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Vs. The Spectacular Spore-verlord!
Level 1 (Leveling) Team Size: 3 Backpack Size: 3
Phase Progression
Amoonguss (★) x1
Toedscruel, Shiinotic, Breloom x1 each
Brute Bonnet (★) x1
Arena: Sporrible Swamp
The mushrooms have risen... and they intend to spread all over the surface of the globe! Their main node: this foggy swamp where you swear every root is a writhing piece of mycelium... The air is thick with latent spores and you've taken precautions to obstruct your mouth and nose. There! In the stump of a once-great tree! There's the Spore-verlord!
While no non-Rain Weather is in play: The Weather is Rain.
While no non-Grassy Terrain is in play: The Weather is Grassy Terrain.
Secret Power: 20% chance to inflict Sleep on the defender.
Phase 1 - M.I.N. (Mycelium Information Network)
When Amoonguss is hit by an attack: The referee may select Toedscruel, Shiinotic, or Breloom. Discard Type Shift from the selected miniboss; then, grant the selected miniboss Type Shift of that attack's types.
(That miniboss will start the next phase with that Type Shift.)
Amoonguss The Spectacular Spore-verlord!
Typing: Grass/Poison Abilities: Effect Spore Traits: Boss Immunities
Vs. The Greater Masticator Invader!
Level 1 (Leveling) Team Size: 4 Backpack Size: 6
Player Progress for this Raid is "Boss missing HP / Boss maximum HP", instead.
Phase Progression
Guzzlord(★) x1
Arena: The Feeding Trough Located somewhere deep within Ultra Space, this bizarre dimension is made of wavy ground and walls that slowly shift towards Guzzlord, helping the lazy beast nourish itself, as if mimicking a black hole.
As Guzzlord "Ingests" a Pokemon, move that Pokemon to Limbo. They can't take turns or act. Don't discard conditions from them or reset their stat stages as a result of leaving play in this way.
As Guzzlord "Regurgitates" a Pokemon, move that Pokemon to their original team's bench.
Camouflage: Dragon | Nature Power: Dragon Rush | Secret Power: 10% Chance to free the defender's Ingested Pokemon, if any.
Phase 1 - Intradimensional Intestional Ingression
At the end of each round: Apply the appropriate following effect, depending on if Guzzlord has an Ingested Pokemon:
If so: The Ingested Pokemon loses HP, equal to 2/5 of their maximum HP.
If not: Guzzlord Ingests a Raider at random, from among the Raiders that have been Ingested the fewest times this battle. Then, note Guzzlord's current HP as their "intake HP."
If an Ingested Pokemon faints: The player loses the Raid.
When Guzzlord takes a total of 100 or more damage while they have an Ingested Pokemon:
Guzzlord regurgitates that Pokemon; then, un-note their intake HP.
While Guzzlord has an Ingested Pokemon:
Guzzlord and their Belch both have the Ingested Pokemon's types.
The restriction text of the Boss' Belch is ignored.
Guzzlord's Defense and Special Defense ranks are at most -15.
Guzzlord The Greater Masticator Invader!
Typing: Dark/Dragon Abilities: Beast Boost Traits: Boss Immunities
Vs. The "Loyal" Lousy Lackabouts!
Level 2 (Leveling) Team Size: 3 Backpack Size: 3
Phase Progression
Okidogi (★), Munkidori (★), and Fezandipiti (★) x1
Pecharunt (★) x1
Okidogi (★), Munkidori (★), and Fezandipiti (★) x1
Arena: The Kitakami Mask Festival A well-known piece of folklore in Kitakami tells of the Loyal Three, who gave their life protecting the village from a frightening ogre... The day of their resurrection should have been joyous, yet panic swiftly spread at the Festival of Masks as the reborn three started guzzling food, seizing things, and terrorizing tourists! No one at the Festival can stand up against their power. No one... but you! Please, save the reven- I mean, the spirit of the festival!
Camouflage: Grass | Nature Power: Substitute | Secret Power: 20% chance for the user to equip an Oran Berry.
Phase 1 - Sinister Sycophants!
