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Aurumoth Weakness Policy HP: 100/100 EN: 100/100
9/7/8/7/81 Type: Bug/Psychic Abilities: Weak Armor, No Guard, Light Metal
-10% Eva
infestation ~ sleep talk ~ signal beam
if my opponent is to use pain split then use protect and push back
if my opponent is using a special returning move and does not have a decoy then use disable(blide) the first time and mega horn afterwards, pushing back each time
[steps 2 and 3] at the start of my turn if my opponent is evasive then use counter the second time and shock wave otherwise, pushing back each time
[steps 2 and 3] at the start of my turn if able use bug buzz and push back
Ring Target
Lucky Egg
Metronome
Life Orb
Choice Scarf
Cara Liss stealth rock
Aurumoth Weakness Policy HP: 100/100 EN: 100/100
9/7/8/7/81 Type: Bug/Psychic Abilities: Weak Armor, No Guard, Light Metal
-10% Eva
Fire Blast ~ Fire Blast ~ Fire Blast
[when Togekiss is hit] If Aurumoth lacks a Decoy, use Psych Up + Draining Kiss the first instance and Draining Kiss subsequent instances.
[start of turn] If Togekiss is faster than Aurumoth, and Aurumoth lacks a Decoy, use Air Slash.
[KO sub] If Aurumoth is KO, use Roost.
[start of priority +2] If Aurumoth's HP is at most 16 and Togekiss's ATK stage is at least +2 and Aurumoth lacks Protection, use Extreme Speed.
[start of turn] If Aurumoth has Protection, use Lucky Chant the first instance and Reflect the second instnace.
facade x 3
if my opponent uses a protective move then use feint
if my opponent is using counter then use flash cannon
at the start of my turn if my opponent is evasive then use dive
at the start of my turn if my opponent does not have a decoy then use iron head
Thunder Wave ~ Thunder Wave ~ Thunder Wave
[end of step] If Naviathan is paralyzed, replace all Thunder Wave with Air Slash.
[when Naviathan flinches] If able, replace all Air Slash with Seismic Toss.
[start of step] If Naviathan is to use Taunt, use Disable (Taunt).
[when Sableye is hit] If Sableye's HP is at most 70, use Metal Burst.
[start of step] If Naviathan is to use an Attack-raising move targeting Naviathan, use Taunt.
[start of turn] If Naviathan is Evasive, use Dig.
iron head ~ iron head ~ heavy slam
if my opponent has a decoy use icicle spear if it is step 2 and scale shot otherwise
if my opponent is using a protective move then use potion(necturna) the first time and dragon dance otherwise
if my opponent is evasive use dive
at the start of my turn if able use wave crash
Movepool Level 0:
Aerial Ace
Air Slash
Aura Sphere
Avalanche
Blaze Kick
Brave Bird
Brick Break
Bug Bite
Bug Buzz
Bulk Up
Bullet Seed
Calm Mind
Cross Poison
Crunch
Dark Pulse
Dazzling Gleam
Defog
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Energy Ball
Facade
Fake Tears
Feint Attack
Fire Fang
Fire Punch
Flamethrower
Flash Cannon
Focus Blast
Heal Bell
Hone Claws
Hyper Voice
Hypnosis
Ice Beam
Ice Punch
Iron Head
Leaf Blade
Light Screen
Liquidation
Metal Sound
Nasty Plot
Petal Blizzard
Play Rough
Poison Jab
Power Gem
Protect
Psychic
Psychic Fangs
Psycho Cut
Reflect
Rest
Roar
Rock Polish
Rock Slide
Round
Screech
Shadow Ball
Shadow Claw
Signal Beam
Sleep Talk
Smart Strike
Snore
Strength
Substitute
Surf
Swords Dance
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Tri Attack
Uproar
Vacuum Wave
Waterfall
Whirlwind
Wild Charge
Will-O-Wisp
Work Up
X-Scissor
Zen Headbutt
Level 1:
Agility
Air Cutter
Amnesia
Ancient Power
Barrier
Brutal Swing
Bubble Beam
Captivate
Charge
Charm
Coaching
Confide
Confuse Ray
Confusion
Cosmic Power
Counter
Curse
Cut
Defense Curl
Detect
Disarming Voice
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Drill Run
Dual Chop
Dual Wingbeat
Echoed Voice
