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icicle spear | icicle spear | icicle spear
IF Elma is to use Protect THEN use Swords Dance non-consecutively.
IF Elma is to use Fire Blast THEN use Mirror Coat.
IF your HP is lower when you are to act, than it was at the start of the action THEN use Avalanche.
"Now that it's hailing, I can show my true power!"
Blizzard | Weather Ball | Blizzard
[CASOT] IF Roserade has successfully used a protective move this action THEN Confide and push back [CASOT] IF the weather is Sunny THEN Weather Ball odd instances, Fire Blast even instances [CASOT] IF the weather is Rainy THEN Ice Beam odd instances, Dragon Tail even instances
Only TMan87 and the current referee should be posting in this thread.
Selphine lost a good chunk of her occasional bloodthirsty tendencies with the swap to Galar, which is... appreciated. She made fast friends quickly with the new group, and returned to her sweet-craving self almost instantly. She can't help but nibble on some members, which has them, uh, inconvenienced, but has also been more rigorous on her training, instead of skipping out.
It's weird, but I feel there's something lacking there...
That's it, that's what was lacking. With access to her Mega Stone once more, Selphine simply transforms from a cute walking danger to a blood knight with tremendous power. It is said the spirits of several Mega Mawiles of past times reside in her Mega Stone, overriding her original personality a little and giving her a cold a blunt demeanor. She's also very easily angered in this state, and with punish the tiniest slight with terrifying force. You want to tread very carefully while she's awakened. Fortunately, it doesn't last for long.
She doesn't seem to remember much of what happened once she reverts back to normal.
Attacks:
Ancient Power
Assurance
Astonish
Attract
Baton Pass
Bite
Body Slam
Brick Break
Brutal Swing
Captivate
Charge Beam
Confide
Counter
Crunch
Dark Pulse
Double-Edge
Double Team
Draining Kiss
Dynamic Punch
Embargo
Endure
Facade
Fairy Wind
Fake Tears
False Swipe
Feint Attack
Fire Blast
Fire Fang
Flamethrower
Flash Cannon
Fling
Focus Blast
Focus Punch
Foul Play
Frustration
Giga Impact
Grass Knot
Growl
Guard Swap
Headbutt
Helping Hand
Hidden Power [Water]
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Icy Wind
Incinerate
Iron Defense
Iron Head
Knock Off
Laser Focus
Last Resort
Magnet Rise
Mega Kick
Mega Punch
Metal Burst
Mimic
Misty Terrain
Mud-Slap
Natural Gift
Pain Split
Payback
Play Rough
Poison Fang
Power-Up Punch
Protect
Psychic Fangs
Psych Up
Punishment
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Sandstorm
Secret Power
Seismic Toss
Shadow Ball
Sing
Slam
Sleep Talk
Sludge Bomb
Snatch
Snore
Solar Beam
Spit Up
Stealth Rock
Steel Beam
Stockpile
Stone Edge
Strength
Substitute
Sucker Punch
Sunny Day
Super Fang
Swagger
Swallow
Sweet Scent
Swords Dance
Taunt
Thunder Fang
Thunder Punch
Tickle
Torment
Toxic
Vise Grip
Ugh, why are you here? I thought I had left you behind! If I must go through the pain of barging into another dimension, can't I at least get the perks as well?
Anyway, here's Dahlia. She's... not green and not a bean, but she's mean and she's not afraid of showing it. She'll make you suffer and enjoy it. No one in the team likes battling in the same way she does. Others do it for the glory, or battle because they are ordered to, but Dahlia... nah, there's something wrong with her.
She wields her new toy Mystical Fire with quite the laugh, too. Yay.