The three ne'er-do-wells are passing a big purple fruit-like object between them like it's some sort of game! That must be the infamous poison puppeteer, Pecharunt—the probable cause behind the Loyal Three's ruckus!
No more than one Boss may take damage from Raiders' hits each round.
Only up to two (2) Bosses may attack each round; the third must order non-attacks.
Phase 2 - The Miniature Mastermind!
Relieved of their Loyal Three's protection, the villain behind these events is now exposed: Pecharunt! They seem terribly distressed... As well they should, given the trouble they're about to be in! Show them what for!
The Boss is always Confused.
The stack limit of conditions created by the Boss is infinite.
Pecharunt The Petulant Pint-sized Peach-Pit Punk!
Typing: Poison/Ghost Abilities: Poison Puppeteer Traits: Boss Immunities
Malignant Chain
Ember
Curse
Confuse Ray
Toxic
Substitute
Disable (Referee's choice)
Purge
Shear
Expose
Phase 3 - Dastardly Delta Attack!
Free from Pecharunt's control, the three retainers immediately begin... Raising even more ruckus!? How can that be? Could this have been their nature the whole time...?
Now the source of the Loyal Three's misbehavior is made clear—They weren't being controlled by the poison puppeteer at all! They were bullying Pecharunt! Surely by defeating them, we can save our Festival!
No more than one Boss may take damage from Raiders' hits each round.
Only up to two (2) Bosses may attack each round; the third must order non-attacks.
Before the player issues orders, the player places a [Pass the Peach] indicator on one of their own Pokemon. As the referee orders, the referee decides which Boss acts with that indicator.
The Loyal Three have Villainous Vocations, granting their team special effects while in play.
Okidogi is a Prowling Pugilist, which provides "The user's Attack and Special Attack ranks are at least 12."
Munkidori is a Threatening Thief, with provides "When the user lowers a Raider's stat stage: Each Boss has the same stat stage raised, by the same amount, for the next three (3) steps."
Fezandipiti is a Dastardly Duelist, which provides "When another Boss is hit by an attack: Raise their four core stages by one (1) for the next three (3) steps."
Okidogi The Offensive Ogre-Ostracizing Oaf! Typing: Poison/Fighting Abilities: Guard Dog Traits: Boss Immunities HP: 140 Attack: 9 Defen.: 8 Sp.Atk: 4 Sp.Def: 6 Speed: 80 Size: 3 Weight: 4
Vs. The Shadow-Wielding Master and Students!
Level 2 (Leveling) Team Size: 4 Backpack Size: 6
Phase Progression
Ninjask (★) x1
Zoroark-Hisui (★) x1, one other Student chosen at random
The three remaining Students not chosen
Arena: Hidden Ninja Dojo
This strange dojo, said to be manned by no one, is hidden behind a swamp (you hear some people talk about funny mushrooms growing nearby). Its old, moldy wooden doors open for you before shutting off with a worrying amount of force once you're in. In the center of a perfectly round room, a mysterious silhouette is floating above the floor... You're pretty sure the room is full of hidden contraptions, too.
As the referee places indicators, they also issue one of these instructions to the player as Master Shedinja:
"Deal a super-effective hit this round!"
"Execute at least two attacks this round!"
"Don't Role Swap or switch Pokemon this round!"
"Don't spend 10 or more Energy this round!"
"Don't create any conditions with actions this round!"
At the end of each round, if the player failed to meet Master Shedinja's instruction: The player gains 1 Demerit, and Master Shedinja can no longer issue that instruction in this Raid.
When the player gains their third (3) Demerit: The player loses the Raid.
Phase 1 - Intangibile Shadow Ninja Master
(No phase-specific effects. Remember Master Shedinja's instructions.)
Ninjask The Eternally-Fledgling Student!
Typing: Bug/Flying Abilities: Speed Boost Trait: Boss Immunities
The referee chooses one of the Students from Phase 3 to accompany Zoroark-Hisui in this phase. Zoroark-Hisui will be copying that student with their Illusion during the first round.