Eerie Impulse
Electric Terrain
Encore
Fake Out
False Swipe
Feather Dance
Fire Spin
Flash
Grassy Terrain
Hail
Haze
Helping Hand
High Horsepower
Ice Fang
Ice Spinner
Incinerate
Infestation
Iron Defense
Life Dew
Magical Leaf
Mega Punch
Metal Claw
Misty Terrain
Mud-Slap
Night Shade
Ominous Wind
Pain Split
Poison Tail
Pollen Puff
Pound
Power-Up Punch
Psybeam
Psychic Terrain
Psywave
Rage
Rain Dance
Recycle
Rock Climb
Rock Smash
Role Play
Roost
Safeguard
Sand Tomb
Sandstorm
Scary Face
Seed Bomb
Seismic Toss
Shock Wave
Silver Wind
Sludge Bomb
Snowscape
Soft-Boiled
Spikes
Stealth Rock
Steel Roller
Steel Wing
Sucker Punch
Sunny Day
Swagger
Sweet Scent
Swift
Synthesis
Tailwind
Taunt
Toxic Spikes
Trick
Twister
Venom Drench
Water Gun
Water Pulse
Weather Ball
Whirlpool
Level 2:
Acid Spray
After You
Alluring Voice
Aqua Tail
Assurance
Beat Up
Bind
Blizzard
Burning Jealousy
Close Combat
Corrosive Gas
Covet
Double-Edge
Dragon Cheer
Dream Eater
Dynamic Punch
Expanding Force
Fire Blast
Flare Blitz
Focus Energy
Focus Punch
Foul Play
Grass Knot
Grassy Glide
Gunk Shot
Heat Wave
Hurricane
Hydro Pump
Icicle Spear
Iron Tail
Low Kick
Mega Drain
Mega Kick
Megahorn
Meteor Beam
Misty Explosion
Nightmare
Payback
Pin Missile
Pluck
Poltergeist
Power Whip
Quash
Razor Wind
Revenge
Reversal
Rising Voltage
Rock Blast
Scale Shot
Secret Power
Skull Bash
Sky Attack
Solar Beam
Solar Blade
Steel Beam
Stone Edge
String Shot
Submission
Supercell Slam
Superpower
Tail Slap
Take Down
Terrain Pulse
Thief
Thunder
Triple Axel
Upper Hand
Venoshock
Zap Cannon
Level 3:
Acrobatics
Attract
Aurora Veil
Baton Pass
Bide
Body Slam
Bounce
Breaking Swipe
Brine
Bulldoze
Charge Beam
Chilling Water
Darkest Lariat
Dig
Dive
Drain Punch
Draining Kiss
Electro Ball
Electroweb
Flame Charge
Flip Turn
Fly
Frost Breath
Frustration
Fury Cutter
Gastro Acid
Giga Drain
Guard Swap
Gyro Ball
Hard Press
Headbutt
Heat Crash
Heavy Slam
Hex
Icy Wind
Knock Off
Laser Focus
Lash Out
Leech Life
Low Sweep
Lunge
Mud Shot
Muddy Water
Mystical Fire
Outrage
Phantom Force
Pounce
Power Swap
Psych Up
Psychic Noise
Psyshock
Razor Shell
Return
Rock Tomb
Rollout
Scald
Scorching Sands
Self-Destruct
Skitter Smack
Sky Drop
Sludge Wave
Smack Down
Snarl
Speed Swap
Struggle Bug
Super Fang
Telekinesis
Teleport
Temper Flare
Throat Chop
Torment
Trailblaze
U-turn
Volt Switch
Worry Seed
Level 4:
Ally Switch
Blast Burn
Block
Body Press
Draco Meteor
Egg Bomb
Embargo
Endeavor
Endure
Explosion
Fire Pledge
Fissure
Fling
Frenzy Plant
Future Sight
Giga Impact
Grass Pledge
Gravity
Hidden Power (Fairy)
Horn Drill
Hydro Cannon
Hyper Beam
Imprison
Last Resort
Leaf Storm
Magic Coat
Magic Room
Magnet Rise
Me First
Metronome
Mimic
Natural Gift
Nature Power
Overheat
Pay Day
Reflect Type
Retaliate
Skill Swap
Snatch
Spite
Stomping Tantrum
Stored Power
Tera Blast
Transform
Trick Room
Water Pledge
Wonder Room
Level 1:
Captivate
Confide
Confuse Ray
Counter
Curse
Double Team
Encore
Haze
Infestation
Lick
Mega Punch
Night Shade
Ominous Wind
Pain Split
Power-Up Punch
Psywave
Rage
Rain Dance
Rock Smash
Role Play
Scary Face
Seismic Toss
Sludge Bomb
Smog
Sucker Punch
Sunny Day
Swagger
Taunt
Toxic Spikes
Trick
Level 2:
Acid Spray
Clear Smog
Corrosive Gas
Disable
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Foul Play
Gunk Shot
Mega Drain
Mega Kick
Nightmare
Payback
Poltergeist
Secret Power
Skull Bash
Submission
Take Down
Thief
Thunder
Venoshock
Zap Cannon
Level 3:
Attract
Bide
Body Slam
Drain Punch
Frustration
Giga Drain
Headbutt
Hex
Icy Wind
Knock Off
Laser Focus
Phantom Force
Psych Up
Psychic Noise
Return
Self-Destruct
Skitter Smack
Sludge Wave
Telekinesis
Torment
Level 4:
Ally Switch
Destiny Bond
Embargo
Endure
Explosion
Fling
Giga Impact
Grudge
Hidden Power (Fairy)
