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Counterswitching to Vanilluxe holding Leftovers. [Sure let's just step into the obvious trap.]
Vanilluxe: Weather Ball (Gliscor) x3
1. At start of step, if Gliscor is to use U-Turn in a combination, then use Protect (Self).
2. At start of step, if Gliscor is to use Thunder Fang in a combination, then use Protect (Self).
3. At start of step, if Gliscor is to use Swords Dance in a combination, then use Protect (Self). [Let's not fall for that one again.]
4. At start of turn, if Snow is absent, then use Ice Beam (Gliscor).
I think I should have toxin 3 not 4 due to the timing of toxic orb giving me toxin in step 1 (after it would tick up)toxin does double damage if the opponent has not been hit this step, so should do 4 damage on step 3.
I forgot to choose a Z-Crystal for N. In the event it matters, I'll roll a dice for the one we're using. [1d4]=1=Dragonium Z.
Counterswitching to Reshiram.
Reshiram: Focus Blast (Tyranitar) x3
1. At start of step, if Tyranitar is to use Thunder Fang as a Combination, then use Protect (Self).
2. At start of step, if Tyranitar is to use Swagger as a Combination, then use Protect (Self).
3. At start of step, if Tyranitar is to use Screech as a Combination, then use Protect (Self).
4. At start of turn if Tyranitar is under the effects of Protection, then use Dragon Cheer (Team) the first instance, and Tailwind (Team) the second instance.
Some reffing notes, poke me to stop if it ends up feeling condescending instead of helpful! Unnerve stops weakness policy. ttar spD is 7 + 3 + 3 = 13 due to barometer sand.
sand tomb ~ earthquake ~ outrage
[step 1] When sand tomb misses, if able, use stomping tantrum on step 2.
sending out gliscor with ground gem!
earthquake ~ high horse power ~ earthquake
At the start of my turn, if my opponent is to use endure, use earthquake and push back.
At the start of my turn, if my opponent is to use a protective move, use chill the first time and swords dance afterwards.
At the start of my turn, if reshiram is to use super potion, use earthquake.
At the start of my turn, if my opponent does not have a protective status and my opponent is not evasive, use breaking swipe + fire fang the first time and earthquake otherwise.
Cool game,that’s really cool of you. Thanks for arbitrarily setting gem energy to 1. Really ruined my plans there. How cool that I just co stantly faceplant.
Maxim I should not be healing from toxic heal after I chill (because fatigued condition stops healing)
I think I should be on 20? orders to come tomorrow!
Switching to Thomas the heatran with sovereign malevolence!
heat wave x 3
At the start of the step, if my opponent is to use a ground attack as a combination, use protect.
At the start of my turn, if my opponent is to use a protective move, use iron defence.
At the start of my turn, if my opponent is to use a special returning attack, use flare blitz if it is step 2 and use heat crash otherwise.
At the start of my turn, if my opponent does not have a decoy and does not have a protective status, use flamethrower + metal sound the first time and eruption afterwards.
Level 1
Ancient Power
Captivate
Confide
Counter
Cut
Defense Curl
Detect
Double Team
Fake Out
Flash
Incinerate
Lick
Mega Punch
Mud-Slap
Power-Up Punch
Psybeam
Rain Dance
Recover
Recycle
Rock Smash
Role Play
Scratch
Seismic Toss
Shock Wave
Stealth Rock
Sucker Punch
Sunny Day
Swagger
Swift
Trick
Water Pulse
Level 2
After You
Aqua Tail
Bind
Blizzard
Disable
Double-Edge
Dynamic Punch
Feint
Fire Blast
Focus Punch
Foul Play
Fury Swipes
Grass Knot
Iron Tail
Low Kick
Mega Kick
Secret Power
Solar Beam
Thief
Thunder
Movepool Level 0
Aerial Ace
Brick Break
Bulk Up
Earthquake
Facade
Fire Punch
Focus Blast
Hone Claws
Ice Punch
Leer
Meditate
Night Slash
Poison Jab
Protect
Rest
Rock Slide
Round
Screech
Shadow Ball
Shadow Claw
Shadow Punch
Sleep Talk
Snore
Strength
Substitute
Thunder Punch
Thunderbolt
Toxic
Uproar
Vacuum Wave
Work Up
Level 1
Captivate
Coaching
Confide
Counter
Curse
Defense Curl
Detect
Double Team
Dual Chop
Encore
Helping Hand
Karate Chop
Mega Punch
Mud-Slap
Night Shade
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Role Play
Scary Face
Scratch
Seed Bomb
Seismic Toss
Stealth Rock
Sunny Day
Swagger
Swift
Taunt
Level 2
Assurance
Beat Up
Close Combat
Covet
Cross Chop
Double-Edge
Dynamic Punch
Focus Energy
Focus Punch
Fury Swipes
Gunk Shot
Iron Tail
Low Kick
Mega Kick
Payback
Punishment
Rage Fist
Revenge
Reversal
Secret Power
Skull Bash
Smelling Salts
Stone Edge
Submission
Take Down
Thief
Thunder
Sun Tzu (Golisopod) Level 3 — EXP: 7 / 10
Careful nature ( Special Attack -1, Special Defense +2 ) Typing: Bug/Water Abilities: Emergency Exit
Combinations (4 / 4)
Aqua Jet + Close Combat
Swords Dance + Knock Off
Skitter Smack + Scald
Liquidation + Screech
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
Level 3
Attract
Dive
Frost Breath
Frustration
Fury Cutter
Icy Wind
Knock Off
Laser Focus
Leech Life
Mud Shot
Muddy Water
Psych Up
Razor Shell
Return
Rock Tomb
Rollout
Scald
Skitter Smack
Sludge Wave
Snarl
Struggle Bug
Throat Chop
vs. Mad Scientist Cara Liss
Challenge Type: Hard Singles
Battle Info
Match Type: [Bring 4, Pick 3]v3 Singles Hours:
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Technique Control: 2 Backpack Size: 10 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 Resupply - Fill half of the empty space in your backpack, rounded down, with Ethers. Then, fill the remaining space with Potions.