When sending out, pretend to send out two copies of the chosen Student. Designate one as the "Moon" copy and the other as the "Cloud" copy. Tell your Confidant player (as per Illusion) which copy is really Zoroark-Hisui. (These are just fun names. They don't have any effects.)
Zoroark-Hisui's illusion is broken at the end of the round, instead of at the beginning.
Zoroark-Hisui's indicators share names with an indicator from each Student. (Example: Both Zoroark-Hisui and Weezing have an indicator named "[Choking Gas!]".) When ordering for the Raid, the referee decides who each such indicator really "came from".
While the Raid's Weezing is in play: All of the Raid's Pokemon have Neutralizing Gas.
See Phase 3, below, for the Students' information.
Zoroark-Hisui The Vengeful-Grudge Student!
Typing: Normal/Ghost Abilities: Illusion Traits: Boss Immunities
Vs. The Heavyweight Champion of All Time!
Level 2 (Leveling) Team Size: 4 Backpack Size: 6
Phase Progression
These four phases in a random order:
Pikachu-Rock-Star (★) x1
Pikachu-Pop-Star (★) x1
Pikachu-Belle (★) x1
Pikachu-PhD (★) x1
Pikachu-Libre (★) x1
Arena: Catastropika Cage Match!
In the Royal Dome of Alola, one infamous contestant steals all of the thunder! This master of many masks has fought in title bouts, grand melees, battle royales, black belt kumites, and more, all across the world! They've also won pageants, Contests, popularity contests, singing competitions, academic accolades, cereal box sweepstakes... Whatever it is you think you may excel at, think again; the most famous face in all the world is here to show how to do it like a master!
The first four phases occur in a random order. The fifth phase is always Pikachu-Libre.
Each Boss has new abilities and a held item. Look closely.
(The bosses do leave and enter play; even though they're the same Pokemon in flavor. They have to duck backstage!)
Phase 1 - Get me my Cool jacket!
Raiders can't execute Physical-, Special-, or Other-category moves if any raider has executed a move of that category this round.
(That is, you get one of each per round.)
Pikachu-Rock-Star The Champion of a thousand faces!
Typing: Electric/Steel Abilities: Punk Rock, Soundproof Traits: Boss Immunities
Vs. Prestructuring :: Presequencing
Level 3 (Leveling) Team Size: 4 Backpack Size: 8
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 Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Phase Progression
The Spatial Warden (★) x1
The Temporal Warden (★) x1
Seeker of Time (★), Seeker of Space (★) x1, Seeker of Power (★) x1
Arena: The Great Void Between Stars
The Great Sunderer and the Great Devourer were sealed in the void between stars eons ago, but not before your civilization's homeworlds were lost to them. You were made to undo them: the height of your civilization's power and carrier of their legacy. You've come to their dread prison to ensure no further worlds suffer the same fate.
But much has changed in the cosmos in the intervening epochs. Other worlds have flourished, free of the great danger. Now, the champions of other worlds have come, seeking the very same power you hope to destroy. You must gain entry to the great danger's prison; and also deny these beast-seekers entry, by force if necessary.
Should the great horrors be freed, all worlds may perish. You must succeed.
Camouflage: Dark | Nature Power: Cosmic Power | Secret Power: 30% chance to inflict Dread on the defender.
Phase 1 - Prestructuring
The referee will divide their AP as they choose between a Sun set of indicators, and a Moon set of indicators. (Each set still has indicators placed on Raiders, as normal. PRs demand indicators per-Set.)
As the player orders, they decide which set of indicators they're ordering against. The other set of indicators is discarded.
The Spatial Warden (Altaria-Mega) Vigilant keyward of the Great Sunderer's prison.
Dragon Rush x2
Return x2
Earthquake
Sing
Perish Song
Dragon Pulse x2
Hyper Voice
Fire Blast x2
Cosmic Power x2
Gravity
Cotton Guard
Will-o-Wisp
Shear
Expose
Dragon Dance
Psych Up
Purge
Expose
Attract
Defog
Shear
Purge
(Having an indicator containing Attract isn't the same as knowing Attract.)
Phase 2 - Pre-Sequencing
As the referee places indicators, if there are two or more indicators Stored as Omens: The referee places those indicators for 0 AP. (Doing so un-Stores them.)
