Data The Raid Frontier — Data Thread

Vs. The Spectacular Spore-verlord!
Level 1 (Hard)
:sv/amoonguss:
Amoonguss
The Spectacular Spore-verlord!

Typing: Grass/Poison
Abilities: Effect Spore
Traits: Boss, Unfainting

Phase 1 HP: 250
Attack: 6
Defen.: 5
Sp.Atk: 6
Sp.Def: 6
Speed: 30
Size: 10
Weight: 20


Phase 1 Behavior

Choose action, target PRRandom action, Choose target
:poison barb:Piercing Giga Drain +5
:poison barb:Piercing Clear Smog +5
Night Shade
Hex x2
Stomping Tantrum x2​
:poison barb:Piercing Stun Spore
:x speed3:Triple-Speed Toxic
:x speed3:Triple-Speed Spore
Growth x2
Synthesis x2​
:sv/brute bonnet:
Brute Bonnet
The Truly Terrifying Toadstool Tyrant!

Typing: Grass/Dark
Abilities: Protosynthesis, Leaf Guard
Traits: Boss, Unfainting

Phase 3 HP: 250
Attack: 9
Defen.: 7
Sp.Atk: 6
Sp.Def: 7
Speed: 55
Size: 20
Weight: 20


Phase 3 Behavior

Rotating action, target PRRandom action, target SU or AGChoose action, choose target
only if a Raider has a Major Status
These actions are performed in the listed rotation.​
"??" stands in for thrice the current round count.​
1. :poison barb:Piercing Seed Bomb +??
2. :poison barb:Piercing Payback +??
3. :poison barb:Piercing Close Combat +??​
Confuse Ray
Taunt
Sunny Day
Venoshock x2
Trailblaze +5​
:poison barb:Piercing Stun Spore
:poison barb:Piercing Toxic
Spore
Growth x2
Solar Beam +10​
:sv/toedscruel:
Toedscruel
The Type-Stealing General!

Typing: Grass/Ground
Abilities: Mycelium Might

Phase 2 HP: 80
Attack: 5
Defen.: 5
Sp.Atk: 6
Sp.Def: 9
Speed: 100
Size: 4
Weight: 4


Phase 2 Behavior

Choose action, assigned target
Spore
Reflect Type
Confuse Ray
Earth Power +5
Giga Drain +5
Foul Play +5​
:sv/shiinotic:
Shiinotic
The Victim-Indicating General!

Typing: Grass/Fairy
Abilities: Illuminate

Phase 2 HP: 80
Attack: 4
Defen.: 6
Sp.Atk: 7
Sp.Def: 7
Speed: 30
Size: 2
Weight: 2


Phase 2 Behavior

Choose action, assigned target
Spore
Spotlight
Strength Sap x2
Moonblast +5
Dream Eater +5
Weather Ball +5​
:sv/breloom:
Breloom
The Brute-Force General!

Typing: Grass/Fighting
Abilities: ---

Phase 2 HP: 80
Attack: 9
Defen.: 6
Sp.Atk: 5
Sp.Def: 5
Speed: 70
Size: 3
Weight: 3


Phase 2 Behavior

Choose action, assigned target
Spore
Gunk Shot x2
Focus Punch x2
Brick Break x2
Thunder Punch x2
Stone Edge x2​

Phase Progression
  1. :amoonguss:Amoonguss (★) x1
  2. :toedscruel:Toedscruel, :shiinotic:Shiinotic, :breloom:Breloom x1 each
  3. :brute bonnet:Brute Bonnet (★) x1

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!

Camouflage: Grass | Nature Power: Spore | Secret Power: 20% chance to inflict Sleep on the defender.​

Phase 1 - Spore Proliferation
---​
Phase 2 - Dramatic Duels
As this phase starts, pair each minion with a different random raider, who becomes the minion's assigned target (even if any raiders are fainted). Each minion's behaviors refers to their assigned target.​
While any Minion has positive remaining HP during this phase: Minions are Unfainting.​

Phase 3 - Neurotoxic Reversion
As this phase starts, discard any Weather in play; then, if no other Weather is in play, create Sun with indefinite duration.​

Rewards
Player Progress: Phases Completed / 3
Entry Cost: 7 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :rocky helmet:Engineer, :utility umbrella:Reporter, and :pretty wing:Scribe vocations​

Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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Vs. The Greater Masticator Invader!
Level 1
(Hard)
:ss/guzzlord:
Guzzlord
The Greater Masticator Invader!

Typing: Dark/Dragon
Abilities: ---
Traits: Boss, Unfainting

Phase 1 HP: 240
Phase 2 HP: 600
Phase 3 HP: 300
Attack: 7
Defen.: 0
Sp.Atk: 7
Sp.Def: 0
Speed:
43
Size: 4
Weight: 5


Phase 1 Behavior
Choose action, target PRRandom action, choose targetRandom action, choose target
Dragon Rage =20
Heavy Slam
Heat Crash​
:poison barb:Piercing Gastro Acid
:poison barb:Piercing Rock Tomb =10
:poison barb:Piercing Dragon Tail =10​
Iron Defense
Toxic
Stockpile​

Phase 2 Behavior
Random action, choose targetChoose action and targetTarget PR
:poison barb:Piercing Gastro Acid
:poison barb:Piercing Rock Tomb =10
:poison barb:Piercing Dragon Tail =10​
Fling x3
Bulldoze =10
Snarl =10​
:poison barb:Piercing Belch x2​

Phase 3 Behavior
Choose action, target PRRandom action, choose target
"??" stands in for seven times (x7) the current round count.
Crunch =??
Lash Out x3
Fling x10
Heavy Slam x2
Heat Crash x2​
Drain Punch x2
Knock Off x2
Bulldoze =10
Snarl =10
Sludge Wave =15
Body Press x2​
Phase Progression:
  1. :guzzlord:Guzzlord (★) x1
  2. :guzzlord:Guzzlord (★) x1
  3. :guzzlord:Guzzlord (★) x1
Don't bench or send out Raid opponents when progressing through these Phases.

Raid 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.

Camouflage: Dragon | Nature Power: Dragon Rush | Secret Power: 10% Chance to free the defender's Ingested Pokemon, if any.​

All Phases - An Acquired Taste
As the Boss "Ingests" a Pokemon, that Pokemon is captured.​
As the Boss "Regurgitates" a Pokemon, that Pokemon rejoins their original team.​
While the Boss has an Ingested Pokemon:​
The Boss and their Belch both have the Ingested Pokemon's types; also, the restriction text of the Boss' Belch is ignored.​
Ingested Pokemon can't take turns or act, and are unaffected by non-arena effects. Actions can't target ingested Pokemon.​

Phase 1 - Appetizer
At the end of each Raider's turn: The Boss regurgitates any Ingested Pokemon; and then ingests that Raider.​

Phase 2 - Intradimensional Intestional Ingression
At the end of each round: The Boss regurgitates any Ingested Pokemon; and then, the Boss ingests a raider at random, from among the raiders that have been ingested the fewest times this battle.​

Phase 3 - World is Meal
As this phase begins, the Boss regurgitates any Ingested Pokemon.​
Rewards
Player Progress: Phases Completed / 3
Entry Cost: 7 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :auspicious armor:Bodyguard, :protective pads:Rearguard, and :malicious armor:Blackguard vocations to your profile.​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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Vs. The "Loyal" Lousy Lackabouts!
Level 2
(Hard)

:sv/okidogi:
Okidogi
The Offensive Ogre-Ostracizing Oaf!