Attacks:
Amnesia
Ancient Power
Attract
Body Slam
Bulldoze
Captivate
Confide
Curse
Defense Curl
Dig
Double Team
Double-Edge
Earth Power
Earthquake
Echoed Voice
Ember
Endure
Eruption
Explosion
Facade
Fire Blast
Fissure
Flame Burst
Flame Charge
Flame Wheel
Flamethrower
Flash Cannon
Focus Energy
Frustration
Giga Impact
Growl
Growth
Heat Wave
Heavy Slam
Hidden Power [Grass]
Howl
Hyper Beam
Incinerate
Iron Head
Lava Plume
Magnitude
Mud Bomb
Natural Gift
Nature Power
Overheat
Protect
Rest
Return
Roar
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Sleep Talk
Solar Beam
Spit Up
Stealth Rock
Stockpile
Stomp
Stone Edge
Strength
Substitute
Sunny Day
Swagger
Swallow
Tackle
Take Down
Toxic
Will-O-Wisp
Yawn
See, that's one of the new souls I came across when exploring Galar. A Beldum is rare enough, but a shiny one is just icing on the cake. However, that was only part of the appeal. You see, when we came face to face around an alley (what was she doing here in the first place?), she just... stood there. Not really afraid, just curious. And analytic. Actually, being analytic is one of the core aspects of both her personality and battle style. Her immense brain power allows her to accurately calculate the possibilities of a battle at a given time, thus projecting a bit into the future. However, she still has trouble to account for an opponent's odd behavior, leading to miscalculations.
She also doesn't speak that often. Usually, it's only a few words to give her opinion on the situation at hand. It seems like she's actually afraid to open up to people and mingle with the team. Oh, well. Hopefully that'll get better with time!
Attacks:
Aerial Ace
Agility
Ally Switch
Block
Body Press
Body Slam
Brick Break
Brutal Swing
Bulldoze
Bullet Punch
Confide
Confusion
Cosmic Power
Cut
Defense Curl
Double Team
Double-Edge
Dynamic Punch
Earthquake
Endure
Expanding Force
Explosion
Facade
Flash
Flash Cannon
Frustration
Fury Cutter
Giga Impact
Grass Knot
Gravity
Gyro Ball
Hammer Arm
Headbutt
Hidden Power [Water]
Hold Back
Hone Claws
Hyper Beam
Ice Punch
Icy Wind
Iron Defense
Iron Head
Laser Focus
Light Screen
Magnet Rise
Metal Claw
Meteor Beam
Meteor Mash
Mimic
Miracle Eye
Mud-Slap
Natural Gift
Power-Up Punch
Protect
Psych Up
Psychic
Psycho Cut
Psyshock
Pursuit
Rain Dance
Reflect
Refresh
Rest
Return
Rock Polish
Rock Slide
Rock Smash
Rock Tomb
Rollout
Round
Sandstorm
Scary Face
Secret Power
Self-Destruct
Shadow Ball
Signal Beam
Sleep Talk
Sludge Bomb
Snore
Stealth Rock
Steel Beam
Steel Roller
Stomping Tantrum
Strength
Substitute
Sunny Day
Swagger
Swift
Tackle
Take Down
Telekinesis
Thunder Punch
Toxic
Trick
Zen Headbutt
Both opponents are battled at the same time. Battle Info
Format: 4v4 Doubles Switch: OK DQ: 48 hours for challenger, 72 hours for ref. Abilities: All Items: On Megas: One per trainer Z-Moves: One Recoveries: 2 Chills: 5 Substitutions: 3
Cipher's team consists of one randomly chosen lead Pokemon and one pre-determined Shadow Pokemon per trainer, for a total of four Pokemon.
Cipher never leads with their Shadow Pokemon, but may in general have any two of their four Pokemon in play.
Cipher sends out first.
Cipher's Inventory: 2× Shadow Potion
Shadow Potion: Restores HP equal to (Max HP - Current HP)/2, capped at 40 HP.
The Pokemon this is used on has 100% evasion during this action.
Can only be used on Shadow Pokemon.
If Cipher has any Shadow Potions in their inventory, each of the challenger's Pokemon has unlimited subs of the form "IF X is under the effects of Shadow Potion THEN ...".
Soaring above the punishing desert region of Orre, Orre's Realgam Tower's high-rise Colosseum invites one and all to gather and witness Pokemon battles of staggering intensity. Inside, visitors can find luxurious suites and endless entertainment. However, its glistening facade masks its intended purpose.
The criminal organization known as Cipher has constructed Orre's Realgam as its headquarters, intending to attract strong trainers and turn their Pokemon into Shadow Pokemon. These frightening and more violently-tempered battlers are used to steal even more Pokemon from their trainers, perpetuating a violent cycle that only a powerful and heroic trainer can hope to break.
Camouflage turns the user into a Steel-type.
Secret Power may cause confusion.
Nature Power becomes Flash Cannon
Nascour's Metagross and Evice's Tyranitar have been remade as Shadow Pokemon, and enjoy many benefits from this procedure in battle. However, their presence is harmful to non-Shadow Pokemon, including their own teammates.