After the referee places indicators: The referee selects one indicator they didn't place (even as an Omen) and Stores it as an Omen.
The Temporal Warden (Lucario-Mega) Ruthless keyward of the Great Devourer's prison.
Vs. The Self-Perfecting Beast-Slaying Machine!
Level 3 (Leveling) Team Size: 4 Backpack Size: 8
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 Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Phase Progression
Silvally (★) x1
Raid Arena — Tremendous Crater
Once, the islands of Alola faced an incursion of bizarre invaders — Pokemon-like entities known as Ultra Beasts from beyond our world. Fearful of their power, a secret project was initiated to engineer a Pokemon capable of destroying them. The proposed living weapon would adapt itself based on battle data recorded from combat with the Ultra Beasts. Long before the project could be brought to fruition, however, the Ultra Beasts were brought to heel by the island's inhabitants and their guardians. The invaders, such as they were, were lost and confused in a dimension foreign to them, and an understanding was reached between the two groups.
However, the creators of the secret project remained paranoid of their quarry. In their haste to finish the weapon, they left them fatally flawed and incapable of telling friend from foe. Their initial test spelled disaster for their creators, and their unceasing mission to destroy possible threats spiraled out of control. Far from any trace of civilization, the creation that was made to protect the island from the extradimensional menace yet prowls, perceiving any life-form they meet as a threat to be laid low...
Camouflage: Normal | Nature Power: Multi-Attack | Secret Power: Lower the defender's Attack and Special Attack stages by one (1) for their next three (3) turns.
Phase 1 - Rapid Beast-Killing Type Adaptation
Silvally starts with 17 Memory items—one of each type—in their Backpack.
When Silvally takes a hit from an Attack: For each type of that Attack, destroy the matching Memory item from Silvally's Backpack.
At the end of each round:
If Silvally has any Memory items in their Backpack: Destroy all items Silvally is holding; then, choose a random remaining Memory to equip.
Otherwise: The challenger loses the battle.
Silvally's RKS System ability is immutable.
Silvally The Self-Perfecting Beast-Slaying Machine!
Typing: Normal Abilities: RKS System Traits: Boss Immunities, Changes Type based on equipped Memory item. See 5.10 "Unique Pokemon" in the Handbook.
Vs. The Fundamental Elemental Procession!
Level 4 (Pinnacle) Team Size: 4 Backpack Size: 8
Player Progress for this Raid is "Number of defeated Bosses, counting Melmetal twice / Total Bosses, counting Melmetal twice", instead.
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.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Re-Indicate - Move an indicator from one of your Pokemon to another.
Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP to 50 and Energy to 15.
This Stadium is the most prominent Power Spot in all of Galar. Any Pokemon here can maintain Dynamax far beyond what would be normally possible; all to force you, the challenger, to push your limits as well. Part parade, part marathon, and all grueling: The Elemental Procession the ultimate test of endurance, and your pulse in your ears is already beginning to drown out the cheering crowd of adoring fans... Will you outlast these titanic trials?
Camouflage: Normal | Nature Power: Max Guard | Secret Power: 10% chance to grant the user Protection until the end of the step.
Phase 1 - The Opening Ceremony!
No more than one Boss may take damage from Raiders' hits each round.
Machamp
Typing: Fighting Abilities: Guts Traits: Boss Immunities
As this phase begins, grant each member of the Elemental Procession a unique condition called Damage Immunity, with the following effects:
● This condition can't be transferred, and its effects can't be ignored.
● At the end of the round: Discard this condition.
● The subject can't take damage.
Then, send out two different members of the Elemental Procession chosen at random.
At the end of the round, if there are three or more (3+) members of the Elemental Procession in play: Withdraw the member that entered play least recently.
At the end of the round: Send out a member of the Elemental Procession, chosen randomly from among those that have entered play the fewest times; then, select and grant that member one of the following conditions:
When a member of the Elemental Procession faints: Discard one stack of Fatigue from each Raider.
This phase doesn't advance until all seven Elemental Procession members have been defeated. (If the Raiders somehow get a round with no Bosses in play; good for them.)