Typing: Poison/Fighting
Abilities: Toxic Chain
Traits: Boss

Vocation: :punching glove:Prowling Pugilist

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 9 (12)
Defen.: 8
Sp.Atk: 4 (12)
Sp.Def: 6
Speed: 80
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Piercing Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​
Bulk Up
Taunt
Roar
Snarl =6
Force Palm =10​

Phase 2 Behavior
Choose action, target PR
:poison barb:Piercing Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​

Phase 3 Behavior
Choose action, target PRChoose action and target
Crunch x2
Poison Jab x2
Brick Break x2
Hard Press x2
High Horsepower x2​
Skip this turn unless :okidogi:Okidogi is the Leader.
:poison barb:Piercing Counter
:poison barb:Piercing Howl x2
:poison barb:Piercing Knock Off
:poison barb:Piercing Gunk Shot x2​
:sv/munkidori:
Munkidori
The Manipulating Monkey Mastermind!

Typing: Poison/Psychic
Abilities: Toxic Chain
Traits: Boss

Vocation: :covert cloak:Threatening Thief

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 6
Defen.: 5
Sp.Atk: 9
Sp.Def: 7
Speed: 106
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Piercing Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​
Nasty Plot
Taunt
Spite
Future Sight
Trailblaze =10​

Phase 2 Behavior
Choose action, target PR
:poison barb:Piercing Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​

Phase 3 Behavior
Choose action, target PRChoose action and target
Hex x2
Acid Spray
Psychic Noise
Stored Power
Mud-Slap​
Skip this turn unless :munkidori:Munkidori is the Leader.
:poison barb:Piercing Clear Smog
:poison barb:Piercing Confuse Ray
:poison barb:Piercing Night Shade =20
:poison barb:Piercing Psychic Noise​
:sv/fezandipiti:
Fezandipiti
The Foulest Fowl-Feathered Fiend!

Typing: Poison/Fairy
Abilities: Toxic Chain
Traits: Boss

Vocation: :gracidea:Dastardly Duelist

Phase 1 HP: 200
Phase 2 HP: 125
Phase 3 HP: 100
Attack: 7
Defen.: 6
Sp.Atk: 5
Sp.Def: 9
Speed: 99
Size: 4
Weight: 5

Phase 1 Behavior
Choose action, target PRRandom action, choose target
:poison barb:Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​
Tailwind
Taunt
Charm
Icy Wind =6
Substitute​

Phase 2 Behavior
Choose action, target PR
:poison barb:Piercing Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​

Phase 3 Behavior
Choose action, target PRChoose action and target
Moonblast
Dark Pulse
Air Slash
Heat Wave =12
Swagger​
Skip this turn unless :fezandipiti:Fezandipiti is the Leader.
:poison barb:Piercing Roost x3
:poison barb:Piercing Calm Mind x3
:poison barb:Piercing Charm x3
:poison barb:Piercing Light Screen​
Phase Progression:
  1. One of :okidogi:Okidogi (★), :munkidori:Munkidori (★), :fezandipiti:Fezandipiti (★), chosen at random.
  2. The two Bosses not chosen above.
  3. :okidogi:Okidogi (★), :munkidori:Munkidori (★), :fezandipiti:Fezandipiti (★) x1 each.
Raid 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.​
All Phases - Loyalty among Thieves!
The Loyal Three have Villainous Vocations, granting their team special effects while in play.​
:okidogi:Okidogi is a :punching glove:Prowling Pugilist.​
Each Boss' Attack and Special Attack ranks are at least 12.​
The effects of Screens on the raiders' field are ignored.​
:munkidori:Munkidori is a :covert cloak:Threatening Thief.​
When the user lowers a raider's stat stage: Each Boss has the same stat stage raised, by the same amount, for the same duration.​
Bosses have Evasive against attacks from Protectors and attacks from Supporters.​
:fezandipiti:Fezandipiti is a :gracidea:Dastardly Duelist.​
If a Boss would take damage from a hit; instead, that boss takes five (5) less damage, and the attacker loses five (5) HP.​
Bosses have Defense Aid.​
Each member's Villainous Vocation applies only while they are in play.​
Phase 1 - Caught in the Act!
---

Phase 2 - Sinister Sabotage!
While one Boss has less remaining HP than the other: That lower-HP Boss can't take damage; and attacks can't target them.​
Phase 3 - Dastardly Delta Attack!
At the end of each round, choose a Loyal Three member at random to be the Leader, from among the non-Fainted members that have been chosen the fewest times this Raid.​
(The Leader will take more turns in the upcoming rounds.)​

Rewards
Player Progress: Phases Completed / 3
Entry: 5:tea:JC​
Progress Reward: 6 EXP for each raider.​
Victory Reward: Choose one of the following rewards:​
  • :okidogi:Okidogi Lv2
  • :munkidori:Munkidori Lv2
  • :fezandipiti:Fezandipiti Lv2
  • 1x:cornerstone mask:Cornerstone Mask
First-Time Victory: :punching glove:Pugilist, :covert cloak:Thief, and :gracidea:Duelist vocations​

Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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Vs. The Shadow-Wielding Master and Students!
Level 2
(Normal)
:sv/shedinja:
Shedinja
The Shadow-Wielding Master!

Typing: Bug/Ghost
Abilities: Wonder Guard
Traits: Boss, Unfainting

HP: — (None)
Attack: 7
Defen.: 4
Sp.Atk: 3
Sp.Def: 3
Speed: 40
Size: 10
Weight: 10


Order Behavior
Choose action and target
Defog
Will-o-Wisp
Spite
Heal Block
Poltergeist x1.5
Dig +5
Skitter Smack +5
Sucker Punch +5​
:sv/ninjask:
Ninjask
The Eternally-Fledgling Student!

Typing: Bug/Flying
Abilities: Speed Boost

HP: 70
Attack: 7
Defen.: 4
Sp.Atk: 4
Sp.Def: 4
Speed: 160
Size: 1
Weight: 2


Order Behavior
Fixed action and target
"??" stands in for 20 times the current round count.
:poison barb:Piercing Struggle Bug =??​
Students:
:sv/weezing:
Weezing
The Untouchable-Mist Student!

Typing: Poison
Abilities: Levitate, Neutralizing Gas

HP: 180
Attack: 7
Defen.: 9
Sp.Atk: 6
Sp.Def: 5
Speed: 60
Size: 2
Weight: 1


Order Behavior
Random action and target
:poison barb:Piercing Protect
:poison barb:Piercing Haze
:poison barb:Piercing Rest x2
:poison barb:Piercing Endure
:poison barb:Piercing Smokescreen x2​
:sv/drapion:
Drapion
The Surprise-Assassin Student!

Typing: Poison/Dark
Abilities: Battle Armor

HP: 210
Attack:
7
Defen.: 8
Sp.Atk: 5
Sp.Def: 6
Speed: 95
Size: 3
Weight: 4


Order Behavior
Choose action, target SU
Taunt
Cross Poison
Knock Off
Stomping Tantrum
Aqua Tail
Retaliate​
:sv/golisopod:
Golisopod
The Forward-Assault Student!

Typing: Bug/Water
Abilities: ---

HP: 210
Attack: 9
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 40
Size: 3
Weight: 5


Order Behavior
Choose action, target PR:
Liquidation x2
Lunge x2
Leech Life x2
Poison Jab x2
Drill Run x2
Shadow Claw x2
Rock Tomb =15
Knock Off =15​
:ss/zoroark-hisui:
Zoroark-Hisui
The Vengeful-Grudge Student!

