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.
Moveset:
Ancient Power
Assurance
Attract
Body Slam
Brutal Swing
Bulldoze
Captivate
Charm
Confide
Counter
Curse
Defense Curl
Double Team
Double-Edge
Earthquake
Echoed Voice
Endeavor
Endure
Facade
Fire Fang
Fissure
Flail
Focus Energy
Frustration
Fury Attack
Giga Impact
Growl
Gyro Ball
Head Smash
Headbutt
Heavy Slam
Hidden Power (Ice)
High Horsepower
Horn Attack
Hyper Beam
Ice Shard
Iron Tail
Knock Off
Last Resort
Magnitude
Mud-Slap
Natural Gift
Odor Sleuth
Play Rough
Poison Jab
Protect
Rapid Spin
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Tackle
Take Down
Thunder Fang
Toxic
Water Gun
Moveset:
Acrobatics
Acupressure
Aromatherapy
Aromatic Mist
Attract
Bounce
Captivate
Charm
Confide
Dazzling Gleam
Double Slap
Double Team
Draining Kiss
Endeavor
Endure
Energy Ball
Facade
Feint
Flail
Fling
Frustration
Giga Drain
Giga Impact
Grass Knot
Grass Whistle
Helping Hand
Hidden Power (Ground)
High Jump Kick
Hyper Beam
Leaf Storm
Light Screen
Low Kick
Low Sweep
Magical Leaf
Mega Kick
Nature Power
Payback
Play Nice
Play Rough
Power Whip
Protect
Punishment
Rapid Spin
Razor Leaf
Reflect
Rest
Return
Round
Safeguard
Seed Bomb
Sleep Talk
Snore
Solar Beam
Solar Blade
Splash
Stomp
Substitute
Sunny Day
Swagger
Sweet Scent
Synthesis
Taunt
Teeter Dance
Toxic
Trop Kick
U-turn
Zen Headbutt
Battle Info
Format: 3v3 Singles Switch: OK DQ: 48 hours for challenger, 72 hours for ref Abilities: All Items: On Megas: One Z-Moves: One Recoveries: 2 Chills: 5 Substitutions: 3
Rival Hop's team consists of three Pokemon, one chosen randomly from each slot
Rival Hop sends out first
Rival Hop's Item Bag: 1× Super Potion
Slumbering Weald is a forest infused with the power of Zacian and Zamazenta. Hop has tamed one of these two great beasts, and the weald has rewarded him by allowing them to share their power with the rest of his team. Due to the ancient power present and how much time Hop has spent here, his Pokemon can find themselves capable of feats they ordinarily would not be able to perform.
Intrepid Sword and Dauntless Shield apply their boost to all members of Hop's team.
All of Hop's Pokemon gain access to the move Hidden Power, but Physical rather than Special. They may specify its type upon first use and it will remain that type for the rest of the battle.
Since Hop knows about type matchups, all super effective attacks get +1 final damage.
Moves:
Attract
Belch
Body Press
Brutal Swing
Bulldoze
Coil
Dig
Dragon Rush
Drill Run
Earth Power
Earthquake
Endure
Facade
Fire Fang
Giga Impact
Glare
Headbutt
High Horsepower
Hurricane
Hyper Beam
Iron Defense
Iron Head
Last Resort
Minimize
Mud Shot
Mud-Slap
Outrage
Poison Tail
Protect
Rest
Rock Blast
Rock Slide
Rock Tomb
Round
Sand Attack
Sand Tomb
Sandstorm
Scale Shot
Scorching Sands
Screech
Skitter Smack
Skull Bash
Slam
Sleep Talk
Snore
Stealth Rock
Stone Edge
Substitute
Wrap
Zen Headbutt
"Oh hey Hop! How have you been? Its been a while!"
"I suppose if a battle is in order, Wisteria will be able to handle it as good as anyone!"
Solar Beam - Solar Beam - Solar Beam
***IF Inteleon is to use Rain Dance this round, replace all instances of Solar Beam with Thunder
***IF Inteleon is in the evasive stage of Bounce when you are to act, use Thunder that action
***IF Inteleon is under the effects of a P/E move when you are to act, use Calm Mind the first instance and Aqua Ring the second instance.
"Crap, I forgot about priorities. Sandaconda, get us out of this mess!"
"Salutations Hop, are we here for tea and biscuits? Oh no a snail, how revolting!"
Earthquake x3
[Once] If Bide then initiate action string Coil~Glare~Earthquake.
If Self-KO move, then use Protect.
If successful Protective move, then use Coil.
"Great job Wisteria, setting up that Fire Spin, now Clematis get in there and get rid of that snake!"
Switching to Clematis the Tsareena, Fire Spin prevents counterswitch
Solar Blade - Solar Blade - Solar Blade
***IF Sandaconda is to use Sandstorm, not in a combination, and you are slower, use Sunny Day the first instance and Trop Kick the second instance
***[CASOA]IF the weather is Sandstorm, use Seed Bomb that action.
***IF Sandaconda is to use Rock Blast, use Seed Bomb the first and third instance, and Power Whip the second instance.
Use Super Potion~Body Press~Body Press
[Once, CASOA] If damaging Grass type combination, then Protect and push actions back.
If your opponent is in the evasive phase of a damaging evasive move when you are to use Body Press, then use Sandstorm first instance, Stealth Rock second instance.
If you are asleep when you are to use Body Press, then use Sleep Talk (Body Press, Skitter Smack, Fire Fang, Facade).
"We just have to hope that this will get us through Clematis!"
Giga Drain - Leaf Storm - Leaf Storm
***IF Sandaconda is under the effects of Endure, use Toxic the first instance and push actions back.
***[CASOA]IF Sandaconda is to use Dig not in combination, and Sandaconda is faster than you, use Bounce that action
***IF your accuracy is at a stage below 0, use Magical Leaf that action.
"What? How did he hit a 70% and a 60% move?! That's basically a guaranteed miss in Fire Emblem!"
"Do not worry my liege, I shall handle this. Before you now stands the knight, let us have an honorable duel!"
Behemoth Bash~Retaliate~Behemoth Bash
[Once] If Endure A2 or A3, then use Imprison (Endure, Protect, Reflect) A1 and push actions back.
[Non-Consecutive] If successful Protective move, then use Reflect first instance, Light Screen second instance, pushing actions back each time.
If Endeavor then use Dig that action and push back.
Action One:
Zamazenta used Behemoth Bash
To Crit: [1=yes]=13=No
Damage: [10+3+2+3]=18
[18 Damage Tsa] [7 Energy Zam]
Tsareena used Low Kick combo
BAP: [6+11]*2.25=38.25
EN: 3.5*[9.5+2]=40.25
To Crit: [1=Yes]=14=No
Damage: [38.25-1]*1.5-2+1=54.875~55
[55 Damage Zam] [40.25 Energy Tsa]
Not enough energy, Tsareena fainted after the combo.
"Taro make your debut, and show this legend what you're made of!"
Earthquake - Bulldoze - Earthquake
***IF Zamazenta is to use Wide Guard, use High Horsepower that action and restart queue.
***IF Zamazenta is under the effects of a P/E move when you are to act, use Focus Energy the first instance, and Curse all remaining instances, restarting queue each time.
"Hello emergency services? I need to report a theft of this battle! Huh...they hung up again."
Hydro Pump x3
If successful Protective move then Aqua Ring first instance, Focus Energy second instance.
[2 Subs] If damaging ground type OR damaging electric type move, then Dive.