Lapras
Typing: Water/Ice Abilities: Water Absorb, Shell Armor Traits: Boss Immunities
No more than one Boss may take damage from Raiders' hits each round.
At the end of the round, if Melmetal is missing 50% or more of their HP: The referee selects a member of the Elemental Procession, above; discards Fainting from them and sets their HP to maximum; grants them Damage Immunity as above; and sends them out.
When Melmetal faints: The challenger wins the Raid.
Melmetal
Typing: Steel Abilities: Iron Fist Traits: Boss Immunities
Vs. The Clashing Cataclysmic Colossi!
Level 4 (Pinnacle)
Player Progress for this Raid is "Most Boss missing HP between Phase 1 Bosses, plus Phase 2 Boss Missing HP / Total maximum HP of Groudon Bosses", instead.
Sub-Team Omega:
Team Size: 3
Switching Rule: Off
Backpack Size: 3
Sub-Team Alpha:
Team Size: 3
Switching Rule: Off
Backpack Size: 3
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.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Re-Indicate - Move an indicator from one of your Pokemon to another.
Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP to 50 and Energy to 15.
Phase Progression
Groudon (★), Kyogre (★) x1
Groudon-Primal (★) or Kyogre-Primal (★) x1
Both Arenas — The Masterworks of Artifice Foes for time immemorial, Groudon and Kyogre have vied for all of history, each seeking supremacy over the other. Their conflict arises from their wishes to reshape how life is lived on the planet. Groudon has ever toiled to raise land, where all might live under the light of the sun. Kyogre has ever toiled to carve oceans, where all might live in the caress of the seas.
That they both now encroach upon civilization in stride, shoulder-to-shoulder with each other, bodes terribly ill indeed. The hopes of every person and Pokemon who dwell in between the two, or indeed in the same hemisphere, now rests on two marvelous ships and their daring crews—including you and your Pokemon.
Each craft has 250 maximum HP. (Hull Points)
When a Pokemon takes damage from an attack hit: The currently-active craft loses that much HP.
Field Conditions and Battle Conditions are confined to the Arena that they were created in.
When the player changes arenas, set the disengaging craft to full HP.
When a craft runs out of HP, or when one sub-team is fully Fainted; except if it is Phase 2 and the Boss is fainted: The challenger loses the Raid.
Team Omega Arena: — Acevedo Caldera Survey Craft The A.C.S.C. is a high-tech armored heli-craft specialized for close surveillance and study of volcanic activity, and has been retrofitted with additional protective plating for this highly dangerous excursion: Bringing you to the site of the primordial Groudon's emergence, so you can put them back into hibernation before they can rendezvous with their rival!
While here: The weather is Sun. Non-Sun Weather can't be created.
Groudon's Abilities are immutible.
Camouflage: Steel | Nature Power: Tailwind | Secret Power: Inflict the unique condition created by Ember.
Team Alpha Arena — R.S.C. Ocean-Eater
A sleek, submersible vehicle with the capacity to open along a "seam" at the front. Leveraging the abilities of its Pokemon-dense crew, barriers can be formed that hold the depths at bay even at abyssal pressures. The ship can dive to great depths to make readings and collect samples, before surfacing to recover air and allow the crew to rest. Now, though, that crew bravely carries you to their most dangerous assignment yet: Stopping the titanic Kyogre from making landfall, and ensuring they never clash with their counterpart!
While here: The weather is Rain. Non-Rain Weather can't be created.
Kyogre can hold any number of items, cannot have items transferred to or from themselves, and their held items are immutible.
Camouflage: Ground | Nature Power: Dive | Secret Power: Grant the user the unique condition created by Aqua Ring.
Phase 1 - World Tendency
The two Bosses are each fought in separate Arenas, far apart from the other. To do so, the player sends two "sub-teams" of 3 raiders, each with its own PR, SU, and AG, for a total of six (6) Raiders. Players decide which team fights which Boss while signing up. Pokemon can't be switched between sub-teams.
Vocations can't be shared between sub-teams, so a total of six (6) unique Vocations will be needed to fully outfit both sub-teams.