Typing: Normal/Ghost
Abilities: Illusion

HP: 110
Attack: 7
Defen.: 5
Sp.Atk: 9
Sp.Def: 5
Speed: 110
Size: 3
Weight: 3


Order Behavior
Choose action, target AG
Bitter Malice x2
Hex x2
Hyper Voice x2
Foul Play x2
Knock Off x2
Confuse Ray
Curse​
:sv/greninja:
Greninja
The Slippery-Escape Student!

Typing: Water/Dark
Abilities: Protean

HP: 180
Attack: 7
Defen.: 5
Sp.Atk: 7
Sp.Def: 5
Speed: 122
Size: 3
Weight: 3


Order Behavior
Random action, target PR
Hydro Pump
Dark Pulse
Ice Beam
Grass Knot
Gunk Shot
Low Kick
Rock Slide​
Phase Progression
  1. :shedinja:Shedinja (★), :ninjask:Ninjask x1 each
  2. :shedinja:Shedinja (★) x1, plus two different Students except :zoroark-hisui:Zoroark-Hisui, chosen at random.
  3. :shedinja:Shedinja (★) x1, plus the three Students not chosen last Phase.
Don't bench or send out Shedinja when changing Phases.

The students are :greninja:Greninja :weezing:Weezing, :drapion:Drapion, :golisopod:Golisopod, and :zoroark-hisui:Zoroark-Hisui.

Remember to designate a confidant for Zoroark-Hisui's Illusion.

Raid 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.

All Phases - Intangibile Shadow Ninja Master
Shedinja has no HP parameter. They can't gain or lose HP, and their HP can't be set.​
At the end of each round, if the Raid only has Shedinja in play: Progress the Phase.​
Phases 2 and 3 - Aspiring Shadow Ninja Kumite
Master Shedinja wishes to see you employ the traditional tools of ninjas.
If a Student would take damage from a Field Hazard; instead, that student takes three times (x3) that much damage.​
While the Raid's Weezing is in play: Other Students have Neutralizing Gas.​
At the end of each round, if none of the Raid's Pokemon have fainted this round or last round: The challenger loses the battle.​
Rewards
Player Progress: Phases Completed / 3
Entry Cost: 5 :tea:JC​
Progress: 7 EXP for each raider.​
Victory: 3 EXP more for each raider.​
First-Time Victory: :safety goggles:Daredevil, :wise glasses:Tutor, and :twisted spoon:Psychic vocations​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6 :tea:JC​
Completion: 2 more:tea:JC​
 
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Vs. The Cold-Iron Tink-tacular Turf War!
Level 3
(Hard)

Format Changes:
Lifeline Uses: 1​

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.)
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​

:sv/tinkaton:
The Scourge Warlord (Tinkaton)
The architect of our woes, and the face of true evil!

Battle Pay: None
Structure Damage: 1,000

Typing: Fairy/Steel
Abilities: Mold Breaker
Trait: Boss

HP: 9,999
Attack: 6
Defen.: 6
Sp.Atk: 5
Sp.Def: 8
Speed: 94
Size: 1
Weight: 5


Order Behavior
Choose Target
:poison barb:Piercing Gigaton Hammer =40​
:sv/naviathan:
Ocean-Might General (Naviathan)
The conveying general who brings evil to our shores!

Battle Pay: 400 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Water/Steel
Abilities: Guts, Heatproof
Trait: Boss. Ignores :kartana:Kartarmory while taking damage.

HP: 300
Attack: 8
Defen.: 7
Sp.Atk: 7
Sp.Def: 5
Speed: 97
Size: 6
Weight: 9


Order Behavior
Choose action and target
:poison barb:Piercing Wave Crash x2
Dive x2
Heavy Slam x2
Icicle Crash x2
Taunt
Icy Wind =15
Self-Destruct x3​
:sv/goodra-hisui:
Spiral-Shell General (Goodra-Hisui)
The home-carrying general who can hide from all attacks!

Battle Pay: 400 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Dragon/Steel
Abilities: Shell Armor, Gooey
Trait: Boss, Ignores the Aggressor role multiplier while taking damage.

HP: 300
Attack: 7
Defen.: 7
Sp.Atk: 8
Sp.Def: 11
Speed: 60
Size: 3
Weight: 7


Order Behavior
Choose action and target
:poison barb:Piercing Dragon Pulse x3
Flash Cannon x3
Acid Spray x3
Charm x3
Counter
Dragon Tail =10​
:sv/scizor-mega:
Sharp-Edge General (Scizor-Mega)
The swift-moving general that slashes foes asunder!

Battle Pay: 300 :gimmighoul:Gimmigold
Structure Damage: 250

Typing: Bug/Steel
Abilities: Technician
Trait: Boss

HP: 1200
Attack: 11
Defen.: 10
Sp.Atk: 5
Sp.Def: 7
Speed: 75
Size: 3
Weight: 5


Order Behavior

Choose Target
:poison barb:Piercing Bullet Punch x2
Hard Press x2
Bug Bite x2
Trailblaze x2
Close Combat x2
Dual Wingbeat x2
Bulk Up x2
Roost​
:sv/steelix-mega:
The Earth-Moving General (Steelix-Mega)
The tunnel-boring general that sinks entire castles into the earth!

Battle Pay: 300 :gimmighoul:Gimmigold
Structure Damage: 999

Typing: Steel/Ground
Abilities: Sheer Force
Trait: Boss. Ignores :kartana:Kartarmory while taking damage.

HP: 150
Attack: 9
Defen.: 14
Sp.Atk: 4
Sp.Def: 7
Speed: 30
Size: 7
Weight: 10


Order Behavior
Choose Target
:poison barb:Piercing Earthquake x2
Heavy Slam x2
Fire Fang x2
Ice Fang x2
Thunder Fang x2
Dragon Tail =10
Stealth Rock​
:sv/tinkatuff:
Tinkatuff Elite
The more fearsome leaders among the invading forces.

Battle Pay: 200 :gimmighoul:Gimmigold
Structure Damage: 250
Trait: Excess damage taken from an attack hit spills over to the next Tinkatuff Elite.

Typing: Fairy/Steel
Abilities: Mold Breaker

HP: 200
Attack: 4
Defen.: 4
Sp.Atk: 4
Sp.Def: 6
Speed: 78
Size: 1
Weight: 4


Order Behavior
Choose action and target
Play Rough = 15
Iron Head = 10
Skitter Smack =10
Knock Off =10​
:sv/tinkatink:
Tinkatink Warrior
An unending horde of ruffian invaders!

Battle Pay: None.
Structure Damage: 100
Trait: Excess damage taken from an attack hit spills over to the next Tinkatink Warrior.

Typing: None
Abilities: None

HP: 20
Attack: 0
Defen.: 0
Sp.Atk: 0
Sp.Def: 0
Speed: 78

Behavior
Choose Target
Fairy Wind =4​
:sv/corviknight:
The Coalition Commander (Corviknight)
The final hope of the Korvid Kingdom's forces!

Commanding nature
Typing: Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor

Item: :expert belt:Expert Belt

No role or Vocation.