Hyper Beam
Imprison
Mean Look
Metronome
Mimic
Natural Gift
Perish Song
Reflect Type
Skill Swap
Snatch
Spite
Tera Blast
Trick Room
Wonder Room
Harbinger of Mists Returned (Tapu Fini)
Level 4 EXP: -- / 10
Level 1:
Confide
Disarming Voice
Double Team
Echoed Voice
Haze
Heal Pulse
Iron Defense
Mist
Misty Terrain
Rain Dance
Safeguard
Swagger
Taunt
Trick
Water Gun
Water Pulse
Whirlpool
Withdraw
Level 2:
Aqua Ring
Blizzard
Grass Knot
Hydro Pump
Level 3:
Brine
Dive
Draining Kiss
Frustration
Guard Swap
Icy Wind
Knock Off
Moonblast
Muddy Water
Nature's Madness (sig)
Psych Up
Return
Scald
Telekinesis
Torment
Level 4:
Endure
Fling
Giga Impact
Gravity
Hidden Power (Ground)
Hyper Beam
Magic Coat
Magic Room
Mean Look
Nature Power
Soak
Stored Power
Wonder Room
Professor Kukui (Level 4)
Challenge Type: Z-Move Singles
Battle Info
Match Type: 3v3 Singles DQ Time: 48 hours for challenger, 72 hours for ref Battle Level: 4 Substitution Count: 4 Recovery Count: 2 Chill Count: 5 Switching Method: On Half-Start Rule: Off Ability Count: All Advanced Techniques: All Technique Control: 1 Backpack Size: 10 Arena: Alola Pokemon League
The Alola Pokemon League is built at the top of Mount Lanakila, the highest point in the region. It was here that Kukui declared that Alola would have an Elite Four and Champion just as the other regions do, and it was here that the Z-Energy released by Ultra Wormholes all across Alola has gathered. Do you have what it takes to become the next Champion of Alola?
Each of Kukui's Pokemon with Z-Moves unlocked may use one Technique Control's worth of Z-Moves during the battle.
Kukui's Snorlax is from Alola. They only know moves that their species could learn in games set in Alola.
Kukui's Lycanroc-Dusk stands strong against all foes. They have the ability Sturdy.
The Z-Energy overflow has unlocked latent capabilities in most Pokemon whose species has a Signature Z-Move. All such Pokemon, except for Lunala, Marshadow, Mew, Necrozma, and Solgaleo, have all of their Signature Z-Moves added to their movepool. All Signature Z-Moves may be performed with the prefix "Z-Mini", without the user needing to hold a Z-Crystal or spend a Technique Control.
Z-Mini
The Z-Move's effect text and tags are ignored.
The Z-Move no longer belongs to any of the base move's Action Groups.
The Z-Move's BAP becomes 13.
The Z-Move's base EN cost becomes 9.
The Z-Move is Physical if the user's Attack rank is higher than their Special Attack; otherwise, the Z-Move is Special.
The Z-Move's target scope becomes "Any One Target".
Movepool: Level 0:
Aerial Ace
Blaze Kick
Brick Break
Bulk Up
Crunch
Dark Pulse
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Iron Head
Leer
Nasty Plot
Protect
Rest
Roar
Round
Shadow Claw
Sleep Talk
Snore
Substitute
Swords Dance
Thunder Punch
Toxic
Will-O-Wisp
Work Up
Level 1:
Bite
Brutal Swing
Confide
Double Kick
Double Team
Dual Chop
Ember
Fake Out
Fire Spin
Growl
Helping Hand
Lick
Mega Punch
Scary Face
Scratch
Sunny Day
Swagger
Taunt
Level 2:
Assurance
Bind
Burning Jealousy
Close Combat
Covet
Cross Chop
Double-Edge
Fire Blast
Flare Blitz
Focus Punch
Fury Swipes
Heat Wave
Low Kick
Mega Kick
Quash
Revenge
Reversal
Superpower
Take Down
Thief
Level 3:
Acrobatics
Attract
Baton Pass
Body Slam
Bulldoze
Darkest Lariat (Signature)
Drain Punch
Flame Charge
Frustration
Heat Crash
Knock Off
Lash Out
Leech Life
Low Sweep
Outrage
Parting Shot
Return
Scorching Sands
Snarl
Temper Flare
Thrash
Throat Chop
Torment
Trailblaze
U-turn
Level 4:
Blast Burn
Embargo
Endeavor
Endure
Fire Pledge
Fling
Giga Impact
Hidden Power
Hyper Beam
Overheat
Pay Day
Power Trip
Snatch
Stomping Tantrum
Tera Blast
Sending out Tapu Koko with Eject Button. Keriel to order.
