Mud-Slap
Rain Dance
Rock Smash
Safeguard
Scary Face
Shock Wave
Swagger
Swift
Water Pulse
Whirlpool
Level 2
Aqua Ring
Aqua Tail
Blizzard
Double-Edge
Hydro Pump
Origin Pulse (Signature)
Secret Power
Take Down
Thunder
Level 3
Body Slam
Brine
Bulldoze
Chilling Water
Dive
Frustration
Headbutt
Heavy Slam
Icy Wind
Muddy Water
Psych Up
Return
Rock Tomb
Scald
Water Spout
Supporter [Cleric]:Tinkaton @ Quick Claw
Hilda (Tinkaton) Level: 2 | EXP: 10 / 30
Disciplines:
Lv2 - Precise - Physical Acc +15%.
Types:
Abilities: Mold Breaker, Own Tempo, Pickpocket Traits: Requires no Tech for their first Technique each battle.
Moves: Level 0
Astonish
Brick Break
Earth Power
Earthquake
Facade
Fire Punch
Flash Cannon
Focus Blast
Ice Beam
Ice Punch
Protect
Psychic
Reflect
Rest
Rock Polish
Rock Slide
Round
Shadow Ball
Shadow Punch
Signal Beam
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Thunderbolt
Toxic
Zen Headbutt
Level 1
Confide
Confuse Ray
Curse
Defense Curl
Double Team
Flash
Helping Hand
High Horsepower
Iron Defense
Mega Punch
Mud-Slap
Night Shade
Pound
Power-Up Punch
Rain Dance
Rock Smash
Safeguard
Sandstorm
Shock Wave
Stealth Rock
Sunny Day
Swagger
Trick
Level 2
Close Combat
Double-Edge
Dynamic Punch
Focus Punch
Grass Knot
Hammer Arm
Low Kick
Magnitude
Mega Kick
Poltergeist
Secret Power
Solar Beam
Stone Edge
Superpower
Take Down
Thief
Vs. Prestructuring :: Presequencing
Level 3 (Leveling) Team Size: 4 Backpack Size: 8
Phase Progression
The Spatial Warden (★) x1
The Temporal Warden (★) x1
Seeker of Time (★), Seeker of Space (★) x1, Seeker of Power (★) x1
Arena: The Great Void Between Stars
The Great Sunderer and the Great Devourer were sealed in the void between stars eons ago, but not before your civilization's homeworlds were lost to them. You were made to undo them: the height of your civilization's power and carrier of their legacy. You've come to their dread prison to ensure no further worlds suffer the same fate.
But much has changed in the cosmos in the intervening epochs. Other worlds have flourished, free of the great danger. Now, the champions of other worlds have come, seeking the very same power you hope to destroy. You must gain entry to the great danger's prison; and also deny these beast-seekers entry, by force if necessary.
Should the great horrors be freed, all worlds may perish. You must succeed.
Camouflage: Dark | Nature Power: Cosmic Power | Secret Power: 30% chance to inflict Dread on the defender.
Phase 1 - Prestructuring
The referee will divide their AP as they choose between a Sun set of indicators, and a Moon set of indicators. (Each set still has indicators placed on Raiders, as normal. PRs demand indicators per-Set.)
As the player orders, they decide which set of indicators they're ordering against. The other set of indicators is discarded.
The Spatial Warden (Altaria-Mega) Vigilant keyward of the Great Sunderer's prison.
Dragon Dance
Psych Up Purge Conditions
Nullify Abilities
Attract
Defog Erase Stages
Purge Conditions
(Having an indicator containing Attract isn't the same as knowing Attract.)
Phase 2 - Pre-Sequencing
As the referee places indicators, if there are any indicators Stored as Omens: The referee places those indicators for 0 AP. (Doing so un-Stores them.)
After the referee places indicators: The referee selects one indicator they didn't place (even as an Omen) and Stores it as an Omen.
The Temporal Warden (Lucario-Mega) Ruthless keyward of the Great Devourer's prison.