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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.
Switching to Skarmory with metronome! :Sv/skarmory::metronome:
swords dance ~ swords dance + sky attack ~ drill run
[steps 2 and 3] At the start of my turn, if my opponent has a protective status, use potion(meganium) and push back.
[steps 2 and 3] At the start of my turn, if my opponent is to use a multi hit attak, use drill run and push back.
Movepool Level 0
Avalanche
Brick Break
Bulk Up
Earth Power
Earthquake
Facade
Focus Blast
Ice Beam
Ice Punch
Liquidation
Poison Jab
Protect
Refresh
Rest
Roar
Rock Slide
Round
Screech
Sleep Talk
Sludge
Snore
Strength
Substitute
Surf
Tackle
Toxic
Uproar
Waterfall
Work Up
Level 1
Amnesia
Ancient Power
Barrier
Bite
Captivate
Confide
Counter
Curse
Defense Curl
Double Team
Echoed Voice
Growl
Hail
Helping Hand
High Horsepower
Mega Punch
Mirror Coat
Mud-Slap
Power-Up Punch
Rain Dance
Rock Climb
Rock Smash
Rock Throw
Sand Tomb
Scary Face
Seismic Toss
Stealth Rock
Supersonic
Swagger
Water Gun
Water Pulse
Weather Ball
Whirlpool
Wide Guard
Yawn
Level 2
Aqua Tail
Blizzard
Double-Edge
Dynamic Punch
Focus Punch
Hammer Arm
Hydro Pump
Ice Ball
Iron Tail
Low Kick
Mega Kick
Mud Bomb
Secret Power
Stone Edge
Superpower
Take Down
Level 3
Attract
Bide
Body Slam
Bulldoze
Chilling Water
Darkest Lariat
Dig
Dive
Flip Turn
Foresight
Frustration
Hard Press
Headbutt
Icy Wind
Knock Off
Mud Shot
Muddy Water (Sig)
Outrage
Return
Rock Tomb
Rollout
Scald
Sludge Wave
Smack Down
Stomp
Level 4
Body Press
Endeavor
Endure
Fling
Giga Impact
Hidden Power (Fairy)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Stomping Tantrum
Tera Blast
Water Pledge
Movepool Level 0
Aerial Ace
Brick Break
Bulk Up
Crunch
Dragon Claw
Dragon Pulse
Dragon Tail
Earth Power
Earthquake
Facade
Fire Fang
Fire Punch
Flamethrower
Focus Blast
Hone Claws
Iron Head
Protect
Rest
Roar
Rock Polish
Rock Slide
Round
Shadow Claw
Slash
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Thunder Punch
Thunder Wave
Thunderbolt
Toxic
Uproar
Will-O-Wisp
Zen Headbutt
Level 1
Ancient Power
Brutal Swing
Confide
Counter
Cut
Defense Curl
Double Team
Helping Hand
High Horsepower
Incinerate
Mega Punch
Metal Claw
Mud-Slap
Power-Up Punch
Rock Climb
Rock Smash
Safeguard
Sand Tomb
Sandstorm
Scary Face
Seismic Toss
Shock Wave
Spikes
Stealth Rock
Sunny Day
Swagger
Swift
Level 2
Double-Edge
Dynamic Punch
Fire Blast
Focus Punch
Hammer Arm
Heat Wave
Iron Tail
Mega Kick
Precipice Blades (Sig)
Rock Blast
Secret Power
Solar Beam
Stone Edge
Take Down
Thunder
Level 3
Body Slam
Bulldoze
Dig
Frustration
Fury Cutter
Headbutt
Heat Crash
Heavy Slam
Lava Plume
Mud Shot
Psych Up
Return
Rock Tomb
Rollout
Scorching Sands
Smack Down
Lyastra (Reshiram) [F]
Level 4 — EXP: 0 / 10
Timid Nature ( Attack -1, Speed x1.15, Accuracy +10 ) Typing: Dragon/Fire Abilities: Turboblaze Traits: Requires 1 Tech to send out, once per battle.
Combinations (6 / 6)
Rain Dance + Weather Ball
Mystical Fire + Fire Fang
Blue Flare + Rock Tomb
Breaking Swipe + Body Slam
Rock Slide + Flame Charge
Reflect + Imprison
Level 1
Ancient Power
Brutal Swing
Confide
Cut
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Echoed Voice
Extrasensory
Fire Spin
Helping Hand
Incinerate
Mist
Noble Roar
Rain Dance
Rock Smash
Roost
Safeguard
Scary Face
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Weather Ball
Level 2
Blue Flare (Sig)
Double-Edge
Dragon Cheer
Fire Blast
Flare Blitz
Heat Wave
Payback
Scale Shot
Secret Power
Solar Beam
Stone Edge
Take Down
Level 3
Body Slam
Breaking Swipe
Flame Charge
Fly
Frustration
Fusion Flare (Sig)
Heat Crash
Laser Focus
Mystical Fire
Outrage
Return
Rock Tomb
Scorching Sands
Level 4
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Electric)
Hyper Beam
Imprison
Overheat
Tera Blast
Team Plasma N (Level 4)
Challenge Type: Unpurchaseable Singles (Reshiram OR Zekrom) :reshiram::zekrom:
Battle Info
Match Type: 3v3 Singles Hours:
Player Hours: 72 round/72 battle
Ref Hours: 72 round/120 battle
Technique Control: 3 Backpack Size: 10 Lifelines: 2
(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.)