HP: 95
Attack: 15 (+)
Defen.: 5 (-)
Sp.Atk: 15 (+)
Sp.Def: 5 (-)
Speed: 67
Size: 4
Weight: 4


Order Behavior
As a player Guest, The Coalition Commander takes orders from the player. The Coalition Commander knows the following moves:

Armor Cannon​
Close Combat​
Coaching​
Defog​
Headlong Rush​
Guard Swap​
Light Screen​
Reflect​
Roost​
Taunt​
Phase Progression

PhaseWest PortionNorth PortionEast Portion
1​
:tinkatink:Tinkatink Warrior x1​
:tinkatink:Tinkatink Warrior x1​
:tinkatink:Tinkatink Warrior x4​
PhasePortion APortion BPortion C
2​
:naviathan:Ocean-Might General x1​
:goodra-hisui:Spiral-Shell General x1​
:tinkatink:Tinkatink Warrior x5​
3​
:scizor-mega:Sharp-Edge General x1
:tinkatink:Tinkatink Warrior x3​
:steelix-mega:Earth-Moving General x1
:tinkatink:Tinkatink Warrior x3​
:tinkatuff:Tinkatuff Elite x1​
4​
:tinkaton:The Scourge Warlord x1​
:tinkatink:Tinkatink Warrior x10​
:tinkatuff:Tinkatuff Elite x2​

For waves after the first, randomize which Wall each portion of the wave spawns in; with one portion per Wall.​
Don't withdraw any Raid Pokemon as phases changes. (Add the new wave to what's already in play.)​
Guest Ally: :corviknight:The Coalition Commander​
(Guest allies are added to your Reserve at the start of battle. They don't count towards your "bring" limit.)​

Raid Arena — The Coalition Castle
The two armies regularly clash in Eastern Paldea, over a dusty strip of wasteland on the southmost shore. The metal-rich soil makes it a favored place for both people, and the inevitable territorial war only adds more metal to the earth as bodies fall...
The scrap-seeking Scourge Legion now marches from the north, seeking to dismantle all that we hold dear for parts. Is this the Coalition's last stand?
Camouflage: Steel | Nature Power: Metal Sound | Secret Power: 50% chance to lower the defender's Defense by one (1) for their next three (3) turns.​

All Phases - The Battle for the Korvid Kingdom
The battlefield is divided into four "zones": the West Wall, the North Wall, the East Wall, and the Korvid Kingdom's Keep. These zones affect the battlefield in a myriad of ways:​
  • Each wall has 500 Structure HP; and the Keep has 2,000 Structure HP.
  • Actions and effects of Pokemon can only affect other Pokemon in the same zone.
    • Field Conditions are confined to the zone they're created in.
    • Battle Conditions affect and are affected by every zone.
  • As any Pokemon changes zones, they remain in play. They keep all of their stages and Conditions at their current durations.
  • Hazards: Field Hazards' effects will trigger "When a Pokemon enters this zone (including when an Invader enters play)" instead of from their usual criteria.
For their turn, each Scourge Invader will do one of the following, starting from the top:​
  1. First, if any player-controlled Pokemon is present in their zone, they'll perform their ordered action as normal.
  2. Else, if no player-controlled Pokemon is present in their zone, and their zone still has any Structure HP remaining, they'll deal their listed Structure Damage to the Zone.
  3. Otherwise, they'll move to the Keep.
At the end of the round, if it is the second round of this Raid phase: Advance the Raid phase.​
If a Wall runs out of Structure HP, it is destroyed. If the Keep runs out of Structure HP, the player loses the battle.​
All Phases - Defending the Keep
As the raid begins; the PR starts in the West Wall, The SU starts in the North Wall, and the AG starts in the East Wall. The Corvid Commander starts in the Keep, and takes orders from the player.​
In their order post, before they issue orders; the player may move up to one (0-1) Pokemon they control to another zone. (You can move to destroyed zones to intercept invaders, if needed.)​
All attacks, used by Pokemon the player controls, target "one other Pokemon".​
(Tinkatink Warriors and Tinkatuff Elites have Traits that cause excess damage from attacks to "spill over" to the next Warrior or Elite.)​
All Phases - The Last Line of Defense
When Scourge invaders faint, their listed value in :gimmighoul:Gimmigold is paid to the challenger.​
In their order post, before they issue orders, the challenger may spend their Gimmigold to place :forretress:Forretrifications on a Wall or the Keep; and to upgrade their Forretrifications. Forretrifications may also be dismantled if desired, but no Gimmigold is refunded.​
Each wall has room for 2 Forretrifications by default, and the Keep has room for 4 Forretrifications. No Zone can have more than one of the same type of Forretrification (regardless of their upgrade state).​
Forretrifications in destroyed zones continue to function, if their effects are applicable, and they can still be upgraded.​
Forretrification List
Each Forretrification costs a certain amount of :gimmighoul:Gimmigold to place. The price of upgrading a Forretrification is twice (x2) the cost of creating it.

Upgrading a Forretrification replaces a portion of its effect text with the chosen upgraded text. A Forretrification can be switched between its A and B upgrades by spending the upgrade cost again, but can't have both upgrades at once.

The available Forretrifications, and their upgrades, are as follows:
ForretrificationGimmigoldEffectUpgrade AUpgrade B
:excadrill:
Excadrilling​
:gimmighoul:10​
Scourge Invaders in this zone [excluding] Bosses, that spawned this round, can't [damage structures]."excluding"
→ "including"
"damage structures"
→ "change zones"
:gholdengo:
Ghold Mine​
:gimmighoul:10​
If you would earn Gimmigold in this zone; instead, gain [twice (x2)] as much Gimmighold.
Limit one (1) Ghold Mine, except those with Upgrade B.
"twice (x2)"
→ "thrice (x3)"
(This upgrade is
for exceeding the
limit on mines.
)
:aegislash:
Aegismithy​
:gimmighoul:10​
Damage dealt to the raiders, the Commander, and structures [in this zone] is reduced by [five (5)].
(As a reminder, the Piercing modifier doesn't mention Arena effects.)
"in this zone"
→ "in any zone"
"five (5)"
→ "fifteen (15)"
:kartana:
Kartarmory​
:gimmighoul:50​
Scourge Invaders [in this zone] take [double (x2)] damage from all sources."in this zone"
→ "in any zone"
"doubled (x2)"
→ "quintupled (x5)"
:celesteela:
Celemplacement​
:gimmighoul:200​
At the end of each step: Reduce each Boss' HP, equal to [100] plus [one-tenth (x0.1)] of their remaining HP.
Limit one (1) Celemplacement.
"100"
→ "300"
"one-tenth (x0.1)"
→ "one-fifth (x0.2)"

Managing your :kartana:Kartarmories, and upgrading them correctly for your team, is the key to this encounter.
Rewards
Player Progress: Phases Completed / 4
Entry Cost: 7:tea:JC​
Progress Reward: 4 EXP for each raider.​
Victory, with all Lifeline Uses retained: 2 EXP more for each raider.​
First-Time Victory: :ability shield:Paladin, :galarica wreath:Cleric, and :lustrous orb:Sorcerer vocations to your profile.​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6:tea:JC​
Completion: 2 more:tea:JC​
 
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Vs. The Self-Perfecting Beast-Slaying Machine!
Level 3
(Hard)

Format Changes:
Lifeline Uses: 1​

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.)
:revival herb:Lifeline Cleanse - Remove all conditions from your Pokemon.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​

:sv/silvally:
Silvally
The Self-Perfecting Beast-Slaying Machine!

