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Avalanche (Miasmaw), Liquidation (Equilibra)
IF any opponent is to use a Protective move targeting Miasmaw, THEN Liquidation (Equilibra) and push back orders.
[Step 2] IF Miasmaw has at least 15 HP, THEN Avalanche (Miasmaw).
Seismic Toss (Miasmaw), Seismic Toss (Miasmaw)
IF any opponent is to use a Protective move targeting Miasmaw, THEN Seismic Toss (Equilibra).
Gallade: Night Shade (Dusknoir) x2
1. At start of turn, if Dusknoir is under Protection, then use Leaf Blade (Wailord)
2. At start of turn if Night Shade is Sealed and Dusknoir is to use Counter, then use Leaf Blade (Wailord)
3. At start of Turn if Night Shade is sealed then Night Slash (Dusknoir)
Earth Power (Dusknoir) x2
1. At start of turn if Dusknoir is under Protection then use Earth Power (Wailord)
2. Once, At start of turn, if Dusknoir is to use an Evasion increasing move and you have not used Sandstorm this Round, then use Sandstorm.
3. Once at start of turn if Dusknoir is to use an Accuracy lowering move and you have not used Sandstorm this round, then use Sandstorm
4. At start of turn if Earth Power is Sealed then Flash Cannon (Dusknoir)
Gallade: Night Shade Dusknoir x2
1. If Dusknoir is under Protection, then Leaf Blade (Wailord)
KO. If Dusknoir is knocked out, then use Leaf Blade (Wailord)
2. If Night Shade is Sealed, then use Night Slash (Dusknoir)
Equilibra: Earth Power Dusknoir x2
1. If Dusknoir is under Protection, then Chill
KO. If Dusknoir is knocked out, then use Chill
2. At start of Turn 2, if Dusknoir has more than 10 HP, then Chill
3. If Earth Power is Sealed, then use Flash Cannon (Dusknoir)
Movepool Level 0:
Attract
Aura Sphere
Avalanche
Brick Break
Confide
Counter
Crunch
Dark Pulse
Defense Curl
Double Team
Dragon Pulse
Earthquake
Facade
Flash Cannon
Focus Blast
Ice Beam
Ice Punch
Liquidation
Mirror Coat
Mud-Slap
Protect
Rock Slide
Round
Signal Beam
Strength
Surf
Tackle
Tail Whip
Toxic
Waterfall
Zen Headbutt
Level 1:
Aqua Jet
Bite
Bubble
Bubble Beam
Confusion
Curse
Dragon Tail
Fake Out
False Swipe
Hail
Haze
Mega Punch
Mist
Power-Up Punch
Rage
Rain Dance
Rapid Spin
Refresh
Roar
Rock Climb
Rock Smash
Seismic Toss
Snore
Swagger
Water Gun
Water Pulse
Weather Ball
Withdraw
Work Up
Yawn
Level 2:
Aqua Ring
Aqua Tail
Blizzard
Captivate
Double-Edge
Dynamic Punch
Flail
Focus Punch
Hydro Pump
Iron Defense
Iron Tail
Life Dew
Mega Kick
Rest
Secret Power
Skull Bash
Submission
Take Down
Terrain Pulse
Whirlpool
Zap Cannon
Level 3:
Bide
Body Slam
Brine
Bulldoze
Dig
Dive
Flip Turn
Follow Me
Foresight
Frustration
Gyro Ball
Headbutt
Icy Wind
Muddy Water
Outrage
Reflect
Return
Rock Tomb
Rollout
Scald
Smack Down
Water Spout
Level 4:
Block
Body Press
Celebrate
Endure
Fissure
Fling
Giga Impact
Helping Hand
Hidden Power (Fire)
Hydro Cannon
Hyper Beam
Mimic
Mud Sport
Natural Gift
Shell Smash
Sleep Talk
Substitute
Water Pledge
Movepool Level 0:
Aerial Ace
Ancient Power
Brave Bird
Confide
Double Team
Drill Peck
Facade
Flash
Leer
Mud-Slap
Protect
Round
Signal Beam
Thunder Wave
Thunderbolt
Toxic
Level 1:
Air Cutter
Charge
Curse
Defog
Detect
Discharge
Dual Wingbeat
Extrasensory
Hail
Magnetic Flux
Ominous Wind
Peck
Rage
Rain Dance
Roar
Rock Smash
Sandstorm
Shock Wave
Snore
Steel Wing
Sunny Day
Swagger
Swift
Thunder Shock
Twister
Weather Ball
Whirlwind
Level 2:
Agility
Double-Edge
Eerie Impulse
Electric Terrain
Heat Wave
Hurricane
Metal Sound
Pluck
Razor Wind
Rest
Rising Voltage
Roost
Secret Power
Sky Attack
Take Down
Thunder
Wild Charge
Zap Cannon
Level 3:
Acrobatics
Baton Pass
Bide
Charge Beam
Electro Ball
Fly
Frustration
Headbutt
Laser Focus
Light Screen
Reflect
Return
Sky Drop
Tailwind
U-turn
Volt Switch
Level 4:
Endure
Giga Impact
Helping Hand
Hidden Power (Grass)
Hyper Beam
Mimic
Natural Gift
Sleep Talk
Substitute
Tera Blast
Team Plasma N (Level 4)
Reward Info
KO a Pokemon: 1 Devoted Event Voucher
KO a second Pokemon: 1 Academy Credit
Win the battle: 1 Level 3 Reshiram OR 1 Level 3 Zekrom
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 Ability Count: All Technique Control: 1 Backpack Size: 7 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.