Arena: Galar Route 6
While traversing the high cliffs of Galar's Route 6, you come upon a woman with mud smudged on her face, hands, and clothes, holding up a Pokeball triumphantly. You ask her if she needs water, but she's too distracted to care. "I did it!" she cries. "I, Cara Liss, have created a Pokemon!" You aren't sure you've heard correctly, but she keeps talking regardless. "Would you like to fight me? I combined the best parts from lots of different Pokemon, including the fossils I became famous for reviving, and now I have my own creations you can't find anywhere else in the world!" On the one hand, she might be lying or deluded. On the other, there's only one way to find out!
Cara Liss's Equilibra knows Doom Desire as a signature move.
Once per round, when Cara Liss's Pokemon attacks a defender that hasn't taken a turn that step: Increase the power of that attack by three (3).
Potion Potion
Choice Band Choice Specs Focus Sash Oran Berry Rage Candy Bar Sticky Barb Weakness Policy Leftovers Mental Herb Red Card
Cresceidon
Level 3
Type: Water/Fairy Abilities: Multiscale, Rough Skin, Water Veil
Level 1:
Amnesia
Confuse Ray
Encore
Haze
Helping Hand
Mist
Misty Terrain
Pound
Rain Dance
Recover
Scary Face
Swift
Taunt
Water Gun
Water Pulse
Weather Ball
Whirlpool
Wide Guard
Level 2:
Aqua Ring
Blizzard
Double-Edge
Hydro Pump
Misty Explosion
Spit Up
Stockpile
Swallow
Take Down
Wave Crash
Level 3:
Body Slam
Bulldoze
Chilling Water
Heavy Slam
Icy Wind
Moonblast
Muddy Water
Scald
Naviathan
Level 3
Type: Water/Steel Abilities: Guts, Heatproof, Light Metal
Level 1:
Bite
Brutal Swing
Bubble Beam
Confide
Double Team
Dragon Breath
Dragon Dance
Echoed Voice
Feather Dance
Gust
Hail
Haze
Ice Fang
Iron Defense
Metal Claw
Peck
Rain Dance
Rock Smash
Scary Face
Slack Off
Steel Roller
Swagger
Taunt
Water Gun
Water Pulse
Whirlpool
Wide Guard
Level 2:
Blizzard
Feint
Focus Energy
Hurricane
Hydro Pump
Icicle Spear
Iron Tail
Scale Shot
Secret Power
Steel Beam
Wave Crash
Level 3:
Anchor Shot
Attract
Body Slam
Breaking Swipe
Brine
Chilling Water
Dive
Frustration
Heavy Slam
Icicle Crash
Icy Wind
Laser Focus
Muddy Water
Return
Scald
Self-Destruct
Aurumoth
Level 3
Type: Bug/Psychic Abilities: Weak Armor, No Guard, Light Metal
sending out Randal the kecleon holding leftovers!
Declare color change electric.
declare color change exclusion, ground.
thunder punch x 3
At the start of the step, if my opponent is to use a protective move, use stealth rock and disable sub 3 the first time, and feint otherwise.
[once ] At the start of priority 3, use fake out.
[once ] At the start of my turn, if able, use stealth rock.
[once ] At the start of my turn, if my opponent is not asleep and misty terrain is not in play and my opponent does not have a decoy, use toxic.