Typing: Normal
Abilities: RKS System

HP: 777
Attack: 7
Defen.: 0
Sp.Atk: 7
Sp.Def: 0
Speed: 95
Size: 4
Weight: 5


Order Behavior
Target PRChoose action and targetChoose action and target
:poison barb:Piercing Multi-Attack x1​
[ Action associated with equipped Memory. ]​
Thunder Wave
Toxic
Roar
Heal Block
Defog
Flamethrower
Thunderbolt
Ice Beam
Parting Shot​
Phase Progression
  1. :silvally: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.​

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, they equip one of those Memories at random.​
Otherwise: The challenger loses the battle.​
Type-Adapted Battle Procedures
Apply the appropriate effect of Silvally's current held Memory found in the hide tags below. Additionally, Silvally's Behavior varies depending on their currently held Memory item, found in the hide tags below. (If Silvally is holding no Memory, use the Normal data.)​

Memory Effects and Moves:
Bug
When Silvally equips the Bug Memory: Reset Silvally's negative stat stages to 0.​
Order Behavior
Bug Buzz x2​
Megahorn x2​
Lunge x2​
Struggle Bug =10​
Quiver Dance​

Dark
While Silvally is holding the Dark Memory: Silvally has Prankster in additionally to their other abilities.​

Order Behavior
Knock Off x2​
Night Daze x2​
Ruination​
Taunt​
Torment​

Dragon
When Silvally equips the Dragon Memory: Inflict Flinching on the Aggressor, if any.​
Order Behavior
Glaive Rush x2​
Spacial Rend x2​
Breaking Swipe =10​
Dragon Cheer​
Dragon Dance​
Electric
When Silvally equips the Electric Memory: Discard all Terrain, then create Electric Terrain for 10 rounds.​
Order Behavior
Bolt Strike x2​
Electro Drift x2​
Discharge​
Nuzzle​
Magnet Rise​

Fairy
When Silvally equips the Fairy Memory: Raise Silvally's Special Attack stage by two (2) for four (4) turns​
Order Behavior
Moonblast x2​
Spirit Break x2​
Light of Ruin x2​
Draining Kiss x2​
Geomancy​

Fire
When Silvally equips the Fire Memory: Discard all Weather, then create Sun for 10 rounds.​
Order Behavior
Fire Blast x2​
Sacred Fire x2​
V-create x2​
Eruption​
Will-o-Wisp​
Fighting
When Silvally equips the Fighting Memory: Raise Silvally's Attack stage by two (2) for four (4) turns​
Order Behavior
Low Kick x2​
Focus Blast x2​
Low Sweep x2​
Circle Throw x2​
Detect​

Flying
When Silvally equips the Flying Memory: Discard all Weather and Terrain.​
Order Behavior
Sky Attack x2​
Oblivion Wing x2​
Bounce x2​
Air Cutter x2​
Roost​

Ghost
When Silvally equips the Ghost Memory: Inflict Flinching on the Supporter, if any.​
Order Behavior
Shadow Force x2​
Infernal Parade x2​
Astral Barrage​
Shadow Sneak x2​
Confuse Ray​
Grass
When Silvally equips the Grass Memory: Discard all Terrain, then create Grassy Terrain for 10 rounds.​
Order Behavior
Power Whip x2​
Seed Flare x2​
Drum Beating x2​
Spore​
Victory Dance​

Ground
When Silvally equips the Ground Memory: Inflict Grounded on all raiders for the rest of the battle.​
Order Behavior
Thousand Arrows x2​
Earth Power x2​
Precipice Blades​
Bulldoze =12​
Shore Up +30​

Ice
When Silvally equips the Ice Memory: Discard all Weather, then create Snow for 10 rounds.​
Order Behavior
Freeze-Dry x2​
Triple Axel x2​
Blizzard​
Aurora Veil​
Haze​
Normal (Default)
(There is no Normal Memory. Silvally starts with this Behavior Pool in the first round.)​
Order Behavior
Swords Dance​
Bulk Up​
Nasty Plot​
Calm Mind​
Substitute​

Poison
When Silvally equips the Poison Memory: Raise Silvally's Special Defense stage by two (2) for four (4) turns​
Order Behavior
Gunk Shot x2​
Dire Claw x2​
Sludge Wave​
Toxic​
Baneful Bunker​

Psychic
When Silvally equips the Psychic Memory: Discard all Terrain, then create Psychic Terrain for 10 rounds.​
Order Behavior
Psychic x2​
Psystrike x2​
Magic Coat​
Seven-Step Reflect*​
Seven-Step Light Screen*​
* (They're Reflect and Light Screen, that last seven steps.)​
Rock
When Silvally equips the Rock Memory: Discard all Weather, then create Sandstorm for 10 rounds.​
Order Behavior
Meteor Beam x2​
Paleo Wave x2​
Rock Slide =10​
Salt Cure x2​
Tar Shot​

Steel
When Silvally equips the Steel Memory: Raise Silvally's Defense stage by two (2) for four (4) turns​
Order Behavior
Steel Beam x2​
Double Iron Bash x2​
Metal Burst x2​
Make It Rain​
Shift Gear​

Water
When Silvally equips the Water Memory: Discard all Weather, then create Rain for 10 rounds.​
Order Behavior
Hydro Pump x2​
Wave Crash x2​
Hydro Steam x2​
Dive x2​
Soak​
Rewards
Player Progress: Boss missing HP / Boss Maximum HP.
Entry Cost: 10:tea:JC​
Progress: 7 EXP for each raider.​
Victory: 1 EXP more for each raider.​
Victory, with all Lifeline Uses retained: 2 EXP more for each raider.​
First-Time Victory: :assault vest:Commando, :room service:Butler, and :loaded dice:Gambler vocations​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 3:amulet coin:RC, 6 :tea:JC​
Completion: 2 more :tea:JC​
 
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Vs. The Fundamental Elemental Procession!
Level 4 (Pinnacle)

Format Changes:
b4p4 Triples vs. Raid Battle​
Switching: On for player; Off for Raid​
(When you switch, the entering Pokemon takes over the role and Vocation of the Pokemon they're replacing.)​
Backpack Size: 9​
Lifeline Uses: 2​

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.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.​
:revive:Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP and Energy to 50.​

:sv/machamp-gmax:
Machamp

Typing:
Fighting
Abilities: Guts, No Guard
Traits: Boss, Unfainting

HP: 110
Attack: 9
Defen.: 6
Sp.Atk: 5
Sp.Def: 6
Speed: 55
Size: 13
Weight: 5


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Chi Strike​
Cross Chop
Heavy Slam
Payback
Seismic Toss​
Low Sweep
Stomping Tantrum
Rock Tomb
Coaching​
:sv/gengar-gmax:
Gengar

Typing:
Ghost/Poison
Abilities: Cursed Body
Traits: Boss, Unfainting

HP: 110
Attack: 5
Defen.: 5
Sp.Atk: 9
Sp.Def: 6
Speed: 110
Size: 13
Weight: 3


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Terror​
Shadow Ball
Sludge Bomb
Thunderbolt
Night Shade​
Acid Spray
Reflect Type
Toxic
Will-o-Wisp​
:sv/lapras-gmax:
Lapras