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.
:potion:Lifeline Resupply - Fill half of the empty space in your backpack, rounded down, with Ethers. Then, fill the remaining space with Potions.
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
:poke doll:Lifeline Switch - Switch your Pokemon.
Arena: N's Castle
N's Castle rises above the Unovan Pokemon League, easily the tallest structure in the entire region. This battle takes place in the throne room, immediately after N has summoned a legendary dragon, aiming to conquer the entire Pokemon world. Further, N loves and trusts his Pokemon, and they love and trust him in return, so many of them are more powerful than they would otherwise be, here at his throne.
All of N's Pokemon feel intense affection towards him, and can pull through for him even in the direst of circumstances. The first time one of them Faints, set that Pokemon's HP to 1 if it is less than 1, then set their EN to 6 if it is less than 6, then discard Fainting from them.
The specific benefits N's Pokemon have are:
N's Zoroark is extremely good at mimicry, creating more powerful illusions that still have effects even when broken. If Zoroark is sent out in disguise, they will gain all copyable abilities that the Pokemon they pretend to be has, until they leave play.
N's Sigilyph has spent so long carrying its Life Orb that the two have developed a psychic bond. If they hold a Life Orb, that Life Orb is immutable.
N's Archeops will never get demoralized when it is losing. Ignore the line "While the user has less than half (x0.5) of their maximum HP remaining: Their Attack and Special Attack ranks are reduced by two (2)." on their Defeatist ability.
N's Vanilluxe and Gigalith have both been trained to resist the influence of other weathers. Their respective weathers cannot be discarded while they are in play.
N's Darmanitan always remains calm in the heat of battle, so they may assume either Standard or Zen Mode on sendout. They then cannot change their form for the rest of the battle.
N's Conkeldurr has being healed by N so often that they no longer notice pain as strongly, so they will only take 1 damage per action from burn.
N's Ferrothorn trained extensively in the strange magnetic fields of Chargestone Cave. When they enter play, Ferrothorn uses Magnet Rise as a triggered action.
N really likes single letters. All Z-Moves he uses ignore type immunities.
Camouflage turns the user into a Normal type
Secret Power may cause paralysis
Nature Power becomes Tri Attack
Slot 1: Sigilyph, Hidden Power Dragon
Slot 2: Ferrothorn, Hidden Power Fire
Slot 3: Zekrom, Hidden Power Grass
Movepool: Level 0:
Aerial Ace
Air Slash
Calm Mind
Dark Pulse
Dazzling Gleam
Defog
Energy Ball
Facade
Flash Cannon
Hypnosis
Ice Beam
Light Screen
Protect
Psychic
Psycho Cut
Reflect
Rest
Round
Shadow Ball
Signal Beam
Sleep Talk
Snore
Substitute
Thunder Wave
Toxic
Whirlwind
Zen Headbutt
Level 1:
Air Cutter
Ancient Power
Confide
Confusion
Cosmic Power
Double Team
Dual Wingbeat
Flash
Gust
Psybeam
Psywave
Rain Dance
Roost
Safeguard
Shock Wave
Steel Wing
Swagger
Swift
Tailwind
Trick
Level 2:
Dream Eater
Expanding Force
Heat Wave
Pluck
Psycho Shift
Secret Power
Sky Attack
Solar Beam
Thief
Level 3:
Attract
Charge Beam
Fly
Frustration
Icy Wind
Miracle Eye
Power Swap
Psych Up
Psyshock
Return
Smack Down
Speed Swap
Telekinesis
Movepool: Level 0:
Aerial Ace
Bullet Seed
Energy Ball
Facade
Flash Cannon
Hone Claws
Iron Head
Poison Jab
Protect
Rest
Rock Polish
Round
Shadow Claw
Sleep Talk
Snore
Strength
Substitute
Swords Dance
Tackle
Thunder Wave
Thunderbolt
Toxic
Level 1:
Brutal Swing
Confide
Curse
Cut
Double Team
Flash
Harden
Iron Defense
Metal Claw
Rock Climb
Rock Smash
Sandstorm
Seed Bomb
Spikes
Stealth Rock
Steel Roller
Sunny Day
Swagger
Level 2:
Acid Spray
Assurance
Grass Knot
Ingrain
Leech Seed
Mirror Shot
Payback
Pin Missile
Power Whip
Revenge
Secret Power
Solar Beam
Steel Beam
Thunder
Level 3:
Attract
Bulldoze
Frustration
Giga Drain
Gyro Ball
Heavy Slam
Knock Off
Return
Rollout
Self-Destruct
Worry Seed
Level 4:
Block
Body Press
Endeavor
Endure
Explosion
Giga Impact
Gravity
Hidden Power (Fire)
Hyper Beam
Magnet Rise
Nature Power
Level 1:
Ancient Power
Brutal Swing
Charge
Confide
Cut
Double Team
Dragon Breath
Dragon Dance
Dragon Rage
Dual Wingbeat
Echoed Voice
Electric Terrain
Flash
Haze
Helping Hand
Noble Roar
Rain Dance
Rock Smash
Roost
Safeguard
Scary Face
Shock Wave
Stealth Rock
Steel Wing
Sunny Day
Swagger
Swift
Tailwind
Weather Ball
Level 2:
Bolt Strike (Signature)
Double-Edge
Dragon Cheer
Focus Punch
Payback
Rising Voltage
Scale Shot
Secret Power
Stone Edge
Supercell Slam
Take Down
Thunder
Level 3:
Body Slam
Breaking Swipe
Charge Beam
Electro Ball
Fly
Frustration
Fusion Bolt (Signature)
Laser Focus
Outrage
Return
Rock Tomb
Volt Switch
Level 4:
Body Press
Draco Meteor
Endure
Fling
Giga Impact
Hidden Power (Grass)
Hyper Beam
Imprison
Magnet Rise
Tera Blast
"It's time to settle this once and for all! My determination is absolute! I will prove the value of my beliefs even if it means my Pokémon friends get hurt! Since you've come this far, I believe you are equally determined. If that's so, prove it to me! Show me the depth of your determination!"