Shadow Pokemon are assumed to Mega Evolve at the first opportunity, unless specified otherwise.
Shadow Metagross induces Shadow Terrain for four (4) rounds when entering battle or when Mega Evolving. Shadow Moves used by grounded Shadow Pokemon are super-effective on non-Shadow Pokemon when used on this Terrain. Grounded Shadow Pokemon gain three (3) HP per action. Shadow Metagross doesn't expend energy to induce effect.
Shadow Tyranitar's Sand Stream induces Shadow Sky instead of Sandstorm. This weather deals 2 damage to all non-Shadow battlers at the end of every action. Special attacks targeting Shadow Pokemon lose three (3) BAP during this weather. Shadow Tyranitar doesn't expend energy to induce this effect.
Shadow Metagross and Shadow Tyranitar both enjoy access to the following Shadow moves. No other Pokemon can use Shadow moves, and no Pokemon can gain STAB on them.
Shadow Blast
Shadow | Physical | All Targets | 7 BAP | 100% Acc | 7 EN | --- Chance | No Contact | Priority 0 | CT: None
A wicked blade of air is formed using a shadowy aura. This move hits the target's Special Defense stat. It has no effect on Shadow Pokemon. Shadow Hold
Shadow | Physical | Any Single Target | 7 BAP | 100% Acc | 7 EN | --- Chance | No Contact | Priority 0 | CT: None
The Pokemon grabs hold of its target's shadow, inflicting the target with the Trapped status for six (6) actions. Shadow Turn
Shadow | Physical | Any Single Target | 5 BAP | 100% Acc | 5 EN | --- Chance | No Contact | Priority 0 | CT: None
The user strikes the opponent before vanishing into the shadows, outpacing even trapping abilities. Applies Pivoting to the user. Shadow Half
Shadow | Other | Entire Battle | --- BAP | --- Acc | 15 EN | --- Chance | No Contact | Priority 0 | CT: None
A shadowy aura looms over the entire battlefield. The current HP of all Pokemon is reduced by 50%, capped at 25 HP. The user becomes Sluggish for 1 action. Shadow Shed
Shadow | Other | Entire Battle | --- BAP | --- Acc | 8 EN | --- Chance | No Contact | Priority 0 | CT: None
Shadows wash over the battlefield, resetting many effects. Shadow Shed removes the effects of Mist, Safeguard, Aurora Veil, Reflect, and Light Screen from both sides, as well as removing any weather and any terrain other than Shadow Terrain and Shadow Sky.
Slot 1: 2 (d3) Blaziken, Hidden Power [Water]
Slot 2: Shadow Metagross, Hidden Power [Fire]
Slot 3: 3 (d3) Machamp, Hidden Power [Water]
Slot 4: Shadow Tyranitar, Hidden Power [Ground]
Moves:
Assurance
Attract
Bide
Body Slam
Brick Break
Bulk Up
Bulldoze
Bullet Punch
Captivate
Close Combat
Coaching
Confide
Counter
Cross Chop
Cross Poison
Curse
Darkest Lariat
Detect
Dig
Double Team
Double-Edge
Dual Chop
Dynamic Punch
Earthquake
Encore
Endure
Facade
Fire Blast
Fire Punch
Fissure
Flamethrower
Fling
Focus Blast
Focus Energy
Focus Punch
Foresight
Frustration
Giga Impact
Headbutt
Heavy Slam
Helping Hand
Hidden Power
High Horsepower
Hyper Beam
Ice Punch
Incinerate
Karate Chop
Knock Off
Leer
Light Screen
Low Kick
Low Sweep
Meditate
Mega Kick
Mega Punch
Metronome
Mimic
Mud-Slap
Natural Gift
Payback
Poison Jab
Power Trick
Power-Up Punch
Protect
Quick Guard
Rage
Rain Dance
Rest
Retaliate
Return
Revenge
Reversal
Rock Blast
Rock Climb
Rock Slide
Rock Smash
Rock Tomb
Role Play
Rolling Kick
Round
Scary Face
Secret Power
Seismic Toss
Skull Bash
Sleep Talk
Smack Down
Smelling Salts
Snore
Stomping Tantrum
Stone Edge
Strength
Submission
Substitute