Typing:
Water/Ice
Abilities: Water Absorb, Shell Armor
Traits: Boss, Unfainting

HP: 135
Attack: 6
Defen.: 6
Sp.Atk: 6
Sp.Def: 7
Speed: 60
Size: 15
Weight: 6


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Resonance​
Blizzard =11
Hydro Pump
Thunder
Brine​
Confuse Ray
Sing
Hail
Roar​

During this Pokemon's first round in play, skip their G-Max move.
:sv/butterfree-gmax:
Butterfree

Typing:
Bug/Flying
Abilities: Compound Eyes, Tinted Lens
Traits: Boss, Unfainting

HP: 155
Attack: 4
Defen.: 4
Sp.Atk: 7
Sp.Def: 6
Speed: 70
Size: 12
Weight: 3


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Befuddle​
Hurricane
Bug Buzz
Energy Ball
Psychic​
Sleep Powder
Poison Powder
Stun Spore
Skill Swap​
:sv/snorlax-gmax:
Snorlax

Typing:
Normal
Abilities: Immunity, Thick Fat
Traits: Boss, Unfainting

HP: 135
Attack: 8
Defen.: 5
Sp.Atk: 5
Sp.Def: 8
Speed: 30
Size: 14
Weight: 9


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Replenish​
Body Slam
Crunch
High Horsepower
Heavy Slam​
Yawn
Covet
Roar
Heat Crash​
:sv/duraludon-gmax:
Duraludon

Typing:
Steel/Dragon
Abilities: Light Metal, Heavy Metal
Traits: Boss, Unfainting

HP: 135
Attack: 7
Defen.: 8
Sp.Atk: 9
Sp.Def: 4
Speed: 85
Size: 13
Weight: 3


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Depletion​
Steel Beam
Dragon Pulse
Thunderbolt
Snarl​
Mirror Coat
Dragon Tail
Thunder Wave
Steel Roller​
:sv/grimmsnarl-gmax:
Grimmsnarl

Typing:
Dark/Fairy
Abilities: Prankster, Frisk*, Pickpocket
Traits: Boss, Unfainting

*Note the current held items of the current raiders in play on Frisk, as Grimmsnarl enters play.

HP: 95
Attack: 9
Defen.: 5
Sp.Atk: 7
Sp.Def: 6
Speed: 60
Size: 13
Weight: 4


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Snooze​
False Surrender
Play Rough
Burning Jealousy
Focus Punch
Power Whip​
Light Screen
Reflect
Spirit Break
Taunt
Torment​
:sv/hatterene-gmax:
Hatterene

Typing:
Psychic/Fairy
Abilities: Healer, Anticipation, Magic Bounce
Traits: Boss, Unfainting

HP: 95
Attack: 7
Defen.: 7
Sp.Atk: 10
Sp.Def: 7
Speed: 29
Size: 14
Weight: 1


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Smite​
Dazzling Gleam =12
Moonblast
Psychic
Mystical Fire
Power Whip​
Calm Mind
Charm
Magic Room
Nuzzle
Healing Wish​

*yeah.
:sv/corviknight-gmax:
Corviknight

Typing:
Flying/Steel
Abilities: Pressure, Unnerve, Mirror Armor
Traits: Boss, Unfainting

HP: 95
Attack: 6
Defen.: 8
Sp.Atk: 4
Sp.Def: 6
Speed: 67
Size: 14
Weight: 4


Order Behavior
Random targetChoose action, target PRRandom action, choose target
Skip this turn if this Boss has any remaining HP.
:poison barb:Piercing G-Max Wind Rage​
Sky Attack
Fly
Steel Beam
Body Press
U-turn​
Screech
Fake Tears
Sand-Attack
Tailwind
Whirlwind​
:sv/melmetal-gmax:
Melmetal

Typing:
Steel
Abilities: Iron Fist
Traits: Boss, Unfainting, The Fundamental Force

HP: 270
Attack: 10
Defen.: 9 (-)
Sp.Atk: 6
Sp.Def: 7 (+)
Speed: 34
Size: 14
Weight: 11


Order Behavior
Choose action, target PRRandom action, choose target:melmetal:Random target:melmetal-gmax:Random target,
if the other Boss has no HP
Iron Head x2
High Horsepower x2
Brick Break x2
Ice Punch x2
Thunder Punch x2
Dynamic Punch​
Thunder Wave
Toxic
Leer x2
Rock Tomb =10
Substitute​
Skip this turn if the
other Boss has no HP.
:poison barb:Piercing Double Iron Bash x5​
:poison barb:Piercing G-Max Meltdown​
Phase Progression:
  1. :machamp-gmax:Machamp (★), :gengar-gmax:Gengar (★)
  2. Two members of the Elemental Procession, chosen at random.
  3. Two remaining members of the Elemental Procession, chosen at random.
  4. Two remaining members of the Elemental Procession, chosen at random.
  5. :melmetal-gmax:Melmetal-Gmax (★) and the last remaining member of the Elemental Procession.
The Elemental Procession members are:
:lapras-gmax: Lapras (★), :butterfree-gmax:Butterfree (★),:snorlax-gmax:Snorlax (★),:duraludon-gmax:Duraludon (★), :grimmsnarl-gmax:Grimmsnarl (★) :hatterene-gmax:Hatterene (★), and:corviknight-gmax:Corviknight (★)

Raid Arena — Wyndon Stadium
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 -at a cost- all to force you, the challenger, to push your limits as well. It's the ultimate test of endurance... Will you outlast those gigantic opponents?
Camouflage: Normal | Nature Power: Max Guard | Secret Power: 10% chance to grant the user Protection until the end of the step.​

All Phases - The Elemental Expression
Apply the following effects, depending on which Bosses are in play:​
  • :machamp-gmax:Machamp: Bosses are Penalty-Proof.
  • :gengar-gmax:Gengar: Bosses are Bonus-Proof.
  • :lapras-gmax:Lapras: Raiders are Doomed.
  • :butterfree-gmax:Butterfree: The abilities of Raiders are ignored.
  • :snorlax-gmax:Snorlax: If a raider would heal HP; instead, each Boss heals that much HP.
  • :duraludon-gmax:Duraludon: Bosses are unaffected by Major Status.
  • :grimmsnarl-gmax:Grimmsnarl: Raiders can't execute actions, except attacks.
  • :hatterene-gmax:Hatterene: Held items are ignored.
  • :corviknight-gmax:Corviknight: Bosses have Attack Aid and Defense Aid.
  • :melmetal-gmax:Melmetal: Raiders can't gain remaining HP or remaining Energy. (Even from rules.)
Final Phase - The Fundamental Force
The maximum HP of the Boss accompanying Melmetal in this phase is halved (x0.5).​
While the Boss accompanying Melmetal has any HP: Melmetal's HP can't change.​
(Melmetal can still be dealt damage, for drain purposes or similar, but that damage doesn't reduce its HP.)​
When Melmetal completes G-Max Meltdown: Set the HP of the Boss accompanying Melmetal to the maximum.​

Rewards:
Player Progress: Phases completed / Total Phases
Entry Cost: 20:tea:JC​
Milestone 2/5: :shadow mail:Harvest Event Voucher​
Milestone 3/5: :master ball:Academy Credit​
Milestone 4/5: 1 :comet shard:Comet Shard​
Victory: One raider earns the ability to Dynamax, plus one more raider for each Lifeline Use remaining. (Gigantimaxing is Dynamaxing.)​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 4:amulet coin:RC, 8:tea:JC​
Completion: 2 more :tea:JC and a :star piece:Star Piece​
 
