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Chill ~ Flamethrower ~ Flamethrower
[step 2, step 3] At start of turn IF Ferrothorn has protection THEN use Confide
[step 3] At start of turn IF Ferrothorn lacks a decoy THEN use Spite
[step 2, step 3] At start of turn IF Ferrothorn has +2 atk or higher THEN use Haze
[step 2, step 3] At start of turn IF Ferrothorn lacks a decoy AND Ferrothorn lacks burn THEN use Will-O-Wisp
ice beam x 3
At the start of my turn if my en is 5 or less, use chill.
At the start of my turn, if my opponent is to use a protective move, use chill if it is step 1, snowscape if it is step 2 and reflect if it is step 3.
At the start of my turn, if my opponent is to use endure, use chill if it is step 1, taunt if it is step 2 and reflect if it is step 3.
At the start of my turn, if I have no opponent in play, use chill if it is step 1, snowscape if it is step 2 and reflect if it is step 3.
Focus Sash Rose Incense Weakness Policy Heavy Duty Boots Safety Goggles Enigma Berry
Team Plasma N 0 tech remaining, power of friendship used up Vanilluxe HP: 83/85 EN: 8/30
6/6/9/7/79 | 3/4
poison(1)
toxin Types: Ice Abilities: Ice Body, Snow Warning, Weak Armor
Ferrothorn
Safety Goggles HP: 47/85 EN: 15/30
7/9/3/10/20 | 2/5
fatigued
dread(9 en remaining) Types: Grass, Steel Abilities: Iron Barbs, Anticipation ko
Sending out Molesome the Colossoil holding it's Leftovers
Fake Out ~ Knock Off ~ Superpower
[once] At start of turn IF Vanilluxe has protection THEN use Chill and push back
At start of turn IF Vanilluze has protection THEN use Stealth Rock and push back
Leftovers Berserk Gene Loaded Dice Macho Brace Light Ball Heavy Duty Boots Enigma Berry Red Card Eject Button Sticky Barb
Pokemon:
Swiper (Ambipom) Level 3 — EXP: 0 / 10
Jolly nature ( Special Attack -1, Speed x1.15, Accuracy +10 ) Typing: Normal Abilities: Technician, Pickup Hidden Ability: Skill Link Traits: Requires no Tech for their first Technique each battle.
Level 1
Agility
Captivate
Confide
Counter
Curse
Cut
Defense Curl
Detect
Double Hit
Double Team
Dual Chop
Fake Out
Helping Hand
Mega Punch
Mud-Slap
Power-Up Punch
Quick Guard
Rain Dance
Rock Smash
Role Play
Sand Attack
Scratch
Seed Bomb
Seismic Toss
Shock Wave
Slam
Sunny Day
Swagger
Swift
Switcheroo
Taunt
Tickle
Water Pulse
Level 2
Beat Up
Covet
Double Slap
Double-Edge
Dream Eater
Dynamic Punch
Focus Punch
Foul Play
Fury Swipes
Grass Knot
Gunk Shot
Iron Tail
Low Kick
Mega Kick
Nightmare
Payback
Revenge
Secret Power
Solar Beam
Tail Slap
Take Down
Thief
Thunder
Triple Axel
Upper Hand
Zap Cannon
Level 3
Acrobatics
Attract
Baton Pass
Body Slam
Bounce
Chilling Water
Dig
Frustration
Fury Cutter
Headbutt
Knock Off
Laser Focus
Low Sweep
Mud Shot
Pursuit
Return
Smack Down
Throat Chop
Trailblaze
U-turn
Rouge (Swoobat) Level 3 — EXP: 9 / 10
Timid nature ( Attack -1, Speed x1.15, Accuracy +10 ) Typing: Psychic/Flying Abilities: Unaware, Klutz Hidden Ability: Simple Traits: Requires no Tech for their first Technique each battle.