Sending out :sigilyph: Sigilyph holding a :life orb: Life Orb!
:SV/Reshiram: Reshiram: Blue Flare (Sigilyph)~Fusion Flare (Sigilyph)~Flamethrower (Sigilyph)
1. Once, at start of turn if you are asleep, then use Sleep Talk (Self).
2. At start of step, if Sigilyph is to use Fly, then use Heat Wave (Sigilyph).
3. At start of step, if Sigilyph is to use Fly, then use Hyper Voice (Sigilyph).
4. At start of turn, if Sigilyph lacks a Decoy, then use Shadow Ball (Sigilyph).
"Ah… I see, Maxim. Reshiram, who is said to lend its power to the hero who searches for truth, has recognized your power and now agrees to stand by your side…"
Switching to :zekrom: Zeus the Zekrom holding a :sticky barb: Sticky Barb!
:bw/zekrom: "An ideal world where people and Pokémon live in harmony... you would deny us this world?"
“I believe in the truth that we already live in harmony! Unfortunately Reshiram has to take a break…”
:SV/Groudon: Groudon: Earthquake (Zekrom) x3
1. At start of turn, if Zekrom has Protection, then use Swords Dance (Self) first instance and Rock Polish (Self) second instance.
2. At start of turn, if Zekrom has Hovering, Zekrom lacks Grounded, and Zekrom lacks Decoy, then use Smack Down (Zekrom).
3. At start of turn, if Zekrom has Hovering and lacks Grounded, then use Heat Wave (Zekrom).
4. At start of turn, if able then use Precipice Blades (Zekrom).
Counterswitching to Reshiram, still holding Choice Specs.
:SV/Reshiram: Reshiram: Blue Flare (Sigilyph)~Fusion Flare (Sigilyph)~Hyper Beam (Sigilyph)
1. Once, at start of turn if you are asleep, then use Sleep Talk (Self).
2. At start of step, if Sigilyph is to use Fly, then use Heat Wave (Sigilyph).
3. Non-Consecutively, at start of step, if Sigilyph is to use a Protective move, then use Tailwind (Field) the first instance and Reflect (Field) the second instance.
4. At start of turn, if Sigilyph lacks a Decoy, then use Shadow Ball (Sigilyph).
Sending out :zekrom: Zeus the Zekrom holding a :sticky barb: Sticky Barb!
:bw/zekrom: "The time has come for you to atone for your sins."
Dragon Cheer - Dragon Cheer - Dragon Cheer
At the start of the step, IF Reshiram is to use Endure, THEN use Super Potion (Zekrom)
At the start of your turn, IF Reshiram isn't under Protection, THEN use Dragon Claw
:SV/Swampert::choice band: ”Golly, this looks intense!” Swampert: High Horsepower (Zekrom) x3
1. Non-consecutively, at start of turn, if Zekrom has less than 3 hp and Zekrom lacks Decoy, then use Whirlpool (Zekrom).
2. At start of turn, if Zekrom has Hovering and lacks Grounded, then use Smack Down (Zekrom).
3. At start of turn, if Zekrom has Hovering and lacks Grounded, then use Rock Slide (Zekrom).
4. At start of turn, if able then use Earthquake (Zekrom).
Sending out :ferrothorn: Forrest the Ferrothorn holding some :leftovers: Leftovers!
:bw/ferrothorn: "....."
Seed Bomb + Swords Dance - Seed Bomb - Seed Bomb
At the start of the step, IF Swampert is to use a Protective Move, THEN use Ingrain first instance, use Stealth Rock second instance, and push back
At the start of the step, IF Swampert is to use Counter, THEN use Solar Beam
At the start of your turn, IF Swampert has a Decoy, THEN use Pin Missile and push back
At the start of your turn, IF Swampert is Evasive, THEN use Solar Beam and push back