The player selects one of their sub-teams to control when they first issue orders. That sub-team, their Arena, and their Boss are said to be "active". The other sub-team, Arena, and Boss are said to be "on standby". In the Arena on standby, Pokemon can't take turns or act, durations can't elapse, and non-arena effects are ignored.
As the player issues orders, they can also include an order to "Disengage" from the current Boss. The player can't Disengage if the Boss on standby is Fainted. The player must order Disengage, and is assumed to do have done so, if the active Boss is Fainted.
The arena has numeric Terrestrial Tendency and Thalassic Tendency values that each start at zero.
At the end of the round, if any Boss is Fainted: The other boss Primal Reverts for the rest of the Raid. The fainted Boss' sub-team and arena become inactive, and the other Boss' sub-team and arena become active. Progress the Raid Phase.
At the end of the round: Increase the inactive Boss' associated Tendency by one (1). Then, if Disengage was ordered, switch the active sub-team. (Place the current sub-team and Boss in Limbo, move to the other craft, then return the other sub-team and Boss to the field.)
In the Arena on standby, Pokemon can't take turns or act, durations can't elapse, and non-arena effects are ignored.
Groudon Master of the land and all that rests upon it.
Typing: Ground Abilities: Drought
At 5+ Terrestrial Tendency: Drought, Prankster
At 7+ Terrestrial Tendency: Drought, Prankster, Contrary Traits: Boss Immunities
Precipice Blades
Rock Slide
Heat Wave
High Horsepower x2
Overheat x2
Solar Beam x2
Heat Crash
Mirror Coat
V-create x2
Overheat x2
Headlong Rush x2
Kyogre Master of the sea and all held in its embrace.
Typing: Water Abilities: Drizzle Traits: Boss Immunities
Held Item: Blue Orb, Covert Cloak
At 5+ Thalassic Tendency: Blue Orb, Covert Cloak, Cleanse Tag
At 7+ Thalassic Tendency: Blue Orb, Covert Cloak, Cleanse Tag, Enigma Stone
The Boss fought in this phase is the Primal-Reverted forme of the remaining Boss from the previous phase; and they are fought by their appropriate team riding the appropriate craft.
The Boss uses their behavior set from last phase, with their Tendency from last phase; with the stats and additional behavior of their Primal-Reverted forme below.
At the end of the round: Increase the active Boss' associated
Tendency by one (1).
Groudon-Primal Incarnate will of the land, pulsing with the blood of the earth.
Typing: Ground/Fire Abilities: Desolate Land Traits: Boss Immunities
Vs. The Source of the Enigma!
Level 4 (Pinnacle) Team Size: 3 Player + 2 Guests Backpack Size: 6
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.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Re-Indicate - Move an indicator from one of your Pokemon to another.
Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP to 50 and Energy to 15.
Phase Progression
Eternatus (★) x1
Eternatus-Eternamax (★) x1
Arena: The Darkest Day
The Darkest Day, as told through legends, was a doomsday that saw the old Kingdoms to their end. Just as the destruction reached its apex, the disaster was driven away by unknown Heroes, allowing Galar to rebuild.
Now, this doom has returned to Galar once more, The beast at the center of it looms, and though the heroes of old have awakened anew, the passage of time is on Ruin's side. You must aid these Heroes in their time of darkest need, and withstand the terror of the enigma within, if dawn is ever to again break upon the land of Galar!
As the battle starts, The Crowned Sword and The Crowned Shield are nearly on the verge of defeat. They each have only 20 HP and 18 Energy remaining; and they are Fatigued.
The Crowned Sword and the Crowned Shield are Guests on the player's team for the duration of the Raid. They start on the Bench, and do not cost Technique Control to send out. (Informally, they're already "paid for".)
When any Zacian forme or Zamazenta forme faints: The player loses the battle.
Camouflage: Dragon | Nature Power: Dragon Pulse | Secret Power: 30% to discard Poison from the user.
Zacian-Crowned The Crowned Sword
Typing: Fairy/Steel Abilities: Intrepid Sword Traits: Boss Immunities
Vs. Restructuring :: Resequencing
Level 4 (Pinnacle) Team Size: 4 Backpack Size: 6
Challengers must own either a Lustrous Globe or an Adamant Crystal to sign up.