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Vs. The Clashing Cataclysmic Colossi!
Level 4 (Pinnacle)

Format Changes:
b6p6 Triples vs. Raid and Triples vs. Raid Battle​
Switching: Off, Special​
Backpack Size: 6​
Lifeline Uses: 2​

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.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.​
:revive:Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP and Energy to 50.​

:sv/groudon:
Groudon

Typing:
Ground
Abilities: Drought, [additional Abilities chosen with Tendency]
Traits: Boss

HP: 580
Attack: 11
Defen.: 10
Sp.Atk: 7
Sp.Def: 7
Speed: 90
Size: 6
Weight: 12


Order Behavior
Choose action, target PRChoose action and targetChoose action and target
Precipice Blades
Stone Edge
Fire Blast
Solar Beam
Crunch
Thunder Punch
Seismic Toss​
[Any move chosen with Tendency]​
[Any non-attack move chosen with Tendency]​

:red orb:Terrestrial Tendency Move and Ability Choices
(End of Round: Select any moves and abilites, adding up to Terrestrial Tendency.
Selections persist until the end of this Boss' next active round.
Essentially, you're threatening the player with possible moves you
could use.)​
  • 1:red orb:: Thunder Wave / Bulk Up / Rock Polish / Fling / Rock Tomb =8 / Flame Charge =8
  • 2:red orb:: Heat Crash / Heavy Slam / Knock Off / Magic Coat / Light Screen / Worry Seed / Taunt
  • 3:red orb:: Fissure / V-Create / Eruption / Mirror Coat / Geomancy / Camouflage
  • 1:red orb:: Oblivious, Simple
  • 2:red orb:: Prankster, Color Change
  • 3:red orb:: Contrary, Neutralizing Gas

:sv/Groudon-Primal:
Primal Groudon
Typing:
Ground/Fire
Abilities: Drought, Desolate Land
Traits: Boss

HP: 580
Attack: 13
Defen.: 11
Sp.Atk: 11
Sp.Def: -3*
Speed: 90
Size: 6
Weight: 12


Always
:poison barb:Piercing Eruption x :red orb:Terrestrial Tendency​
:sv/kyogre:
Kyogre

Typing:
Water
Abilities: Drizzle, [additional Abilities chosen with Tendency]
Traits: Boss

HP: 520
Attack: 7
Defen.: 7
Sp.Atk: 11
Sp.Def: 10
Speed: 90
Size: 6
Weight: 8


Choose action, target PRChoose action and targetChoose action and target
Origin Pulse +2
Ice Beam +4
Thunder +2
Hydro Pump +2
Ancient Power +4
Liquidation +2
Iron Head +2​
[Any attack move chosen with Tendency]​
[Any move chosen with Tendency]​

:blue orb:Thalassic Tendency Move and Ability Choices
(End of Round: Select any moves and abilites, adding up to Thalassic Tendency.
Selections persist until the end of this Boss' next active round.
Essentially, you're threatening the player with possible moves you
could use.)​
  • 1:blue orb:: Thunder Wave / Calm Mind / Fake Out =4 / Fling / Icy Wind =8 / Flip Turn
  • 2:blue orb:: Boomburst / Substitute / Knock Off / Snatch / Gastro Acid / Taunt
  • 3:blue orb:: Sheer Cold / Electro Shot / Water Spout / Counter / Belly Drum / Soak
  • 1:blue orb:: Swift Swim, Adaptability
  • 2:blue orb:: Rough Skin, Mold Breaker
  • 3:blue orb:: Water Bubble, Neutralizing Gas

:sv/Kyogre-Primal:
Primal Kyogre
Typing:
Water
Abilities: Drizzle, Primordial Sea
Traits: Boss

HP: 520
Attack: 11
Defen.: -3*
Sp.Atk: 13
Sp.Def: 11
Speed: 90
Size: 7
Weight: 8


Always
:poison barb:Piercing Water Spout x :blue orb:Thalassic Tendency​
*(Ranks normally can't be negative; these Bosses are exceptions. Negative defenses work how you expect.)

Phase Progression:
Repeating: :groudon:Groudon (★) x1 // :kyogre:Kyogre (★) x1​
This phase repeats an indefinite number of times until both Bosses are defeated.​
Don't bench or send out Raid opponents when progressing through these Phases.​

Groudon Raid 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.​
Camouflage: Steel | Nature Power: Lava Plume | Secret Power: Inflict the unique condition created by Ember.​
Kyogre Raid 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.​
Camouflage: Ground | Nature Power: Dive | Secret Power: Grant the user the unique condition created by Aqua Ring.​


This Raid is a little dense, so buckle in:

All Phases - The Primordial Forces
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 raiders. Players decide which team fights which Boss while signing up.​
Vocations can't be shared between sub-teams, so a total of six unique Vocations will be needed to fully outfit both sub-teams.​
Once sent, sub-teams can't be re-assigned or switched.​
All Phases - Marvels of Engineering
The two crafts that serve as Arenas, the Acevedo and the Ocean-Eater, have 300 HP and 350 HP, respectively.​
When a raider takes damage from or deals damage to a Boss with an attack hit: The craft they ride also loses that much HP.​
When a craft runs out of HP, or when one sub-team is fully Fainted: The player loses the Raid. (Even if the last Boss is defeated by the same action.)​
Field Conditions and Battle Conditions are confined to the Arena that they were created in.​
All Phases - World Tendency
The arena has numeric :red orb:Terrestrial Tendency and :blue orb:Thalassic Tendency values that each start at three (3).​
As :red orb:Terrestrial Tendency and :blue orb:Thalassic Tendency rise, Groudon and Kyogre each respectively gain access to more moves and actions.​
When one Boss faints: The other boss Primal Reverts for the rest of the Raid. Progress the Raid Phase.​
All Phases - Evolving Threat
Each Boss has a pool of moves and abilities they can temporarily gain. The referee can choose which moves and abilities they want, up to Tendency.​
Example: With 3 Tendency, the referee can declare three 1-point moves, a 2-point move and a 1-point ability, a 3-point ability, and so on.
At the start of the raid, before the player decides which Boss to engage first: The referee makes selections for each Boss.​
All Phases - Application of Force
The player starts out in control of one of their sub-teams, as chosen above. That sub-team, their Arena, and their Boss are said to be "active", and the other sub-team, Arena, and Boss are said to be "on standby".​

The player chooses which Boss they wish to engage with in the first round, before giving orders.​
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.​
Notes - End of Round
At the end of the round, perform the following steps.​
  1. Increase inactive Boss' associated :red orb::blue orb:Tendency by one (1).
  2. If the player ordered their sub-team to Disengage: Follow these instructions in sequence.
    • That sub-team's craft withdraws to a safe distance and performs field repair. Set that craft's HP to its maximum.
    • The other sub-team (re-)engages their Boss, and the player assumes control of that sub-team.
  3. Discard the currently-active Boss's selections for Tendency; then, make new selections.
Rewards:
Player Progress: Total Boss HP / Total Boss Max HP
Entry Cost: 16:tea:JC​
Milestone 2/5: :shadow mail:Harvest Event Voucher​
Milestone 3/5: :master ball:Academy Credit​
Milestone 4/5: :comet shard:Comet Shard​
Victory: One raider earns the ability to :big mushroom:Dynamax. (Gigantimaxing is Dynamaxing.)​
Victory, with 1+ Lifeline Uses remaining: :groudon:Groudon Lv0 or :kyogre:Kyogre Lv0​
Victory, with all Lifeline Uses remaining: 20 EXP for the obtained legendary Pokemon​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 4:amulet coin:RC, 8:tea:JC​
Completion: 2 more :tea:JC and a :star piece:Star Piece​
 