Combinations (4 / 4)
Trailblaze + Fire Fang
Storm Throw + Bone Rush
Screech + Earthquake
Will-O-Wisp + Toxic
Movepool Level 0
Aerial Ace
Brick Break
Bulk Up
Bullet Punch
Circle Throw
Cross Poison
Defog
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Mach Punch
Poison Fang
Poison Jab
Protect
Rest
Roar
Round
Screech
Sleep Talk
Snore
Substitute
Tail Whip
Toxic
Will-O-Wisp
Work Up
Level 1
Confide
Double Team
Ember
Fire Spin
Flame Wheel
Force Palm
High Horsepower
Incinerate
Lick
Metal Claw
Morning Sun
Sand Tomb
Scratch
Sludge Bomb
Smog
Smokescreen
Stealth Rock
Sunny Day
Swagger
Taunt
Venom Drench
Level 2
Acid Spray
Bone Rush
Burning Jealousy
Clear Smog
Corrosive Gas
Fire Blast
Flare Blitz
Gunk Shot
Heat Wave
Iron Tail
Low Kick
Magnitude
Scale Shot
Solar Beam
Superpower
Level 1
Agility
Bite
Charge
Charm
Coaching
Discharge
Eerie Impulse
Electric Terrain
Encore
Fake Out
Growl
Helping Hand
Metal Claw
Nuzzle
Rain Dance
Scratch
Seed Bomb
Slam
Spark
Sunny Day
Sweet Kiss
Swift
Thunder Shock
Level 2
Arm Thrust
Close Combat
Double-Edge
Entrainment
Focus Punch
Grass Knot
Low Kick
Supercell Slam
Take Down
Thief
Thunder
Upper Hand
Level 3
Baton Pass
Charge Beam
Dig
Electro Ball
Electroweb
Knock Off
Low Sweep
Rock Tomb
Super Fang
Throat Chop
Volt Switch
Mystery Man Eusine (Level 3)
Challenge Type: Normal 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: The Burned Tower
All his life, Eusine had one goal — to win the respect of, and capture, the legendary Suicune. Which turned out to be hard! After many years of fruitless searching, Eusine got serious about it. He learned all he could about the customs and history of the Johto region, even going so far as to start a new journey in New Bark Town. Though Suicune eluded him at first, once Eusine was able to tame Raikou and Entei he finally earned the favor of the Aurora Pokemon. Eusine now spends his time in the burned tower where Suicune was first revived, happy to show the raw power of Johto's legendary beasts to those who would seek him out.
The ability Leaf Guard also gives Eusine's Meganium's moves with "Leaf" or "Petal" in the name a power bonus of three (3).
When Eusine's Raikou, Entei, or Suicune attacks with a move they share a type with, the effectiveness of that move is at least x0.75.
Level 1:
Agility
Ancient Power
Bite
Captivate
Chip Away
Confide
Counter
Curse
Cut
Detect
Double Team
Dragon Dance
Flatter
Hail
Helping Hand
Ice Fang
Mega Punch
Metal Claw
Mud-Slap
Power-Up Punch
Rage
Rain Dance
Rock Climb
Rock Smash
Scary Face
Scratch
Seismic Toss
Swagger
Water Gun
Water Pulse
Whirlpool
Level 2:
Aqua Tail
Blizzard
Double-Edge
Dynamic Punch
Flail
Focus Punch
Hydro Pump
Iron Tail
Low Kick
Mega Kick
Razor Wind
Scale Shot
Secret Power
Submission
Superpower
Take Down
Thief
Level 3:
Attract
Body Slam
Breaking Swipe
Bulldoze
Chilling Water
Dig
Dive
Flip Turn
Frustration
Fury Cutter
Headbutt
Icy Wind
Lash Out
Muddy Water
Outrage
Return
Rock Tomb
Scald
Snarl
Thrash
Trailblaze
Kingdra
Level 3
Type: Water/Dragon Abilities: Swift Swim, Sniper, Damp
Sending out Swiper the Ambipom holding a Red Card!
Tail Slap ~ Tail Slap ~ Tail Slap
[once] At start of step IF Feraligatr is to use scald in combination THEN use Protect and push back
[once] At start of prio 3 IF Feraligatr lacks protection AND Feraligatr lacks a decoy THEN use Fake Out and push back
At start of turn IF Feraligatr is to use a fighting type attack AND you are faster THEN use Bounce and push back
At start of turn IF Feraligatr lacks protection AND Feraligatr lacks a decoy AND Feraligatr lacks evasion THEN use Knock Off first instance, Zap Cannon + Fire Punch second instance
switching to raikou @ focus sash
combos electroweb + rain dance, zap cannon + iron head
Electroweb + Rain Dance ~ Zap Cannon ~ Zap Cannon
[start of turn] IF evasive attack, AND ambipom has evasive, THEN use dig and push back
[start of turn] IF protective move, THEN use rain dance if it is step 1, laser focus otherwise
[start of turn] IF ambipom has decoy, THEN use wild charge
Sending out Rumble the Pawmot holding a Enigma Berry!
Thunder ~ Thunder ~ Thunder
At start of step IF Raikou is to use Zap Cannon in combination AND you are slower THEN use Protect
[once] At start of turn IF Raikou has protection THEN use Aim and replace all instances of Thunder with Focus Blast
At start of turn IF Raikou has protection THEN use Bulk Up
At start of turn IF Raikou has evasive THEN use Thunder
replacing with kingdra @ choice specs
Hydro pump ~ hydro pump ~ hydro pump
[start of step] IF protective move, THEN use Focus Energy first instance.
[start of step] IF electric attack, THEN use protect.
[start of step] IF aura sphere, THEN use disable (aura sphere)