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.)
Lifeline Cleanse - Remove all conditions from your Pokemon.
Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.
Lifeline Re-Indicate - Move an indicator from one of your Pokemon to another.
Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP to 50 and Energy to 15.
Phase Progression
Palkia (★) x1
Dialga (★) x1
Palkia x1 and Dialga (★) x1
One of these phases:
Palkia-Origin (★) x1
Dialga-Origin (★) x1
Arena: The Great Void Between Stars
The Great Sunderer and the Great Devourer were sealed in the void between stars eons ago, but not before your civilization's homeworlds were lost to them. You were made to undo them: the height of your civilization's power and carrier of their legacy. You've come to their dread prison to ensure no further worlds suffer the same fate.
But much has changed in the cosmos in the intervening epochs. Other worlds have flourished, free of the great danger. Now, the champions of other worlds have come, seeking the very same power you hope to destroy. You must gain entry to the great danger's prison; and also deny these beast-seekers entry, by force if necessary.
The worst has come to pass—the interference of the beast-seekers has interrupted your mission, and the great dangers have tore themselves free from their prison! You can already feel time begin to slip, and space begin to contract. Come what may, wherever and whenever you end up, you must finish your destined task—for the sake of all worlds!
Camouflage: Dark | Nature Power: Cosmic Power | Secret Power: 30% chance to inflict Dread on the defender.
Phase 1 - Spacial Restructuring
The referee will divide their AP as they choose between three sets of indicators: Ruin, Dust, and Void. (Each set still has indicators placed on Raiders, as normal. PRs demand indicators per-Set.)
As the player orders, they decide which two (2) sets of indicators they're ordering against. The other set of indicators is discarded.
The Spatial Prisoner (Palkia) Feared in the cosmos' infancy as the Great Sunderer, now returned to divide all worlds from one another.
Typing: Water/Dragon Abilities: Pressure, Telepathy Traits: Boss Immunities
Spacial Rend x2
Hydro Pump x2
Thunder
Earth Power
Power Gem
Aura Sphere
Substitute
Aqua Tail
Dragon Claw
Dragon Tail
Focus Punch
Bulk Up
Calm Mind
Stored Power
Ancient Power =6
Cosmic Power
Purge
Expose
Toxic
Thunder Wave
Endure
Shear
Expose
Heal Block
Safeguard
Embargo
Purge
Shear
Phase 2 - Temporal Resequencing
As the referee places indicators, if there are four or more indicators Stored as Omens: The referee places those indicators for 0 AP. ( Doing so un-Stores them. )
After the referee places indicators: The referee selects two 99 AP indicators (they can be the same) and Stores them as Omens.
The Temporal Prisoner (Dialga) Feared in the cosmos' infancy as the Great Devourer, now returned to resume gorging on all possible futures.
Typing: Steel/Dragon Abilities: Pressure, Telepathy Traits: Boss Immunities
Dragon Pulse x2
Flash Cannon x2
Flamethrower
Earth Power
Power Gem
Aura Sphere
Spikes
Trick Room
Magic Room
Metal Burst
Purge
Crush
Shear
Expose
Phase 4 - Restructuring :: Resequencing
The Boss battled in this phase depends on the result of the prior phase.
The referee will divide their AP as they choose between three sets of indicators: Ruin, Dust, and Void. (Each set still has indicators placed on Raiders, as normal. PRs demand indicators per-Set.)
As the referee places indicators, if there are two or more [Horror] indicators Stored as Omens: The referee places those indicators for 0 AP in two of the three indicator sets. ( Doing so un-Stores them.)
After the referee places indicators: The referee Stores a [Horror] indicator as an Omen.
As the player orders, they decide which two (2) sets of indicators they're ordering against. The other set of indicators is discarded.
The Spatial Horror (Palkia-Origin) The Great Sunderer and re-structurer of all space.
Typing: Water/Dragon Abilities: Pressure, Telepathy, Intimidate, Defiant Traits: Boss Immunities