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Vs. The Source of the Enigma.
Level 4 (Pinnacle)

Format Changes:
b3p5 Triples vs. Raid​
The player brings three of their own Pokemon and additionally commands two Guests​
Switching: On for player; Off for Raid​
(When you switch, the entering Pokemon takes over the role and Vocation of the Pokemon they're replacing.)​
Backpack Size: 6​
Lifeline Uses: 2​
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.​
:black glasses:Lifeline Taunt - On each Boss, create the unique condition created by Taunt until the end of the round.​
:fluffy tail:Lifeline Tidy-Up - Discard all battle conditions and all field conditions. Restore all held items to their users and/or owners.​
:revive:Lifeline Revive - Remove Fainting from one of your inactive Pokemon; and if you do, set their HP and Energy to 50.​

:sv/eternatus:
Eternatus

Typing:
Poison/Dragon
Abilities: Pressure
Traits: Boss. Unfainting. Cannot Dynamax.

Item: :normalium z:Normalium Z

HP: 444
Attack: 6
Defen.: 7
Sp.Atk: 10
Sp.Def: 7
Speed: 130
Size: 7
Weight: 12


Order Behavior
Choose action, target PRChoose action and target,
in odd-numbered rounds
Choose action and target,
in even-numbered rounds
Dynamax Cannon
Sludge Bomb
Flamethrower
Flash Cannon
Shadow Ball
Solar Beam
Gunk Shot
Outrage​
Torment
Toxic
Toxic Spikes
Fire Spin =6
Dragon Tail =6
Mystical Fire =6​
Eternabeam
Heat Wave
Toxic
Roar
:poison barb:Piercing :wide lens:Wide Venom Drench x3​
:sv/eternatus-eternamax:
Eternatus-Eternamax

Typing:
Poison/Dragon
Abilities: ---
Traits: Boss. Unfainting. Considered to be Dynamaxed. Can order Max Moves.

Item: :normalium z:Normalium Z

HP: 890
Attack: 8
Defen.: 15 during even-numbered rounds, -15* otherwise.
Sp.Atk: 9
Sp.Def: 15 during odd-numbered rounds, -15* otherwise.
Speed: 130
Size: 7
Weight: 1

*(Ranks normally can't be negative; this Boss is an exception. Negative defenses work how you expect.)

Order Behavior
Choose action, target PRChoose action and target,
in odd-numbered rounds
Choose action,
in even-numbered rounds
Choose action and target
:poison barb:Piercing Dynamax Cannon
:poison barb:Piercing Venoshock
Fire Blast
Heat Wave
Flash Cannon
Meteor Beam
Gunk Shot +5
Outrage +5​
Confuse Ray
Disable*
Defog
Role Play
Toxic Spikes
Recover x2
Dragon Tail =8
Mystical Fire =8​
:wide lens:Wide Eternabeam +5
:wide lens:Wide Mystical Fire
:wide lens:Wide Toxic
:wide lens:Wide Roar
Imprison*
Cosmic Power x3
:poison barb:Piercing Venom Drench x3​
Skip this action unless a Raider fainted last round.
:poison barb:Piercing G-Max Depletion
:poison barb:Piercing G-Max Malodor
:poison barb:Piercing G-Max Sandblast
:poison barb:Piercing G-Max Steelspike
:poison barb:Piercing G-Max Windrage​

*Referee chooses the declared move.
:sv/zacian-crowned:
The Crowned Sword (Zacian-Crowned)

Typing: Fairy/Steel
Abilities: Intrepid Sword
Cannot Dynamax.

Item: :rusted sword:Rusted Sword

HP: 1 / 95
Max Energy: 30
Attack: 11
Defen.: 8
Sp.Atk: 6
Sp.Def: 8
Speed: 148
Size: 5
Weight: 8


Order Behavior
As a player Guest, The Crowned Sword takes orders from the player. The Crowned Sword knows the following moves:

Behemoth Blade​
Psychic Fangs​
Snore​
Quick Attack​
Helping Hand​
Howl​
Imprison​
Swords Dance​
Iron Defense​
Agility​
Protect​
Substitute​
Rest​
Sleep Talk​
:sv/zamazenta-crowned:
The Crowned Shield (Zamazenta-Crowned)

Typing: Fighting/Steel
Abilities: Dauntless Shield
Cannot Dynamax.

Item: :rusted shield:Rusted Shield

HP: 1 / 95
Max Energy: 30
Attack: 9
Defen.: 10
Sp.Atk: 6
Sp.Def: 10
Speed: 128
Size: 5
Weight: 11


Order Behavior
As a player Guest, The Crowned Shield takes orders from the player. The Crowned Shield knows the following moves:

Behemoth Bash​
Psychic Fangs​
Snore​
Helping Hand​
Howl​
Imprison​
Iron Defense​
Light Screen​
Reflect​
Safeguard​

Protect​
Substitute​
Rest​
Sleep Talk​
Phase Progression
  1. :eternatus:Eternatus (★)
  2. :eternatus-eternamax:Eternatus-Eternamax (★)
Guest Allies: :zacian-crowned:The Crowned Sword, :zamazenta-crowned:The Crowned Shield​

Raid 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!
Camouflage: Dragon | Nature Power: Dragon Pulse | Secret Power: 30% to discard Poison from the user.​

All Phases - From The Jaws of Defeat
As the battle starts, :zacian-crowned:The Crowned Sword and :zamazenta-crowned:The Crowned Shield are nearly on the verge of defeat. They each have only a single HP remaining.​
:zacian-crowned:The Crowned Sword and :zamazenta-crowned:The Crowned Shield are Guests on the player's team for the duration of the raid. The player may withdraw them and send them out freely.​
The player sends out from among their five total team members; designating a starting PR, SU, and AG with their first sendout.​
All Phases - Battle of Attrition
The player's Pokemon, including Guests, each have 30 maximum Energy and 1 Recovery.​
Combinations used by the player's Pokemon, including Guests, cost only the sum of the components' costs.​
At the end of each round, for each of the player's Pokemon in reserve, including Guests:​
  • If their Energy is full, replenish their Recovery and their Combo Token.
  • Otherwise, set their Energy to maximum.
When either :zacian-crowned:The Crowned Sword or :zamazenta-crowned:The Crowned Shield faints: The player loses the battle.​

Rewards:
Player Progress:
Total missing HP of both Bosses / Total maximum HP of both Bosses​
Entry Cost: 16:tea:JC​
Milestone 2/5: :shadow mail:Deviant Event Voucher​
Milestone 3/5: :master ball:Academy Credit​
Milestone 4/5: :comet shard:Comet Shard​
Victory: One raider earns the ability to :big mushroom:Dynamax. (Gigantimaxing is Dynamaxing.)​
Victory, with 1+ Lifeline Uses remaining: :zacian:Zacian Lv0 or :zamazenta:Zamazenta Lv0​
Victory, with all Lifeline Uses remaining: 20 EXP for the obtained legendary Pokemon​
Referee Progress: Rounds reffed by that referee / Total Rounds.
Progress: 4:amulet coin:RC, 8:tea:JC​
Completion: 2 more :tea:JC and a :star piece:Star Piece​
 
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