Sunny Day
Superpower
Swagger
Take Down
Thief
Throat Chop
Thunder Punch
Tickle
Toxic
Vacuum Wave
Vital Throw
Wake-Up Slap
Wide Guard
Work Up
Moves:
Aerial Ace
Ancient Power
Aqua Tail
Assurance
Attract
Avalanche
Bite
Blizzard
Block
Body Press
Body Slam
Breaking Swipe
Brick Break
Brutal Swing
Bulldoze
Captivate
Chip Away
Confide
Counter
Crunch
Curse
Cut
Dark Pulse
Detect
Dig
Double Team
Double-Edge
Dragon Breath
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Tail
Dynamic Punch
Earth Power
Earthquake
Endure
Facade
Fire Blast
Fire Fang
Fire Punch
Flamethrower
Fling
Focus Blast
Focus Energy
Focus Punch
Foul Play
Frustration
Fury Cutter
Giga Impact
Headbutt
Heavy Slam
Hidden Power
High Horsepower
Hone Claws
Hydro Pump
Hyper Beam
Ice Beam
Ice Fang
Ice Punch
Incinerate
Iron Defense
Iron Head
Iron Tail
Lash Out
Leer
Low Kick
Mega Kick
Mega Punch
Mimic
Mud-Slap
Muddy Water
Natural Gift
Nightmare
Outrage
Payback
Power-Up Punch
Protect
Pursuit
Rain Dance
Rest
Retaliate
Return
Revenge
Roar
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw
Rock Tomb
Round
Sand Tomb
Sandstorm
Scary Face
Screech
Secret Power
Seismic Toss Shadow Blast
Shadow Claw Shadow Half
Shadow Hold
Shadow Shed
Shadow Turn
Shock Wave
Sleep Talk
Smack Down
Snarl
Snore
Spite
Stealth Rock
Stomp
Stomping Tantrum
Stone Edge
Strength
Substitute
Sunny Day
Superpower
Surf
Swagger
Tackle
Taunt
Thrash
Thunder
Thunder Fang
Thunder Punch
Thunder Wave
Thunderbolt
Torment
Toxic
Uproar
Water Pulse
Whirlpool
Sending out Blaziken and Machamp. TMan87 to order.
"I don't even know these guys. Or this region, for that matter."
"Look! We're going to fight Elon Musk and Dr. Eggman! This looks tough..."
"Psh. Using such silly names as 'Shadow Pokémon' to make you look villainous. I feel second-hand embarrassment even looking down on you."
Sending out Mawile and Gourgeist!
[ALWAYS MEGA EVOLVE A1] Play Rough (Blaziken) | Play Rough (Blaziken)
[CASOS] [ONCE] IF Machamp is to target you with a damaging Ground-type combo THEN Protect [CASOS] IF Blaziken is to use Counter THEN Icy Wind |CASOS] IF Blaziken is to use a D/E move AND Blaziken is faster than you THEN Stealth Rock first instance, Sucker Punch (Blaziken) second instance
Shadow Sneak (Machamp) | Phantom Force (default) (Blaziken)
[CASOT] IF you do not have an item when you are to act S1 THEN Thief (Blaziken) instead [2 subs] [CASOS] [ONCE] IF Machamp is to use a P/E move OR Machamp is to use Quick Guard when you are to use Shadow Sneak THEN Phantom Force (Machamp) that action
Blaziken: Flamethrower (Gourgeist), Fire Blast (Gourgeist)
IF Gourgeist successfully uses a self-targeted Protective move, THEN Flamethrower (Metagross).
IF Metagross successfully uses Protect (Gourgeist), THEN Flamethrower (Metagross).
IF Metagross is to target you with a damaging Psychic-type combo, THEN Protect.
Machamp: Fire Punch (Gourgeist), Fire Punch (Gourgeist)
IF Gourgeist successfully uses a self-targeted Protective move, THEN Knock Off (Metagross) and replace Knock Off (Metagross) in your second sub with Fire Punch (Metagross).
IF Metagross successfully uses Protect (Gourgeist), THEN Knock Off (Metagross) and replace Knock Off (Metagross) in your first sub with Fire Punch (Metagross).
IF Fire Punch is Disabled when you are to act, THEN replace all instances of Fire Punch (Gourgeist) with Knock Off (Gourgeist) and all instances of Fire Punch (Metagross) with High Horsepower (Metagross) in both subs and main orders.