Sending the Harbinger of the Reified Dream (Mew) @ Expert Belt.
Stealth Rock ~ Earthquake ~ Gunk Shot
[start of step] If Tapu Koko is to use Taunt as a combination, and Tapu Koko has a combo token, use Protect and delay actions.
[start of step] If Tapu Koko is to use Taunt not in combination, use Magic Coat and delay actions.
[start of turn] If Tapu Koko has Evasive, use Dig and delay actions.
[start of turn, once] If Tapu Koko is to use a hazard-removing move on any step, replace all Stealth Rock with Gunk Shot and use Stealth Rock step 3.
Koko Electric Terraforming
[Electric Terrain 4R] [9 E Koko]
Koko Nature's Madness
H: [10>= Miss]=74
D: 95/4=24
[24 D Mew] [8 E Koko]
Mew Stealth Rock
[Stealth Rocks Kukui] [12 E Mew]
Koko Mirror Move
Copied Stealth Rock
[Stealth Rocks Keriel] [15 E Koko]
Mew Earthquake
C: [1=Yes]=6
D: [10+7-6]*1.5+4=21
[21 D Koko] [7 E Mew]
Eject Button - [Switching Marker Koko]
Koko Thunder Wave + Hyper Beam
14 BAP 90% Accurate Electric Move that Paralyzes Target and inflicts Sluggish on User
H: [10>= Miss]=84
C: [1=Yes]=3
D: [14+3+2+6-6]=19
[19 D Mew] [34 E Koko] [Paralysis 2 Mew]
Synchronize: Koko is unaffected by Paralysis
Mew Gunk Shot
H: [20>= Miss]=74
C: [1=Yes]=22
E: [30>= Yes]=66
D: [12+7-6]*1.5+4=24
[24 D Koko] [8 E Mew]
Paralysis: [+1 Marker]
Switching: Tapu Koko Switched out
Totals
Mew: 43 Damage, 27 Energy, Paralysis 3
Tapu Koko: 45 Damage, 66 Energy
===============================
Team Keriel:
Harbinger of the Reified Dream
HP: 42/95
EN: 73/100
Stats: 7/7/7/6/[58] (+)
S/W: 1/1
A: Synchronize
I: Expert Belt
O: Paralyzed (3)
Shadow of Mischief
HP: 85/85
EN: 100/100
Stats: 4/5/10/6/110
S/W: 3/3
A: Cursed Body
I: TBD
O: None
Harbinger of Mists Returned
HP: 85/85
EN: 100/100
Stats: 5/8/8/9/85
S/W: 3/2
A: Misty Surge, Telepathy
I: TBD
O: None
------------------------------
Field: Electric Terrain (3R), Stealth Rock (Both)
===============================
Turn order:
Kukui sends out Pokemon and orders
Keriel orders...with a Mew...this is fine
Maxim referees
Knock Off~Lash Out~Shadow Claw
1. At start of step, if Mew is to use Counter, then use Dark Pulse and push actions back.
2. Once, at start of step, if Mew is to use Pain Split, then use Protect and push actions back.
3. At start of turn, if Mew is Evasive, then use Aerial Ace and push actions back.
4. At start of turn, if able then use Darkest Lariat and push actions back.
Rock Tomb ~ Power Swap + Drain Punch ~ Drain Punch
[start of turn, step 3] If Mew's HP is at least 6, and Incineroar's ATK stage is -1, use Dig. (Checking my calcs, substitution edition)
[start of turn, step 3] If Mew's HP is exactly 1, use Earthquake.
Sending out the Harbinger of Mists Returned (Tapu Fini) @ Leftovers.
Surf ~ Hydro Pump ~ Hydro Pump
[start of step, once] If Incineroar is to use Fake Out, use Protect and push back.
[start of turn] If Incineroar has Protection, and Incineroar is not under the effect of Snatch, use Aqua Ring the first instance and Calm Mind the second instance and Rain Dance the third instance, pushing back each time.
[start of turn] If Incineroar's HP is at most 47, use Brine and push back.
[start of turn] If Incineroar has a Decoy, use Moonblast and push back.