N's Zoroark is extremely good at mimicry, creating more powerful illusions that still have effects even when broken. If it uses the Illusion ability when sent out, it will also gain all copyable abilities that the Pokemon it pretends to be has. These abilities fade when Zoroark switches out, not when the Illusion fades.
N's Sigilyph has spent so long carrying its Life Orb that the two have developed a psychic bond. If it holds a Life Orb, this Life Orb can't be dropped, destroyed, or transferred by opponents' effects.
N's Archeops will never get demoralized when it is losing, so the ability Defeatist has no effect.
N's Darmanitan always remains calm in the heat of battle, so it may assume either Standard or Zen Mode on sendout. It then cannot change its form for the rest of the battle.
N's Conkeldurr has spent enough time being healed by N that it no longer notices pain as strongly, so it will only take 1 damage per action from burn.
N's Gigalith has been trained to resist the influence of other weathers. The sand that it sets cannot be discarded.
N's Castle is infused with the power of his legendary dragon. The first time during the battle when N's dragon is ordered to use Fusion Bolt or Fusion Flare after a Fusion move was executed the previous step, the Fusion move will have 20 BAP.
All of N's Pokemon feel intense affection towards him. Once per battle, when one of N's Pokemon would be KOed by HP damage, instead it is not KOed and its HP becomes 1.
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: 1 (d3) Zoroark, Hidden Power Ice
Slot 2: 2 (d3) Conkeldurr, Hidden Power Rock
Slot 3: 1 (d2) Reshiram, Hidden Power Ice
Super Potion
Eject Button
Oran Berry
Sticky Barb
Weakness Policy
Enigma Stone
Flame Orb
Firium Z
Level 1:
Calm Mind
Confuse Ray
Cut
Detect
Extrasensory
Hone Claws
Incinerate
Mega Punch
Night Shade
Rain Dance
Roar
Rock Smash
Scratch
Sludge Bomb
Snore
Sucker Punch
Sunny Day
Swagger
Swift
Taunt
Trick
Level 2:
Agility
Assurance
Burning Jealousy
Captivate
Covet
Fake Tears
Foul Play
Fury Swipes
Grass Knot
Low Kick
Mega Kick
Nasty Plot
Payback
Punishment
Rest
Revenge
Scary Face
Secret Power
Swords Dance
Take Down
Thief
Level 3:
Body Slam
Bounce
Dig
Encore
Frustration
Hex
Knock Off
Laser Focus
Lash Out
Low Sweep
Night Daze
Psych Up
Pursuit
Return
Skitter Smack
Snarl
Throat Chop
Torment
U-turn
Uproar
Movepool: Level 0:
Attract
Brick Break
Confide
Counter
Double Team
Earthquake
Facade
Fire Punch
Focus Blast
Ice Punch
Leer
Poison Jab
Protect
Rock Slide
Round
Strength
Thunder Punch
Toxic
Level 1:
Brutal Swing
Bulk Up
Chip Away
Coaching
Defog
Detect
Force Palm
High Horsepower
Mach Punch
Mega Punch
Pound
Power-Up Punch
Rain Dance
Rock Smash
Rock Throw
Slam
Snore
Sunny Day
Swagger
Taunt
Wide Guard
Work Up
Level 2:
Close Combat
Comet Punch
Dynamic Punch
Focus Energy
Focus Punch
Grass Knot
Hammer Arm
Low Kick
Mega Kick
Payback
Rest
Revenge
Reversal
Rock Blast
Scary Face
Secret Power
Smelling Salts
Stone Edge
Superpower
Wake-Up Slap
Level 3:
Bide
Bulldoze
Dig
Drain Punch
Foresight
Frustration
Knock Off
Low Sweep
Return
Rock Tomb
Smack Down
Level 4:
Block
Endure
Fling
Giga Impact
Helping Hand
Hidden Power
Hyper Beam
Retaliate
Sleep Talk
Stomping Tantrum
Substitute
[Mega Evolve] Water Pledge~Surf~Muddy Water
1. Once at start of step if Bide then Rain Dance~Chill~Water Pulse.
2. Once at start of turn if the weather is Sun, then use Rain Dance.
3. At start of turn if your opponent is Evasive then use Aura Sphere.
4. At start of turn if able then use Water Pulse.
Grass Knot, Grass Knot, Grass Knot
IF Blastoise is to use a damaging priority move in a combo, THEN Protect.
[Check at start of step] IF Blastoise is to use Aura Sphere AND Blastoise has at most 16 HP AND Blastoise is faster than you, THEN Sucker Punch+Giga Impact.
[Check at start of step] IF Blastoise is to use a DE move AND Blastoise is faster than you AND Blastoise has at most 16 HP, THEN Sucker Punch+Giga Impact.
IF Blastoise has Protection, THEN ignore your first sub for the rest of the round, Nasty Plot+Laser Focus the first instance, and Calm Mind the second.
Scalding Fortress Buster (Hydro Cannon + Scald combo)~Aqua Jet~Aqua Jet
1. At start of Turn, if your opponent is actually a Reshiram has the Fire typing, then use Surf.